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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/CollisionSounds.cs304
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs40
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs695
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs791
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs350
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs150
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs867
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs32
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs479
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs251
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1395
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1716
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs767
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs900
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs135
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs124
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs184
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
26 files changed, 7361 insertions, 2346 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 5b16b67..d18571c 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -80,13 +80,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
80 m_scenePresence = sp; 80 m_scenePresence = sp;
81 CurrentMovementAnimation = "CROUCH"; 81 CurrentMovementAnimation = "CROUCH";
82 } 82 }
83 83
84 public void AddAnimation(UUID animID, UUID objectID) 84 public void AddAnimation(UUID animID, UUID objectID)
85 { 85 {
86 if (m_scenePresence.IsChildAgent) 86 if (m_scenePresence.IsChildAgent)
87 return; 87 return;
88 88
89// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name); 89 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
90 90
91 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) 91 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
92 SendAnimPack(); 92 SendAnimPack();
@@ -120,6 +120,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
120 SendAnimPack(); 120 SendAnimPack();
121 } 121 }
122 122
123 public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
124 {
125 if (m_scenePresence.IsChildAgent)
126 return;
127
128 if (animID != UUID.Zero)
129 {
130 if (addRemove)
131 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
132 else
133 m_animations.Remove(animID);
134 }
135 if(sendPack)
136 SendAnimPack();
137 }
138
123 // Called from scripts 139 // Called from scripts
124 public void RemoveAnimation(string name) 140 public void RemoveAnimation(string name)
125 { 141 {
diff --git a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
new file mode 100644
index 0000000..075724e
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
@@ -0,0 +1,304 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27// Ubit 2012
28
29using System;
30using System.Reflection;
31using System.Collections.Generic;
32using OpenMetaverse;
33using OpenSim.Framework;
34using log4net;
35
36namespace OpenSim.Region.Framework.Scenes
37{
38 public struct CollisionForSoundInfo
39 {
40 public uint colliderID;
41 public Vector3 position;
42 public float relativeVel;
43 }
44
45 public static class CollisionSounds
46 {
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48
49 private const int MaxMaterials = 7;
50 // part part
51
52 private static UUID snd_StoneStone = new UUID("be7295c0-a158-11e1-b3dd-0800200c9a66");
53 private static UUID snd_StoneMetal = new UUID("be7295c0-a158-11e1-b3dd-0800201c9a66");
54 private static UUID snd_StoneGlass = new UUID("be7295c0-a158-11e1-b3dd-0800202c9a66");
55 private static UUID snd_StoneWood = new UUID("be7295c0-a158-11e1-b3dd-0800203c9a66");
56 private static UUID snd_StoneFlesh = new UUID("be7295c0-a158-11e1-b3dd-0800204c9a66");
57 private static UUID snd_StonePlastic = new UUID("be7295c0-a158-11e1-b3dd-0800205c9a66");
58 private static UUID snd_StoneRubber = new UUID("be7295c0-a158-11e1-b3dd-0800206c9a66");
59
60 private static UUID snd_MetalMetal = new UUID("be7295c0-a158-11e1-b3dd-0801201c9a66");
61 private static UUID snd_MetalGlass = new UUID("be7295c0-a158-11e1-b3dd-0801202c9a66");
62 private static UUID snd_MetalWood = new UUID("be7295c0-a158-11e1-b3dd-0801203c9a66");
63 private static UUID snd_MetalFlesh = new UUID("be7295c0-a158-11e1-b3dd-0801204c9a66");
64 private static UUID snd_MetalPlastic = new UUID("be7295c0-a158-11e1-b3dd-0801205c9a66");
65 private static UUID snd_MetalRubber = new UUID("be7295c0-a158-11e1-b3dd-0801206c9a66");
66
67 private static UUID snd_GlassGlass = new UUID("be7295c0-a158-11e1-b3dd-0802202c9a66");
68 private static UUID snd_GlassWood = new UUID("be7295c0-a158-11e1-b3dd-0802203c9a66");
69 private static UUID snd_GlassFlesh = new UUID("be7295c0-a158-11e1-b3dd-0802204c9a66");
70 private static UUID snd_GlassPlastic = new UUID("be7295c0-a158-11e1-b3dd-0802205c9a66");
71 private static UUID snd_GlassRubber = new UUID("be7295c0-a158-11e1-b3dd-0802206c9a66");
72
73 private static UUID snd_WoodWood = new UUID("be7295c0-a158-11e1-b3dd-0803203c9a66");
74 private static UUID snd_WoodFlesh = new UUID("be7295c0-a158-11e1-b3dd-0803204c9a66");
75 private static UUID snd_WoodPlastic = new UUID("be7295c0-a158-11e1-b3dd-0803205c9a66");
76 private static UUID snd_WoodRubber = new UUID("be7295c0-a158-11e1-b3dd-0803206c9a66");
77
78 private static UUID snd_FleshFlesh = new UUID("be7295c0-a158-11e1-b3dd-0804204c9a66");
79 private static UUID snd_FleshPlastic = new UUID("be7295c0-a158-11e1-b3dd-0804205c9a66");
80 private static UUID snd_FleshRubber = new UUID("be7295c0-a158-11e1-b3dd-0804206c9a66");
81
82 private static UUID snd_PlasticPlastic = new UUID("be7295c0-a158-11e1-b3dd-0805205c9a66");
83 private static UUID snd_PlasticRubber = new UUID("be7295c0-a158-11e1-b3dd-0805206c9a66");
84
85 private static UUID snd_RubberRubber = new UUID("be7295c0-a158-11e1-b3dd-0806206c9a66");
86
87 // terrain part
88 private static UUID snd_TerrainStone = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
89 private static UUID snd_TerrainMetal = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
90 private static UUID snd_TerrainGlass = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
91 private static UUID snd_TerrainWood = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
92 private static UUID snd_TerrainFlesh = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
93 private static UUID snd_TerrainPlastic = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
94 private static UUID snd_TerrainRubber = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
95
96 public static UUID[] m_TerrainPart = {
97 snd_TerrainStone,
98 snd_TerrainMetal,
99 snd_TerrainGlass,
100 snd_TerrainWood,
101 snd_TerrainFlesh,
102 snd_TerrainPlastic,
103 snd_TerrainRubber
104 };
105
106 // simetric sounds
107 public static UUID[] m_PartPart = {
108 snd_StoneStone, snd_StoneMetal, snd_StoneGlass, snd_StoneWood, snd_StoneFlesh, snd_StonePlastic, snd_StoneRubber,
109 snd_StoneMetal, snd_MetalMetal, snd_MetalGlass, snd_MetalWood, snd_MetalFlesh, snd_MetalPlastic, snd_MetalRubber,
110 snd_StoneGlass, snd_MetalGlass, snd_GlassGlass, snd_GlassWood, snd_GlassFlesh, snd_GlassPlastic, snd_GlassRubber,
111 snd_StoneWood, snd_MetalWood, snd_GlassWood, snd_WoodWood, snd_WoodFlesh, snd_WoodPlastic, snd_WoodRubber,
112 snd_StoneFlesh, snd_MetalFlesh, snd_GlassFlesh, snd_WoodFlesh, snd_FleshFlesh, snd_FleshPlastic, snd_FleshRubber,
113 snd_StonePlastic, snd_MetalPlastic, snd_GlassPlastic, snd_WoodPlastic, snd_FleshPlastic, snd_PlasticPlastic, snd_PlasticRubber,
114 snd_StoneRubber, snd_MetalRubber, snd_GlassRubber, snd_WoodRubber, snd_FleshRubber, snd_PlasticRubber, snd_RubberRubber
115 };
116
117 public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist)
118 {
119 if (collidersinfolist.Count == 0 || part == null)
120 return;
121
122 if (part.VolumeDetectActive || (part.Flags & PrimFlags.Physics) == 0)
123 return;
124
125 if (part.ParentGroup == null)
126 return;
127
128 if (part.CollisionSoundType < 0)
129 return;
130
131 float volume = 0.0f;
132 bool HaveSound = false;
133
134 UUID soundID = part.CollisionSound;
135
136 if (part.CollisionSoundType > 0)
137 {
138 // soundID = part.CollisionSound;
139 volume = part.CollisionSoundVolume;
140 if (volume == 0.0f)
141 return;
142 HaveSound = true;
143 }
144
145 bool doneownsound = false;
146
147 int thisMaterial = (int)part.Material;
148 if (thisMaterial >= MaxMaterials)
149 thisMaterial = 3;
150 int thisMatScaled = thisMaterial * MaxMaterials;
151
152 CollisionForSoundInfo colInfo;
153 uint id;
154
155 for(int i = 0; i< collidersinfolist.Count; i++)
156 {
157 colInfo = collidersinfolist[i];
158
159 id = colInfo.colliderID;
160 if (id == 0) // terrain collision
161 {
162 if (!doneownsound)
163 {
164 if (!HaveSound)
165 {
166 volume = Math.Abs(colInfo.relativeVel);
167 if (volume < 0.2f)
168 continue;
169
170 volume *= volume * .0625f; // 4m/s == full volume
171 if (volume > 1.0f)
172 volume = 1.0f;
173
174 soundID = m_TerrainPart[thisMaterial];
175 }
176 part.SendCollisionSound(soundID, volume, colInfo.position);
177 doneownsound = true;
178 }
179 continue;
180 }
181
182 SceneObjectPart otherPart = part.ParentGroup.Scene.GetSceneObjectPart(id);
183 if (otherPart != null)
184 {
185 if (otherPart.CollisionSoundType < 0 || otherPart.VolumeDetectActive)
186 continue;
187
188 if (!HaveSound)
189 {
190 if (otherPart.CollisionSoundType > 0)
191 {
192 soundID = otherPart.CollisionSound;
193 volume = otherPart.CollisionSoundVolume;
194 if (volume == 0.0f)
195 continue;
196 }
197 else
198 {
199 volume = Math.Abs(colInfo.relativeVel);
200 if (volume < 0.2f)
201 continue;
202
203 volume *= volume * .0625f; // 4m/s == full volume
204 if (volume > 1.0f)
205 volume = 1.0f;
206
207 int otherMaterial = (int)otherPart.Material;
208 if (otherMaterial >= MaxMaterials)
209 otherMaterial = 3;
210
211 soundID = m_PartPart[thisMatScaled + otherMaterial];
212 }
213 }
214
215 if (doneownsound)
216 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
217 else
218 {
219 part.SendCollisionSound(soundID, volume, colInfo.position);
220 doneownsound = true;
221 }
222 }
223 }
224 }
225
226 public static void AvatarCollisionSound(ScenePresence av, List<CollisionForSoundInfo> collidersinfolist)
227 {
228 if (collidersinfolist.Count == 0 || av == null)
229 return;
230
231 UUID soundID;
232 int otherMaterial;
233
234 int thisMaterial = 4; // flesh
235
236 int thisMatScaled = thisMaterial * MaxMaterials;
237
238 // bool doneownsound = false;
239
240 CollisionForSoundInfo colInfo;
241 uint id;
242 float volume;
243
244 for(int i = 0; i< collidersinfolist.Count; i++)
245 {
246 colInfo = collidersinfolist[i];
247
248 id = colInfo.colliderID;
249
250 if (id == 0) // no terrain collision sounds for now
251 {
252 continue;
253// volume = Math.Abs(colInfo.relativeVel);
254// if (volume < 0.2f)
255// continue;
256
257 }
258
259 SceneObjectPart otherPart = av.Scene.GetSceneObjectPart(id);
260 if (otherPart != null)
261 {
262 if (otherPart.CollisionSoundType < 0)
263 continue;
264 if (otherPart.CollisionSoundType > 0 && otherPart.CollisionSoundVolume > 0f)
265 otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, colInfo.position);
266 else
267 {
268 volume = Math.Abs(colInfo.relativeVel);
269 // Most noral collisions (running into walls, stairs)
270 // should never be heard.
271 if (volume < 3.2f)
272 continue;
273// m_log.DebugFormat("Collision speed was {0}", volume);
274
275 // Cap to 0.2 times volume because climbing stairs should not be noisy
276 // Also changed scaling
277 volume *= volume * .0125f; // 4m/s == volume 0.2
278 if (volume > 0.2f)
279 volume = 0.2f;
280 otherMaterial = (int)otherPart.Material;
281 if (otherMaterial >= MaxMaterials)
282 otherMaterial = 3;
283
284 soundID = m_PartPart[thisMatScaled + otherMaterial];
285 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
286 }
287 continue;
288 }
289/*
290 else if (!doneownsound)
291 {
292 ScenePresence otherav = av.Scene.GetScenePresence(Id);
293 if (otherav != null && (!otherav.IsChildAgent))
294 {
295 soundID = snd_FleshFlesh;
296 av.SendCollisionSound(soundID, 1.0);
297 doneownsound = true;
298 }
299 }
300 */
301 }
302 }
303 }
304}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 6b08e0f..ac5f433 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -90,6 +90,10 @@ namespace OpenSim.Region.Framework.Scenes
90 /// </remarks> 90 /// </remarks>
91 public event OnTerrainTickDelegate OnTerrainTick; 91 public event OnTerrainTickDelegate OnTerrainTick;
92 92
93 public delegate void OnTerrainUpdateDelegate();
94
95 public event OnTerrainUpdateDelegate OnTerrainUpdate;
96
93 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 97 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
94 98
95 /// <summary> 99 /// <summary>
@@ -812,6 +816,10 @@ namespace OpenSim.Region.Framework.Scenes
812 public event ParcelPrimCountTainted OnParcelPrimCountTainted; 816 public event ParcelPrimCountTainted OnParcelPrimCountTainted;
813 public event GetScriptRunning OnGetScriptRunning; 817 public event GetScriptRunning OnGetScriptRunning;
814 818
819 public delegate void ThrottleUpdate(ScenePresence scenePresence);
820
821 public event ThrottleUpdate OnThrottleUpdate;
822
815 /// <summary> 823 /// <summary>
816 /// RegisterCapsEvent is called by Scene after the Caps object 824 /// RegisterCapsEvent is called by Scene after the Caps object
817 /// has been instantiated and before it is return to the 825 /// has been instantiated and before it is return to the
@@ -1393,6 +1401,26 @@ namespace OpenSim.Region.Framework.Scenes
1393 } 1401 }
1394 } 1402 }
1395 } 1403 }
1404 public void TriggerTerrainUpdate()
1405 {
1406 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
1407 if (handlerTerrainUpdate != null)
1408 {
1409 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
1410 {
1411 try
1412 {
1413 d();
1414 }
1415 catch (Exception e)
1416 {
1417 m_log.ErrorFormat(
1418 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
1419 e.Message, e.StackTrace);
1420 }
1421 }
1422 }
1423 }
1396 1424
1397 public void TriggerTerrainTick() 1425 public void TriggerTerrainTick()
1398 { 1426 {
@@ -1683,6 +1711,7 @@ namespace OpenSim.Region.Framework.Scenes
1683 m_log.ErrorFormat( 1711 m_log.ErrorFormat(
1684 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}", 1712 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}",
1685 e.Message, e.StackTrace); 1713 e.Message, e.StackTrace);
1714 m_log.ErrorFormat(Environment.StackTrace);
1686 } 1715 }
1687 } 1716 }
1688 } 1717 }
@@ -2919,6 +2948,7 @@ namespace OpenSim.Region.Framework.Scenes
2919 { 2948 {
2920 foreach (Action<Scene> d in handler.GetInvocationList()) 2949 foreach (Action<Scene> d in handler.GetInvocationList())
2921 { 2950 {
2951 m_log.InfoFormat("[EVENT MANAGER]: TriggerSceneShuttingDown invoque {0}", d.Method.Name.ToString());
2922 try 2952 try
2923 { 2953 {
2924 d(s); 2954 d(s);
@@ -2931,6 +2961,7 @@ namespace OpenSim.Region.Framework.Scenes
2931 } 2961 }
2932 } 2962 }
2933 } 2963 }
2964 m_log.Info("[EVENT MANAGER]: TriggerSceneShuttingDown done");
2934 } 2965 }
2935 2966
2936 public void TriggerOnRegionStarted(Scene scene) 2967 public void TriggerOnRegionStarted(Scene scene)
@@ -3100,5 +3131,14 @@ namespace OpenSim.Region.Framework.Scenes
3100 } 3131 }
3101 } 3132 }
3102 } 3133 }
3134
3135 public void TriggerThrottleUpdate(ScenePresence scenePresence)
3136 {
3137 ThrottleUpdate handler = OnThrottleUpdate;
3138 if (handler != null)
3139 {
3140 handler(scenePresence);
3141 }
3142 }
3103 } 3143 }
3104} 3144}
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..edf2bef
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,695 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 [Serializable]
26 public class KeyframeMotion
27 {
28 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
29
30 public enum PlayMode : int
31 {
32 Forward = 0,
33 Reverse = 1,
34 Loop = 2,
35 PingPong = 3
36 };
37
38 [Flags]
39 public enum DataFormat : int
40 {
41 Translation = 2,
42 Rotation = 1
43 }
44
45 [Serializable]
46 public struct Keyframe
47 {
48 public Vector3? Position;
49 public Quaternion? Rotation;
50 public Quaternion StartRotation;
51 public int TimeMS;
52 public int TimeTotal;
53 public Vector3 AngularVelocity;
54 };
55
56 private Vector3 m_serializedPosition;
57 private Vector3 m_basePosition;
58 private Quaternion m_baseRotation;
59
60 private Keyframe m_currentFrame;
61
62 private List<Keyframe> m_frames = new List<Keyframe>();
63
64 private Keyframe[] m_keyframes;
65
66 [NonSerialized()]
67 protected Timer m_timer = null;
68
69 // timer lock
70 [NonSerialized()]
71 private object m_onTimerLock;
72
73 // timer overrun detect
74 // prevents overlap or timer events threads frozen on the lock
75 [NonSerialized()]
76 private bool m_inOnTimer;
77
78 // skip timer events.
79 //timer.stop doesn't assure there aren't event threads still being fired
80 [NonSerialized()]
81 private bool m_timerStopped;
82
83 [NonSerialized()]
84 private bool m_isCrossing;
85
86 [NonSerialized()]
87 private bool m_waitingCrossing;
88
89 // retry position for cross fail
90 [NonSerialized()]
91 private Vector3 m_nextPosition;
92
93 [NonSerialized()]
94 private SceneObjectGroup m_group;
95
96 private PlayMode m_mode = PlayMode.Forward;
97 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
98
99 private bool m_running = false;
100 [NonSerialized()]
101 private bool m_selected = false;
102
103 private int m_iterations = 0;
104
105 private const double timerInterval = 50.0;
106
107 public DataFormat Data
108 {
109 get { return m_data; }
110 }
111
112 public bool Selected
113 {
114 set
115 {
116 if (m_group != null)
117 {
118 if (!value)
119 {
120 // Once we're let go, recompute positions
121 if (m_selected)
122 UpdateSceneObject(m_group);
123 }
124 else
125 {
126 // Save selection position in case we get moved
127 if (!m_selected)
128 {
129 StopTimer();
130 m_serializedPosition = m_group.AbsolutePosition;
131 }
132 }
133 }
134 m_isCrossing = false;
135 m_waitingCrossing = false;
136 m_selected = value;
137 }
138 }
139
140 private void StartTimer()
141 {
142 if (m_timer == null)
143 return;
144 m_timerStopped = false;
145 m_timer.Start();
146 }
147
148 private void StopTimer()
149 {
150 if (m_timer == null || m_timerStopped)
151 return;
152 m_timerStopped = true;
153 m_timer.Stop();
154 }
155
156 private void RemoveTimer()
157 {
158 if (m_timer == null)
159 return;
160 m_timerStopped = true;
161 m_timer.Stop();
162 m_timer.Elapsed -= OnTimer;
163 m_timer = null;
164 }
165
166
167 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
168 {
169 KeyframeMotion newMotion = null;
170
171 try
172 {
173 MemoryStream ms = new MemoryStream(data);
174 BinaryFormatter fmt = new BinaryFormatter();
175
176 newMotion = (KeyframeMotion)fmt.Deserialize(ms);
177
178 newMotion.m_group = grp;
179
180 if (grp != null && grp.IsSelected)
181 newMotion.m_selected = true;
182
183 newMotion.m_onTimerLock = new object();
184 newMotion.m_timerStopped = false;
185 newMotion.m_inOnTimer = false;
186 newMotion.m_isCrossing = false;
187 newMotion.m_waitingCrossing = false;
188 }
189 catch
190 {
191 newMotion = null;
192 }
193
194 return newMotion;
195 }
196
197 public void UpdateSceneObject(SceneObjectGroup grp)
198 {
199// lock (m_onTimerLock)
200 {
201 m_isCrossing = false;
202 m_waitingCrossing = false;
203 StopTimer();
204
205 if (grp == null)
206 return;
207
208 m_group = grp;
209 Vector3 grppos = grp.AbsolutePosition;
210 Vector3 offset = grppos - m_serializedPosition;
211 // avoid doing it more than once
212 // current this will happen draging a prim to other region
213 m_serializedPosition = grppos;
214
215 m_basePosition += offset;
216 m_currentFrame.Position += offset;
217
218 m_nextPosition += offset;
219
220 for (int i = 0; i < m_frames.Count; i++)
221 {
222 Keyframe k = m_frames[i];
223 k.Position += offset;
224 m_frames[i]=k;
225 }
226
227 if (m_running)
228 Start();
229 }
230 }
231
232 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
233 {
234 m_mode = mode;
235 m_data = data;
236
237 m_group = grp;
238 if (grp != null)
239 {
240 m_basePosition = grp.AbsolutePosition;
241 m_baseRotation = grp.GroupRotation;
242 }
243
244 m_onTimerLock = new object();
245 m_timerStopped = true;
246 m_inOnTimer = false;
247 m_isCrossing = false;
248 m_waitingCrossing = false;
249 }
250
251 public void SetKeyframes(Keyframe[] frames)
252 {
253 m_keyframes = frames;
254 }
255
256 public KeyframeMotion Copy(SceneObjectGroup newgrp)
257 {
258 StopTimer();
259
260 KeyframeMotion newmotion = new KeyframeMotion(null, m_mode, m_data);
261
262 newmotion.m_group = newgrp;
263
264 if (m_keyframes != null)
265 {
266 newmotion.m_keyframes = new Keyframe[m_keyframes.Length];
267 m_keyframes.CopyTo(newmotion.m_keyframes, 0);
268 }
269
270 newmotion.m_frames = new List<Keyframe>(m_frames);
271
272 newmotion.m_basePosition = m_basePosition;
273 newmotion.m_baseRotation = m_baseRotation;
274
275 if (m_selected)
276 newmotion.m_serializedPosition = m_serializedPosition;
277 else
278 {
279 if (m_group != null)
280 newmotion.m_serializedPosition = m_group.AbsolutePosition;
281 else
282 newmotion.m_serializedPosition = m_serializedPosition;
283 }
284
285 newmotion.m_currentFrame = m_currentFrame;
286
287 newmotion.m_iterations = m_iterations;
288 newmotion.m_running = m_running;
289
290 if (m_running && !m_waitingCrossing)
291 StartTimer();
292
293 return newmotion;
294 }
295
296 public void Delete()
297 {
298 m_running = false;
299 RemoveTimer();
300 m_isCrossing = false;
301 m_waitingCrossing = false;
302 m_frames.Clear();
303 m_keyframes = null;
304 }
305
306 public void Start()
307 {
308 m_isCrossing = false;
309 m_waitingCrossing = false;
310 if (m_keyframes != null && m_group != null && m_keyframes.Length > 0)
311 {
312 if (m_timer == null)
313 {
314 m_timer = new Timer();
315 m_timer.Interval = timerInterval;
316 m_timer.AutoReset = true;
317 m_timer.Elapsed += OnTimer;
318 }
319 else
320 {
321 StopTimer();
322 m_timer.Interval = timerInterval;
323 }
324
325 m_inOnTimer = false;
326 StartTimer();
327 m_running = true;
328 }
329 else
330 {
331 m_running = false;
332 RemoveTimer();
333 }
334 }
335
336 public void Stop()
337 {
338 m_running = false;
339 m_isCrossing = false;
340 m_waitingCrossing = false;
341
342 RemoveTimer();
343
344 m_basePosition = m_group.AbsolutePosition;
345 m_baseRotation = m_group.GroupRotation;
346
347 m_group.RootPart.Velocity = Vector3.Zero;
348 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
349 m_group.SendGroupRootTerseUpdate();
350
351 m_frames.Clear();
352 }
353
354 public void Pause()
355 {
356 m_running = false;
357 RemoveTimer();
358
359 m_group.RootPart.Velocity = Vector3.Zero;
360 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
361 m_group.SendGroupRootTerseUpdate();
362 }
363
364 private void GetNextList()
365 {
366 m_frames.Clear();
367 Vector3 pos = m_basePosition;
368 Quaternion rot = m_baseRotation;
369
370 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
371 {
372 int direction = 1;
373 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
374 direction = -1;
375
376 int start = 0;
377 int end = m_keyframes.Length;
378// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
379// end = m_keyframes.Length - 1;
380
381 if (direction < 0)
382 {
383 start = m_keyframes.Length - 1;
384 end = -1;
385// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
386// end = 0;
387 }
388
389 for (int i = start; i != end ; i += direction)
390 {
391 Keyframe k = m_keyframes[i];
392
393 if (k.Position.HasValue)
394 {
395 k.Position = (k.Position * direction);
396// k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f);
397 k.Position += pos;
398 }
399 else
400 {
401 k.Position = pos;
402// k.Velocity = Vector3.Zero;
403 }
404
405 k.StartRotation = rot;
406 if (k.Rotation.HasValue)
407 {
408 if (direction == -1)
409 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
410 k.Rotation = rot * k.Rotation;
411 }
412 else
413 {
414 k.Rotation = rot;
415 }
416
417/* ang vel not in use for now
418
419 float angle = 0;
420
421 float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
422 float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W;
423 float aa_bb = aa * bb;
424
425 if (aa_bb == 0)
426 {
427 angle = 0;
428 }
429 else
430 {
431 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
432 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
433 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
434 k.StartRotation.W * ((Quaternion)k.Rotation).W;
435 float q = (ab * ab) / aa_bb;
436
437 if (q > 1.0f)
438 {
439 angle = 0;
440 }
441 else
442 {
443 angle = (float)Math.Acos(2 * q - 1);
444 }
445 }
446
447 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
448 */
449 k.TimeTotal = k.TimeMS;
450
451 m_frames.Add(k);
452
453 pos = (Vector3)k.Position;
454 rot = (Quaternion)k.Rotation;
455 }
456
457 m_basePosition = pos;
458 m_baseRotation = rot;
459
460 m_iterations++;
461 }
462 }
463
464 protected void OnTimer(object sender, ElapsedEventArgs e)
465 {
466 if (m_timerStopped) // trap events still in air even after a timer.stop
467 return;
468
469 if (m_inOnTimer) // don't let overruns to happen
470 {
471 m_log.Warn("[KeyFrame]: timer overrun");
472 return;
473 }
474
475 if (m_group == null)
476 return;
477
478 lock (m_onTimerLock)
479 {
480
481 m_inOnTimer = true;
482
483 bool update = false;
484
485 try
486 {
487 if (m_selected)
488 {
489 if (m_group.RootPart.Velocity != Vector3.Zero)
490 {
491 m_group.RootPart.Velocity = Vector3.Zero;
492 m_group.SendGroupRootTerseUpdate();
493 }
494 m_inOnTimer = false;
495 return;
496 }
497
498 if (m_isCrossing)
499 {
500 // if crossing and timer running then cross failed
501 // wait some time then
502 // retry to set the position that evtually caused the outbound
503 // if still outside region this will call startCrossing below
504 m_isCrossing = false;
505 m_group.AbsolutePosition = m_nextPosition;
506 if (!m_isCrossing)
507 {
508 StopTimer();
509 m_timer.Interval = timerInterval;
510 StartTimer();
511 }
512 m_inOnTimer = false;
513 return;
514 }
515
516 if (m_frames.Count == 0)
517 {
518 GetNextList();
519
520 if (m_frames.Count == 0)
521 {
522 Stop();
523 m_inOnTimer = false;
524 return;
525 }
526
527 m_currentFrame = m_frames[0];
528 m_currentFrame.TimeMS += (int)timerInterval;
529
530 //force a update on a keyframe transition
531 update = true;
532 }
533
534 m_currentFrame.TimeMS -= (int)timerInterval;
535
536 // Do the frame processing
537 double steps = (double)m_currentFrame.TimeMS / timerInterval;
538
539 if (steps <= 0.0)
540 {
541 m_group.RootPart.Velocity = Vector3.Zero;
542 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
543
544 m_nextPosition = (Vector3)m_currentFrame.Position;
545 m_group.AbsolutePosition = m_nextPosition;
546
547 m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
548
549 m_frames.RemoveAt(0);
550 if (m_frames.Count > 0)
551 m_currentFrame = m_frames[0];
552
553 update = true;
554 }
555 else
556 {
557 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
558
559 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
560 Vector3 motionThisFrame = v / (float)steps;
561 v = v * 1000 / m_currentFrame.TimeMS;
562
563 if (Vector3.Mag(motionThisFrame) >= 0.05f)
564 {
565 // m_group.AbsolutePosition += motionThisFrame;
566 m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
567 m_group.AbsolutePosition = m_nextPosition;
568
569 m_group.RootPart.Velocity = v;
570 update = true;
571 }
572
573 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
574 {
575 Quaternion current = m_group.GroupRotation;
576
577 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
578 step.Normalize();
579/* use simpler change detection
580 * float angle = 0;
581
582 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
583 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
584 float aa_bb = aa * bb;
585
586 if (aa_bb == 0)
587 {
588 angle = 0;
589 }
590 else
591 {
592 float ab = current.X * step.X +
593 current.Y * step.Y +
594 current.Z * step.Z +
595 current.W * step.W;
596 float q = (ab * ab) / aa_bb;
597
598 if (q > 1.0f)
599 {
600 angle = 0;
601 }
602 else
603 {
604 angle = (float)Math.Acos(2 * q - 1);
605 }
606 }
607
608 if (angle > 0.01f)
609 */
610 if(Math.Abs(step.X - current.X) > 0.001f
611 || Math.Abs(step.Y - current.Y) > 0.001f
612 || Math.Abs(step.Z - current.Z) > 0.001f)
613 // assuming w is a dependente var
614
615 {
616 m_group.UpdateGroupRotationR(step);
617 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
618 update = true;
619 }
620 }
621 }
622
623 if (update)
624 m_group.SendGroupRootTerseUpdate();
625
626 }
627 catch ( Exception ex)
628 {
629 // still happening sometimes
630 // lets try to see where
631 m_log.Warn("[KeyFrame]: timer overrun" + ex.Message);
632 }
633
634 finally
635 {
636 // make sure we do not let this frozen
637 m_inOnTimer = false;
638 }
639 }
640 }
641
642 public Byte[] Serialize()
643 {
644 StopTimer();
645 MemoryStream ms = new MemoryStream();
646
647 BinaryFormatter fmt = new BinaryFormatter();
648 SceneObjectGroup tmp = m_group;
649 m_group = null;
650 if (!m_selected && tmp != null)
651 m_serializedPosition = tmp.AbsolutePosition;
652 fmt.Serialize(ms, this);
653 m_group = tmp;
654 if (m_running && !m_waitingCrossing)
655 StartTimer();
656
657 return ms.ToArray();
658 }
659
660 public void StartCrossingCheck()
661 {
662 // timer will be restart by crossingFailure
663 // or never since crossing worked and this
664 // should be deleted
665 StopTimer();
666
667 m_isCrossing = true;
668 m_waitingCrossing = true;
669
670// to remove / retune to smoth crossings
671 if (m_group.RootPart.Velocity != Vector3.Zero)
672 {
673 m_group.RootPart.Velocity = Vector3.Zero;
674 m_group.SendGroupRootTerseUpdate();
675 }
676 }
677
678 public void CrossingFailure()
679 {
680 m_waitingCrossing = false;
681
682 if (m_group != null)
683 {
684 m_group.RootPart.Velocity = Vector3.Zero;
685 m_group.SendGroupRootTerseUpdate();
686
687 if (m_running && m_timer != null)
688 {
689 m_timer.Interval = 60000;
690 StartTimer();
691 }
692 }
693 }
694 }
695}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..ddae073 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -212,9 +212,15 @@ namespace OpenSim.Region.Framework.Scenes
212 } 212 }
213 213
214 // Use the camera position for local agents and avatar position for remote agents 214 // Use the camera position for local agents and avatar position for remote agents
215 Vector3 presencePos = (presence.IsChildAgent) ? 215 // Why would I want that? They could be camming but I still see them at the
216 presence.AbsolutePosition : 216 // avatar position, so why should I update them as if they were at their
217 presence.CameraPosition; 217 // camera positions? Makes no sense!
218 // TODO: Fix this mess
219 //Vector3 presencePos = (presence.IsChildAgent) ?
220 // presence.AbsolutePosition :
221 // presence.CameraPosition;
222
223 Vector3 presencePos = presence.AbsolutePosition;
218 224
219 // Compute the distance... 225 // Compute the distance...
220 double distance = Vector3.Distance(presencePos, entityPos); 226 double distance = Vector3.Distance(presencePos, entityPos);
@@ -226,7 +232,7 @@ namespace OpenSim.Region.Framework.Scenes
226 232
227 for (int i = 0; i < queues - 1; i++) 233 for (int i = 0; i < queues - 1; i++)
228 { 234 {
229 if (distance < 10 * Math.Pow(2.0,i)) 235 if (distance < 30 * Math.Pow(2.0,i))
230 break; 236 break;
231 pqueue++; 237 pqueue++;
232 } 238 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..9cb901a
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,791 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Text;
34using System.IO;
35using System.Xml;
36using OpenSim.Framework.Serialization;
37using OpenSim.Framework.Serialization.External;
38using OpenSim.Region.Framework.Scenes.Serialization;
39
40namespace OpenSim.Region.Framework.Scenes
41{
42 public class SOPVehicle
43 {
44 public VehicleData vd;
45
46 public Vehicle Type
47 {
48 get { return vd.m_type; }
49 }
50
51 public SOPVehicle()
52 {
53 vd = new VehicleData();
54 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
55 }
56
57 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
58 {
59 float len;
60 float timestep = 0.01f;
61 switch (pParam)
62 {
63 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
64 if (pValue < 0f) pValue = 0f;
65 if (pValue > 1f) pValue = 1f;
66 vd.m_angularDeflectionEfficiency = pValue;
67 break;
68 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
69 if (pValue < timestep) pValue = timestep;
70 vd.m_angularDeflectionTimescale = pValue;
71 break;
72 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
73 if (pValue < timestep) pValue = timestep;
74 else if (pValue > 120) pValue = 120;
75 vd.m_angularMotorDecayTimescale = pValue;
76 break;
77 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
78 if (pValue < timestep) pValue = timestep;
79 vd.m_angularMotorTimescale = pValue;
80 break;
81 case Vehicle.BANKING_EFFICIENCY:
82 if (pValue < -1f) pValue = -1f;
83 if (pValue > 1f) pValue = 1f;
84 vd.m_bankingEfficiency = pValue;
85 break;
86 case Vehicle.BANKING_MIX:
87 if (pValue < 0f) pValue = 0f;
88 if (pValue > 1f) pValue = 1f;
89 vd.m_bankingMix = pValue;
90 break;
91 case Vehicle.BANKING_TIMESCALE:
92 if (pValue < timestep) pValue = timestep;
93 vd.m_bankingTimescale = pValue;
94 break;
95 case Vehicle.BUOYANCY:
96 if (pValue < -1f) pValue = -1f;
97 if (pValue > 1f) pValue = 1f;
98 vd.m_VehicleBuoyancy = pValue;
99 break;
100 case Vehicle.HOVER_EFFICIENCY:
101 if (pValue < 0f) pValue = 0f;
102 if (pValue > 1f) pValue = 1f;
103 vd.m_VhoverEfficiency = pValue;
104 break;
105 case Vehicle.HOVER_HEIGHT:
106 vd.m_VhoverHeight = pValue;
107 break;
108 case Vehicle.HOVER_TIMESCALE:
109 if (pValue < timestep) pValue = timestep;
110 vd.m_VhoverTimescale = pValue;
111 break;
112 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
113 if (pValue < 0f) pValue = 0f;
114 if (pValue > 1f) pValue = 1f;
115 vd.m_linearDeflectionEfficiency = pValue;
116 break;
117 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
118 if (pValue < timestep) pValue = timestep;
119 vd.m_linearDeflectionTimescale = pValue;
120 break;
121 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
122 if (pValue < timestep) pValue = timestep;
123 else if (pValue > 120) pValue = 120;
124 vd.m_linearMotorDecayTimescale = pValue;
125 break;
126 case Vehicle.LINEAR_MOTOR_TIMESCALE:
127 if (pValue < timestep) pValue = timestep;
128 vd.m_linearMotorTimescale = pValue;
129 break;
130 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
131 if (pValue < 0f) pValue = 0f;
132 if (pValue > 1f) pValue = 1f;
133 vd.m_verticalAttractionEfficiency = pValue;
134 break;
135 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
136 if (pValue < timestep) pValue = timestep;
137 vd.m_verticalAttractionTimescale = pValue;
138 break;
139
140 // These are vector properties but the engine lets you use a single float value to
141 // set all of the components to the same value
142 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
143 if (pValue < timestep) pValue = timestep;
144 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
145 break;
146 case Vehicle.ANGULAR_MOTOR_DIRECTION:
147 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
148 len = vd.m_angularMotorDirection.Length();
149 if (len > 12.566f)
150 vd.m_angularMotorDirection *= (12.566f / len);
151 break;
152 case Vehicle.LINEAR_FRICTION_TIMESCALE:
153 if (pValue < timestep) pValue = timestep;
154 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
155 break;
156 case Vehicle.LINEAR_MOTOR_DIRECTION:
157 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
158 len = vd.m_linearMotorDirection.Length();
159 if (len > 30.0f)
160 vd.m_linearMotorDirection *= (30.0f / len);
161 break;
162 case Vehicle.LINEAR_MOTOR_OFFSET:
163 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
164 len = vd.m_linearMotorOffset.Length();
165 if (len > 100.0f)
166 vd.m_linearMotorOffset *= (100.0f / len);
167 break;
168 }
169 }//end ProcessFloatVehicleParam
170
171 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
172 {
173 float len;
174 float timestep = 0.01f;
175 switch (pParam)
176 {
177 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
178 if (pValue.X < timestep) pValue.X = timestep;
179 if (pValue.Y < timestep) pValue.Y = timestep;
180 if (pValue.Z < timestep) pValue.Z = timestep;
181
182 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
183 break;
184 case Vehicle.ANGULAR_MOTOR_DIRECTION:
185 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
186 // Limit requested angular speed to 2 rps= 4 pi rads/sec
187 len = vd.m_angularMotorDirection.Length();
188 if (len > 12.566f)
189 vd.m_angularMotorDirection *= (12.566f / len);
190 break;
191 case Vehicle.LINEAR_FRICTION_TIMESCALE:
192 if (pValue.X < timestep) pValue.X = timestep;
193 if (pValue.Y < timestep) pValue.Y = timestep;
194 if (pValue.Z < timestep) pValue.Z = timestep;
195 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
196 break;
197 case Vehicle.LINEAR_MOTOR_DIRECTION:
198 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
199 len = vd.m_linearMotorDirection.Length();
200 if (len > 30.0f)
201 vd.m_linearMotorDirection *= (30.0f / len);
202 break;
203 case Vehicle.LINEAR_MOTOR_OFFSET:
204 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
205 len = vd.m_linearMotorOffset.Length();
206 if (len > 100.0f)
207 vd.m_linearMotorOffset *= (100.0f / len);
208 break;
209 }
210 }//end ProcessVectorVehicleParam
211
212 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
213 {
214 switch (pParam)
215 {
216 case Vehicle.REFERENCE_FRAME:
217 vd.m_referenceFrame = pValue;
218 break;
219 }
220 }//end ProcessRotationVehicleParam
221
222 public void ProcessVehicleFlags(int pParam, bool remove)
223 {
224 if (remove)
225 {
226 vd.m_flags &= ~((VehicleFlag)pParam);
227 }
228 else
229 {
230 vd.m_flags |= (VehicleFlag)pParam;
231 }
232 }//end ProcessVehicleFlags
233
234 public void ProcessTypeChange(Vehicle pType)
235 {
236 vd.m_linearMotorDirection = Vector3.Zero;
237 vd.m_angularMotorDirection = Vector3.Zero;
238 vd.m_linearMotorOffset = Vector3.Zero;
239 vd.m_referenceFrame = Quaternion.Identity;
240
241 // Set Defaults For Type
242 vd.m_type = pType;
243 switch (pType)
244 {
245 case Vehicle.TYPE_NONE:
246 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
248 vd.m_linearMotorTimescale = 1000;
249 vd.m_linearMotorDecayTimescale = 120;
250 vd.m_angularMotorTimescale = 1000;
251 vd.m_angularMotorDecayTimescale = 1000;
252 vd.m_VhoverHeight = 0;
253 vd.m_VhoverEfficiency = 1;
254 vd.m_VhoverTimescale = 1000;
255 vd.m_VehicleBuoyancy = 0;
256 vd.m_linearDeflectionEfficiency = 0;
257 vd.m_linearDeflectionTimescale = 1000;
258 vd.m_angularDeflectionEfficiency = 0;
259 vd.m_angularDeflectionTimescale = 1000;
260 vd.m_bankingEfficiency = 0;
261 vd.m_bankingMix = 1;
262 vd.m_bankingTimescale = 1000;
263 vd.m_verticalAttractionEfficiency = 0;
264 vd.m_verticalAttractionTimescale = 1000;
265
266 vd.m_flags = (VehicleFlag)0;
267 break;
268
269 case Vehicle.TYPE_SLED:
270 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
271 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
272 vd.m_linearMotorTimescale = 1000;
273 vd.m_linearMotorDecayTimescale = 120;
274 vd.m_angularMotorTimescale = 1000;
275 vd.m_angularMotorDecayTimescale = 120;
276 vd.m_VhoverHeight = 0;
277 vd.m_VhoverEfficiency = 1;
278 vd.m_VhoverTimescale = 10;
279 vd.m_VehicleBuoyancy = 0;
280 vd.m_linearDeflectionEfficiency = 1;
281 vd.m_linearDeflectionTimescale = 1;
282 vd.m_angularDeflectionEfficiency = 0;
283 vd.m_angularDeflectionTimescale = 1000;
284 vd.m_bankingEfficiency = 0;
285 vd.m_bankingMix = 1;
286 vd.m_bankingTimescale = 10;
287 vd.m_flags &=
288 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
289 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
290 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
291 break;
292 case Vehicle.TYPE_CAR:
293 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
294 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
295 vd.m_linearMotorTimescale = 1;
296 vd.m_linearMotorDecayTimescale = 60;
297 vd.m_angularMotorTimescale = 1;
298 vd.m_angularMotorDecayTimescale = 0.8f;
299 vd.m_VhoverHeight = 0;
300 vd.m_VhoverEfficiency = 0;
301 vd.m_VhoverTimescale = 1000;
302 vd.m_VehicleBuoyancy = 0;
303 vd.m_linearDeflectionEfficiency = 1;
304 vd.m_linearDeflectionTimescale = 2;
305 vd.m_angularDeflectionEfficiency = 0;
306 vd.m_angularDeflectionTimescale = 10;
307 vd.m_verticalAttractionEfficiency = 1f;
308 vd.m_verticalAttractionTimescale = 10f;
309 vd.m_bankingEfficiency = -0.2f;
310 vd.m_bankingMix = 1;
311 vd.m_bankingTimescale = 1;
312 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
313 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
314 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
315 break;
316 case Vehicle.TYPE_BOAT:
317 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
318 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
319 vd.m_linearMotorTimescale = 5;
320 vd.m_linearMotorDecayTimescale = 60;
321 vd.m_angularMotorTimescale = 4;
322 vd.m_angularMotorDecayTimescale = 4;
323 vd.m_VhoverHeight = 0;
324 vd.m_VhoverEfficiency = 0.5f;
325 vd.m_VhoverTimescale = 2;
326 vd.m_VehicleBuoyancy = 1;
327 vd.m_linearDeflectionEfficiency = 0.5f;
328 vd.m_linearDeflectionTimescale = 3;
329 vd.m_angularDeflectionEfficiency = 0.5f;
330 vd.m_angularDeflectionTimescale = 5;
331 vd.m_verticalAttractionEfficiency = 0.5f;
332 vd.m_verticalAttractionTimescale = 5f;
333 vd.m_bankingEfficiency = -0.3f;
334 vd.m_bankingMix = 0.8f;
335 vd.m_bankingTimescale = 1;
336 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
337 VehicleFlag.HOVER_GLOBAL_HEIGHT |
338 VehicleFlag.HOVER_UP_ONLY |
339 VehicleFlag.LIMIT_ROLL_ONLY);
340 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
341 VehicleFlag.LIMIT_MOTOR_UP |
342 VehicleFlag.HOVER_WATER_ONLY);
343 break;
344 case Vehicle.TYPE_AIRPLANE:
345 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
346 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
347 vd.m_linearMotorTimescale = 2;
348 vd.m_linearMotorDecayTimescale = 60;
349 vd.m_angularMotorTimescale = 4;
350 vd.m_angularMotorDecayTimescale = 8;
351 vd.m_VhoverHeight = 0;
352 vd.m_VhoverEfficiency = 0.5f;
353 vd.m_VhoverTimescale = 1000;
354 vd.m_VehicleBuoyancy = 0;
355 vd.m_linearDeflectionEfficiency = 0.5f;
356 vd.m_linearDeflectionTimescale = 0.5f;
357 vd.m_angularDeflectionEfficiency = 1;
358 vd.m_angularDeflectionTimescale = 2;
359 vd.m_verticalAttractionEfficiency = 0.9f;
360 vd.m_verticalAttractionTimescale = 2f;
361 vd.m_bankingEfficiency = 1;
362 vd.m_bankingMix = 0.7f;
363 vd.m_bankingTimescale = 2;
364 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
365 VehicleFlag.HOVER_TERRAIN_ONLY |
366 VehicleFlag.HOVER_GLOBAL_HEIGHT |
367 VehicleFlag.HOVER_UP_ONLY |
368 VehicleFlag.NO_DEFLECTION_UP |
369 VehicleFlag.LIMIT_MOTOR_UP);
370 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
371 break;
372 case Vehicle.TYPE_BALLOON:
373 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
374 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
375 vd.m_linearMotorTimescale = 5;
376 vd.m_linearMotorDecayTimescale = 60;
377 vd.m_angularMotorTimescale = 6;
378 vd.m_angularMotorDecayTimescale = 10;
379 vd.m_VhoverHeight = 5;
380 vd.m_VhoverEfficiency = 0.8f;
381 vd.m_VhoverTimescale = 10;
382 vd.m_VehicleBuoyancy = 1;
383 vd.m_linearDeflectionEfficiency = 0;
384 vd.m_linearDeflectionTimescale = 5;
385 vd.m_angularDeflectionEfficiency = 0;
386 vd.m_angularDeflectionTimescale = 5;
387 vd.m_verticalAttractionEfficiency = 0f;
388 vd.m_verticalAttractionTimescale = 1000f;
389 vd.m_bankingEfficiency = 0;
390 vd.m_bankingMix = 0.7f;
391 vd.m_bankingTimescale = 5;
392 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
393 VehicleFlag.HOVER_TERRAIN_ONLY |
394 VehicleFlag.HOVER_UP_ONLY |
395 VehicleFlag.NO_DEFLECTION_UP |
396 VehicleFlag.LIMIT_MOTOR_UP);
397 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
398 VehicleFlag.HOVER_GLOBAL_HEIGHT);
399 break;
400 }
401 }
402 public void SetVehicle(PhysicsActor ph)
403 {
404 if (ph == null)
405 return;
406 ph.SetVehicle(vd);
407 }
408
409 private XmlTextWriter writer;
410
411 private void XWint(string name, int i)
412 {
413 writer.WriteElementString(name, i.ToString());
414 }
415
416 private void XWfloat(string name, float f)
417 {
418 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
419 }
420
421 private void XWVector(string name, Vector3 vec)
422 {
423 writer.WriteStartElement(name);
424 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
426 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
427 writer.WriteEndElement();
428 }
429
430 private void XWQuat(string name, Quaternion quat)
431 {
432 writer.WriteStartElement(name);
433 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
436 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
437 writer.WriteEndElement();
438 }
439
440 public void ToXml2(XmlTextWriter twriter)
441 {
442 writer = twriter;
443 writer.WriteStartElement("Vehicle");
444
445 XWint("TYPE", (int)vd.m_type);
446 XWint("FLAGS", (int)vd.m_flags);
447
448 // Linear properties
449 XWVector("LMDIR", vd.m_linearMotorDirection);
450 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
451 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
452 XWfloat("LMTIME", vd.m_linearMotorTimescale);
453 XWVector("LMOFF", vd.m_linearMotorOffset);
454
455 //Angular properties
456 XWVector("AMDIR", vd.m_angularMotorDirection);
457 XWfloat("AMTIME", vd.m_angularMotorTimescale);
458 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
459 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
460
461 //Deflection properties
462 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
463 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
464 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
465 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
466
467 //Banking properties
468 XWfloat("BEFF", vd.m_bankingEfficiency);
469 XWfloat("BMIX", vd.m_bankingMix);
470 XWfloat("BTIME", vd.m_bankingTimescale);
471
472 //Hover and Buoyancy properties
473 XWfloat("HHEI", vd.m_VhoverHeight);
474 XWfloat("HEFF", vd.m_VhoverEfficiency);
475 XWfloat("HTIME", vd.m_VhoverTimescale);
476 XWfloat("VBUO", vd.m_VehicleBuoyancy);
477
478 //Attractor properties
479 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
480 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
481
482 XWQuat("REF_FRAME", vd.m_referenceFrame);
483
484 writer.WriteEndElement();
485 writer = null;
486 }
487
488
489
490 XmlTextReader reader;
491
492 private int XRint()
493 {
494 return reader.ReadElementContentAsInt();
495 }
496
497 private float XRfloat()
498 {
499 return reader.ReadElementContentAsFloat();
500 }
501
502 public Vector3 XRvector()
503 {
504 Vector3 vec;
505 reader.ReadStartElement();
506 vec.X = reader.ReadElementContentAsFloat();
507 vec.Y = reader.ReadElementContentAsFloat();
508 vec.Z = reader.ReadElementContentAsFloat();
509 reader.ReadEndElement();
510 return vec;
511 }
512
513 public Quaternion XRquat()
514 {
515 Quaternion q;
516 reader.ReadStartElement();
517 q.X = reader.ReadElementContentAsFloat();
518 q.Y = reader.ReadElementContentAsFloat();
519 q.Z = reader.ReadElementContentAsFloat();
520 q.W = reader.ReadElementContentAsFloat();
521 reader.ReadEndElement();
522 return q;
523 }
524
525 public static bool EReadProcessors(
526 Dictionary<string, Action> processors,
527 XmlTextReader xtr)
528 {
529 bool errors = false;
530
531 string nodeName = string.Empty;
532 while (xtr.NodeType != XmlNodeType.EndElement)
533 {
534 nodeName = xtr.Name;
535
536 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
537
538 Action p = null;
539 if (processors.TryGetValue(xtr.Name, out p))
540 {
541 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
542
543 try
544 {
545 p();
546 }
547 catch (Exception e)
548 {
549 errors = true;
550 if (xtr.NodeType == XmlNodeType.EndElement)
551 xtr.Read();
552 }
553 }
554 else
555 {
556 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
557 xtr.ReadOuterXml(); // ignore
558 }
559 }
560
561 return errors;
562 }
563
564
565 public string ToXml2()
566 {
567 MemoryStream ms = new MemoryStream(512);
568 UTF8Encoding enc = new UTF8Encoding();
569 XmlTextWriter xwriter = new XmlTextWriter(ms, enc);
570 ToXml2(xwriter);
571 xwriter.Flush();
572 string s = ms.GetStreamString();
573 xwriter.Close();
574 return s;
575 }
576
577 public static SOPVehicle FromXml2(string text)
578 {
579 if (text == String.Empty)
580 return null;
581
582 UTF8Encoding enc = new UTF8Encoding();
583 MemoryStream ms = new MemoryStream(enc.GetBytes(text));
584 XmlTextReader xreader = new XmlTextReader(ms);
585
586 SOPVehicle v = new SOPVehicle();
587 bool error;
588
589 v.FromXml2(xreader, out error);
590
591 xreader.Close();
592
593 if (error)
594 {
595 v = null;
596 return null;
597 }
598 return v;
599 }
600
601 public static SOPVehicle FromXml2(XmlTextReader reader)
602 {
603 SOPVehicle vehicle = new SOPVehicle();
604
605 bool errors = false;
606
607 vehicle.FromXml2(reader, out errors);
608 if (errors)
609 return null;
610
611 return vehicle;
612 }
613
614 private void FromXml2(XmlTextReader _reader, out bool errors)
615 {
616 errors = false;
617 reader = _reader;
618
619 Dictionary<string, Action> m_VehicleXmlProcessors
620 = new Dictionary<string, Action>();
621
622 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
623 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
624
625 // Linear properties
626 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
627 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
628 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
629 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
630 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
631
632 //Angular properties
633 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
634 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
635 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
636 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
637
638 //Deflection properties
639 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
640 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
641 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
642 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
643
644 //Banking properties
645 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
646 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
647 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
648
649 //Hover and Buoyancy properties
650 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
651 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
652 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
653
654 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
655
656 //Attractor properties
657 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
658 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
659
660 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
661
662 vd = new VehicleData();
663
664 reader.ReadStartElement("Vehicle", String.Empty);
665
666 errors = EReadProcessors(
667 m_VehicleXmlProcessors,
668 reader);
669
670 reader.ReadEndElement();
671 reader = null;
672 }
673
674 private void ProcessXR_type()
675 {
676 vd.m_type = (Vehicle)XRint();
677 }
678 private void ProcessXR_flags()
679 {
680 vd.m_flags = (VehicleFlag)XRint();
681 }
682 // Linear properties
683 private void ProcessXR_linearMotorDirection()
684 {
685 vd.m_linearMotorDirection = XRvector();
686 }
687
688 private void ProcessXR_linearFrictionTimescale()
689 {
690 vd.m_linearFrictionTimescale = XRvector();
691 }
692
693 private void ProcessXR_linearMotorDecayTimescale()
694 {
695 vd.m_linearMotorDecayTimescale = XRfloat();
696 }
697 private void ProcessXR_linearMotorTimescale()
698 {
699 vd.m_linearMotorTimescale = XRfloat();
700 }
701 private void ProcessXR_linearMotorOffset()
702 {
703 vd.m_linearMotorOffset = XRvector();
704 }
705
706
707 //Angular properties
708 private void ProcessXR_angularMotorDirection()
709 {
710 vd.m_angularMotorDirection = XRvector();
711 }
712 private void ProcessXR_angularMotorTimescale()
713 {
714 vd.m_angularMotorTimescale = XRfloat();
715 }
716 private void ProcessXR_angularMotorDecayTimescale()
717 {
718 vd.m_angularMotorDecayTimescale = XRfloat();
719 }
720 private void ProcessXR_angularFrictionTimescale()
721 {
722 vd.m_angularFrictionTimescale = XRvector();
723 }
724
725 //Deflection properties
726 private void ProcessXR_angularDeflectionEfficiency()
727 {
728 vd.m_angularDeflectionEfficiency = XRfloat();
729 }
730 private void ProcessXR_angularDeflectionTimescale()
731 {
732 vd.m_angularDeflectionTimescale = XRfloat();
733 }
734 private void ProcessXR_linearDeflectionEfficiency()
735 {
736 vd.m_linearDeflectionEfficiency = XRfloat();
737 }
738 private void ProcessXR_linearDeflectionTimescale()
739 {
740 vd.m_linearDeflectionTimescale = XRfloat();
741 }
742
743 //Banking properties
744 private void ProcessXR_bankingEfficiency()
745 {
746 vd.m_bankingEfficiency = XRfloat();
747 }
748 private void ProcessXR_bankingMix()
749 {
750 vd.m_bankingMix = XRfloat();
751 }
752 private void ProcessXR_bankingTimescale()
753 {
754 vd.m_bankingTimescale = XRfloat();
755 }
756
757 //Hover and Buoyancy properties
758 private void ProcessXR_VhoverHeight()
759 {
760 vd.m_VhoverHeight = XRfloat();
761 }
762 private void ProcessXR_VhoverEfficiency()
763 {
764 vd.m_VhoverEfficiency = XRfloat();
765 }
766 private void ProcessXR_VhoverTimescale()
767 {
768 vd.m_VhoverTimescale = XRfloat();
769 }
770
771 private void ProcessXR_VehicleBuoyancy()
772 {
773 vd.m_VehicleBuoyancy = XRfloat();
774 }
775
776 //Attractor properties
777 private void ProcessXR_verticalAttractionEfficiency()
778 {
779 vd.m_verticalAttractionEfficiency = XRfloat();
780 }
781 private void ProcessXR_verticalAttractionTimescale()
782 {
783 vd.m_verticalAttractionTimescale = XRfloat();
784 }
785
786 private void ProcessXR_referenceFrame()
787 {
788 vd.m_referenceFrame = XRquat();
789 }
790 }
791}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 5c8b097..65c50bf 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -101,12 +101,12 @@ namespace OpenSim.Region.Framework.Scenes
101 engine.StartProcessing(); 101 engine.StartProcessing();
102 } 102 }
103 103
104 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item) 104 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item, uint cost)
105 { 105 {
106 IMoneyModule money = RequestModuleInterface<IMoneyModule>(); 106 IMoneyModule money = RequestModuleInterface<IMoneyModule>();
107 if (money != null) 107 if (money != null)
108 { 108 {
109 money.ApplyUploadCharge(agentID, money.UploadCharge, "Asset upload"); 109 money.ApplyUploadCharge(agentID, (int)cost, "Asset upload");
110 } 110 }
111 111
112 AddInventoryItem(item); 112 AddInventoryItem(item);
@@ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
169 return false; 169 return false;
170 } 170 }
171 } 171 }
172 172
173 if (InventoryService.AddItem(item)) 173 if (InventoryService.AddItem(item))
174 { 174 {
175 int userlevel = 0; 175 int userlevel = 0;
@@ -324,8 +324,7 @@ namespace OpenSim.Region.Framework.Scenes
324 324
325 // Update item with new asset 325 // Update item with new asset
326 item.AssetID = asset.FullID; 326 item.AssetID = asset.FullID;
327 if (group.UpdateInventoryItem(item)) 327 group.UpdateInventoryItem(item);
328 remoteClient.SendAgentAlertMessage("Script saved", false);
329 328
330 part.SendPropertiesToClient(remoteClient); 329 part.SendPropertiesToClient(remoteClient);
331 330
@@ -336,12 +335,7 @@ namespace OpenSim.Region.Framework.Scenes
336 { 335 {
337 // Needs to determine which engine was running it and use that 336 // Needs to determine which engine was running it and use that
338 // 337 //
339 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 338 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 1);
340 errors = part.Inventory.GetScriptErrors(item.ItemID);
341 }
342 else
343 {
344 remoteClient.SendAgentAlertMessage("Script saved", false);
345 } 339 }
346 340
347 // Tell anyone managing scripts that a script has been reloaded/changed 341 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -409,6 +403,7 @@ namespace OpenSim.Region.Framework.Scenes
409 403
410 if (UUID.Zero == transactionID) 404 if (UUID.Zero == transactionID)
411 { 405 {
406 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
412 item.Name = itemUpd.Name; 407 item.Name = itemUpd.Name;
413 item.Description = itemUpd.Description; 408 item.Description = itemUpd.Description;
414 409
@@ -793,6 +788,8 @@ namespace OpenSim.Region.Framework.Scenes
793 return; 788 return;
794 } 789 }
795 790
791 if (newName == null) newName = item.Name;
792
796 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 793 AssetBase asset = AssetService.Get(item.AssetID.ToString());
797 794
798 if (asset != null) 795 if (asset != null)
@@ -853,6 +850,24 @@ namespace OpenSim.Region.Framework.Scenes
853 } 850 }
854 851
855 /// <summary> 852 /// <summary>
853 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
854 /// </summary>
855 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
856 {
857 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
858 foreach (InventoryItemBase b in items)
859 {
860 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
861 InventoryItemBase n = InventoryService.GetItem(b);
862 n.Folder = destfolder;
863 moveitems.Add(n);
864 remoteClient.SendInventoryItemCreateUpdate(n, 0);
865 }
866
867 MoveInventoryItem(remoteClient, moveitems);
868 }
869
870 /// <summary>
856 /// Move an item within the agent's inventory. 871 /// Move an item within the agent's inventory.
857 /// </summary> 872 /// </summary>
858 /// <param name="remoteClient"></param> 873 /// <param name="remoteClient"></param>
@@ -887,11 +902,22 @@ namespace OpenSim.Region.Framework.Scenes
887 public void CreateNewInventoryItem( 902 public void CreateNewInventoryItem(
888 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 903 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
889 string name, string description, uint flags, uint callbackID, 904 string name, string description, uint flags, uint callbackID,
890 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate) 905 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate, UUID transationID)
891 { 906 {
892 CreateNewInventoryItem( 907 CreateNewInventoryItem(
893 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType, 908 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType,
894 (uint)PermissionMask.All, (uint)PermissionMask.All, 0, nextOwnerMask, 0, creationDate); 909 (uint)PermissionMask.All, (uint)PermissionMask.All, 0, nextOwnerMask, 0, creationDate, transationID);
910 }
911
912
913 private void CreateNewInventoryItem(
914 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
915 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
916 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate)
917 {
918 CreateNewInventoryItem(remoteClient, creatorID, creatorData, folderID,
919 name, description, flags, callbackID, asset, invType,
920 baseMask, currentMask, everyoneMask, nextOwnerMask, groupMask, creationDate, UUID.Zero);
895 } 921 }
896 922
897 /// <summary> 923 /// <summary>
@@ -916,7 +942,7 @@ namespace OpenSim.Region.Framework.Scenes
916 private void CreateNewInventoryItem( 942 private void CreateNewInventoryItem(
917 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 943 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
918 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType, 944 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
919 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate) 945 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate,UUID transationID)
920 { 946 {
921 InventoryItemBase item = new InventoryItemBase(); 947 InventoryItemBase item = new InventoryItemBase();
922 item.Owner = remoteClient.AgentId; 948 item.Owner = remoteClient.AgentId;
@@ -939,7 +965,7 @@ namespace OpenSim.Region.Framework.Scenes
939 965
940 if (AddInventoryItem(item)) 966 if (AddInventoryItem(item))
941 { 967 {
942 remoteClient.SendInventoryItemCreateUpdate(item, callbackID); 968 remoteClient.SendInventoryItemCreateUpdate(item, transationID, callbackID);
943 } 969 }
944 else 970 else
945 { 971 {
@@ -1214,6 +1240,10 @@ namespace OpenSim.Region.Framework.Scenes
1214 { 1240 {
1215 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1241 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1216 1242
1243 // Can't move a null item
1244 if (itemId == UUID.Zero)
1245 return;
1246
1217 if (null == part) 1247 if (null == part)
1218 { 1248 {
1219 m_log.WarnFormat( 1249 m_log.WarnFormat(
@@ -1318,21 +1348,28 @@ namespace OpenSim.Region.Framework.Scenes
1318 return; 1348 return;
1319 } 1349 }
1320 1350
1321 if (part.OwnerID != destPart.OwnerID) 1351 // Can't transfer this
1352 //
1353 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1354 return;
1355
1356 bool overrideNoMod = false;
1357 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1358 overrideNoMod = true;
1359
1360 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1322 { 1361 {
1323 // Source must have transfer permissions 1362 // object cannot copy items to an object owned by a different owner
1324 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1363 // unless llAllowInventoryDrop has been called
1325 return;
1326 1364
1327 // Object cannot copy items to an object owned by a different owner 1365 return;
1328 // unless llAllowInventoryDrop has been called on the destination
1329 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1330 return;
1331 } 1366 }
1332 1367
1333 // must have both move and modify permission to put an item in an object 1368 // must have both move and modify permission to put an item in an object
1334 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1369 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1370 {
1335 return; 1371 return;
1372 }
1336 1373
1337 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1374 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1338 1375
@@ -1388,6 +1425,14 @@ namespace OpenSim.Region.Framework.Scenes
1388 1425
1389 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1426 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1390 { 1427 {
1428 SceneObjectPart destPart = GetSceneObjectPart(destID);
1429 if (destPart != null) // Move into a prim
1430 {
1431 foreach(UUID itemID in items)
1432 MoveTaskInventoryItem(destID, host, itemID);
1433 return destID; // Prim folder ID == prim ID
1434 }
1435
1391 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1436 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1392 1437
1393 UUID newFolderID = UUID.Random(); 1438 UUID newFolderID = UUID.Random();
@@ -1570,12 +1615,12 @@ namespace OpenSim.Region.Framework.Scenes
1570 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction( 1615 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
1571 remoteClient, part, transactionID, currentItem); 1616 remoteClient, part, transactionID, currentItem);
1572 1617
1573 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1618// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1574 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1619// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1575 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1620// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1576 remoteClient.SendAgentAlertMessage("Script saved", false); 1621// remoteClient.SendAgentAlertMessage("Script saved", false);
1577 else 1622// else
1578 remoteClient.SendAgentAlertMessage("Item saved", false); 1623// remoteClient.SendAgentAlertMessage("Item saved", false);
1579 } 1624 }
1580 1625
1581 // Base ALWAYS has move 1626 // Base ALWAYS has move
@@ -1758,7 +1803,7 @@ namespace OpenSim.Region.Framework.Scenes
1758 } 1803 }
1759 1804
1760 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1805 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1761 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1806 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1762 agentID); 1807 agentID);
1763 AssetService.Store(asset); 1808 AssetService.Store(asset);
1764 1809
@@ -1925,23 +1970,32 @@ namespace OpenSim.Region.Framework.Scenes
1925 // build a list of eligible objects 1970 // build a list of eligible objects
1926 List<uint> deleteIDs = new List<uint>(); 1971 List<uint> deleteIDs = new List<uint>();
1927 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1972 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1928 1973 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1929 // Start with true for both, then remove the flags if objects
1930 // that we can't derez are part of the selection
1931 bool permissionToTake = true;
1932 bool permissionToTakeCopy = true;
1933 bool permissionToDelete = true;
1934 1974
1935 foreach (uint localID in localIDs) 1975 foreach (uint localID in localIDs)
1936 { 1976 {
1977 // Start with true for both, then remove the flags if objects
1978 // that we can't derez are part of the selection
1979 bool permissionToTake = true;
1980 bool permissionToTakeCopy = true;
1981 bool permissionToDelete = true;
1982
1937 // Invalid id 1983 // Invalid id
1938 SceneObjectPart part = GetSceneObjectPart(localID); 1984 SceneObjectPart part = GetSceneObjectPart(localID);
1939 if (part == null) 1985 if (part == null)
1986 {
1987 //Client still thinks the object exists, kill it
1988 deleteIDs.Add(localID);
1940 continue; 1989 continue;
1990 }
1941 1991
1942 // Already deleted by someone else 1992 // Already deleted by someone else
1943 if (part.ParentGroup.IsDeleted) 1993 if (part.ParentGroup.IsDeleted)
1994 {
1995 //Client still thinks the object exists, kill it
1996 deleteIDs.Add(localID);
1944 continue; 1997 continue;
1998 }
1945 1999
1946 // Can't delete child prims 2000 // Can't delete child prims
1947 if (part != part.ParentGroup.RootPart) 2001 if (part != part.ParentGroup.RootPart)
@@ -1949,8 +2003,8 @@ namespace OpenSim.Region.Framework.Scenes
1949 2003
1950 SceneObjectGroup grp = part.ParentGroup; 2004 SceneObjectGroup grp = part.ParentGroup;
1951 2005
1952 deleteIDs.Add(localID); 2006 // If child prims have invalid perms, fix them
1953 deleteGroups.Add(grp); 2007 grp.AdjustChildPrimPermissions();
1954 2008
1955 // If child prims have invalid perms, fix them 2009 // If child prims have invalid perms, fix them
1956 grp.AdjustChildPrimPermissions(); 2010 grp.AdjustChildPrimPermissions();
@@ -1971,81 +2025,193 @@ namespace OpenSim.Region.Framework.Scenes
1971 } 2025 }
1972 else 2026 else
1973 { 2027 {
1974 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 2028 if (action == DeRezAction.TakeCopy)
2029 {
2030 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
2031 permissionToTakeCopy = false;
2032 }
2033 else
2034 {
1975 permissionToTakeCopy = false; 2035 permissionToTakeCopy = false;
1976 2036 }
1977 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 2037 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1978 permissionToTake = false; 2038 permissionToTake = false;
1979 2039
1980 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 2040 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1981 permissionToDelete = false; 2041 permissionToDelete = false;
1982 } 2042 }
1983 }
1984 2043
1985 // Handle god perms 2044 // Handle god perms
1986 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 2045 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1987 { 2046 {
1988 permissionToTake = true; 2047 permissionToTake = true;
1989 permissionToTakeCopy = true; 2048 permissionToTakeCopy = true;
1990 permissionToDelete = true; 2049 permissionToDelete = true;
1991 } 2050 }
1992 2051
1993 // If we're re-saving, we don't even want to delete 2052 // If we're re-saving, we don't even want to delete
1994 if (action == DeRezAction.SaveToExistingUserInventoryItem) 2053 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1995 permissionToDelete = false; 2054 permissionToDelete = false;
1996 2055
1997 // if we want to take a copy, we also don't want to delete 2056 // if we want to take a copy, we also don't want to delete
1998 // Note: after this point, the permissionToTakeCopy flag 2057 // Note: after this point, the permissionToTakeCopy flag
1999 // becomes irrelevant. It already includes the permissionToTake 2058 // becomes irrelevant. It already includes the permissionToTake
2000 // permission and after excluding no copy items here, we can 2059 // permission and after excluding no copy items here, we can
2001 // just use that. 2060 // just use that.
2002 if (action == DeRezAction.TakeCopy) 2061 if (action == DeRezAction.TakeCopy)
2003 { 2062 {
2004 // If we don't have permission, stop right here 2063 // If we don't have permission, stop right here
2005 if (!permissionToTakeCopy) 2064 if (!permissionToTakeCopy)
2006 return; 2065 return;
2007 2066
2008 permissionToTake = true; 2067 permissionToTake = true;
2009 // Don't delete 2068 // Don't delete
2010 permissionToDelete = false; 2069 permissionToDelete = false;
2011 } 2070 }
2012 2071
2013 if (action == DeRezAction.Return) 2072 if (action == DeRezAction.Return)
2014 {
2015 if (remoteClient != null)
2016 { 2073 {
2017 if (Permissions.CanReturnObjects( 2074 if (remoteClient != null)
2018 null,
2019 remoteClient.AgentId,
2020 deleteGroups))
2021 { 2075 {
2022 permissionToTake = true; 2076 if (Permissions.CanReturnObjects(
2023 permissionToDelete = true; 2077 null,
2024 2078 remoteClient.AgentId,
2025 foreach (SceneObjectGroup g in deleteGroups) 2079 new List<SceneObjectGroup>() {grp}))
2026 { 2080 {
2027 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2081 permissionToTake = true;
2082 permissionToDelete = true;
2083
2084 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
2028 } 2085 }
2029 } 2086 }
2087 else // Auto return passes through here with null agent
2088 {
2089 permissionToTake = true;
2090 permissionToDelete = true;
2091 }
2030 } 2092 }
2031 else // Auto return passes through here with null agent 2093
2094 if (permissionToTake && (!permissionToDelete))
2095 takeGroups.Add(grp);
2096
2097 if (permissionToDelete)
2032 { 2098 {
2033 permissionToTake = true; 2099 if (permissionToTake)
2034 permissionToDelete = true; 2100 deleteGroups.Add(grp);
2101 deleteIDs.Add(grp.LocalId);
2035 } 2102 }
2036 } 2103 }
2037 2104
2038 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2105 SendKillObject(deleteIDs);
2106
2107 if (deleteGroups.Count > 0)
2039 { 2108 {
2109 foreach (SceneObjectGroup g in deleteGroups)
2110 deleteIDs.Remove(g.LocalId);
2111
2040 m_asyncSceneObjectDeleter.DeleteToInventory( 2112 m_asyncSceneObjectDeleter.DeleteToInventory(
2041 action, destinationID, deleteGroups, remoteClient, 2113 action, destinationID, deleteGroups, remoteClient,
2042 permissionToDelete); 2114 true);
2115 }
2116 if (takeGroups.Count > 0)
2117 {
2118 m_asyncSceneObjectDeleter.DeleteToInventory(
2119 action, destinationID, takeGroups, remoteClient,
2120 false);
2043 } 2121 }
2044 else if (permissionToDelete) 2122 if (deleteIDs.Count > 0)
2045 { 2123 {
2046 foreach (SceneObjectGroup g in deleteGroups) 2124 foreach (SceneObjectGroup g in deleteGroups)
2047 DeleteSceneObject(g, false); 2125 DeleteSceneObject(g, true);
2126 }
2127 }
2128
2129 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2130 {
2131 itemID = UUID.Zero;
2132 if (grp != null)
2133 {
2134 Vector3 inventoryStoredPosition = new Vector3
2135 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2136 ? 250
2137 : grp.AbsolutePosition.X)
2138 ,
2139 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2140 ? 250
2141 : grp.AbsolutePosition.X,
2142 grp.AbsolutePosition.Z);
2143
2144 Vector3 originalPosition = grp.AbsolutePosition;
2145
2146 grp.AbsolutePosition = inventoryStoredPosition;
2147
2148 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2149
2150 grp.AbsolutePosition = originalPosition;
2151
2152 AssetBase asset = CreateAsset(
2153 grp.GetPartName(grp.LocalId),
2154 grp.GetPartDescription(grp.LocalId),
2155 (sbyte)AssetType.Object,
2156 Utils.StringToBytes(sceneObjectXml),
2157 remoteClient.AgentId);
2158 AssetService.Store(asset);
2159
2160 InventoryItemBase item = new InventoryItemBase();
2161 item.CreatorId = grp.RootPart.CreatorID.ToString();
2162 item.CreatorData = grp.RootPart.CreatorData;
2163 item.Owner = remoteClient.AgentId;
2164 item.ID = UUID.Random();
2165 item.AssetID = asset.FullID;
2166 item.Description = asset.Description;
2167 item.Name = asset.Name;
2168 item.AssetType = asset.Type;
2169 item.InvType = (int)InventoryType.Object;
2170
2171 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2172 if (folder != null)
2173 item.Folder = folder.ID;
2174 else // oopsies
2175 item.Folder = UUID.Zero;
2176
2177 // Set up base perms properly
2178 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2179 permsBase &= grp.RootPart.BaseMask;
2180 permsBase |= (uint)PermissionMask.Move;
2181
2182 // Make sure we don't lock it
2183 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2184
2185 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2186 {
2187 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2188 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2189 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2190 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2191 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2192 }
2193 else
2194 {
2195 item.BasePermissions = permsBase;
2196 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2197 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2198 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2199 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2200 }
2201 item.CreationDate = Util.UnixTimeSinceEpoch();
2202
2203 // sets itemID so client can show item as 'attached' in inventory
2204 grp.FromItemID = item.ID;
2205
2206 if (AddInventoryItem(item))
2207 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2208 else
2209 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2210
2211 itemID = item.ID;
2212 return item.AssetID;
2048 } 2213 }
2214 return UUID.Zero;
2049 } 2215 }
2050 2216
2051 /// <summary> 2217 /// <summary>
@@ -2175,6 +2341,9 @@ namespace OpenSim.Region.Framework.Scenes
2175 2341
2176 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2342 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2177 { 2343 {
2344 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2345 return;
2346
2178 SceneObjectPart part = GetSceneObjectPart(objectID); 2347 SceneObjectPart part = GetSceneObjectPart(objectID);
2179 if (part == null) 2348 if (part == null)
2180 return; 2349 return;
@@ -2231,7 +2400,10 @@ namespace OpenSim.Region.Framework.Scenes
2231 } 2400 }
2232 else 2401 else
2233 { 2402 {
2234 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2403 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2404 continue;
2405
2406 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2235 continue; 2407 continue;
2236 2408
2237 if (sog.GroupID != groupID) 2409 if (sog.GroupID != groupID)
@@ -2343,6 +2515,12 @@ namespace OpenSim.Region.Framework.Scenes
2343 } 2515 }
2344 2516
2345 m_sceneGraph.LinkObjects(root, children); 2517 m_sceneGraph.LinkObjects(root, children);
2518
2519 ScenePresence sp;
2520 if (TryGetScenePresence(agentId, out sp))
2521 {
2522 root.SendPropertiesToClient(sp.ControllingClient);
2523 }
2346 } 2524 }
2347 2525
2348 private string PermissionString(uint permissions) 2526 private string PermissionString(uint permissions)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index df43271..ce6415a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -50,7 +50,7 @@ namespace OpenSim.Region.Framework.Scenes
50 /// <param name='targetID'></param> 50 /// <param name='targetID'></param>
51 /// <param name='fromAgent'></param> 51 /// <param name='fromAgent'></param>
52 /// <param name='broadcast'></param> 52 /// <param name='broadcast'></param>
53 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 53 public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast) 54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
55 { 55 {
56 OSChatMessage args = new OSChatMessage(); 56 OSChatMessage args = new OSChatMessage();
@@ -61,6 +61,7 @@ namespace OpenSim.Region.Framework.Scenes
61 args.Position = fromPos; 61 args.Position = fromPos;
62 args.SenderUUID = fromID; 62 args.SenderUUID = fromID;
63 args.Scene = this; 63 args.Scene = this;
64 args.Destination = targetID;
64 65
65 if (fromAgent) 66 if (fromAgent)
66 { 67 {
@@ -75,7 +76,7 @@ namespace OpenSim.Region.Framework.Scenes
75 } 76 }
76 77
77 args.From = fromName; 78 args.From = fromName;
78 args.TargetUUID = targetID; 79 //args.
79 80
80// m_log.DebugFormat( 81// m_log.DebugFormat(
81// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}", 82// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}",
@@ -86,7 +87,7 @@ namespace OpenSim.Region.Framework.Scenes
86 else 87 else
87 EventManager.TriggerOnChatFromWorld(this, args); 88 EventManager.TriggerOnChatFromWorld(this, args);
88 } 89 }
89 90
90 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 91 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
91 UUID fromID, bool fromAgent, bool broadcast) 92 UUID fromID, bool fromAgent, bool broadcast)
92 { 93 {
@@ -130,19 +131,6 @@ namespace OpenSim.Region.Framework.Scenes
130 { 131 {
131 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); 132 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
132 } 133 }
133 /// <summary>
134 ///
135 /// </summary>
136 /// <param name="message"></param>
137 /// <param name="type"></param>
138 /// <param name="fromPos"></param>
139 /// <param name="fromName"></param>
140 /// <param name="fromAgentID"></param>
141 /// <param name="targetID"></param>
142 public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
143 {
144 SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
145 }
146 134
147 /// <summary> 135 /// <summary>
148 /// Invoked when the client requests a prim. 136 /// Invoked when the client requests a prim.
@@ -164,27 +152,47 @@ namespace OpenSim.Region.Framework.Scenes
164 /// <param name="remoteClient"></param> 152 /// <param name="remoteClient"></param>
165 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 153 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
166 { 154 {
155 /*
156 SceneObjectPart part = GetSceneObjectPart(primLocalID);
157
158 if (null == part)
159 return;
160
161 if (part.IsRoot)
162 {
163 SceneObjectGroup sog = part.ParentGroup;
164 sog.SendPropertiesToClient(remoteClient);
165
166 // A prim is only tainted if it's allowed to be edited by the person clicking it.
167 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
168 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
169 {
170 sog.IsSelected = true;
171 EventManager.TriggerParcelPrimCountTainted();
172 }
173 }
174 else
175 {
176 part.SendPropertiesToClient(remoteClient);
177 }
178 */
167 SceneObjectPart part = GetSceneObjectPart(primLocalID); 179 SceneObjectPart part = GetSceneObjectPart(primLocalID);
168 180
169 if (null == part) 181 if (null == part)
170 return; 182 return;
171 183
172 if (part.IsRoot) 184 SceneObjectGroup sog = part.ParentGroup;
173 { 185 if (sog == null)
174 SceneObjectGroup sog = part.ParentGroup; 186 return;
175 sog.SendPropertiesToClient(remoteClient);
176 sog.IsSelected = true;
177 187
178 // A prim is only tainted if it's allowed to be edited by the person clicking it. 188 part.SendPropertiesToClient(remoteClient);
179 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 189
180 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 190 // A prim is only tainted if it's allowed to be edited by the person clicking it.
181 { 191 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
182 EventManager.TriggerParcelPrimCountTainted(); 192 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
183 }
184 }
185 else
186 { 193 {
187 part.SendPropertiesToClient(remoteClient); 194 part.IsSelected = true;
195 EventManager.TriggerParcelPrimCountTainted();
188 } 196 }
189 } 197 }
190 198
@@ -237,7 +245,7 @@ namespace OpenSim.Region.Framework.Scenes
237 SceneObjectPart part = GetSceneObjectPart(primLocalID); 245 SceneObjectPart part = GetSceneObjectPart(primLocalID);
238 if (part == null) 246 if (part == null)
239 return; 247 return;
240 248 /*
241 // A deselect packet contains all the local prims being deselected. However, since selection is still 249 // A deselect packet contains all the local prims being deselected. However, since selection is still
242 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 250 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
243 // we end up sending many duplicate ObjectUpdates 251 // we end up sending many duplicate ObjectUpdates
@@ -250,7 +258,9 @@ namespace OpenSim.Region.Framework.Scenes
250 // handled by group, but by prim. Legacy cruft. 258 // handled by group, but by prim. Legacy cruft.
251 // TODO: Make selection flagging per prim! 259 // TODO: Make selection flagging per prim!
252 // 260 //
253 part.ParentGroup.IsSelected = false; 261 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
262 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
263 part.ParentGroup.IsSelected = false;
254 264
255 if (part.ParentGroup.IsAttachment) 265 if (part.ParentGroup.IsAttachment)
256 isAttachment = true; 266 isAttachment = true;
@@ -270,6 +280,22 @@ namespace OpenSim.Region.Framework.Scenes
270 part.UUID, remoteClient.AgentId)) 280 part.UUID, remoteClient.AgentId))
271 EventManager.TriggerParcelPrimCountTainted(); 281 EventManager.TriggerParcelPrimCountTainted();
272 } 282 }
283 */
284
285 bool oldgprSelect = part.ParentGroup.IsSelected;
286
287 // This is wrong, wrong, wrong. Selection should not be
288 // handled by group, but by prim. Legacy cruft.
289 // TODO: Make selection flagging per prim!
290 //
291 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
292 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
293 {
294 part.IsSelected = false;
295 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
296 EventManager.TriggerParcelPrimCountTainted();
297 }
298
273 } 299 }
274 300
275 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 301 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
@@ -412,6 +438,20 @@ namespace OpenSim.Region.Framework.Scenes
412 ); 438 );
413 } 439 }
414 440
441 private class DescendentsRequestData
442 {
443 public IClientAPI RemoteClient;
444 public UUID FolderID;
445 public UUID OwnerID;
446 public bool FetchFolders;
447 public bool FetchItems;
448 public int SortOrder;
449 }
450
451 private Queue<DescendentsRequestData> m_descendentsRequestQueue = new Queue<DescendentsRequestData>();
452 private Object m_descendentsRequestLock = new Object();
453 private bool m_descendentsRequestProcessing = false;
454
415 /// <summary> 455 /// <summary>
416 /// Tell the client about the various child items and folders contained in the requested folder. 456 /// Tell the client about the various child items and folders contained in the requested folder.
417 /// </summary> 457 /// </summary>
@@ -448,17 +488,38 @@ namespace OpenSim.Region.Framework.Scenes
448 } 488 }
449 } 489 }
450 490
451 // We're going to send the reply async, because there may be 491 lock (m_descendentsRequestLock)
452 // an enormous quantity of packets -- basically the entire inventory! 492 {
453 // We don't want to block the client thread while all that is happening. 493 if (!m_descendentsRequestProcessing)
454 SendInventoryDelegate d = SendInventoryAsync; 494 {
455 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d); 495 m_descendentsRequestProcessing = true;
496
497 // We're going to send the reply async, because there may be
498 // an enormous quantity of packets -- basically the entire inventory!
499 // We don't want to block the client thread while all that is happening.
500 SendInventoryDelegate d = SendInventoryAsync;
501 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
502
503 return;
504 }
505
506 DescendentsRequestData req = new DescendentsRequestData();
507 req.RemoteClient = remoteClient;
508 req.FolderID = folderID;
509 req.OwnerID = ownerID;
510 req.FetchFolders = fetchFolders;
511 req.FetchItems = fetchItems;
512 req.SortOrder = sortOrder;
513
514 m_descendentsRequestQueue.Enqueue(req);
515 }
456 } 516 }
457 517
458 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder); 518 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);
459 519
460 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) 520 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
461 { 521 {
522 Thread.Sleep(20);
462 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems); 523 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
463 } 524 }
464 525
@@ -466,6 +527,21 @@ namespace OpenSim.Region.Framework.Scenes
466 { 527 {
467 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState; 528 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState;
468 d.EndInvoke(iar); 529 d.EndInvoke(iar);
530
531 lock (m_descendentsRequestLock)
532 {
533 if (m_descendentsRequestQueue.Count > 0)
534 {
535 DescendentsRequestData req = m_descendentsRequestQueue.Dequeue();
536
537 d = SendInventoryAsync;
538 d.BeginInvoke(req.RemoteClient, req.FolderID, req.OwnerID, req.FetchFolders, req.FetchItems, req.SortOrder, SendInventoryComplete, d);
539
540 return;
541 }
542
543 m_descendentsRequestProcessing = false;
544 }
469 } 545 }
470 546
471 /// <summary> 547 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 11b63b7..54e3b2d 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -156,8 +156,8 @@ namespace OpenSim.Region.Framework.Scenes
156 // TODO: need to figure out how allow client agents but deny 156 // TODO: need to figure out how allow client agents but deny
157 // root agents when ACL denies access to root agent 157 // root agents when ACL denies access to root agent
158 public bool m_strictAccessControl = true; 158 public bool m_strictAccessControl = true;
159 159 public bool m_seeIntoBannedRegion = false;
160 public int MaxUndoCount { get; set; } 160 public int MaxUndoCount = 5;
161 161
162 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 162 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
163 public bool LoginLock = false; 163 public bool LoginLock = false;
@@ -173,11 +173,13 @@ namespace OpenSim.Region.Framework.Scenes
173 173
174 protected int m_splitRegionID; 174 protected int m_splitRegionID;
175 protected Timer m_restartWaitTimer = new Timer(); 175 protected Timer m_restartWaitTimer = new Timer();
176 protected Timer m_timerWatchdog = new Timer();
176 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 177 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
177 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 178 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
178 protected string m_simulatorVersion = "OpenSimulator Server"; 179 protected string m_simulatorVersion = "OpenSimulator Server";
179 protected AgentCircuitManager m_authenticateHandler; 180 protected AgentCircuitManager m_authenticateHandler;
180 protected SceneCommunicationService m_sceneGridService; 181 protected SceneCommunicationService m_sceneGridService;
182 protected ISnmpModule m_snmpService = null;
181 183
182 protected ISimulationDataService m_SimulationDataService; 184 protected ISimulationDataService m_SimulationDataService;
183 protected IEstateDataService m_EstateDataService; 185 protected IEstateDataService m_EstateDataService;
@@ -240,8 +242,8 @@ namespace OpenSim.Region.Framework.Scenes
240 private int m_update_presences = 1; // Update scene presence movements 242 private int m_update_presences = 1; // Update scene presence movements
241 private int m_update_events = 1; 243 private int m_update_events = 1;
242 private int m_update_backup = 200; 244 private int m_update_backup = 200;
243 private int m_update_terrain = 50; 245 private int m_update_terrain = 1000;
244// private int m_update_land = 1; 246 private int m_update_land = 10;
245 private int m_update_coarse_locations = 50; 247 private int m_update_coarse_locations = 50;
246 248
247 private int agentMS; 249 private int agentMS;
@@ -254,13 +256,13 @@ namespace OpenSim.Region.Framework.Scenes
254 private int backupMS; 256 private int backupMS;
255 private int terrainMS; 257 private int terrainMS;
256 private int landMS; 258 private int landMS;
257 private int spareMS;
258 259
259 /// <summary> 260 /// <summary>
260 /// Tick at which the last frame was processed. 261 /// Tick at which the last frame was processed.
261 /// </summary> 262 /// </summary>
262 private int m_lastFrameTick; 263 private int m_lastFrameTick;
263 264
265 public bool CombineRegions = false;
264 /// <summary> 266 /// <summary>
265 /// Tick at which the last maintenance run occurred. 267 /// Tick at which the last maintenance run occurred.
266 /// </summary> 268 /// </summary>
@@ -291,6 +293,11 @@ namespace OpenSim.Region.Framework.Scenes
291 /// </summary> 293 /// </summary>
292 private int m_LastLogin; 294 private int m_LastLogin;
293 295
296 private int m_lastIncoming;
297 private int m_lastOutgoing;
298 private int m_hbRestarts = 0;
299
300
294 /// <summary> 301 /// <summary>
295 /// Thread that runs the scene loop. 302 /// Thread that runs the scene loop.
296 /// </summary> 303 /// </summary>
@@ -331,7 +338,7 @@ namespace OpenSim.Region.Framework.Scenes
331 private volatile bool m_active; 338 private volatile bool m_active;
332 339
333// private int m_lastUpdate; 340// private int m_lastUpdate;
334// private bool m_firstHeartbeat = true; 341 private bool m_firstHeartbeat = true;
335 342
336 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 343 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
337 private bool m_reprioritizationEnabled = true; 344 private bool m_reprioritizationEnabled = true;
@@ -376,6 +383,19 @@ namespace OpenSim.Region.Framework.Scenes
376 get { return m_sceneGridService; } 383 get { return m_sceneGridService; }
377 } 384 }
378 385
386 public ISnmpModule SnmpService
387 {
388 get
389 {
390 if (m_snmpService == null)
391 {
392 m_snmpService = RequestModuleInterface<ISnmpModule>();
393 }
394
395 return m_snmpService;
396 }
397 }
398
379 public ISimulationDataService SimulationDataService 399 public ISimulationDataService SimulationDataService
380 { 400 {
381 get 401 get
@@ -674,6 +694,8 @@ namespace OpenSim.Region.Framework.Scenes
674 m_SimulationDataService = simDataService; 694 m_SimulationDataService = simDataService;
675 m_EstateDataService = estateDataService; 695 m_EstateDataService = estateDataService;
676 m_regionHandle = RegionInfo.RegionHandle; 696 m_regionHandle = RegionInfo.RegionHandle;
697 m_lastIncoming = 0;
698 m_lastOutgoing = 0;
677 699
678 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 700 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
679 m_asyncSceneObjectDeleter.Enabled = true; 701 m_asyncSceneObjectDeleter.Enabled = true;
@@ -761,132 +783,141 @@ namespace OpenSim.Region.Framework.Scenes
761 783
762 // Region config overrides global config 784 // Region config overrides global config
763 // 785 //
764 if (m_config.Configs["Startup"] != null) 786 try
765 { 787 {
766 IConfig startupConfig = m_config.Configs["Startup"]; 788 if (m_config.Configs["Startup"] != null)
767
768 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
769
770 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
771 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
772 if (!m_useBackup)
773 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
774
775 //Animation states
776 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
777
778 MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20);
779
780 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
781 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
782
783 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
784 if (RegionInfo.NonphysPrimMin > 0)
785 { 789 {
786 m_minNonphys = RegionInfo.NonphysPrimMin; 790 IConfig startupConfig = m_config.Configs["Startup"];
787 }
788 791
789 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 792 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
790 if (RegionInfo.NonphysPrimMax > 0)
791 {
792 m_maxNonphys = RegionInfo.NonphysPrimMax;
793 }
794 793
795 m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys); 794 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
796 if (RegionInfo.PhysPrimMin > 0) 795 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
797 { 796 if (!m_useBackup)
798 m_minPhys = RegionInfo.PhysPrimMin; 797 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
799 } 798
799 //Animation states
800 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
800 801
801 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 802 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
802 if (RegionInfo.PhysPrimMax > 0) 803 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
803 {
804 m_maxPhys = RegionInfo.PhysPrimMax;
805 }
806 804
807 // Here, if clamping is requested in either global or 805 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
808 // local config, it will be used 806 if (RegionInfo.NonphysPrimMin > 0)
809 // 807 {
810 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize); 808 m_minNonphys = RegionInfo.NonphysPrimMin;
811 if (RegionInfo.ClampPrimSize) 809 }
812 {
813 m_clampPrimSize = true;
814 }
815 810
816 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); 811 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
817 if (RegionInfo.LinksetCapacity > 0) 812 if (RegionInfo.NonphysPrimMax > 0)
818 { 813 {
819 m_linksetCapacity = RegionInfo.LinksetCapacity; 814 m_maxNonphys = RegionInfo.NonphysPrimMax;
820 } 815 }
821 816
822 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete); 817 m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys);
823 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 818 if (RegionInfo.PhysPrimMin > 0)
824 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 819 {
825 m_dontPersistBefore = 820 m_minPhys = RegionInfo.PhysPrimMin;
826 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE); 821 }
827 m_dontPersistBefore *= 10000000;
828 m_persistAfter =
829 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
830 m_persistAfter *= 10000000;
831 822
832 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 823 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
833 824
834 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); 825 if (RegionInfo.PhysPrimMax > 0)
835 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false); 826 {
827 m_maxPhys = RegionInfo.PhysPrimMax;
828 }
836 829
837 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 830 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
831 if (RegionInfo.LinksetCapacity > 0)
832 {
833 m_linksetCapacity = RegionInfo.LinksetCapacity;
834 }
838 835
839 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 836 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
840 if (m_generateMaptiles) 837 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
841 { 838
842 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); 839 // Here, if clamping is requested in either global or
843 if (maptileRefresh != 0) 840 // local config, it will be used
841 //
842 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
843 if (RegionInfo.ClampPrimSize)
844 { 844 {
845 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 845 m_clampPrimSize = true;
846 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
847 m_mapGenerationTimer.AutoReset = true;
848 m_mapGenerationTimer.Start();
849 } 846 }
850 }
851 else
852 {
853 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
854 UUID tileID;
855 847
856 if (UUID.TryParse(tile, out tileID)) 848 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
849 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
850 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
851 m_dontPersistBefore =
852 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
853 m_dontPersistBefore *= 10000000;
854 m_persistAfter =
855 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
856 m_persistAfter *= 10000000;
857
858 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
859 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
860
861 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
862 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
863 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
864
865 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
866 if (m_generateMaptiles)
857 { 867 {
858 RegionInfo.RegionSettings.TerrainImageID = tileID; 868 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
869 if (maptileRefresh != 0)
870 {
871 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
872 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
873 m_mapGenerationTimer.AutoReset = true;
874 m_mapGenerationTimer.Start();
875 }
859 } 876 }
860 } 877 else
878 {
879 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
880 UUID tileID;
861 881
862 string grant = startupConfig.GetString("AllowedClients", String.Empty); 882 if (UUID.TryParse(tile, out tileID))
863 if (grant.Length > 0) 883 {
864 { 884 RegionInfo.RegionSettings.TerrainImageID = tileID;
865 foreach (string viewer in grant.Split('|')) 885 }
886 }
887
888 string grant = startupConfig.GetString("AllowedClients", String.Empty);
889 if (grant.Length > 0)
866 { 890 {
867 m_AllowedViewers.Add(viewer.Trim().ToLower()); 891 foreach (string viewer in grant.Split(','))
892 {
893 m_AllowedViewers.Add(viewer.Trim().ToLower());
894 }
868 } 895 }
869 }
870 896
871 grant = startupConfig.GetString("BannedClients", String.Empty); 897 grant = startupConfig.GetString("BannedClients", String.Empty);
872 if (grant.Length > 0) 898 if (grant.Length > 0)
873 {
874 foreach (string viewer in grant.Split('|'))
875 { 899 {
876 m_BannedViewers.Add(viewer.Trim().ToLower()); 900 foreach (string viewer in grant.Split(','))
901 {
902 m_BannedViewers.Add(viewer.Trim().ToLower());
903 }
877 } 904 }
878 }
879 905
880 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 906 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
881 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 907 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
882 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 908 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
883 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 909 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
884 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 910 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
885 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects); 911 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
886 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics); 912 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
887 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences); 913 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
888 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 914 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
889 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 915 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
916 }
917 }
918 catch (Exception e)
919 {
920 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
890 } 921 }
891 922
892 // FIXME: Ultimately this should be in a module. 923 // FIXME: Ultimately this should be in a module.
@@ -931,6 +962,8 @@ namespace OpenSim.Region.Framework.Scenes
931 StatsReporter = new SimStatsReporter(this); 962 StatsReporter = new SimStatsReporter(this);
932 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 963 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
933 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 964 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
965
966 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect);
934 } 967 }
935 968
936 public Scene(RegionInfo regInfo) : base(regInfo) 969 public Scene(RegionInfo regInfo) : base(regInfo)
@@ -1299,9 +1332,11 @@ namespace OpenSim.Region.Framework.Scenes
1299 // Stop all client threads. 1332 // Stop all client threads.
1300 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); }); 1333 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
1301 1334
1302 m_log.Debug("[SCENE]: Persisting changed objects"); 1335 m_log.Debug("[SCENE]: TriggerSceneShuttingDown");
1303 EventManager.TriggerSceneShuttingDown(this); 1336 EventManager.TriggerSceneShuttingDown(this);
1304 1337
1338 m_log.Debug("[SCENE]: Persisting changed objects");
1339
1305 EntityBase[] entities = GetEntities(); 1340 EntityBase[] entities = GetEntities();
1306 foreach (EntityBase entity in entities) 1341 foreach (EntityBase entity in entities)
1307 { 1342 {
@@ -1311,6 +1346,7 @@ namespace OpenSim.Region.Framework.Scenes
1311 } 1346 }
1312 } 1347 }
1313 1348
1349 m_log.Debug("[SCENE]: Graph close");
1314 m_sceneGraph.Close(); 1350 m_sceneGraph.Close();
1315 1351
1316 if (!GridService.DeregisterRegion(RegionInfo.RegionID)) 1352 if (!GridService.DeregisterRegion(RegionInfo.RegionID))
@@ -1323,6 +1359,7 @@ namespace OpenSim.Region.Framework.Scenes
1323 // attempt to reference a null or disposed physics scene. 1359 // attempt to reference a null or disposed physics scene.
1324 if (PhysicsScene != null) 1360 if (PhysicsScene != null)
1325 { 1361 {
1362 m_log.Debug("[SCENE]: Dispose Physics");
1326 PhysicsScene phys = PhysicsScene; 1363 PhysicsScene phys = PhysicsScene;
1327 // remove the physics engine from both Scene and SceneGraph 1364 // remove the physics engine from both Scene and SceneGraph
1328 PhysicsScene = null; 1365 PhysicsScene = null;
@@ -1345,11 +1382,29 @@ namespace OpenSim.Region.Framework.Scenes
1345 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1382 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1346 if (m_heartbeatThread != null) 1383 if (m_heartbeatThread != null)
1347 { 1384 {
1385 m_hbRestarts++;
1386 if(m_hbRestarts > 10)
1387 Environment.Exit(1);
1388 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1389
1390//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1391//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1392//proc.EnableRaisingEvents=false;
1393//proc.StartInfo.FileName = "/bin/kill";
1394//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1395//proc.Start();
1396//proc.WaitForExit();
1397//Thread.Sleep(1000);
1398//Environment.Exit(1);
1348 m_heartbeatThread.Abort(); 1399 m_heartbeatThread.Abort();
1400 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1349 m_heartbeatThread = null; 1401 m_heartbeatThread = null;
1350 } 1402 }
1351// m_lastUpdate = Util.EnvironmentTickCount(); 1403// m_lastUpdate = Util.EnvironmentTickCount();
1352 1404
1405// m_sceneGraph.PreparePhysicsSimulation();
1406
1407
1353 m_heartbeatThread 1408 m_heartbeatThread
1354 = Watchdog.StartThread( 1409 = Watchdog.StartThread(
1355 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); 1410 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
@@ -1492,16 +1547,20 @@ namespace OpenSim.Region.Framework.Scenes
1492 endFrame = Frame + frames; 1547 endFrame = Frame + frames;
1493 1548
1494 float physicsFPS = 0f; 1549 float physicsFPS = 0f;
1495 int previousFrameTick, tmpMS; 1550 int tmpMS;
1496 int maintc = Util.EnvironmentTickCount(); 1551 int previousFrameTick;
1552 int maintc;
1553 int sleepMS;
1554 int framestart;
1497 1555
1498 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) 1556 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
1499 { 1557 {
1558 framestart = Util.EnvironmentTickCount();
1500 ++Frame; 1559 ++Frame;
1501 1560
1502// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1561// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1503 1562
1504 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; 1563 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1505 1564
1506 try 1565 try
1507 { 1566 {
@@ -1553,6 +1612,7 @@ namespace OpenSim.Region.Framework.Scenes
1553 m_sceneGraph.UpdatePresences(); 1612 m_sceneGraph.UpdatePresences();
1554 1613
1555 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1614 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1615
1556 1616
1557 // Delete temp-on-rez stuff 1617 // Delete temp-on-rez stuff
1558 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1618 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@@ -1634,34 +1694,37 @@ namespace OpenSim.Region.Framework.Scenes
1634 1694
1635 Watchdog.UpdateThread(); 1695 Watchdog.UpdateThread();
1636 1696
1697 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1698
1699 StatsReporter.AddPhysicsFPS(physicsFPS);
1700 StatsReporter.AddTimeDilation(TimeDilation);
1701 StatsReporter.AddFPS(1);
1702
1703 StatsReporter.addAgentMS(agentMS);
1704 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1705 StatsReporter.addOtherMS(otherMS);
1706 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1707
1637 previousFrameTick = m_lastFrameTick; 1708 previousFrameTick = m_lastFrameTick;
1638 m_lastFrameTick = Util.EnvironmentTickCount(); 1709 m_lastFrameTick = Util.EnvironmentTickCount();
1639 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1710 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1640 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1711 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1641 1712
1713 m_firstHeartbeat = false;
1714
1715 sleepMS = Util.EnvironmentTickCount();
1716
1642 if (tmpMS > 0) 1717 if (tmpMS > 0)
1643 {
1644 Thread.Sleep(tmpMS); 1718 Thread.Sleep(tmpMS);
1645 spareMS += tmpMS;
1646 }
1647 1719
1648 frameMS = Util.EnvironmentTickCountSubtract(maintc); 1720 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1649 maintc = Util.EnvironmentTickCount(); 1721 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1650 1722 StatsReporter.addSleepMS(sleepMS);
1651 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1723 StatsReporter.addFrameMS(frameMS);
1652 1724
1653 // if (Frame%m_update_avatars == 0) 1725 // if (Frame%m_update_avatars == 0)
1654 // UpdateInWorldTime(); 1726 // UpdateInWorldTime();
1655 StatsReporter.AddPhysicsFPS(physicsFPS);
1656 StatsReporter.AddTimeDilation(TimeDilation);
1657 StatsReporter.AddFPS(1);
1658 1727
1659 StatsReporter.addFrameMS(frameMS);
1660 StatsReporter.addAgentMS(agentMS);
1661 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1662 StatsReporter.addOtherMS(otherMS);
1663 StatsReporter.AddSpareMS(spareMS);
1664 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1665 1728
1666 // Optionally warn if a frame takes double the amount of time that it should. 1729 // Optionally warn if a frame takes double the amount of time that it should.
1667 if (DebugUpdates 1730 if (DebugUpdates
@@ -1779,7 +1842,7 @@ namespace OpenSim.Region.Framework.Scenes
1779 msg.fromAgentName = "Server"; 1842 msg.fromAgentName = "Server";
1780 msg.dialog = (byte)19; // Object msg 1843 msg.dialog = (byte)19; // Object msg
1781 msg.fromGroup = false; 1844 msg.fromGroup = false;
1782 msg.offline = (byte)0; 1845 msg.offline = (byte)1;
1783 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1846 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1784 msg.Position = Vector3.Zero; 1847 msg.Position = Vector3.Zero;
1785 msg.RegionID = RegionInfo.RegionID.Guid; 1848 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -2001,6 +2064,19 @@ namespace OpenSim.Region.Framework.Scenes
2001 EventManager.TriggerPrimsLoaded(this); 2064 EventManager.TriggerPrimsLoaded(this);
2002 } 2065 }
2003 2066
2067 public bool SuportsRayCastFiltered()
2068 {
2069 if (PhysicsScene == null)
2070 return false;
2071 return PhysicsScene.SuportsRaycastWorldFiltered();
2072 }
2073
2074 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2075 {
2076 if (PhysicsScene == null)
2077 return null;
2078 return PhysicsScene.RaycastWorld(position, direction, length, Count,filter);
2079 }
2004 2080
2005 /// <summary> 2081 /// <summary>
2006 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. 2082 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
@@ -2017,14 +2093,24 @@ namespace OpenSim.Region.Framework.Scenes
2017 /// <returns></returns> 2093 /// <returns></returns>
2018 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 2094 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
2019 { 2095 {
2096
2097 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
2098 Vector3 wpos = Vector3.Zero;
2099 // Check for water surface intersection from above
2100 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
2101 {
2102 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
2103 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
2104 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
2105 wpos.Z = wheight;
2106 }
2107
2020 Vector3 pos = Vector3.Zero; 2108 Vector3 pos = Vector3.Zero;
2021 if (RayEndIsIntersection == (byte)1) 2109 if (RayEndIsIntersection == (byte)1)
2022 { 2110 {
2023 pos = RayEnd; 2111 pos = RayEnd;
2024 return pos;
2025 } 2112 }
2026 2113 else if (RayTargetID != UUID.Zero)
2027 if (RayTargetID != UUID.Zero)
2028 { 2114 {
2029 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 2115 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
2030 2116
@@ -2046,7 +2132,7 @@ namespace OpenSim.Region.Framework.Scenes
2046 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2132 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
2047 2133
2048 // Un-comment out the following line to Get Raytrace results printed to the console. 2134 // Un-comment out the following line to Get Raytrace results printed to the console.
2049 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2135 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
2050 float ScaleOffset = 0.5f; 2136 float ScaleOffset = 0.5f;
2051 2137
2052 // If we hit something 2138 // If we hit something
@@ -2069,13 +2155,10 @@ namespace OpenSim.Region.Framework.Scenes
2069 //pos.Z -= 0.25F; 2155 //pos.Z -= 0.25F;
2070 2156
2071 } 2157 }
2072
2073 return pos;
2074 } 2158 }
2075 else 2159 else
2076 { 2160 {
2077 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2161 // We don't have a target here, so we're going to raytrace all the objects in the scene.
2078
2079 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2162 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
2080 2163
2081 // Un-comment the following line to print the raytrace results to the console. 2164 // Un-comment the following line to print the raytrace results to the console.
@@ -2084,13 +2167,12 @@ namespace OpenSim.Region.Framework.Scenes
2084 if (ei.HitTF) 2167 if (ei.HitTF)
2085 { 2168 {
2086 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2169 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
2087 } else 2170 }
2171 else
2088 { 2172 {
2089 // fall back to our stupid functionality 2173 // fall back to our stupid functionality
2090 pos = RayEnd; 2174 pos = RayEnd;
2091 } 2175 }
2092
2093 return pos;
2094 } 2176 }
2095 } 2177 }
2096 else 2178 else
@@ -2101,8 +2183,12 @@ namespace OpenSim.Region.Framework.Scenes
2101 //increase height so its above the ground. 2183 //increase height so its above the ground.
2102 //should be getting the normal of the ground at the rez point and using that? 2184 //should be getting the normal of the ground at the rez point and using that?
2103 pos.Z += scale.Z / 2f; 2185 pos.Z += scale.Z / 2f;
2104 return pos; 2186// return pos;
2105 } 2187 }
2188
2189 // check against posible water intercept
2190 if (wpos.Z > pos.Z) pos = wpos;
2191 return pos;
2106 } 2192 }
2107 2193
2108 2194
@@ -2193,12 +2279,12 @@ namespace OpenSim.Region.Framework.Scenes
2193 { 2279 {
2194 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) 2280 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
2195 { 2281 {
2282 sceneObject.IsDeleted = false;
2196 EventManager.TriggerObjectAddedToScene(sceneObject); 2283 EventManager.TriggerObjectAddedToScene(sceneObject);
2197 return true; 2284 return true;
2198 } 2285 }
2199 2286
2200 return false; 2287 return false;
2201
2202 } 2288 }
2203 2289
2204 /// <summary> 2290 /// <summary>
@@ -2290,6 +2376,15 @@ namespace OpenSim.Region.Framework.Scenes
2290 /// </summary> 2376 /// </summary>
2291 public void DeleteAllSceneObjects() 2377 public void DeleteAllSceneObjects()
2292 { 2378 {
2379 DeleteAllSceneObjects(false);
2380 }
2381
2382 /// <summary>
2383 /// Delete every object from the scene. This does not include attachments worn by avatars.
2384 /// </summary>
2385 public void DeleteAllSceneObjects(bool exceptNoCopy)
2386 {
2387 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2293 lock (Entities) 2388 lock (Entities)
2294 { 2389 {
2295 EntityBase[] entities = Entities.GetEntities(); 2390 EntityBase[] entities = Entities.GetEntities();
@@ -2298,11 +2393,24 @@ namespace OpenSim.Region.Framework.Scenes
2298 if (e is SceneObjectGroup) 2393 if (e is SceneObjectGroup)
2299 { 2394 {
2300 SceneObjectGroup sog = (SceneObjectGroup)e; 2395 SceneObjectGroup sog = (SceneObjectGroup)e;
2301 if (!sog.IsAttachment) 2396 if (sog != null && !sog.IsAttachment)
2302 DeleteSceneObject((SceneObjectGroup)e, false); 2397 {
2398 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2399 {
2400 DeleteSceneObject((SceneObjectGroup)e, false);
2401 }
2402 else
2403 {
2404 toReturn.Add((SceneObjectGroup)e);
2405 }
2406 }
2303 } 2407 }
2304 } 2408 }
2305 } 2409 }
2410 if (toReturn.Count > 0)
2411 {
2412 returnObjects(toReturn.ToArray(), UUID.Zero);
2413 }
2306 } 2414 }
2307 2415
2308 /// <summary> 2416 /// <summary>
@@ -2337,6 +2445,12 @@ namespace OpenSim.Region.Framework.Scenes
2337 2445
2338 foreach (SceneObjectPart part in partList) 2446 foreach (SceneObjectPart part in partList)
2339 { 2447 {
2448 if (part.KeyframeMotion != null)
2449 {
2450 part.KeyframeMotion.Delete();
2451 part.KeyframeMotion = null;
2452 }
2453
2340 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0)) 2454 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
2341 { 2455 {
2342 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? 2456 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
@@ -2354,6 +2468,8 @@ namespace OpenSim.Region.Framework.Scenes
2354 } 2468 }
2355 2469
2356 group.DeleteGroupFromScene(silent); 2470 group.DeleteGroupFromScene(silent);
2471 if (!silent)
2472 SendKillObject(new List<uint>() { group.LocalId });
2357 2473
2358// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2474// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2359 } 2475 }
@@ -2644,7 +2760,7 @@ namespace OpenSim.Region.Framework.Scenes
2644 // If the user is banned, we won't let any of their objects 2760 // If the user is banned, we won't let any of their objects
2645 // enter. Period. 2761 // enter. Period.
2646 // 2762 //
2647 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) 2763 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2648 { 2764 {
2649 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); 2765 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2650 return false; 2766 return false;
@@ -2652,6 +2768,8 @@ namespace OpenSim.Region.Framework.Scenes
2652 2768
2653 if (newPosition != Vector3.Zero) 2769 if (newPosition != Vector3.Zero)
2654 newObject.RootPart.GroupPosition = newPosition; 2770 newObject.RootPart.GroupPosition = newPosition;
2771 if (newObject.RootPart.KeyframeMotion != null)
2772 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2655 2773
2656 if (!AddSceneObject(newObject)) 2774 if (!AddSceneObject(newObject))
2657 { 2775 {
@@ -2696,6 +2814,23 @@ namespace OpenSim.Region.Framework.Scenes
2696 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2814 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2697 public bool AddSceneObject(SceneObjectGroup sceneObject) 2815 public bool AddSceneObject(SceneObjectGroup sceneObject)
2698 { 2816 {
2817 if (sceneObject.OwnerID == UUID.Zero)
2818 {
2819 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2820 return false;
2821 }
2822
2823 // If the user is banned, we won't let any of their objects
2824 // enter. Period.
2825 //
2826 int flags = GetUserFlags(sceneObject.OwnerID);
2827 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2828 {
2829 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2830
2831 return false;
2832 }
2833
2699 // Force allocation of new LocalId 2834 // Force allocation of new LocalId
2700 // 2835 //
2701 SceneObjectPart[] parts = sceneObject.Parts; 2836 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2729,16 +2864,27 @@ namespace OpenSim.Region.Framework.Scenes
2729 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2864 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2730 2865
2731 if (AttachmentsModule != null) 2866 if (AttachmentsModule != null)
2732 AttachmentsModule.AttachObject(sp, grp, 0, false, false); 2867 AttachmentsModule.AttachObject(sp, grp, 0, false, false, false);
2733 } 2868 }
2734 else 2869 else
2735 { 2870 {
2871 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2736 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2872 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2737 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2873 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2738 } 2874 }
2875 if (sceneObject.OwnerID == UUID.Zero)
2876 {
2877 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2878 return false;
2879 }
2739 } 2880 }
2740 else 2881 else
2741 { 2882 {
2883 if (sceneObject.OwnerID == UUID.Zero)
2884 {
2885 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2886 return false;
2887 }
2742 AddRestoredSceneObject(sceneObject, true, false); 2888 AddRestoredSceneObject(sceneObject, true, false);
2743 } 2889 }
2744 2890
@@ -2755,6 +2901,24 @@ namespace OpenSim.Region.Framework.Scenes
2755 return 2; // StateSource.PrimCrossing 2901 return 2; // StateSource.PrimCrossing
2756 } 2902 }
2757 2903
2904 public int GetUserFlags(UUID user)
2905 {
2906 //Unfortunately the SP approach means that the value is cached until region is restarted
2907 /*
2908 ScenePresence sp;
2909 if (TryGetScenePresence(user, out sp))
2910 {
2911 return sp.UserFlags;
2912 }
2913 else
2914 {
2915 */
2916 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2917 if (uac == null)
2918 return 0;
2919 return uac.UserFlags;
2920 //}
2921 }
2758 #endregion 2922 #endregion
2759 2923
2760 #region Add/Remove Avatar Methods 2924 #region Add/Remove Avatar Methods
@@ -2787,7 +2951,7 @@ namespace OpenSim.Region.Framework.Scenes
2787 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2951 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2788 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2952 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2789 2953
2790 // CheckHeartbeat(); 2954 CheckHeartbeat();
2791 2955
2792 sp = GetScenePresence(client.AgentId); 2956 sp = GetScenePresence(client.AgentId);
2793 2957
@@ -2931,19 +3095,14 @@ namespace OpenSim.Region.Framework.Scenes
2931 // and the scene presence and the client, if they exist 3095 // and the scene presence and the client, if they exist
2932 try 3096 try
2933 { 3097 {
2934 // We need to wait for the client to make UDP contact first. 3098 ScenePresence sp = GetScenePresence(agentID);
2935 // It's the UDP contact that creates the scene presence 3099
2936 ScenePresence sp = WaitGetScenePresence(agentID);
2937 if (sp != null) 3100 if (sp != null)
2938 { 3101 {
2939 PresenceService.LogoutAgent(sp.ControllingClient.SessionId); 3102 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2940
2941 sp.ControllingClient.Close(); 3103 sp.ControllingClient.Close();
2942 } 3104 }
2943 else 3105
2944 {
2945 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2946 }
2947 // BANG! SLASH! 3106 // BANG! SLASH!
2948 m_authenticateHandler.RemoveCircuit(agentID); 3107 m_authenticateHandler.RemoveCircuit(agentID);
2949 3108
@@ -2988,6 +3147,8 @@ namespace OpenSim.Region.Framework.Scenes
2988 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 3147 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2989 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 3148 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2990 3149
3150 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
3151
2991 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 3152 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2992 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 3153 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2993 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 3154 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -3044,6 +3205,7 @@ namespace OpenSim.Region.Framework.Scenes
3044 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3205 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
3045 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3206 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
3046 client.OnCopyInventoryItem += CopyInventoryItem; 3207 client.OnCopyInventoryItem += CopyInventoryItem;
3208 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
3047 client.OnMoveInventoryItem += MoveInventoryItem; 3209 client.OnMoveInventoryItem += MoveInventoryItem;
3048 client.OnRemoveInventoryItem += RemoveInventoryItem; 3210 client.OnRemoveInventoryItem += RemoveInventoryItem;
3049 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3211 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -3115,6 +3277,8 @@ namespace OpenSim.Region.Framework.Scenes
3115 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3277 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
3116 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3278 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
3117 3279
3280 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3281
3118 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3282 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3119 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3283 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3120 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3284 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3217,7 +3381,7 @@ namespace OpenSim.Region.Framework.Scenes
3217 /// </summary> 3381 /// </summary>
3218 /// <param name="agentId">The avatar's Unique ID</param> 3382 /// <param name="agentId">The avatar's Unique ID</param>
3219 /// <param name="client">The IClientAPI for the client</param> 3383 /// <param name="client">The IClientAPI for the client</param>
3220 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3384 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3221 { 3385 {
3222 if (EntityTransferModule != null) 3386 if (EntityTransferModule != null)
3223 { 3387 {
@@ -3228,6 +3392,7 @@ namespace OpenSim.Region.Framework.Scenes
3228 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3392 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3229 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3393 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3230 } 3394 }
3395 return false;
3231 } 3396 }
3232 3397
3233 /// <summary> 3398 /// <summary>
@@ -3337,6 +3502,16 @@ namespace OpenSim.Region.Framework.Scenes
3337 /// <param name="flags"></param> 3502 /// <param name="flags"></param>
3338 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3503 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3339 { 3504 {
3505 //Add half the avatar's height so that the user doesn't fall through prims
3506 ScenePresence presence;
3507 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3508 {
3509 if (presence.Appearance != null)
3510 {
3511 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3512 }
3513 }
3514
3340 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3515 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3341 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3516 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3342 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3517 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3474,6 +3649,7 @@ namespace OpenSim.Region.Framework.Scenes
3474 // It's possible for child agents to have transactions if changes are being made cross-border. 3649 // It's possible for child agents to have transactions if changes are being made cross-border.
3475 if (AgentTransactionsModule != null) 3650 if (AgentTransactionsModule != null)
3476 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); 3651 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3652 m_log.Debug("[Scene] The avatar has left the building");
3477 } 3653 }
3478 catch (Exception e) 3654 catch (Exception e)
3479 { 3655 {
@@ -3666,38 +3842,39 @@ namespace OpenSim.Region.Framework.Scenes
3666 agent.firstname, agent.lastname, agent.Viewer); 3842 agent.firstname, agent.lastname, agent.Viewer);
3667 reason = "Access denied, your viewer is banned by the region owner"; 3843 reason = "Access denied, your viewer is banned by the region owner";
3668 return false; 3844 return false;
3669 } 3845 }
3846
3847
3848 ScenePresence sp = GetScenePresence(agent.AgentID);
3670 3849
3671 ILandObject land; 3850 if (sp != null && !sp.IsChildAgent)
3851 {
3852 // We have a zombie from a crashed session.
3853 // Or the same user is trying to be root twice here, won't work.
3854 // Kill it.
3855 m_log.WarnFormat(
3856 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3857 sp.Name, sp.UUID, RegionInfo.RegionName);
3858
3859 sp.ControllingClient.Close(true, true);
3860 sp = null;
3861 }
3672 3862
3673 lock (agent) 3863 lock (agent)
3674 { 3864 {
3675 ScenePresence sp = GetScenePresence(agent.AgentID);
3676
3677 if (sp != null && !sp.IsChildAgent)
3678 {
3679 // We have a zombie from a crashed session.
3680 // Or the same user is trying to be root twice here, won't work.
3681 // Kill it.
3682 m_log.WarnFormat(
3683 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3684 sp.Name, sp.UUID, RegionInfo.RegionName);
3685
3686 sp.ControllingClient.Close(true);
3687 sp = null;
3688 }
3689
3690 land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3691
3692 //On login test land permisions 3865 //On login test land permisions
3693 if (vialogin) 3866 if (vialogin)
3694 { 3867 {
3695 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3868 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3869 if (cache != null)
3870 cache.Remove(agent.firstname + " " + agent.lastname);
3871 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3696 { 3872 {
3873 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3697 return false; 3874 return false;
3698 } 3875 }
3699 } 3876 }
3700 3877
3701 if (sp == null) // We don't have an [child] agent here already 3878 if (sp == null) // We don't have an [child] agent here already
3702 { 3879 {
3703 if (requirePresenceLookup) 3880 if (requirePresenceLookup)
@@ -3706,34 +3883,36 @@ namespace OpenSim.Region.Framework.Scenes
3706 { 3883 {
3707 if (!VerifyUserPresence(agent, out reason)) 3884 if (!VerifyUserPresence(agent, out reason))
3708 return false; 3885 return false;
3709 } 3886 } catch (Exception e)
3710 catch (Exception e)
3711 { 3887 {
3712 m_log.ErrorFormat( 3888 m_log.ErrorFormat(
3713 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); 3889 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
3714
3715 return false; 3890 return false;
3716 } 3891 }
3717 } 3892 }
3718 3893
3719 try 3894 try
3720 { 3895 {
3721 if (!AuthorizeUser(agent, out reason)) 3896 // Always check estate if this is a login. Always
3722 return false; 3897 // check if banned regions are to be blacked out.
3898 if (vialogin || (!m_seeIntoBannedRegion))
3899 {
3900 if (!AuthorizeUser(agent, out reason))
3901 return false;
3902 }
3723 } 3903 }
3724 catch (Exception e) 3904 catch (Exception e)
3725 { 3905 {
3726 m_log.ErrorFormat( 3906 m_log.ErrorFormat(
3727 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3907 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
3728
3729 return false; 3908 return false;
3730 } 3909 }
3731 3910
3732 m_log.InfoFormat( 3911 m_log.InfoFormat(
3733 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", 3912 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
3734 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, 3913 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
3735 agent.AgentID, agent.circuitcode); 3914 agent.AgentID, agent.circuitcode);
3736 3915
3737 if (CapsModule != null) 3916 if (CapsModule != null)
3738 { 3917 {
3739 CapsModule.SetAgentCapsSeeds(agent); 3918 CapsModule.SetAgentCapsSeeds(agent);
@@ -3745,15 +3924,15 @@ namespace OpenSim.Region.Framework.Scenes
3745 // Let the SP know how we got here. This has a lot of interesting 3924 // Let the SP know how we got here. This has a lot of interesting
3746 // uses down the line. 3925 // uses down the line.
3747 sp.TeleportFlags = (TPFlags)teleportFlags; 3926 sp.TeleportFlags = (TPFlags)teleportFlags;
3748 3927
3749 if (sp.IsChildAgent) 3928 if (sp.IsChildAgent)
3750 { 3929 {
3751 m_log.DebugFormat( 3930 m_log.DebugFormat(
3752 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", 3931 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
3753 agent.AgentID, RegionInfo.RegionName); 3932 agent.AgentID, RegionInfo.RegionName);
3754 3933
3755 sp.AdjustKnownSeeds(); 3934 sp.AdjustKnownSeeds();
3756 3935
3757 if (CapsModule != null) 3936 if (CapsModule != null)
3758 CapsModule.SetAgentCapsSeeds(agent); 3937 CapsModule.SetAgentCapsSeeds(agent);
3759 } 3938 }
@@ -3855,6 +4034,8 @@ namespace OpenSim.Region.Framework.Scenes
3855 } 4034 }
3856 4035
3857 // Honor parcel landing type and position. 4036 // Honor parcel landing type and position.
4037 /*
4038 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3858 if (land != null) 4039 if (land != null)
3859 { 4040 {
3860 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 4041 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3862,25 +4043,43 @@ namespace OpenSim.Region.Framework.Scenes
3862 agent.startpos = land.LandData.UserLocation; 4043 agent.startpos = land.LandData.UserLocation;
3863 } 4044 }
3864 } 4045 }
4046 */// This is now handled properly in ScenePresence.MakeRootAgent
3865 } 4047 }
3866 4048
3867 return true; 4049 return true;
3868 } 4050 }
3869 4051
3870 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 4052 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3871 { 4053 {
3872 bool banned = land.IsBannedFromLand(agent.AgentID); 4054 if (posX < 0)
3873 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 4055 posX = 0;
4056 else if (posX >= 256)
4057 posX = 255.999f;
4058 if (posY < 0)
4059 posY = 0;
4060 else if (posY >= 256)
4061 posY = 255.999f;
4062
4063 reason = String.Empty;
4064 if (Permissions.IsGod(agentID))
4065 return true;
4066
4067 ILandObject land = LandChannel.GetLandObject(posX, posY);
4068 if (land == null)
4069 return false;
4070
4071 bool banned = land.IsBannedFromLand(agentID);
4072 bool restricted = land.IsRestrictedFromLand(agentID);
3874 4073
3875 if (banned || restricted) 4074 if (banned || restricted)
3876 { 4075 {
3877 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 4076 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3878 if (nearestParcel != null) 4077 if (nearestParcel != null)
3879 { 4078 {
3880 //Move agent to nearest allowed 4079 //Move agent to nearest allowed
3881 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 4080 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3882 agent.startpos.X = newPosition.X; 4081 posX = newPosition.X;
3883 agent.startpos.Y = newPosition.Y; 4082 posY = newPosition.Y;
3884 } 4083 }
3885 else 4084 else
3886 { 4085 {
@@ -3942,7 +4141,7 @@ namespace OpenSim.Region.Framework.Scenes
3942 4141
3943 if (!m_strictAccessControl) return true; 4142 if (!m_strictAccessControl) return true;
3944 if (Permissions.IsGod(agent.AgentID)) return true; 4143 if (Permissions.IsGod(agent.AgentID)) return true;
3945 4144
3946 if (AuthorizationService != null) 4145 if (AuthorizationService != null)
3947 { 4146 {
3948 if (!AuthorizationService.IsAuthorizedForRegion( 4147 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3957,7 +4156,7 @@ namespace OpenSim.Region.Framework.Scenes
3957 4156
3958 if (RegionInfo.EstateSettings != null) 4157 if (RegionInfo.EstateSettings != null)
3959 { 4158 {
3960 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 4159 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
3961 { 4160 {
3962 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 4161 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3963 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 4162 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -4147,6 +4346,15 @@ namespace OpenSim.Region.Framework.Scenes
4147 4346
4148 // XPTO: if this agent is not allowed here as root, always return false 4347 // XPTO: if this agent is not allowed here as root, always return false
4149 4348
4349 // We have to wait until the viewer contacts this region after receiving EAC.
4350 // That calls AddNewClient, which finally creates the ScenePresence
4351 int flags = GetUserFlags(cAgentData.AgentID);
4352 if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4353 {
4354 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4355 return false;
4356 }
4357
4150 // TODO: This check should probably be in QueryAccess(). 4358 // TODO: This check should probably be in QueryAccess().
4151 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4359 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
4152 if (nearestParcel == null) 4360 if (nearestParcel == null)
@@ -4211,7 +4419,7 @@ namespace OpenSim.Region.Framework.Scenes
4211 /// <param name='agentID'></param> 4419 /// <param name='agentID'></param>
4212 protected virtual ScenePresence WaitGetScenePresence(UUID agentID) 4420 protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
4213 { 4421 {
4214 int ntimes = 10; 4422 int ntimes = 30;
4215 ScenePresence sp = null; 4423 ScenePresence sp = null;
4216 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) 4424 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
4217 Thread.Sleep(1000); 4425 Thread.Sleep(1000);
@@ -4241,6 +4449,16 @@ namespace OpenSim.Region.Framework.Scenes
4241 return false; 4449 return false;
4242 } 4450 }
4243 4451
4452 public bool IncomingCloseAgent(UUID agentID)
4453 {
4454 return IncomingCloseAgent(agentID, false);
4455 }
4456
4457 public bool IncomingCloseChildAgent(UUID agentID)
4458 {
4459 return IncomingCloseAgent(agentID, true);
4460 }
4461
4244 /// <summary> 4462 /// <summary>
4245 /// Tell a single agent to disconnect from the region. 4463 /// Tell a single agent to disconnect from the region.
4246 /// </summary> 4464 /// </summary>
@@ -4256,7 +4474,7 @@ namespace OpenSim.Region.Framework.Scenes
4256 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); 4474 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
4257 if (presence != null) 4475 if (presence != null)
4258 { 4476 {
4259 presence.ControllingClient.Close(force); 4477 presence.ControllingClient.Close(force, force);
4260 return true; 4478 return true;
4261 } 4479 }
4262 4480
@@ -4916,35 +5134,81 @@ namespace OpenSim.Region.Framework.Scenes
4916 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); 5134 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
4917 } 5135 }
4918 5136
4919 public int GetHealth() 5137 public int GetHealth(out int flags, out string message)
4920 { 5138 {
4921 // Returns: 5139 // Returns:
4922 // 1 = sim is up and accepting http requests. The heartbeat has 5140 // 1 = sim is up and accepting http requests. The heartbeat has
4923 // stopped and the sim is probably locked up, but a remote 5141 // stopped and the sim is probably locked up, but a remote
4924 // admin restart may succeed 5142 // admin restart may succeed
4925 // 5143 //
4926 // 2 = Sim is up and the heartbeat is running. The sim is likely 5144 // 2 = Sim is up and the heartbeat is running. The sim is likely
4927 // usable for people within and logins _may_ work 5145 // usable for people within
5146 //
5147 // 3 = Sim is up and one packet thread is running. Sim is
5148 // unstable and will not accept new logins
4928 // 5149 //
4929 // 3 = We have seen a new user enter within the past 4 minutes 5150 // 4 = Sim is up and both packet threads are running. Sim is
5151 // likely usable
5152 //
5153 // 5 = We have seen a new user enter within the past 4 minutes
4930 // which can be seen as positive confirmation of sim health 5154 // which can be seen as positive confirmation of sim health
4931 // 5155 //
5156
5157 flags = 0;
5158 message = String.Empty;
5159
5160 CheckHeartbeat();
5161
5162 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
5163 {
5164 // We're still starting
5165 // 0 means "in startup", it can't happen another way, since
5166 // to get here, we must be able to accept http connections
5167 return 0;
5168 }
5169
4932 int health=1; // Start at 1, means we're up 5170 int health=1; // Start at 1, means we're up
4933 5171
4934 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 5172 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4935 health += 1; 5173 {
5174 health+=1;
5175 flags |= 1;
5176 }
5177
5178 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
5179 {
5180 health+=1;
5181 flags |= 2;
5182 }
5183
5184 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
5185 {
5186 health+=1;
5187 flags |= 4;
5188 }
4936 else 5189 else
5190 {
5191int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
5192System.Diagnostics.Process proc = new System.Diagnostics.Process();
5193proc.EnableRaisingEvents=false;
5194proc.StartInfo.FileName = "/bin/kill";
5195proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
5196proc.Start();
5197proc.WaitForExit();
5198Thread.Sleep(1000);
5199Environment.Exit(1);
5200 }
5201
5202 if (flags != 7)
4937 return health; 5203 return health;
4938 5204
4939 // A login in the last 4 mins? We can't be doing too badly 5205 // A login in the last 4 mins? We can't be doing too badly
4940 // 5206 //
4941 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 5207 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4942 health++; 5208 health++;
4943 else 5209 else
4944 return health; 5210 return health;
4945 5211
4946// CheckHeartbeat();
4947
4948 return health; 5212 return health;
4949 } 5213 }
4950 5214
@@ -5032,7 +5296,7 @@ namespace OpenSim.Region.Framework.Scenes
5032 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 5296 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
5033 if (wasUsingPhysics) 5297 if (wasUsingPhysics)
5034 { 5298 {
5035 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 5299 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
5036 } 5300 }
5037 } 5301 }
5038 5302
@@ -5131,14 +5395,14 @@ namespace OpenSim.Region.Framework.Scenes
5131 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5395 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
5132 } 5396 }
5133 5397
5134// private void CheckHeartbeat() 5398 private void CheckHeartbeat()
5135// { 5399 {
5136// if (m_firstHeartbeat) 5400 if (m_firstHeartbeat)
5137// return; 5401 return;
5138// 5402
5139// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5403 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
5140// StartTimer(); 5404 Start();
5141// } 5405 }
5142 5406
5143 public override ISceneObject DeserializeObject(string representation) 5407 public override ISceneObject DeserializeObject(string representation)
5144 { 5408 {
@@ -5150,9 +5414,14 @@ namespace OpenSim.Region.Framework.Scenes
5150 get { return m_allowScriptCrossings; } 5414 get { return m_allowScriptCrossings; }
5151 } 5415 }
5152 5416
5153 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5417 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
5154 { 5418 {
5155 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5419 return GetNearestAllowedPosition(avatar, null);
5420 }
5421
5422 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
5423 {
5424 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
5156 5425
5157 if (nearestParcel != null) 5426 if (nearestParcel != null)
5158 { 5427 {
@@ -5161,10 +5430,7 @@ namespace OpenSim.Region.Framework.Scenes
5161 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5430 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
5162 if (nearestPoint != null) 5431 if (nearestPoint != null)
5163 { 5432 {
5164// m_log.DebugFormat( 5433 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
5165// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
5166// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
5167
5168 return nearestPoint.Value; 5434 return nearestPoint.Value;
5169 } 5435 }
5170 5436
@@ -5174,17 +5440,20 @@ namespace OpenSim.Region.Framework.Scenes
5174 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5440 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
5175 if (nearestPoint != null) 5441 if (nearestPoint != null)
5176 { 5442 {
5177// m_log.DebugFormat( 5443 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
5178// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
5179
5180 return nearestPoint.Value; 5444 return nearestPoint.Value;
5181 } 5445 }
5182 5446
5183 //Ultimate backup if we have no idea where they are 5447 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
5184// m_log.DebugFormat( 5448 if (dest != excludeParcel)
5185// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5449 {
5450 // Ultimate backup if we have no idea where they are and
5451 // the last allowed position was in another parcel
5452 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5453 return avatar.lastKnownAllowedPosition;
5454 }
5186 5455
5187 return avatar.lastKnownAllowedPosition; 5456 // else fall through to region edge
5188 } 5457 }
5189 5458
5190 //Go to the edge, this happens in teleporting to a region with no available parcels 5459 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -5218,13 +5487,18 @@ namespace OpenSim.Region.Framework.Scenes
5218 5487
5219 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5488 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
5220 { 5489 {
5490 return GetNearestAllowedParcel(avatarId, x, y, null);
5491 }
5492
5493 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5494 {
5221 List<ILandObject> all = AllParcels(); 5495 List<ILandObject> all = AllParcels();
5222 float minParcelDistance = float.MaxValue; 5496 float minParcelDistance = float.MaxValue;
5223 ILandObject nearestParcel = null; 5497 ILandObject nearestParcel = null;
5224 5498
5225 foreach (var parcel in all) 5499 foreach (var parcel in all)
5226 { 5500 {
5227 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5501 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
5228 { 5502 {
5229 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5503 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
5230 if (parcelDistance < minParcelDistance) 5504 if (parcelDistance < minParcelDistance)
@@ -5440,7 +5714,55 @@ namespace OpenSim.Region.Framework.Scenes
5440 mapModule.GenerateMaptile(); 5714 mapModule.GenerateMaptile();
5441 } 5715 }
5442 5716
5443 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5717// public void CleanDroppedAttachments()
5718// {
5719// List<SceneObjectGroup> objectsToDelete =
5720// new List<SceneObjectGroup>();
5721//
5722// lock (m_cleaningAttachments)
5723// {
5724// ForEachSOG(delegate (SceneObjectGroup grp)
5725// {
5726// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5727// {
5728// UUID agentID = grp.OwnerID;
5729// if (agentID == UUID.Zero)
5730// {
5731// objectsToDelete.Add(grp);
5732// return;
5733// }
5734//
5735// ScenePresence sp = GetScenePresence(agentID);
5736// if (sp == null)
5737// {
5738// objectsToDelete.Add(grp);
5739// return;
5740// }
5741// }
5742// });
5743// }
5744//
5745// foreach (SceneObjectGroup grp in objectsToDelete)
5746// {
5747// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5748// DeleteSceneObject(grp, true);
5749// }
5750// }
5751
5752 public void ThreadAlive(int threadCode)
5753 {
5754 switch(threadCode)
5755 {
5756 case 1: // Incoming
5757 m_lastIncoming = Util.EnvironmentTickCount();
5758 break;
5759 case 2: // Incoming
5760 m_lastOutgoing = Util.EnvironmentTickCount();
5761 break;
5762 }
5763 }
5764
5765 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5444 { 5766 {
5445 RegenerateMaptile(); 5767 RegenerateMaptile();
5446 5768
@@ -5468,6 +5790,8 @@ namespace OpenSim.Region.Framework.Scenes
5468 /// <returns></returns> 5790 /// <returns></returns>
5469 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5791 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5470 { 5792 {
5793 reason = "You are banned from the region";
5794
5471 if (EntityTransferModule.IsInTransit(agentID)) 5795 if (EntityTransferModule.IsInTransit(agentID))
5472 { 5796 {
5473 reason = "Agent is still in transit from this region"; 5797 reason = "Agent is still in transit from this region";
@@ -5479,6 +5803,12 @@ namespace OpenSim.Region.Framework.Scenes
5479 return false; 5803 return false;
5480 } 5804 }
5481 5805
5806 if (Permissions.IsGod(agentID))
5807 {
5808 reason = String.Empty;
5809 return true;
5810 }
5811
5482 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. 5812 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5483 // However, the long term fix is to make sure root agent count is always accurate. 5813 // However, the long term fix is to make sure root agent count is always accurate.
5484 m_sceneGraph.RecalculateStats(); 5814 m_sceneGraph.RecalculateStats();
@@ -5499,6 +5829,41 @@ namespace OpenSim.Region.Framework.Scenes
5499 } 5829 }
5500 } 5830 }
5501 5831
5832 ScenePresence presence = GetScenePresence(agentID);
5833 IClientAPI client = null;
5834 AgentCircuitData aCircuit = null;
5835
5836 if (presence != null)
5837 {
5838 client = presence.ControllingClient;
5839 if (client != null)
5840 aCircuit = client.RequestClientInfo();
5841 }
5842
5843 // We may be called before there is a presence or a client.
5844 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5845 if (client == null)
5846 {
5847 aCircuit = new AgentCircuitData();
5848 aCircuit.AgentID = agentID;
5849 aCircuit.firstname = String.Empty;
5850 aCircuit.lastname = String.Empty;
5851 }
5852
5853 try
5854 {
5855 if (!AuthorizeUser(aCircuit, out reason))
5856 {
5857 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5858 return false;
5859 }
5860 }
5861 catch (Exception e)
5862 {
5863 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5864 return false;
5865 }
5866
5502 if (position == Vector3.Zero) // Teleport 5867 if (position == Vector3.Zero) // Teleport
5503 { 5868 {
5504 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5869 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5527,13 +5892,46 @@ namespace OpenSim.Region.Framework.Scenes
5527 } 5892 }
5528 } 5893 }
5529 } 5894 }
5895
5896 float posX = 128.0f;
5897 float posY = 128.0f;
5898
5899 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5900 {
5901 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5902 return false;
5903 }
5904 }
5905 else // Walking
5906 {
5907 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5908 if (land == null)
5909 return false;
5910
5911 bool banned = land.IsBannedFromLand(agentID);
5912 bool restricted = land.IsRestrictedFromLand(agentID);
5913
5914 if (banned || restricted)
5915 return false;
5530 } 5916 }
5531 5917
5532 reason = String.Empty; 5918 reason = String.Empty;
5533 return true; 5919 return true;
5534 } 5920 }
5535 5921
5536 /// <summary> 5922 public void StartTimerWatchdog()
5923 {
5924 m_timerWatchdog.Interval = 1000;
5925 m_timerWatchdog.Elapsed += TimerWatchdog;
5926 m_timerWatchdog.AutoReset = true;
5927 m_timerWatchdog.Start();
5928 }
5929
5930 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5931 {
5932 CheckHeartbeat();
5933 }
5934
5537 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5935 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5538 /// autopilot that moves an avatar to a sit target!. 5936 /// autopilot that moves an avatar to a sit target!.
5539 /// </summary> 5937 /// </summary>
@@ -5612,6 +6010,11 @@ namespace OpenSim.Region.Framework.Scenes
5612 return m_SpawnPoint - 1; 6010 return m_SpawnPoint - 1;
5613 } 6011 }
5614 6012
6013 private void HandleGcCollect(string module, string[] args)
6014 {
6015 GC.Collect();
6016 }
6017
5615 /// <summary> 6018 /// <summary>
5616 /// Wrappers to get physics modules retrieve assets. 6019 /// Wrappers to get physics modules retrieve assets.
5617 /// </summary> 6020 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index d3e968e..74c9582 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -143,7 +143,6 @@ namespace OpenSim.Region.Framework.Scenes
143 143
144 protected ulong m_regionHandle; 144 protected ulong m_regionHandle;
145 protected string m_regionName; 145 protected string m_regionName;
146 protected RegionInfo m_regInfo;
147 146
148 public ITerrainChannel Heightmap; 147 public ITerrainChannel Heightmap;
149 148
@@ -168,6 +167,8 @@ namespace OpenSim.Region.Framework.Scenes
168 get { return m_permissions; } 167 get { return m_permissions; }
169 } 168 }
170 169
170 protected string m_datastore;
171
171 /* Used by the loadbalancer plugin on GForge */ 172 /* Used by the loadbalancer plugin on GForge */
172 protected RegionStatus m_regStatus; 173 protected RegionStatus m_regStatus;
173 public RegionStatus RegionStatus 174 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 305f8a4..775a4c2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -194,10 +194,13 @@ namespace OpenSim.Region.Framework.Scenes
194 } 194 }
195 } 195 }
196 196
197 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
198
197 /// <summary> 199 /// <summary>
198 /// Closes a child agent on a given region 200 /// This Closes child agents on neighboring regions
201 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
199 /// </summary> 202 /// </summary>
200 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 203 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
201 { 204 {
202 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 205 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
203 206
@@ -206,30 +209,29 @@ namespace OpenSim.Region.Framework.Scenes
206 Utils.LongToUInts(regionHandle, out x, out y); 209 Utils.LongToUInts(regionHandle, out x, out y);
207 210
208 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 211 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
212 m_scene.SimulationService.CloseChildAgent(destination, agentID);
213 }
209 214
210 m_log.DebugFormat( 215 private void SendCloseChildAgentCompleted(IAsyncResult iar)
211 "[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName); 216 {
212 217 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
213 m_scene.SimulationService.CloseAgent(destination, agentID); 218 icon.EndInvoke(iar);
214 } 219 }
215 220
216 /// <summary>
217 /// Closes a child agents in a collection of regions. Does so asynchronously
218 /// so that the caller doesn't wait.
219 /// </summary>
220 /// <param name="agentID"></param>
221 /// <param name="regionslst"></param>
222 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 221 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
223 { 222 {
224 foreach (ulong handle in regionslst) 223 foreach (ulong handle in regionslst)
225 { 224 {
226 SendCloseChildAgent(agentID, handle); 225 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
226 d.BeginInvoke(agentID, handle,
227 SendCloseChildAgentCompleted,
228 d);
227 } 229 }
228 } 230 }
229 231
230 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 232 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
231 { 233 {
232 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 234 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
233 } 235 }
234 } 236 }
235} \ No newline at end of file 237}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index a4383fd..e599e90 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -127,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
127 137
128 protected internal void Close() 138 protected internal void Close()
129 { 139 {
130 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
131 { 142 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
136 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
137 152
138 lock (SceneObjectGroupsByFullID) 153 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 154 SceneObjectGroupsByFullID.Clear();
@@ -254,6 +269,33 @@ namespace OpenSim.Region.Framework.Scenes
254 protected internal bool AddRestoredSceneObject( 269 protected internal bool AddRestoredSceneObject(
255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
256 { 271 {
272 if (!m_parentScene.CombineRegions)
273 {
274 // KF: Check for out-of-region, move inside and make static.
275 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
276 sceneObject.RootPart.GroupPosition.Y,
277 sceneObject.RootPart.GroupPosition.Z);
278 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
279 npos.X > Constants.RegionSize ||
280 npos.Y > Constants.RegionSize))
281 {
282 if (npos.X < 0.0) npos.X = 1.0f;
283 if (npos.Y < 0.0) npos.Y = 1.0f;
284 if (npos.Z < 0.0) npos.Z = 0.0f;
285 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
286 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
287
288 foreach (SceneObjectPart part in sceneObject.Parts)
289 {
290 part.GroupPosition = npos;
291 }
292 sceneObject.RootPart.Velocity = Vector3.Zero;
293 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
294 sceneObject.RootPart.Acceleration = Vector3.Zero;
295 sceneObject.RootPart.Velocity = Vector3.Zero;
296 }
297 }
298
257 if (attachToBackup && (!alreadyPersisted)) 299 if (attachToBackup && (!alreadyPersisted))
258 { 300 {
259 sceneObject.ForceInventoryPersistence(); 301 sceneObject.ForceInventoryPersistence();
@@ -317,9 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
317 if (pa != null && pa.IsPhysical && vel != Vector3.Zero) 359 if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
318 { 360 {
319 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 361 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
320 sceneObject.Velocity = vel;
321 } 362 }
322 363
323 return true; 364 return true;
324 } 365 }
325 366
@@ -344,6 +385,11 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </returns> 385 /// </returns>
345 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 386 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
346 { 387 {
388 if (sceneObject == null)
389 {
390 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
391 return false;
392 }
347 if (sceneObject.UUID == UUID.Zero) 393 if (sceneObject.UUID == UUID.Zero)
348 { 394 {
349 m_log.ErrorFormat( 395 m_log.ErrorFormat(
@@ -475,6 +521,30 @@ namespace OpenSim.Region.Framework.Scenes
475 m_updateList[obj.UUID] = obj; 521 m_updateList[obj.UUID] = obj;
476 } 522 }
477 523
524 public void FireAttachToBackup(SceneObjectGroup obj)
525 {
526 if (OnAttachToBackup != null)
527 {
528 OnAttachToBackup(obj);
529 }
530 }
531
532 public void FireDetachFromBackup(SceneObjectGroup obj)
533 {
534 if (OnDetachFromBackup != null)
535 {
536 OnDetachFromBackup(obj);
537 }
538 }
539
540 public void FireChangeBackup(SceneObjectGroup obj)
541 {
542 if (OnChangeBackup != null)
543 {
544 OnChangeBackup(obj);
545 }
546 }
547
478 /// <summary> 548 /// <summary>
479 /// Process all pending updates 549 /// Process all pending updates
480 /// </summary> 550 /// </summary>
@@ -519,12 +589,12 @@ namespace OpenSim.Region.Framework.Scenes
519 589
520 protected internal void AddPhysicalPrim(int number) 590 protected internal void AddPhysicalPrim(int number)
521 { 591 {
522 m_physicalPrim++; 592 m_physicalPrim += number;
523 } 593 }
524 594
525 protected internal void RemovePhysicalPrim(int number) 595 protected internal void RemovePhysicalPrim(int number)
526 { 596 {
527 m_physicalPrim--; 597 m_physicalPrim -= number;
528 } 598 }
529 599
530 protected internal void AddToScriptLPS(int number) 600 protected internal void AddToScriptLPS(int number)
@@ -592,7 +662,8 @@ namespace OpenSim.Region.Framework.Scenes
592 662
593 Entities[presence.UUID] = presence; 663 Entities[presence.UUID] = presence;
594 664
595 lock (m_presenceLock) 665 m_scenePresencesLock.EnterWriteLock();
666 try
596 { 667 {
597 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 668 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
598 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 669 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -616,6 +687,10 @@ namespace OpenSim.Region.Framework.Scenes
616 m_scenePresenceMap = newmap; 687 m_scenePresenceMap = newmap;
617 m_scenePresenceArray = newlist; 688 m_scenePresenceArray = newlist;
618 } 689 }
690 finally
691 {
692 m_scenePresencesLock.ExitWriteLock();
693 }
619 } 694 }
620 695
621 /// <summary> 696 /// <summary>
@@ -630,7 +705,8 @@ namespace OpenSim.Region.Framework.Scenes
630 agentID); 705 agentID);
631 } 706 }
632 707
633 lock (m_presenceLock) 708 m_scenePresencesLock.EnterWriteLock();
709 try
634 { 710 {
635 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 711 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
636 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 712 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -652,6 +728,10 @@ namespace OpenSim.Region.Framework.Scenes
652 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 728 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
653 } 729 }
654 } 730 }
731 finally
732 {
733 m_scenePresencesLock.ExitWriteLock();
734 }
655 } 735 }
656 736
657 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 737 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1205,6 +1285,52 @@ namespace OpenSim.Region.Framework.Scenes
1205 1285
1206 #region Client Event handlers 1286 #region Client Event handlers
1207 1287
1288 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1289 {
1290 SceneObjectPart part = GetSceneObjectPart(localID);
1291 ObjectChangeData data = (ObjectChangeData)odata;
1292
1293 if (part != null)
1294 {
1295 SceneObjectGroup grp = part.ParentGroup;
1296 if (grp != null)
1297 {
1298 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1299 {
1300 // These two are exceptions SL makes in the interpretation
1301 // of the change flags. Must check them here because otherwise
1302 // the group flag (see below) would be lost
1303 if (data.change == ObjectChangeType.groupS)
1304 data.change = ObjectChangeType.primS;
1305 if (data.change == ObjectChangeType.groupPS)
1306 data.change = ObjectChangeType.primPS;
1307 part.StoreUndoState(data.change); // lets test only saving what we changed
1308 grp.doChangeObject(part, (ObjectChangeData)data);
1309 }
1310 else
1311 {
1312 // Is this any kind of group operation?
1313 if ((data.change & ObjectChangeType.Group) != 0)
1314 {
1315 // Is a move and/or rotation requested?
1316 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1317 {
1318 // Are we allowed to move it?
1319 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1320 {
1321 // Strip all but move and rotation from request
1322 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1323
1324 part.StoreUndoState(data.change);
1325 grp.doChangeObject(part, (ObjectChangeData)data);
1326 }
1327 }
1328 }
1329 }
1330 }
1331 }
1332 }
1333
1208 /// <summary> 1334 /// <summary>
1209 /// Update the scale of an individual prim. 1335 /// Update the scale of an individual prim.
1210 /// </summary> 1336 /// </summary>
@@ -1219,7 +1345,17 @@ namespace OpenSim.Region.Framework.Scenes
1219 { 1345 {
1220 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1346 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1221 { 1347 {
1348 bool physbuild = false;
1349 if (part.ParentGroup.RootPart.PhysActor != null)
1350 {
1351 part.ParentGroup.RootPart.PhysActor.Building = true;
1352 physbuild = true;
1353 }
1354
1222 part.Resize(scale); 1355 part.Resize(scale);
1356
1357 if (physbuild)
1358 part.ParentGroup.RootPart.PhysActor.Building = false;
1223 } 1359 }
1224 } 1360 }
1225 } 1361 }
@@ -1231,7 +1367,17 @@ namespace OpenSim.Region.Framework.Scenes
1231 { 1367 {
1232 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1368 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1233 { 1369 {
1370 bool physbuild = false;
1371 if (group.RootPart.PhysActor != null)
1372 {
1373 group.RootPart.PhysActor.Building = true;
1374 physbuild = true;
1375 }
1376
1234 group.GroupResize(scale); 1377 group.GroupResize(scale);
1378
1379 if (physbuild)
1380 group.RootPart.PhysActor.Building = false;
1235 } 1381 }
1236 } 1382 }
1237 } 1383 }
@@ -1359,8 +1505,13 @@ namespace OpenSim.Region.Framework.Scenes
1359 { 1505 {
1360 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1506 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1361 { 1507 {
1362 if (m_parentScene.AttachmentsModule != null) 1508 // Set the new attachment point data in the object
1363 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1509 byte attachmentPoint = group.GetAttachmentPoint();
1510 group.UpdateGroupPosition(pos);
1511 group.IsAttachment = false;
1512 group.AbsolutePosition = group.RootPart.AttachedPos;
1513 group.AttachmentPoint = attachmentPoint;
1514 group.HasGroupChanged = true;
1364 } 1515 }
1365 else 1516 else
1366 { 1517 {
@@ -1408,7 +1559,7 @@ namespace OpenSim.Region.Framework.Scenes
1408 /// <param name="SetPhantom"></param> 1559 /// <param name="SetPhantom"></param>
1409 /// <param name="remoteClient"></param> 1560 /// <param name="remoteClient"></param>
1410 protected internal void UpdatePrimFlags( 1561 protected internal void UpdatePrimFlags(
1411 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1562 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1412 { 1563 {
1413 SceneObjectGroup group = GetGroupByPrim(localID); 1564 SceneObjectGroup group = GetGroupByPrim(localID);
1414 if (group != null) 1565 if (group != null)
@@ -1416,7 +1567,28 @@ namespace OpenSim.Region.Framework.Scenes
1416 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1567 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1417 { 1568 {
1418 // VolumeDetect can't be set via UI and will always be off when a change is made there 1569 // VolumeDetect can't be set via UI and will always be off when a change is made there
1419 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1570 // now only change volume dtc if phantom off
1571
1572 if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
1573 {
1574 bool vdtc;
1575 if (SetPhantom) // if phantom keep volumedtc
1576 vdtc = group.RootPart.VolumeDetectActive;
1577 else // else turn it off
1578 vdtc = false;
1579
1580 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
1581 }
1582 else
1583 {
1584 SceneObjectPart part = GetSceneObjectPart(localID);
1585 if (part != null)
1586 {
1587 part.UpdateExtraPhysics(PhysData);
1588 if (part.UpdatePhysRequired)
1589 remoteClient.SendPartPhysicsProprieties(part);
1590 }
1591 }
1420 } 1592 }
1421 } 1593 }
1422 } 1594 }
@@ -1560,6 +1732,7 @@ namespace OpenSim.Region.Framework.Scenes
1560 { 1732 {
1561 part.Material = Convert.ToByte(material); 1733 part.Material = Convert.ToByte(material);
1562 group.HasGroupChanged = true; 1734 group.HasGroupChanged = true;
1735 remoteClient.SendPartPhysicsProprieties(part);
1563 } 1736 }
1564 } 1737 }
1565 } 1738 }
@@ -1624,6 +1797,12 @@ namespace OpenSim.Region.Framework.Scenes
1624 /// <param name="childPrims"></param> 1797 /// <param name="childPrims"></param>
1625 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1798 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1626 { 1799 {
1800 if (root.KeyframeMotion != null)
1801 {
1802 root.KeyframeMotion.Stop();
1803 root.KeyframeMotion = null;
1804 }
1805
1627 SceneObjectGroup parentGroup = root.ParentGroup; 1806 SceneObjectGroup parentGroup = root.ParentGroup;
1628 if (parentGroup == null) return; 1807 if (parentGroup == null) return;
1629 1808
@@ -1632,8 +1811,10 @@ namespace OpenSim.Region.Framework.Scenes
1632 return; 1811 return;
1633 1812
1634 Monitor.Enter(m_updateLock); 1813 Monitor.Enter(m_updateLock);
1814
1635 try 1815 try
1636 { 1816 {
1817
1637 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1818 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1638 1819
1639 // We do this in reverse to get the link order of the prims correct 1820 // We do this in reverse to get the link order of the prims correct
@@ -1648,9 +1829,13 @@ namespace OpenSim.Region.Framework.Scenes
1648 // Make sure no child prim is set for sale 1829 // Make sure no child prim is set for sale
1649 // So that, on delink, no prims are unwittingly 1830 // So that, on delink, no prims are unwittingly
1650 // left for sale and sold off 1831 // left for sale and sold off
1651 child.RootPart.ObjectSaleType = 0; 1832
1652 child.RootPart.SalePrice = 10; 1833 if (child != null)
1653 childGroups.Add(child); 1834 {
1835 child.RootPart.ObjectSaleType = 0;
1836 child.RootPart.SalePrice = 10;
1837 childGroups.Add(child);
1838 }
1654 } 1839 }
1655 1840
1656 foreach (SceneObjectGroup child in childGroups) 1841 foreach (SceneObjectGroup child in childGroups)
@@ -1679,6 +1864,16 @@ namespace OpenSim.Region.Framework.Scenes
1679 } 1864 }
1680 finally 1865 finally
1681 { 1866 {
1867 lock (SceneObjectGroupsByLocalPartID)
1868 {
1869 foreach (SceneObjectPart part in parentGroup.Parts)
1870 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1871 }
1872
1873 parentGroup.AdjustChildPrimPermissions();
1874 parentGroup.HasGroupChanged = true;
1875 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1876 parentGroup.ScheduleGroupForFullUpdate();
1682 Monitor.Exit(m_updateLock); 1877 Monitor.Exit(m_updateLock);
1683 } 1878 }
1684 } 1879 }
@@ -1701,6 +1896,11 @@ namespace OpenSim.Region.Framework.Scenes
1701 { 1896 {
1702 if (part != null) 1897 if (part != null)
1703 { 1898 {
1899 if (part.KeyframeMotion != null)
1900 {
1901 part.KeyframeMotion.Stop();
1902 part.KeyframeMotion = null;
1903 }
1704 if (part.ParentGroup.PrimCount != 1) // Skip single 1904 if (part.ParentGroup.PrimCount != 1) // Skip single
1705 { 1905 {
1706 if (part.LinkNum < 2) // Root 1906 if (part.LinkNum < 2) // Root
@@ -1715,21 +1915,23 @@ namespace OpenSim.Region.Framework.Scenes
1715 1915
1716 SceneObjectGroup group = part.ParentGroup; 1916 SceneObjectGroup group = part.ParentGroup;
1717 if (!affectedGroups.Contains(group)) 1917 if (!affectedGroups.Contains(group))
1918 {
1718 affectedGroups.Add(group); 1919 affectedGroups.Add(group);
1920 }
1719 } 1921 }
1720 } 1922 }
1721 } 1923 }
1722 1924
1723 foreach (SceneObjectPart child in childParts) 1925 if (childParts.Count > 0)
1724 { 1926 {
1725 // Unlink all child parts from their groups 1927 foreach (SceneObjectPart child in childParts)
1726 // 1928 {
1727 child.ParentGroup.DelinkFromGroup(child, true); 1929 // Unlink all child parts from their groups
1728 1930 //
1729 // These are not in affected groups and will not be 1931 child.ParentGroup.DelinkFromGroup(child, true);
1730 // handled further. Do the honors here. 1932 child.ParentGroup.HasGroupChanged = true;
1731 child.ParentGroup.HasGroupChanged = true; 1933 child.ParentGroup.ScheduleGroupForFullUpdate();
1732 child.ParentGroup.ScheduleGroupForFullUpdate(); 1934 }
1733 } 1935 }
1734 1936
1735 foreach (SceneObjectPart root in rootParts) 1937 foreach (SceneObjectPart root in rootParts)
@@ -1743,52 +1945,61 @@ namespace OpenSim.Region.Framework.Scenes
1743 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1945 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1744 int numChildren = newSet.Count; 1946 int numChildren = newSet.Count;
1745 1947
1948 if (numChildren == 1)
1949 break;
1950
1746 // If there are prims left in a link set, but the root is 1951 // If there are prims left in a link set, but the root is
1747 // slated for unlink, we need to do this 1952 // slated for unlink, we need to do this
1953 // Unlink the remaining set
1748 // 1954 //
1749 if (numChildren != 1) 1955 bool sendEventsToRemainder = true;
1750 { 1956 if (numChildren > 1)
1751 // Unlink the remaining set 1957 sendEventsToRemainder = false;
1752 //
1753 bool sendEventsToRemainder = true;
1754 if (numChildren > 1)
1755 sendEventsToRemainder = false;
1756 1958
1757 foreach (SceneObjectPart p in newSet) 1959 foreach (SceneObjectPart p in newSet)
1960 {
1961 if (p != group.RootPart)
1758 { 1962 {
1759 if (p != group.RootPart) 1963 group.DelinkFromGroup(p, sendEventsToRemainder);
1760 group.DelinkFromGroup(p, sendEventsToRemainder); 1964 if (numChildren > 2)
1965 {
1966 }
1967 else
1968 {
1969 p.ParentGroup.HasGroupChanged = true;
1970 p.ParentGroup.ScheduleGroupForFullUpdate();
1971 }
1761 } 1972 }
1973 }
1974
1975 // If there is more than one prim remaining, we
1976 // need to re-link
1977 //
1978 if (numChildren > 2)
1979 {
1980 // Remove old root
1981 //
1982 if (newSet.Contains(root))
1983 newSet.Remove(root);
1762 1984
1763 // If there is more than one prim remaining, we 1985 // Preserve link ordering
1764 // need to re-link
1765 // 1986 //
1766 if (numChildren > 2) 1987 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1767 { 1988 {
1768 // Remove old root 1989 return a.LinkNum.CompareTo(b.LinkNum);
1769 // 1990 });
1770 if (newSet.Contains(root))
1771 newSet.Remove(root);
1772
1773 // Preserve link ordering
1774 //
1775 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1776 {
1777 return a.LinkNum.CompareTo(b.LinkNum);
1778 });
1779 1991
1780 // Determine new root 1992 // Determine new root
1781 // 1993 //
1782 SceneObjectPart newRoot = newSet[0]; 1994 SceneObjectPart newRoot = newSet[0];
1783 newSet.RemoveAt(0); 1995 newSet.RemoveAt(0);
1784 1996
1785 foreach (SceneObjectPart newChild in newSet) 1997 foreach (SceneObjectPart newChild in newSet)
1786 newChild.ClearUpdateSchedule(); 1998 newChild.ClearUpdateSchedule();
1787 1999
1788 LinkObjects(newRoot, newSet); 2000 LinkObjects(newRoot, newSet);
1789 if (!affectedGroups.Contains(newRoot.ParentGroup)) 2001 if (!affectedGroups.Contains(newRoot.ParentGroup))
1790 affectedGroups.Add(newRoot.ParentGroup); 2002 affectedGroups.Add(newRoot.ParentGroup);
1791 }
1792 } 2003 }
1793 } 2004 }
1794 2005
@@ -1796,6 +2007,12 @@ namespace OpenSim.Region.Framework.Scenes
1796 // 2007 //
1797 foreach (SceneObjectGroup g in affectedGroups) 2008 foreach (SceneObjectGroup g in affectedGroups)
1798 { 2009 {
2010 // Child prims that have been unlinked and deleted will
2011 // return unless the root is deleted. This will remove them
2012 // from the database. They will be rewritten immediately,
2013 // minus the rows for the unlinked child prims.
2014 g.AdjustChildPrimPermissions();
2015 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1799 g.TriggerScriptChangedEvent(Changed.LINK); 2016 g.TriggerScriptChangedEvent(Changed.LINK);
1800 g.HasGroupChanged = true; // Persist 2017 g.HasGroupChanged = true; // Persist
1801 g.ScheduleGroupForFullUpdate(); 2018 g.ScheduleGroupForFullUpdate();
@@ -1869,108 +2086,96 @@ namespace OpenSim.Region.Framework.Scenes
1869 /// <param name="GroupID"></param> 2086 /// <param name="GroupID"></param>
1870 /// <param name="rot"></param> 2087 /// <param name="rot"></param>
1871 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2088 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1872 public SceneObjectGroup DuplicateObject( 2089 /// <summary>
1873 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2090 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1874 { 2091 {
1875 Monitor.Enter(m_updateLock); 2092// m_log.DebugFormat(
2093// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2094// originalPrimID, offset, AgentID);
1876 2095
1877 try 2096 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2097 if (original != null)
1878 { 2098 {
1879 // m_log.DebugFormat( 2099 if (m_parentScene.Permissions.CanDuplicateObject(
1880 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2100 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1881 // originalPrimID, offset, AgentID);
1882
1883 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1884 if (original == null)
1885 { 2101 {
1886 m_log.WarnFormat( 2102 SceneObjectGroup copy = original.Copy(true);
1887 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2103 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1888 2104
1889 return null; 2105 if (original.OwnerID != AgentID)
1890 } 2106 {
2107 copy.SetOwnerId(AgentID);
2108 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1891 2109
1892 if (!m_parentScene.Permissions.CanDuplicateObject( 2110 SceneObjectPart[] partList = copy.Parts;
1893 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1894 return null;
1895 2111
1896 SceneObjectGroup copy = original.Copy(true); 2112 if (m_parentScene.Permissions.PropagatePermissions())
1897 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2113 {
2114 foreach (SceneObjectPart child in partList)
2115 {
2116 child.Inventory.ChangeInventoryOwner(AgentID);
2117 child.TriggerScriptChangedEvent(Changed.OWNER);
2118 child.ApplyNextOwnerPermissions();
2119 }
2120 }
2121 }
1898 2122
1899 if (original.OwnerID != AgentID) 2123 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1900 { 2124 Entities.Add(copy);
1901 copy.SetOwnerId(AgentID);
1902 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1903 2125
1904 SceneObjectPart[] partList = copy.Parts; 2126 lock (SceneObjectGroupsByFullID)
2127 SceneObjectGroupsByFullID[copy.UUID] = copy;
1905 2128
1906 if (m_parentScene.Permissions.PropagatePermissions()) 2129 SceneObjectPart[] children = copy.Parts;
2130
2131 lock (SceneObjectGroupsByFullPartID)
1907 { 2132 {
1908 foreach (SceneObjectPart child in partList) 2133 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1909 { 2134 foreach (SceneObjectPart part in children)
1910 child.Inventory.ChangeInventoryOwner(AgentID); 2135 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1911 child.TriggerScriptChangedEvent(Changed.OWNER);
1912 child.ApplyNextOwnerPermissions();
1913 }
1914 } 2136 }
1915 2137
1916 copy.RootPart.ObjectSaleType = 0; 2138 lock (SceneObjectGroupsByLocalPartID)
1917 copy.RootPart.SalePrice = 10; 2139 {
1918 } 2140 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2141 foreach (SceneObjectPart part in children)
2142 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2143 }
2144 // PROBABLE END OF FIXME
1919 2145
1920 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2146 // Since we copy from a source group that is in selected
1921 Entities.Add(copy); 2147 // state, but the copy is shown deselected in the viewer,
1922 2148 // We need to clear the selection flag here, else that
1923 lock (SceneObjectGroupsByFullID) 2149 // prim never gets persisted at all. The client doesn't
1924 SceneObjectGroupsByFullID[copy.UUID] = copy; 2150 // think it's selected, so it will never send a deselect...
1925 2151 copy.IsSelected = false;
1926 SceneObjectPart[] children = copy.Parts; 2152
1927 2153 m_numPrim += copy.Parts.Length;
1928 lock (SceneObjectGroupsByFullPartID) 2154
1929 { 2155 if (rot != Quaternion.Identity)
1930 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2156 {
1931 foreach (SceneObjectPart part in children) 2157 copy.UpdateGroupRotationR(rot);
1932 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2158 }
1933 }
1934
1935 lock (SceneObjectGroupsByLocalPartID)
1936 {
1937 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1938 foreach (SceneObjectPart part in children)
1939 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1940 }
1941 // PROBABLE END OF FIXME
1942
1943 // Since we copy from a source group that is in selected
1944 // state, but the copy is shown deselected in the viewer,
1945 // We need to clear the selection flag here, else that
1946 // prim never gets persisted at all. The client doesn't
1947 // think it's selected, so it will never send a deselect...
1948 copy.IsSelected = false;
1949
1950 m_numPrim += copy.Parts.Length;
1951
1952 if (rot != Quaternion.Identity)
1953 {
1954 copy.UpdateGroupRotationR(rot);
1955 }
1956 2159
1957 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2160 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1958 copy.HasGroupChanged = true; 2161 copy.HasGroupChanged = true;
1959 copy.ScheduleGroupForFullUpdate(); 2162 copy.ScheduleGroupForFullUpdate();
1960 copy.ResumeScripts(); 2163 copy.ResumeScripts();
1961 2164
1962 // required for physics to update it's position 2165 // required for physics to update it's position
1963 copy.AbsolutePosition = copy.AbsolutePosition; 2166 copy.AbsolutePosition = copy.AbsolutePosition;
1964 2167
1965 return copy; 2168 return copy;
2169 }
1966 } 2170 }
1967 finally 2171 else
1968 { 2172 {
1969 Monitor.Exit(m_updateLock); 2173 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1970 } 2174 }
2175
2176 return null;
1971 } 2177 }
1972 2178
1973 /// <summary>
1974 /// Calculates the distance between two Vector3s 2179 /// Calculates the distance between two Vector3s
1975 /// </summary> 2180 /// </summary>
1976 /// <param name="v1"></param> 2181 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index 1e2e973..0e0b6c3 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -99,11 +99,12 @@ namespace OpenSim.Region.Framework.Scenes
99 } 99 }
100 } 100 }
101 101
102 private readonly List<Scene> m_localScenes = new List<Scene>(); 102 private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
103 private Scene m_currentScene = null;
103 104
104 public List<Scene> Scenes 105 public List<Scene> Scenes
105 { 106 {
106 get { return new List<Scene>(m_localScenes); } 107 get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
107 } 108 }
108 109
109 /// <summary> 110 /// <summary>
@@ -120,13 +121,10 @@ namespace OpenSim.Region.Framework.Scenes
120 { 121 {
121 if (CurrentScene == null) 122 if (CurrentScene == null)
122 { 123 {
123 lock (m_localScenes) 124 List<Scene> sceneList = Scenes;
124 { 125 if (sceneList.Count == 0)
125 if (m_localScenes.Count > 0) 126 return null;
126 return m_localScenes[0]; 127 return sceneList[0];
127 else
128 return null;
129 }
130 } 128 }
131 else 129 else
132 { 130 {
@@ -138,41 +136,35 @@ namespace OpenSim.Region.Framework.Scenes
138 public SceneManager() 136 public SceneManager()
139 { 137 {
140 m_instance = this; 138 m_instance = this;
141 m_localScenes = new List<Scene>(); 139 m_localScenes = new DoubleDictionary<UUID, string, Scene>();
142 } 140 }
143 141
144 public void Close() 142 public void Close()
145 { 143 {
144 List<Scene> localScenes = null;
145
146 lock (m_localScenes) 146 lock (m_localScenes)
147 { 147 {
148 for (int i = 0; i < m_localScenes.Count; i++) 148 localScenes = Scenes;
149 { 149 }
150 m_localScenes[i].Close(); 150
151 } 151 for (int i = 0; i < localScenes.Count; i++)
152 {
153 localScenes[i].Close();
152 } 154 }
153 } 155 }
154 156
155 public void Close(Scene cscene) 157 public void Close(Scene cscene)
156 { 158 {
157 lock (m_localScenes) 159 if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
158 { 160 return;
159 if (m_localScenes.Contains(cscene)) 161 cscene.Close();
160 {
161 for (int i = 0; i < m_localScenes.Count; i++)
162 {
163 if (m_localScenes[i].Equals(cscene))
164 {
165 m_localScenes[i].Close();
166 }
167 }
168 }
169 }
170 } 162 }
171 163
172 public void Add(Scene scene) 164 public void Add(Scene scene)
173 { 165 {
174 lock (m_localScenes) 166 lock (m_localScenes)
175 m_localScenes.Add(scene); 167 m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
176 168
177 scene.OnRestart += HandleRestart; 169 scene.OnRestart += HandleRestart;
178 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange; 170 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange;
@@ -184,15 +176,8 @@ namespace OpenSim.Region.Framework.Scenes
184 176
185 lock (m_localScenes) 177 lock (m_localScenes)
186 { 178 {
187 for (int i = 0; i < m_localScenes.Count; i++) 179 m_localScenes.TryGetValue(rdata.RegionID, out restartedScene);
188 { 180 m_localScenes.Remove(rdata.RegionID);
189 if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
190 {
191 restartedScene = m_localScenes[i];
192 m_localScenes.RemoveAt(i);
193 break;
194 }
195 }
196 } 181 }
197 182
198 // If the currently selected scene has been restarted, then we can't reselect here since we the scene 183 // If the currently selected scene has been restarted, then we can't reselect here since we the scene
@@ -207,39 +192,36 @@ namespace OpenSim.Region.Framework.Scenes
207 private void HandleRegionReadyStatusChange(IScene scene) 192 private void HandleRegionReadyStatusChange(IScene scene)
208 { 193 {
209 lock (m_localScenes) 194 lock (m_localScenes)
210 AllRegionsReady = m_localScenes.TrueForAll(s => s.Ready); 195 AllRegionsReady = m_localScenes.FindAll(s => !s.Ready).Count == 0;
211 } 196 }
212 197
213 public void SendSimOnlineNotification(ulong regionHandle) 198 public void SendSimOnlineNotification(ulong regionHandle)
214 { 199 {
215 RegionInfo Result = null; 200 RegionInfo Result = null;
216 201
217 lock (m_localScenes) 202 Scene s = m_localScenes.FindValue(delegate(Scene x)
218 {
219 for (int i = 0; i < m_localScenes.Count; i++)
220 {
221 if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
222 { 203 {
223 // Inform other regions to tell their avatar about me 204 if (x.RegionInfo.RegionHandle == regionHandle)
224 Result = m_localScenes[i].RegionInfo; 205 return true;
225 } 206 return false;
226 } 207 });
208
209 if (s != null)
210 {
211 List<Scene> sceneList = Scenes;
227 212
228 if (Result != null) 213 for (int i = 0; i < sceneList.Count; i++)
229 { 214 {
230 for (int i = 0; i < m_localScenes.Count; i++) 215 if (sceneList[i]!= s)
231 { 216 {
232 if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) 217 // Inform other regions to tell their avatar about me
233 { 218 //sceneList[i].OtherRegionUp(Result);
234 // Inform other regions to tell their avatar about me
235 //m_localScenes[i].OtherRegionUp(Result);
236 }
237 } 219 }
238 } 220 }
239 else 221 }
240 { 222 else
241 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); 223 {
242 } 224 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
243 } 225 }
244 } 226 }
245 227
@@ -343,8 +325,8 @@ namespace OpenSim.Region.Framework.Scenes
343 { 325 {
344 if (CurrentScene == null) 326 if (CurrentScene == null)
345 { 327 {
346 lock (m_localScenes) 328 List<Scene> sceneList = Scenes;
347 m_localScenes.ForEach(func); 329 sceneList.ForEach(func);
348 } 330 }
349 else 331 else
350 { 332 {
@@ -373,16 +355,12 @@ namespace OpenSim.Region.Framework.Scenes
373 } 355 }
374 else 356 else
375 { 357 {
376 lock (m_localScenes) 358 Scene s;
359
360 if (m_localScenes.TryGetValue(regionName, out s))
377 { 361 {
378 foreach (Scene scene in m_localScenes) 362 m_currentScene = s;
379 { 363 return true;
380 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
381 {
382 CurrentScene = scene;
383 return true;
384 }
385 }
386 } 364 }
387 365
388 return false; 366 return false;
@@ -391,18 +369,14 @@ namespace OpenSim.Region.Framework.Scenes
391 369
392 public bool TrySetCurrentScene(UUID regionID) 370 public bool TrySetCurrentScene(UUID regionID)
393 { 371 {
394 m_log.Debug("Searching for Region: '" + regionID + "'"); 372// m_log.Debug("Searching for Region: '" + regionID + "'");
395 373
396 lock (m_localScenes) 374 Scene s;
375
376 if (m_localScenes.TryGetValue(regionID, out s))
397 { 377 {
398 foreach (Scene scene in m_localScenes) 378 m_currentScene = s;
399 { 379 return true;
400 if (scene.RegionInfo.RegionID == regionID)
401 {
402 CurrentScene = scene;
403 return true;
404 }
405 }
406 } 380 }
407 381
408 return false; 382 return false;
@@ -410,52 +384,24 @@ namespace OpenSim.Region.Framework.Scenes
410 384
411 public bool TryGetScene(string regionName, out Scene scene) 385 public bool TryGetScene(string regionName, out Scene scene)
412 { 386 {
413 lock (m_localScenes) 387 return m_localScenes.TryGetValue(regionName, out scene);
414 {
415 foreach (Scene mscene in m_localScenes)
416 {
417 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
418 {
419 scene = mscene;
420 return true;
421 }
422 }
423 }
424
425 scene = null;
426 return false;
427 } 388 }
428 389
429 public bool TryGetScene(UUID regionID, out Scene scene) 390 public bool TryGetScene(UUID regionID, out Scene scene)
430 { 391 {
431 lock (m_localScenes) 392 return m_localScenes.TryGetValue(regionID, out scene);
432 {
433 foreach (Scene mscene in m_localScenes)
434 {
435 if (mscene.RegionInfo.RegionID == regionID)
436 {
437 scene = mscene;
438 return true;
439 }
440 }
441 }
442
443 scene = null;
444 return false;
445 } 393 }
446 394
447 public bool TryGetScene(uint locX, uint locY, out Scene scene) 395 public bool TryGetScene(uint locX, uint locY, out Scene scene)
448 { 396 {
449 lock (m_localScenes) 397 List<Scene> sceneList = Scenes;
398 foreach (Scene mscene in sceneList)
450 { 399 {
451 foreach (Scene mscene in m_localScenes) 400 if (mscene.RegionInfo.RegionLocX == locX &&
401 mscene.RegionInfo.RegionLocY == locY)
452 { 402 {
453 if (mscene.RegionInfo.RegionLocX == locX && 403 scene = mscene;
454 mscene.RegionInfo.RegionLocY == locY) 404 return true;
455 {
456 scene = mscene;
457 return true;
458 }
459 } 405 }
460 } 406 }
461 407
@@ -465,16 +411,14 @@ namespace OpenSim.Region.Framework.Scenes
465 411
466 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) 412 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
467 { 413 {
468 lock (m_localScenes) 414 List<Scene> sceneList = Scenes;
415 foreach (Scene mscene in sceneList)
469 { 416 {
470 foreach (Scene mscene in m_localScenes) 417 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
418 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
471 { 419 {
472 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && 420 scene = mscene;
473 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) 421 return true;
474 {
475 scene = mscene;
476 return true;
477 }
478 } 422 }
479 } 423 }
480 424
@@ -539,15 +483,10 @@ namespace OpenSim.Region.Framework.Scenes
539 483
540 public RegionInfo GetRegionInfo(UUID regionID) 484 public RegionInfo GetRegionInfo(UUID regionID)
541 { 485 {
542 lock (m_localScenes) 486 Scene s;
487 if (m_localScenes.TryGetValue(regionID, out s))
543 { 488 {
544 foreach (Scene scene in m_localScenes) 489 return s.RegionInfo;
545 {
546 if (scene.RegionInfo.RegionID == regionID)
547 {
548 return scene.RegionInfo;
549 }
550 }
551 } 490 }
552 491
553 return null; 492 return null;
@@ -565,14 +504,12 @@ namespace OpenSim.Region.Framework.Scenes
565 504
566 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 505 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
567 { 506 {
568 lock (m_localScenes) 507 List<Scene> sceneList = Scenes;
508 foreach (Scene scene in sceneList)
569 { 509 {
570 foreach (Scene scene in m_localScenes) 510 if (scene.TryGetScenePresence(avatarId, out avatar))
571 { 511 {
572 if (scene.TryGetScenePresence(avatarId, out avatar)) 512 return true;
573 {
574 return true;
575 }
576 } 513 }
577 } 514 }
578 515
@@ -582,15 +519,13 @@ namespace OpenSim.Region.Framework.Scenes
582 519
583 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) 520 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
584 { 521 {
585 lock (m_localScenes) 522 List<Scene> sceneList = Scenes;
523 foreach (Scene scene in sceneList)
586 { 524 {
587 foreach (Scene scene in m_localScenes) 525 avatar = scene.GetScenePresence(avatarId);
588 {
589 avatar = scene.GetScenePresence(avatarId);
590 526
591 if (avatar != null && !avatar.IsChildAgent) 527 if (avatar != null && !avatar.IsChildAgent)
592 return true; 528 return true;
593 }
594 } 529 }
595 530
596 avatar = null; 531 avatar = null;
@@ -600,21 +535,19 @@ namespace OpenSim.Region.Framework.Scenes
600 public void CloseScene(Scene scene) 535 public void CloseScene(Scene scene)
601 { 536 {
602 lock (m_localScenes) 537 lock (m_localScenes)
603 m_localScenes.Remove(scene); 538 m_localScenes.Remove(scene.RegionInfo.RegionID);
604 539
605 scene.Close(); 540 scene.Close();
606 } 541 }
607 542
608 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 543 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
609 { 544 {
610 lock (m_localScenes) 545 List<Scene> sceneList = Scenes;
546 foreach (Scene scene in sceneList)
611 { 547 {
612 foreach (Scene scene in m_localScenes) 548 if (scene.TryGetAvatarByName(avatarName, out avatar))
613 { 549 {
614 if (scene.TryGetAvatarByName(avatarName, out avatar)) 550 return true;
615 {
616 return true;
617 }
618 } 551 }
619 } 552 }
620 553
@@ -624,14 +557,12 @@ namespace OpenSim.Region.Framework.Scenes
624 557
625 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) 558 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
626 { 559 {
627 lock (m_localScenes) 560 List<Scene> sceneList = Scenes;
561 foreach (Scene scene in sceneList)
628 { 562 {
629 foreach (Scene scene in m_localScenes) 563 sp = scene.GetScenePresence(firstName, lastName);
630 { 564 if (sp != null && !sp.IsChildAgent)
631 sp = scene.GetScenePresence(firstName, lastName); 565 return true;
632 if (sp != null && !sp.IsChildAgent)
633 return true;
634 }
635 } 566 }
636 567
637 sp = null; 568 sp = null;
@@ -640,8 +571,8 @@ namespace OpenSim.Region.Framework.Scenes
640 571
641 public void ForEachScene(Action<Scene> action) 572 public void ForEachScene(Action<Scene> action)
642 { 573 {
643 lock (m_localScenes) 574 List<Scene> sceneList = Scenes;
644 m_localScenes.ForEach(action); 575 sceneList.ForEach(action);
645 } 576 }
646 } 577 }
647} 578}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index ddf5da0..26524fb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -81,10 +81,6 @@ namespace OpenSim.Region.Framework.Scenes
81 /// <summary> 81 /// <summary>
82 /// Stop and remove the scripts contained in all the prims in this group 82 /// Stop and remove the scripts contained in all the prims in this group
83 /// </summary> 83 /// </summary>
84 /// <param name="sceneObjectBeingDeleted">
85 /// Should be true if these scripts are being removed because the scene
86 /// object is being deleted. This will prevent spurious updates to the client.
87 /// </param>
88 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 84 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
89 { 85 {
90 SceneObjectPart[] parts = m_parts.GetArray(); 86 SceneObjectPart[] parts = m_parts.GetArray();
@@ -247,6 +243,11 @@ namespace OpenSim.Region.Framework.Scenes
247 243
248 public uint GetEffectivePermissions() 244 public uint GetEffectivePermissions()
249 { 245 {
246 return GetEffectivePermissions(false);
247 }
248
249 public uint GetEffectivePermissions(bool useBase)
250 {
250 uint perms=(uint)(PermissionMask.Modify | 251 uint perms=(uint)(PermissionMask.Modify |
251 PermissionMask.Copy | 252 PermissionMask.Copy |
252 PermissionMask.Move | 253 PermissionMask.Move |
@@ -258,7 +259,10 @@ namespace OpenSim.Region.Framework.Scenes
258 for (int i = 0; i < parts.Length; i++) 259 for (int i = 0; i < parts.Length; i++)
259 { 260 {
260 SceneObjectPart part = parts[i]; 261 SceneObjectPart part = parts[i];
261 ownerMask &= part.OwnerMask; 262 if (useBase)
263 ownerMask &= part.BaseMask;
264 else
265 ownerMask &= part.OwnerMask;
262 perms &= part.Inventory.MaskEffectivePermissions(); 266 perms &= part.Inventory.MaskEffectivePermissions();
263 } 267 }
264 268
@@ -400,6 +404,9 @@ namespace OpenSim.Region.Framework.Scenes
400 404
401 public void ResumeScripts() 405 public void ResumeScripts()
402 { 406 {
407 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
408 return;
409
403 SceneObjectPart[] parts = m_parts.GetArray(); 410 SceneObjectPart[] parts = m_parts.GetArray();
404 for (int i = 0; i < parts.Length; i++) 411 for (int i = 0; i < parts.Length; i++)
405 parts[i].Inventory.ResumeScripts(); 412 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 15795e5..7490ac8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,12 +24,13 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.ComponentModel; 29using System.ComponentModel;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Drawing; 31using System.Drawing;
32using System.IO; 32using System.IO;
33using System.Diagnostics;
33using System.Linq; 34using System.Linq;
34using System.Threading; 35using System.Threading;
35using System.Xml; 36using System.Xml;
@@ -43,6 +44,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
43 44
44namespace OpenSim.Region.Framework.Scenes 45namespace OpenSim.Region.Framework.Scenes
45{ 46{
47
46 [Flags] 48 [Flags]
47 public enum scriptEvents 49 public enum scriptEvents
48 { 50 {
@@ -115,8 +117,12 @@ namespace OpenSim.Region.Framework.Scenes
115 /// since the group's last persistent backup 117 /// since the group's last persistent backup
116 /// </summary> 118 /// </summary>
117 private bool m_hasGroupChanged = false; 119 private bool m_hasGroupChanged = false;
118 private long timeFirstChanged; 120 private long timeFirstChanged = 0;
119 private long timeLastChanged; 121 private long timeLastChanged = 0;
122 private long m_maxPersistTime = 0;
123 private long m_minPersistTime = 0;
124// private Random m_rand;
125 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
120 126
121 /// <summary> 127 /// <summary>
122 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage 128 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
@@ -133,9 +139,44 @@ namespace OpenSim.Region.Framework.Scenes
133 { 139 {
134 if (value) 140 if (value)
135 { 141 {
142
143 if (m_isBackedUp)
144 {
145 m_scene.SceneGraph.FireChangeBackup(this);
146 }
136 timeLastChanged = DateTime.Now.Ticks; 147 timeLastChanged = DateTime.Now.Ticks;
137 if (!m_hasGroupChanged) 148 if (!m_hasGroupChanged)
138 timeFirstChanged = DateTime.Now.Ticks; 149 timeFirstChanged = DateTime.Now.Ticks;
150 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
151 {
152/*
153 if (m_rand == null)
154 {
155 byte[] val = new byte[16];
156 m_rootPart.UUID.ToBytes(val, 0);
157 m_rand = new Random(BitConverter.ToInt32(val, 0));
158 }
159 */
160 if (m_scene.GetRootAgentCount() == 0)
161 {
162 //If the region is empty, this change has been made by an automated process
163 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
164
165// float factor = 1.5f + (float)(m_rand.NextDouble());
166 float factor = 2.0f;
167 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
168 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
169 }
170 else
171 {
172 //If the region is not empty, we want to obey the minimum and maximum persist times
173 //but add a random factor so we stagger the object persistance a little
174// m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
175// m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
176 m_maxPersistTime = m_scene.m_persistAfter;
177 m_minPersistTime = m_scene.m_dontPersistBefore;
178 }
179 }
139 } 180 }
140 m_hasGroupChanged = value; 181 m_hasGroupChanged = value;
141 182
@@ -150,7 +191,7 @@ namespace OpenSim.Region.Framework.Scenes
150 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 191 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
151 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 192 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
152 /// </summary> 193 /// </summary>
153 public bool HasGroupChangedDueToDelink { get; private set; } 194 public bool HasGroupChangedDueToDelink { get; set; }
154 195
155 private bool isTimeToPersist() 196 private bool isTimeToPersist()
156 { 197 {
@@ -160,8 +201,19 @@ namespace OpenSim.Region.Framework.Scenes
160 return false; 201 return false;
161 if (m_scene.ShuttingDown) 202 if (m_scene.ShuttingDown)
162 return true; 203 return true;
204
205 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
206 {
207 m_maxPersistTime = m_scene.m_persistAfter;
208 m_minPersistTime = m_scene.m_dontPersistBefore;
209 }
210
163 long currentTime = DateTime.Now.Ticks; 211 long currentTime = DateTime.Now.Ticks;
164 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 212
213 if (timeLastChanged == 0) timeLastChanged = currentTime;
214 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
215
216 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
165 return true; 217 return true;
166 return false; 218 return false;
167 } 219 }
@@ -269,6 +321,11 @@ namespace OpenSim.Region.Framework.Scenes
269 321
270 private bool m_isBackedUp; 322 private bool m_isBackedUp;
271 323
324 public bool IsBackedUp
325 {
326 get { return m_isBackedUp; }
327 }
328
272 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); 329 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>();
273 330
274 protected ulong m_regionHandle; 331 protected ulong m_regionHandle;
@@ -280,10 +337,10 @@ namespace OpenSim.Region.Framework.Scenes
280 337
281 private bool m_scriptListens_atTarget; 338 private bool m_scriptListens_atTarget;
282 private bool m_scriptListens_notAtTarget; 339 private bool m_scriptListens_notAtTarget;
283
284 private bool m_scriptListens_atRotTarget; 340 private bool m_scriptListens_atRotTarget;
285 private bool m_scriptListens_notAtRotTarget; 341 private bool m_scriptListens_notAtRotTarget;
286 342
343 public bool m_dupeInProgress = false;
287 internal Dictionary<UUID, string> m_savedScriptState; 344 internal Dictionary<UUID, string> m_savedScriptState;
288 345
289 #region Properties 346 #region Properties
@@ -320,6 +377,16 @@ namespace OpenSim.Region.Framework.Scenes
320 get { return m_parts.Count; } 377 get { return m_parts.Count; }
321 } 378 }
322 379
380// protected Quaternion m_rotation = Quaternion.Identity;
381//
382// public virtual Quaternion Rotation
383// {
384// get { return m_rotation; }
385// set {
386// m_rotation = value;
387// }
388// }
389
323 public Quaternion GroupRotation 390 public Quaternion GroupRotation
324 { 391 {
325 get { return m_rootPart.RotationOffset; } 392 get { return m_rootPart.RotationOffset; }
@@ -426,7 +493,15 @@ namespace OpenSim.Region.Framework.Scenes
426 { 493 {
427 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 494 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
428 } 495 }
429 496
497
498
499 private struct avtocrossInfo
500 {
501 public ScenePresence av;
502 public uint ParentID;
503 }
504
430 /// <summary> 505 /// <summary>
431 /// The absolute position of this scene object in the scene 506 /// The absolute position of this scene object in the scene
432 /// </summary> 507 /// </summary>
@@ -454,10 +529,129 @@ namespace OpenSim.Region.Framework.Scenes
454 || Scene.TestBorderCross(val, Cardinals.S)) 529 || Scene.TestBorderCross(val, Cardinals.S))
455 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 530 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
456 { 531 {
457 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 532 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
533 uint x = 0;
534 uint y = 0;
535 string version = String.Empty;
536 Vector3 newpos = Vector3.Zero;
537 OpenSim.Services.Interfaces.GridRegion destination = null;
538
539 if (m_rootPart.KeyframeMotion != null)
540 m_rootPart.KeyframeMotion.StartCrossingCheck();
541
542 bool canCross = true;
543 foreach (ScenePresence av in m_linkedAvatars)
544 {
545 // We need to cross these agents. First, let's find
546 // out if any of them can't cross for some reason.
547 // We have to deny the crossing entirely if any
548 // of them are banned. Alternatively, we could
549 // unsit banned agents....
550
551
552 // We set the avatar position as being the object
553 // position to get the region to send to
554 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
555 {
556 canCross = false;
557 break;
558 }
559
560 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
561 }
562
563 if (canCross)
564 {
565 // We unparent the SP quietly so that it won't
566 // be made to stand up
567
568 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
569
570 foreach (ScenePresence av in m_linkedAvatars)
571 {
572 avtocrossInfo avinfo = new avtocrossInfo();
573 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
574 if (parentPart != null)
575 av.ParentUUID = parentPart.UUID;
576
577 avinfo.av = av;
578 avinfo.ParentID = av.ParentID;
579 avsToCross.Add(avinfo);
580
581 av.ParentID = 0;
582 }
583
584 // m_linkedAvatars.Clear();
585 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
586
587 // Normalize
588 if (val.X >= Constants.RegionSize)
589 val.X -= Constants.RegionSize;
590 if (val.Y >= Constants.RegionSize)
591 val.Y -= Constants.RegionSize;
592 if (val.X < 0)
593 val.X += Constants.RegionSize;
594 if (val.Y < 0)
595 val.Y += Constants.RegionSize;
596
597 // If it's deleted, crossing was successful
598 if (IsDeleted)
599 {
600 // foreach (ScenePresence av in m_linkedAvatars)
601 foreach (avtocrossInfo avinfo in avsToCross)
602 {
603 ScenePresence av = avinfo.av;
604 if (!av.IsInTransit) // just in case...
605 {
606 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
607
608 av.IsInTransit = true;
609
610 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
611 d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
612 }
613 else
614 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
615 }
616 avsToCross.Clear();
617 return;
618 }
619 else // cross failed, put avas back ??
620 {
621 foreach (avtocrossInfo avinfo in avsToCross)
622 {
623 ScenePresence av = avinfo.av;
624 av.ParentUUID = UUID.Zero;
625 av.ParentID = avinfo.ParentID;
626// m_linkedAvatars.Add(av);
627 }
628 }
629 avsToCross.Clear();
630
631 }
632 else
633 {
634 if (m_rootPart.KeyframeMotion != null)
635 m_rootPart.KeyframeMotion.CrossingFailure();
636
637 if (RootPart.PhysActor != null)
638 {
639 RootPart.PhysActor.CrossingFailure();
640 }
641 }
642 Vector3 oldp = AbsolutePosition;
643 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
644 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
645 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
458 } 646 }
459 } 647 }
460 648
649/* don't see the need but worse don't see where is restored to false if things stay in
650 foreach (SceneObjectPart part in m_parts.GetArray())
651 {
652 part.IgnoreUndoUpdate = true;
653 }
654 */
461 if (RootPart.GetStatusSandbox()) 655 if (RootPart.GetStatusSandbox())
462 { 656 {
463 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 657 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -475,9 +669,38 @@ namespace OpenSim.Region.Framework.Scenes
475 // Restuff the new GroupPosition into each SOP of the linkset. 669 // Restuff the new GroupPosition into each SOP of the linkset.
476 // This has the affect of resetting and tainting the physics actors. 670 // This has the affect of resetting and tainting the physics actors.
477 SceneObjectPart[] parts = m_parts.GetArray(); 671 SceneObjectPart[] parts = m_parts.GetArray();
478 for (int i = 0; i < parts.Length; i++) 672 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
479 parts[i].GroupPosition = val; 673 if (m_dupeInProgress)
674 triggerScriptEvent = false;
675 foreach (SceneObjectPart part in parts)
676 {
677 part.GroupPosition = val;
678 if (triggerScriptEvent)
679 part.TriggerScriptChangedEvent(Changed.POSITION);
680 }
480 681
682/*
683 This seems not needed and should not be needed:
684 sp absolute position depends on sit part absolute position fixed above.
685 sp ParentPosition is not used anywhere.
686 Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
687 Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
688
689 if (!m_dupeInProgress)
690 {
691 foreach (ScenePresence av in m_linkedAvatars)
692 {
693 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
694 if (p != null && m_parts.TryGetValue(p.UUID, out p))
695 {
696 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
697 av.AbsolutePosition += offset;
698// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
699 av.SendAvatarDataToAllAgents();
700 }
701 }
702 }
703*/
481 //if (m_rootPart.PhysActor != null) 704 //if (m_rootPart.PhysActor != null)
482 //{ 705 //{
483 //m_rootPart.PhysActor.Position = 706 //m_rootPart.PhysActor.Position =
@@ -491,6 +714,40 @@ namespace OpenSim.Region.Framework.Scenes
491 } 714 }
492 } 715 }
493 716
717 public override Vector3 Velocity
718 {
719 get { return RootPart.Velocity; }
720 set { RootPart.Velocity = value; }
721 }
722
723 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
724 {
725 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
726 ScenePresence agent = icon.EndInvoke(iar);
727
728 //// If the cross was successful, this agent is a child agent
729 if (agent.IsChildAgent)
730 {
731 if (agent.ParentUUID != UUID.Zero)
732 {
733 agent.ParentPart = null;
734// agent.ParentPosition = Vector3.Zero;
735// agent.ParentUUID = UUID.Zero;
736 }
737 }
738
739 agent.ParentUUID = UUID.Zero;
740
741// agent.Reset();
742// else // Not successful
743// agent.RestoreInCurrentScene();
744
745 // In any case
746 agent.IsInTransit = false;
747
748 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
749 }
750
494 public override uint LocalId 751 public override uint LocalId
495 { 752 {
496 get { return m_rootPart.LocalId; } 753 get { return m_rootPart.LocalId; }
@@ -561,6 +818,11 @@ namespace OpenSim.Region.Framework.Scenes
561 m_isSelected = value; 818 m_isSelected = value;
562 // Tell physics engine that group is selected 819 // Tell physics engine that group is selected
563 820
821 // this is not right
822 // but ode engines should only really need to know about root part
823 // so they can put entire object simulation on hold and not colliding
824 // keep as was for now
825
564 PhysicsActor pa = m_rootPart.PhysActor; 826 PhysicsActor pa = m_rootPart.PhysActor;
565 if (pa != null) 827 if (pa != null)
566 { 828 {
@@ -577,6 +839,42 @@ namespace OpenSim.Region.Framework.Scenes
577 childPa.Selected = value; 839 childPa.Selected = value;
578 } 840 }
579 } 841 }
842 if (RootPart.KeyframeMotion != null)
843 RootPart.KeyframeMotion.Selected = value;
844 }
845 }
846
847 public void PartSelectChanged(bool partSelect)
848 {
849 // any part selected makes group selected
850 if (m_isSelected == partSelect)
851 return;
852
853 if (partSelect)
854 {
855 IsSelected = partSelect;
856// if (!IsAttachment)
857// ScheduleGroupForFullUpdate();
858 }
859 else
860 {
861 // bad bad bad 2 heavy for large linksets
862 // since viewer does send lot of (un)selects
863 // this needs to be replaced by a specific list or count ?
864 // but that will require extra code in several places
865
866 SceneObjectPart[] parts = m_parts.GetArray();
867 for (int i = 0; i < parts.Length; i++)
868 {
869 SceneObjectPart part = parts[i];
870 if (part.IsSelected)
871 return;
872 }
873 IsSelected = partSelect;
874 if (!IsAttachment)
875 {
876 ScheduleGroupForFullUpdate();
877 }
580 } 878 }
581 } 879 }
582 880
@@ -674,6 +972,7 @@ namespace OpenSim.Region.Framework.Scenes
674 /// </summary> 972 /// </summary>
675 public SceneObjectGroup() 973 public SceneObjectGroup()
676 { 974 {
975
677 } 976 }
678 977
679 /// <summary> 978 /// <summary>
@@ -691,8 +990,8 @@ namespace OpenSim.Region.Framework.Scenes
691 /// Constructor. This object is added to the scene later via AttachToScene() 990 /// Constructor. This object is added to the scene later via AttachToScene()
692 /// </summary> 991 /// </summary>
693 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 992 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
694 :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)) 993 {
695 { 994 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
696 } 995 }
697 996
698 /// <summary> 997 /// <summary>
@@ -727,6 +1026,9 @@ namespace OpenSim.Region.Framework.Scenes
727 /// </summary> 1026 /// </summary>
728 public virtual void AttachToBackup() 1027 public virtual void AttachToBackup()
729 { 1028 {
1029 if (IsAttachment) return;
1030 m_scene.SceneGraph.FireAttachToBackup(this);
1031
730 if (InSceneBackup) 1032 if (InSceneBackup)
731 { 1033 {
732 //m_log.DebugFormat( 1034 //m_log.DebugFormat(
@@ -769,6 +1071,13 @@ namespace OpenSim.Region.Framework.Scenes
769 1071
770 ApplyPhysics(); 1072 ApplyPhysics();
771 1073
1074 if (RootPart.PhysActor != null)
1075 RootPart.Force = RootPart.Force;
1076 if (RootPart.PhysActor != null)
1077 RootPart.Torque = RootPart.Torque;
1078 if (RootPart.PhysActor != null)
1079 RootPart.Buoyancy = RootPart.Buoyancy;
1080
772 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1081 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
773 // for the same object with very different properties. The caller must schedule the update. 1082 // for the same object with very different properties. The caller must schedule the update.
774 //ScheduleGroupForFullUpdate(); 1083 //ScheduleGroupForFullUpdate();
@@ -784,6 +1093,10 @@ namespace OpenSim.Region.Framework.Scenes
784 EntityIntersection result = new EntityIntersection(); 1093 EntityIntersection result = new EntityIntersection();
785 1094
786 SceneObjectPart[] parts = m_parts.GetArray(); 1095 SceneObjectPart[] parts = m_parts.GetArray();
1096
1097 // Find closest hit here
1098 float idist = float.MaxValue;
1099
787 for (int i = 0; i < parts.Length; i++) 1100 for (int i = 0; i < parts.Length; i++)
788 { 1101 {
789 SceneObjectPart part = parts[i]; 1102 SceneObjectPart part = parts[i];
@@ -798,11 +1111,6 @@ namespace OpenSim.Region.Framework.Scenes
798 1111
799 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1112 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
800 1113
801 // This may need to be updated to the maximum draw distance possible..
802 // We might (and probably will) be checking for prim creation from other sims
803 // when the camera crosses the border.
804 float idist = Constants.RegionSize;
805
806 if (inter.HitTF) 1114 if (inter.HitTF)
807 { 1115 {
808 // We need to find the closest prim to return to the testcaller along the ray 1116 // We need to find the closest prim to return to the testcaller along the ray
@@ -813,10 +1121,11 @@ namespace OpenSim.Region.Framework.Scenes
813 result.obj = part; 1121 result.obj = part;
814 result.normal = inter.normal; 1122 result.normal = inter.normal;
815 result.distance = inter.distance; 1123 result.distance = inter.distance;
1124
1125 idist = inter.distance;
816 } 1126 }
817 } 1127 }
818 } 1128 }
819
820 return result; 1129 return result;
821 } 1130 }
822 1131
@@ -828,25 +1137,27 @@ namespace OpenSim.Region.Framework.Scenes
828 /// <returns></returns> 1137 /// <returns></returns>
829 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1138 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
830 { 1139 {
831 maxX = -256f; 1140 maxX = float.MinValue;
832 maxY = -256f; 1141 maxY = float.MinValue;
833 maxZ = -256f; 1142 maxZ = float.MinValue;
834 minX = 256f; 1143 minX = float.MaxValue;
835 minY = 256f; 1144 minY = float.MaxValue;
836 minZ = 8192f; 1145 minZ = float.MaxValue;
837 1146
838 SceneObjectPart[] parts = m_parts.GetArray(); 1147 SceneObjectPart[] parts = m_parts.GetArray();
839 for (int i = 0; i < parts.Length; i++) 1148 foreach (SceneObjectPart part in parts)
840 { 1149 {
841 SceneObjectPart part = parts[i];
842
843 Vector3 worldPos = part.GetWorldPosition(); 1150 Vector3 worldPos = part.GetWorldPosition();
844 Vector3 offset = worldPos - AbsolutePosition; 1151 Vector3 offset = worldPos - AbsolutePosition;
845 Quaternion worldRot; 1152 Quaternion worldRot;
846 if (part.ParentID == 0) 1153 if (part.ParentID == 0)
1154 {
847 worldRot = part.RotationOffset; 1155 worldRot = part.RotationOffset;
1156 }
848 else 1157 else
1158 {
849 worldRot = part.GetWorldRotation(); 1159 worldRot = part.GetWorldRotation();
1160 }
850 1161
851 Vector3 frontTopLeft; 1162 Vector3 frontTopLeft;
852 Vector3 frontTopRight; 1163 Vector3 frontTopRight;
@@ -858,6 +1169,8 @@ namespace OpenSim.Region.Framework.Scenes
858 Vector3 backBottomLeft; 1169 Vector3 backBottomLeft;
859 Vector3 backBottomRight; 1170 Vector3 backBottomRight;
860 1171
1172 // Vector3[] corners = new Vector3[8];
1173
861 Vector3 orig = Vector3.Zero; 1174 Vector3 orig = Vector3.Zero;
862 1175
863 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1176 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -892,6 +1205,38 @@ namespace OpenSim.Region.Framework.Scenes
892 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1205 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
893 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1206 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
894 1207
1208
1209
1210 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1211 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1212 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1213 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1214 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1215 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1216 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1217 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1218
1219 //for (int i = 0; i < 8; i++)
1220 //{
1221 // corners[i] = corners[i] * worldRot;
1222 // corners[i] += offset;
1223
1224 // if (corners[i].X > maxX)
1225 // maxX = corners[i].X;
1226 // if (corners[i].X < minX)
1227 // minX = corners[i].X;
1228
1229 // if (corners[i].Y > maxY)
1230 // maxY = corners[i].Y;
1231 // if (corners[i].Y < minY)
1232 // minY = corners[i].Y;
1233
1234 // if (corners[i].Z > maxZ)
1235 // maxZ = corners[i].Y;
1236 // if (corners[i].Z < minZ)
1237 // minZ = corners[i].Z;
1238 //}
1239
895 frontTopLeft = frontTopLeft * worldRot; 1240 frontTopLeft = frontTopLeft * worldRot;
896 frontTopRight = frontTopRight * worldRot; 1241 frontTopRight = frontTopRight * worldRot;
897 frontBottomLeft = frontBottomLeft * worldRot; 1242 frontBottomLeft = frontBottomLeft * worldRot;
@@ -913,6 +1258,15 @@ namespace OpenSim.Region.Framework.Scenes
913 backTopLeft += offset; 1258 backTopLeft += offset;
914 backTopRight += offset; 1259 backTopRight += offset;
915 1260
1261 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1262 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1263 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1264 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1265 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1266 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1267 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1268 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1269
916 if (frontTopRight.X > maxX) 1270 if (frontTopRight.X > maxX)
917 maxX = frontTopRight.X; 1271 maxX = frontTopRight.X;
918 if (frontTopLeft.X > maxX) 1272 if (frontTopLeft.X > maxX)
@@ -1056,17 +1410,118 @@ namespace OpenSim.Region.Framework.Scenes
1056 1410
1057 #endregion 1411 #endregion
1058 1412
1413 public void GetResourcesCosts(SceneObjectPart apart,
1414 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1415 {
1416 // this information may need to be cached
1417
1418 float cost;
1419 float tmpcost;
1420
1421 bool ComplexCost = false;
1422
1423 SceneObjectPart p;
1424 SceneObjectPart[] parts;
1425
1426 lock (m_parts)
1427 {
1428 parts = m_parts.GetArray();
1429 }
1430
1431 int nparts = parts.Length;
1432
1433
1434 for (int i = 0; i < nparts; i++)
1435 {
1436 p = parts[i];
1437
1438 if (p.UsesComplexCost)
1439 {
1440 ComplexCost = true;
1441 break;
1442 }
1443 }
1444
1445 if (ComplexCost)
1446 {
1447 linksetResCost = 0;
1448 linksetPhysCost = 0;
1449 partCost = 0;
1450 partPhysCost = 0;
1451
1452 for (int i = 0; i < nparts; i++)
1453 {
1454 p = parts[i];
1455
1456 cost = p.StreamingCost;
1457 tmpcost = p.SimulationCost;
1458 if (tmpcost > cost)
1459 cost = tmpcost;
1460 tmpcost = p.PhysicsCost;
1461 if (tmpcost > cost)
1462 cost = tmpcost;
1463
1464 linksetPhysCost += tmpcost;
1465 linksetResCost += cost;
1466
1467 if (p == apart)
1468 {
1469 partCost = cost;
1470 partPhysCost = tmpcost;
1471 }
1472 }
1473 }
1474 else
1475 {
1476 partPhysCost = 1.0f;
1477 partCost = 1.0f;
1478 linksetResCost = (float)nparts;
1479 linksetPhysCost = linksetResCost;
1480 }
1481 }
1482
1483 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1484 {
1485 SceneObjectPart p;
1486 SceneObjectPart[] parts;
1487
1488 lock (m_parts)
1489 {
1490 parts = m_parts.GetArray();
1491 }
1492
1493 int nparts = parts.Length;
1494
1495 PhysCost = 0;
1496 StreamCost = 0;
1497 SimulCost = 0;
1498
1499 for (int i = 0; i < nparts; i++)
1500 {
1501 p = parts[i];
1502
1503 StreamCost += p.StreamingCost;
1504 SimulCost += p.SimulationCost;
1505 PhysCost += p.PhysicsCost;
1506 }
1507 }
1508
1059 public void SaveScriptedState(XmlTextWriter writer) 1509 public void SaveScriptedState(XmlTextWriter writer)
1060 { 1510 {
1511 SaveScriptedState(writer, false);
1512 }
1513
1514 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1515 {
1061 XmlDocument doc = new XmlDocument(); 1516 XmlDocument doc = new XmlDocument();
1062 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1517 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1063 1518
1064 SceneObjectPart[] parts = m_parts.GetArray(); 1519 SceneObjectPart[] parts = m_parts.GetArray();
1065 for (int i = 0; i < parts.Length; i++) 1520 for (int i = 0; i < parts.Length; i++)
1066 { 1521 {
1067 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1522 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1068 foreach (KeyValuePair<UUID, string> kvp in pstates) 1523 foreach (KeyValuePair<UUID, string> kvp in pstates)
1069 states.Add(kvp.Key, kvp.Value); 1524 states[kvp.Key] = kvp.Value;
1070 } 1525 }
1071 1526
1072 if (states.Count > 0) 1527 if (states.Count > 0)
@@ -1086,6 +1541,169 @@ namespace OpenSim.Region.Framework.Scenes
1086 } 1541 }
1087 1542
1088 /// <summary> 1543 /// <summary>
1544 /// Add the avatar to this linkset (avatar is sat).
1545 /// </summary>
1546 /// <param name="agentID"></param>
1547 public void AddAvatar(UUID agentID)
1548 {
1549 ScenePresence presence;
1550 if (m_scene.TryGetScenePresence(agentID, out presence))
1551 {
1552 if (!m_linkedAvatars.Contains(presence))
1553 {
1554 m_linkedAvatars.Add(presence);
1555 }
1556 }
1557 }
1558
1559 /// <summary>
1560 /// Delete the avatar from this linkset (avatar is unsat).
1561 /// </summary>
1562 /// <param name="agentID"></param>
1563 public void DeleteAvatar(UUID agentID)
1564 {
1565 ScenePresence presence;
1566 if (m_scene.TryGetScenePresence(agentID, out presence))
1567 {
1568 if (m_linkedAvatars.Contains(presence))
1569 {
1570 m_linkedAvatars.Remove(presence);
1571 }
1572 }
1573 }
1574
1575 /// <summary>
1576 /// Returns the list of linked presences (avatars sat on this group)
1577 /// </summary>
1578 /// <param name="agentID"></param>
1579 public List<ScenePresence> GetLinkedAvatars()
1580 {
1581 return m_linkedAvatars;
1582 }
1583
1584 /// <summary>
1585 /// Attach this scene object to the given avatar.
1586 /// </summary>
1587 /// <param name="agentID"></param>
1588 /// <param name="attachmentpoint"></param>
1589 /// <param name="AttachOffset"></param>
1590 private void AttachToAgent(
1591 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1592 {
1593 if (avatar != null)
1594 {
1595 // don't attach attachments to child agents
1596 if (avatar.IsChildAgent) return;
1597
1598 // Remove from database and parcel prim count
1599 m_scene.DeleteFromStorage(so.UUID);
1600 m_scene.EventManager.TriggerParcelPrimCountTainted();
1601
1602 so.AttachedAvatar = avatar.UUID;
1603
1604 if (so.RootPart.PhysActor != null)
1605 {
1606 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1607 so.RootPart.PhysActor = null;
1608 }
1609
1610 so.AbsolutePosition = attachOffset;
1611 so.RootPart.AttachedPos = attachOffset;
1612 so.IsAttachment = true;
1613 so.RootPart.SetParentLocalId(avatar.LocalId);
1614 so.AttachmentPoint = attachmentpoint;
1615
1616 avatar.AddAttachment(this);
1617
1618 if (!silent)
1619 {
1620 // Killing it here will cause the client to deselect it
1621 // It then reappears on the avatar, deselected
1622 // through the full update below
1623 //
1624 if (IsSelected)
1625 {
1626 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1627 }
1628
1629 IsSelected = false; // fudge....
1630 ScheduleGroupForFullUpdate();
1631 }
1632 }
1633 else
1634 {
1635 m_log.WarnFormat(
1636 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1637 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1638 }
1639 }
1640
1641 public byte GetAttachmentPoint()
1642 {
1643 return m_rootPart.Shape.State;
1644 }
1645
1646 public void DetachToGround()
1647 {
1648 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1649 if (avatar == null)
1650 return;
1651
1652 avatar.RemoveAttachment(this);
1653
1654 Vector3 detachedpos = new Vector3(127f,127f,127f);
1655 if (avatar == null)
1656 return;
1657
1658 detachedpos = avatar.AbsolutePosition;
1659 FromItemID = UUID.Zero;
1660
1661 AbsolutePosition = detachedpos;
1662 AttachedAvatar = UUID.Zero;
1663
1664 //SceneObjectPart[] parts = m_parts.GetArray();
1665 //for (int i = 0; i < parts.Length; i++)
1666 // parts[i].AttachedAvatar = UUID.Zero;
1667
1668 m_rootPart.SetParentLocalId(0);
1669 AttachmentPoint = (byte)0;
1670 // must check if buildind should be true or false here
1671 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1672 HasGroupChanged = true;
1673 RootPart.Rezzed = DateTime.Now;
1674 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1675 AttachToBackup();
1676 m_scene.EventManager.TriggerParcelPrimCountTainted();
1677 m_rootPart.ScheduleFullUpdate();
1678 m_rootPart.ClearUndoState();
1679 }
1680
1681 public void DetachToInventoryPrep()
1682 {
1683 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1684 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1685 if (avatar != null)
1686 {
1687 //detachedpos = avatar.AbsolutePosition;
1688 avatar.RemoveAttachment(this);
1689 }
1690
1691 AttachedAvatar = UUID.Zero;
1692
1693 /*SceneObjectPart[] parts = m_parts.GetArray();
1694 for (int i = 0; i < parts.Length; i++)
1695 parts[i].AttachedAvatar = UUID.Zero;*/
1696
1697 m_rootPart.SetParentLocalId(0);
1698 //m_rootPart.SetAttachmentPoint((byte)0);
1699 IsAttachment = false;
1700 AbsolutePosition = m_rootPart.AttachedPos;
1701 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1702 //AttachToBackup();
1703 //m_rootPart.ScheduleFullUpdate();
1704 }
1705
1706 /// <summary>
1089 /// 1707 ///
1090 /// </summary> 1708 /// </summary>
1091 /// <param name="part"></param> 1709 /// <param name="part"></param>
@@ -1125,7 +1743,10 @@ namespace OpenSim.Region.Framework.Scenes
1125 public void AddPart(SceneObjectPart part) 1743 public void AddPart(SceneObjectPart part)
1126 { 1744 {
1127 part.SetParent(this); 1745 part.SetParent(this);
1128 part.LinkNum = m_parts.Add(part.UUID, part); 1746 m_parts.Add(part.UUID, part);
1747
1748 part.LinkNum = m_parts.Count;
1749
1129 if (part.LinkNum == 2) 1750 if (part.LinkNum == 2)
1130 RootPart.LinkNum = 1; 1751 RootPart.LinkNum = 1;
1131 } 1752 }
@@ -1151,6 +1772,14 @@ namespace OpenSim.Region.Framework.Scenes
1151 parts[i].UUID = UUID.Random(); 1772 parts[i].UUID = UUID.Random();
1152 } 1773 }
1153 1774
1775 // helper provided for parts.
1776 public int GetSceneMaxUndo()
1777 {
1778 if (m_scene != null)
1779 return m_scene.MaxUndoCount;
1780 return 5;
1781 }
1782
1154 // justincc: I don't believe this hack is needed any longer, especially since the physics 1783 // justincc: I don't believe this hack is needed any longer, especially since the physics
1155 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false 1784 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
1156 // this method was preventing proper reload of scene objects. 1785 // this method was preventing proper reload of scene objects.
@@ -1208,7 +1837,7 @@ namespace OpenSim.Region.Framework.Scenes
1208// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1837// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1209// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1838// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1210 1839
1211 part.StoreUndoState(); 1840// part.StoreUndoState();
1212 part.OnGrab(offsetPos, remoteClient); 1841 part.OnGrab(offsetPos, remoteClient);
1213 } 1842 }
1214 1843
@@ -1228,6 +1857,11 @@ namespace OpenSim.Region.Framework.Scenes
1228 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1857 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1229 public void DeleteGroupFromScene(bool silent) 1858 public void DeleteGroupFromScene(bool silent)
1230 { 1859 {
1860 // We need to keep track of this state in case this group is still queued for backup.
1861 IsDeleted = true;
1862
1863 DetachFromBackup();
1864
1231 SceneObjectPart[] parts = m_parts.GetArray(); 1865 SceneObjectPart[] parts = m_parts.GetArray();
1232 for (int i = 0; i < parts.Length; i++) 1866 for (int i = 0; i < parts.Length; i++)
1233 { 1867 {
@@ -1251,6 +1885,7 @@ namespace OpenSim.Region.Framework.Scenes
1251 } 1885 }
1252 }); 1886 });
1253 } 1887 }
1888
1254 } 1889 }
1255 1890
1256 public void AddScriptLPS(int count) 1891 public void AddScriptLPS(int count)
@@ -1320,28 +1955,43 @@ namespace OpenSim.Region.Framework.Scenes
1320 /// </summary> 1955 /// </summary>
1321 public void ApplyPhysics() 1956 public void ApplyPhysics()
1322 { 1957 {
1323 // Apply physics to the root prim
1324 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1325
1326 // Apply physics to child prims
1327 SceneObjectPart[] parts = m_parts.GetArray(); 1958 SceneObjectPart[] parts = m_parts.GetArray();
1328 if (parts.Length > 1) 1959 if (parts.Length > 1)
1329 { 1960 {
1961 ResetChildPrimPhysicsPositions();
1962
1963 // Apply physics to the root prim
1964 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1965
1966
1330 for (int i = 0; i < parts.Length; i++) 1967 for (int i = 0; i < parts.Length; i++)
1331 { 1968 {
1332 SceneObjectPart part = parts[i]; 1969 SceneObjectPart part = parts[i];
1333 if (part.LocalId != m_rootPart.LocalId) 1970 if (part.LocalId != m_rootPart.LocalId)
1334 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1971 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1335 } 1972 }
1336
1337 // Hack to get the physics scene geometries in the right spot 1973 // Hack to get the physics scene geometries in the right spot
1338 ResetChildPrimPhysicsPositions(); 1974// ResetChildPrimPhysicsPositions();
1975 if (m_rootPart.PhysActor != null)
1976 {
1977 m_rootPart.PhysActor.Building = false;
1978 }
1979 }
1980 else
1981 {
1982 // Apply physics to the root prim
1983 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1339 } 1984 }
1340 } 1985 }
1341 1986
1342 public void SetOwnerId(UUID userId) 1987 public void SetOwnerId(UUID userId)
1343 { 1988 {
1344 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1989 ForEachPart(delegate(SceneObjectPart part)
1990 {
1991
1992 part.OwnerID = userId;
1993
1994 });
1345 } 1995 }
1346 1996
1347 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1997 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1373,11 +2023,17 @@ namespace OpenSim.Region.Framework.Scenes
1373 return; 2023 return;
1374 } 2024 }
1375 2025
2026 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
2027 return;
2028
1376 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 2029 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1377 // any exception propogate upwards. 2030 // any exception propogate upwards.
1378 try 2031 try
1379 { 2032 {
1380 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 2033 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
2034 !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things
2035 m_scene.LoadingPrims) // Land may not be valid yet
2036
1381 { 2037 {
1382 ILandObject parcel = m_scene.LandChannel.GetLandObject( 2038 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1383 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 2039 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1404,6 +2060,7 @@ namespace OpenSim.Region.Framework.Scenes
1404 } 2060 }
1405 } 2061 }
1406 } 2062 }
2063
1407 } 2064 }
1408 2065
1409 if (m_scene.UseBackup && HasGroupChanged) 2066 if (m_scene.UseBackup && HasGroupChanged)
@@ -1411,10 +2068,30 @@ namespace OpenSim.Region.Framework.Scenes
1411 // don't backup while it's selected or you're asking for changes mid stream. 2068 // don't backup while it's selected or you're asking for changes mid stream.
1412 if (isTimeToPersist() || forcedBackup) 2069 if (isTimeToPersist() || forcedBackup)
1413 { 2070 {
2071 if (m_rootPart.PhysActor != null &&
2072 (!m_rootPart.PhysActor.IsPhysical))
2073 {
2074 // Possible ghost prim
2075 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2076 {
2077 foreach (SceneObjectPart part in m_parts.GetArray())
2078 {
2079 // Re-set physics actor positions and
2080 // orientations
2081 part.GroupPosition = m_rootPart.GroupPosition;
2082 }
2083 }
2084 }
1414// m_log.DebugFormat( 2085// m_log.DebugFormat(
1415// "[SCENE]: Storing {0}, {1} in {2}", 2086// "[SCENE]: Storing {0}, {1} in {2}",
1416// Name, UUID, m_scene.RegionInfo.RegionName); 2087// Name, UUID, m_scene.RegionInfo.RegionName);
1417 2088
2089 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2090 {
2091 RootPart.Shape.State = 0;
2092 ScheduleGroupForFullUpdate();
2093 }
2094
1418 SceneObjectGroup backup_group = Copy(false); 2095 SceneObjectGroup backup_group = Copy(false);
1419 backup_group.RootPart.Velocity = RootPart.Velocity; 2096 backup_group.RootPart.Velocity = RootPart.Velocity;
1420 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2097 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1424,6 +2101,16 @@ namespace OpenSim.Region.Framework.Scenes
1424 HasGroupChangedDueToDelink = false; 2101 HasGroupChangedDueToDelink = false;
1425 2102
1426 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); 2103 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
2104/*
2105 backup_group.ForEachPart(delegate(SceneObjectPart part)
2106 {
2107 if (part.KeyframeMotion != null)
2108 {
2109 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2110// part.KeyframeMotion.UpdateSceneObject(this);
2111 }
2112 });
2113*/
1427 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); 2114 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
1428 2115
1429 backup_group.ForEachPart(delegate(SceneObjectPart part) 2116 backup_group.ForEachPart(delegate(SceneObjectPart part)
@@ -1480,10 +2167,14 @@ namespace OpenSim.Region.Framework.Scenes
1480 /// <returns></returns> 2167 /// <returns></returns>
1481 public SceneObjectGroup Copy(bool userExposed) 2168 public SceneObjectGroup Copy(bool userExposed)
1482 { 2169 {
2170 m_dupeInProgress = true;
1483 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2171 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1484 dupe.m_isBackedUp = false; 2172 dupe.m_isBackedUp = false;
1485 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2173 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1486 2174
2175 // new group as no sitting avatars
2176 dupe.m_linkedAvatars = new List<ScenePresence>();
2177
1487 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2178 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1488 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2179 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1489 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2180 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1494,7 +2185,7 @@ namespace OpenSim.Region.Framework.Scenes
1494 // This is only necessary when userExposed is false! 2185 // This is only necessary when userExposed is false!
1495 2186
1496 bool previousAttachmentStatus = dupe.IsAttachment; 2187 bool previousAttachmentStatus = dupe.IsAttachment;
1497 2188
1498 if (!userExposed) 2189 if (!userExposed)
1499 dupe.IsAttachment = true; 2190 dupe.IsAttachment = true;
1500 2191
@@ -1507,16 +2198,17 @@ namespace OpenSim.Region.Framework.Scenes
1507 2198
1508 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 2199 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1509 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 2200 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
2201
1510 2202
1511 if (userExposed) 2203 if (userExposed)
1512 dupe.m_rootPart.TrimPermissions(); 2204 dupe.m_rootPart.TrimPermissions();
1513 2205
1514 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2206 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1515 2207
1516 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2208 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1517 { 2209 {
1518 return p1.LinkNum.CompareTo(p2.LinkNum); 2210 return p1.LinkNum.CompareTo(p2.LinkNum);
1519 } 2211 }
1520 ); 2212 );
1521 2213
1522 foreach (SceneObjectPart part in partList) 2214 foreach (SceneObjectPart part in partList)
@@ -1526,41 +2218,56 @@ namespace OpenSim.Region.Framework.Scenes
1526 { 2218 {
1527 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2219 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1528 newPart.LinkNum = part.LinkNum; 2220 newPart.LinkNum = part.LinkNum;
1529 } 2221 if (userExposed)
2222 newPart.ParentID = dupe.m_rootPart.LocalId;
2223 }
1530 else 2224 else
1531 { 2225 {
1532 newPart = dupe.m_rootPart; 2226 newPart = dupe.m_rootPart;
1533 } 2227 }
2228/*
2229 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2230 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1534 2231
1535 // Need to duplicate the physics actor as well 2232 // Need to duplicate the physics actor as well
1536 PhysicsActor originalPartPa = part.PhysActor; 2233 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1537 if (originalPartPa != null && userExposed)
1538 { 2234 {
1539 PrimitiveBaseShape pbs = newPart.Shape; 2235 PrimitiveBaseShape pbs = newPart.Shape;
1540
1541 newPart.PhysActor 2236 newPart.PhysActor
1542 = m_scene.PhysicsScene.AddPrimShape( 2237 = m_scene.PhysicsScene.AddPrimShape(
1543 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2238 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1544 pbs, 2239 pbs,
1545 newPart.AbsolutePosition, 2240 newPart.AbsolutePosition,
1546 newPart.Scale, 2241 newPart.Scale,
1547 newPart.RotationOffset, 2242 newPart.GetWorldRotation(),
1548 originalPartPa.IsPhysical, 2243 isphys,
2244 isphan,
1549 newPart.LocalId); 2245 newPart.LocalId);
1550 2246
1551 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2247 newPart.DoPhysicsPropertyUpdate(isphys, true);
1552 } 2248 */
2249 if (userExposed)
2250 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2251// }
2252 // copy keyframemotion
2253 if (part.KeyframeMotion != null)
2254 newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe);
1553 } 2255 }
1554 2256
1555 if (userExposed) 2257 if (userExposed)
1556 { 2258 {
1557 dupe.UpdateParentIDs(); 2259// done above dupe.UpdateParentIDs();
2260
2261 if (dupe.m_rootPart.PhysActor != null)
2262 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2263
1558 dupe.HasGroupChanged = true; 2264 dupe.HasGroupChanged = true;
1559 dupe.AttachToBackup(); 2265 dupe.AttachToBackup();
1560 2266
1561 ScheduleGroupForFullUpdate(); 2267 ScheduleGroupForFullUpdate();
1562 } 2268 }
1563 2269
2270 m_dupeInProgress = false;
1564 return dupe; 2271 return dupe;
1565 } 2272 }
1566 2273
@@ -1572,11 +2279,24 @@ namespace OpenSim.Region.Framework.Scenes
1572 /// <param name="cGroupID"></param> 2279 /// <param name="cGroupID"></param>
1573 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2280 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1574 { 2281 {
1575 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2282 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2283 // give newpart a new local ID lettng old part keep same
2284 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2285 newpart.LocalId = m_scene.AllocateLocalId();
2286
2287 SetRootPart(newpart);
2288 if (userExposed)
2289 RootPart.Velocity = Vector3.Zero; // In case source is moving
1576 } 2290 }
1577 2291
1578 public void ScriptSetPhysicsStatus(bool usePhysics) 2292 public void ScriptSetPhysicsStatus(bool usePhysics)
1579 { 2293 {
2294 if (usePhysics)
2295 {
2296 if (RootPart.KeyframeMotion != null)
2297 RootPart.KeyframeMotion.Stop();
2298 RootPart.KeyframeMotion = null;
2299 }
1580 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2300 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1581 } 2301 }
1582 2302
@@ -1624,27 +2344,14 @@ namespace OpenSim.Region.Framework.Scenes
1624 2344
1625 if (pa != null) 2345 if (pa != null)
1626 { 2346 {
1627 pa.AddForce(impulse, true); 2347 // false to be applied as a impulse
1628 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2348 pa.AddForce(impulse, false);
1629 }
1630 }
1631 }
1632
1633 public void applyAngularImpulse(Vector3 impulse)
1634 {
1635 PhysicsActor pa = RootPart.PhysActor;
1636
1637 if (pa != null)
1638 {
1639 if (!IsAttachment)
1640 {
1641 pa.AddAngularForce(impulse, true);
1642 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2349 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1643 } 2350 }
1644 } 2351 }
1645 } 2352 }
1646 2353
1647 public void setAngularImpulse(Vector3 impulse) 2354 public void ApplyAngularImpulse(Vector3 impulse)
1648 { 2355 {
1649 PhysicsActor pa = RootPart.PhysActor; 2356 PhysicsActor pa = RootPart.PhysActor;
1650 2357
@@ -1652,7 +2359,8 @@ namespace OpenSim.Region.Framework.Scenes
1652 { 2359 {
1653 if (!IsAttachment) 2360 if (!IsAttachment)
1654 { 2361 {
1655 pa.Torque = impulse; 2362 // false to be applied as a impulse
2363 pa.AddAngularForce(impulse, false);
1656 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2364 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1657 } 2365 }
1658 } 2366 }
@@ -1660,20 +2368,10 @@ namespace OpenSim.Region.Framework.Scenes
1660 2368
1661 public Vector3 GetTorque() 2369 public Vector3 GetTorque()
1662 { 2370 {
1663 PhysicsActor pa = RootPart.PhysActor; 2371 return RootPart.Torque;
1664
1665 if (pa != null)
1666 {
1667 if (!IsAttachment)
1668 {
1669 Vector3 torque = pa.Torque;
1670 return torque;
1671 }
1672 }
1673
1674 return Vector3.Zero;
1675 } 2372 }
1676 2373
2374 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1677 public void moveToTarget(Vector3 target, float tau) 2375 public void moveToTarget(Vector3 target, float tau)
1678 { 2376 {
1679 if (IsAttachment) 2377 if (IsAttachment)
@@ -1705,6 +2403,46 @@ namespace OpenSim.Region.Framework.Scenes
1705 pa.PIDActive = false; 2403 pa.PIDActive = false;
1706 } 2404 }
1707 2405
2406 public void rotLookAt(Quaternion target, float strength, float damping)
2407 {
2408 SceneObjectPart rootpart = m_rootPart;
2409 if (rootpart != null)
2410 {
2411 if (IsAttachment)
2412 {
2413 /*
2414 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2415 if (avatar != null)
2416 {
2417 Rotate the Av?
2418 } */
2419 }
2420 else
2421 {
2422 if (rootpart.PhysActor != null)
2423 { // APID must be implemented in your physics system for this to function.
2424 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2425 rootpart.PhysActor.APIDStrength = strength;
2426 rootpart.PhysActor.APIDDamping = damping;
2427 rootpart.PhysActor.APIDActive = true;
2428 }
2429 }
2430 }
2431 }
2432
2433 public void stopLookAt()
2434 {
2435 SceneObjectPart rootpart = m_rootPart;
2436 if (rootpart != null)
2437 {
2438 if (rootpart.PhysActor != null)
2439 { // APID must be implemented in your physics system for this to function.
2440 rootpart.PhysActor.APIDActive = false;
2441 }
2442 }
2443
2444 }
2445
1708 /// <summary> 2446 /// <summary>
1709 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2447 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1710 /// </summary> 2448 /// </summary>
@@ -1721,7 +2459,7 @@ namespace OpenSim.Region.Framework.Scenes
1721 { 2459 {
1722 pa.PIDHoverHeight = height; 2460 pa.PIDHoverHeight = height;
1723 pa.PIDHoverType = hoverType; 2461 pa.PIDHoverType = hoverType;
1724 pa.PIDTau = tau; 2462 pa.PIDHoverTau = tau;
1725 pa.PIDHoverActive = true; 2463 pa.PIDHoverActive = true;
1726 } 2464 }
1727 else 2465 else
@@ -1761,7 +2499,12 @@ namespace OpenSim.Region.Framework.Scenes
1761 /// <param name="cGroupID"></param> 2499 /// <param name="cGroupID"></param>
1762 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2500 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1763 { 2501 {
1764 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2502 // give new ID to the new part, letting old keep original
2503 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2504 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2505 newPart.LocalId = m_scene.AllocateLocalId();
2506 newPart.SetParent(this);
2507
1765 AddPart(newPart); 2508 AddPart(newPart);
1766 2509
1767 SetPartAsNonRoot(newPart); 2510 SetPartAsNonRoot(newPart);
@@ -1900,11 +2643,11 @@ namespace OpenSim.Region.Framework.Scenes
1900 /// Immediately send a full update for this scene object. 2643 /// Immediately send a full update for this scene object.
1901 /// </summary> 2644 /// </summary>
1902 public void SendGroupFullUpdate() 2645 public void SendGroupFullUpdate()
1903 { 2646 {
1904 if (IsDeleted) 2647 if (IsDeleted)
1905 return; 2648 return;
1906 2649
1907// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2650// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1908 2651
1909 RootPart.SendFullUpdateToAllClients(); 2652 RootPart.SendFullUpdateToAllClients();
1910 2653
@@ -2060,6 +2803,11 @@ namespace OpenSim.Region.Framework.Scenes
2060 // 'linkPart' == the root of the group being linked into this group 2803 // 'linkPart' == the root of the group being linked into this group
2061 SceneObjectPart linkPart = objectGroup.m_rootPart; 2804 SceneObjectPart linkPart = objectGroup.m_rootPart;
2062 2805
2806 if (m_rootPart.PhysActor != null)
2807 m_rootPart.PhysActor.Building = true;
2808 if (linkPart.PhysActor != null)
2809 linkPart.PhysActor.Building = true;
2810
2063 // physics flags from group to be applied to linked parts 2811 // physics flags from group to be applied to linked parts
2064 bool grpusephys = UsesPhysics; 2812 bool grpusephys = UsesPhysics;
2065 bool grptemporary = IsTemporary; 2813 bool grptemporary = IsTemporary;
@@ -2085,12 +2833,12 @@ namespace OpenSim.Region.Framework.Scenes
2085 Vector3 axPos = linkPart.OffsetPosition; 2833 Vector3 axPos = linkPart.OffsetPosition;
2086 // Rotate the linking root SOP's position to be relative to the new root prim 2834 // Rotate the linking root SOP's position to be relative to the new root prim
2087 Quaternion parentRot = m_rootPart.RotationOffset; 2835 Quaternion parentRot = m_rootPart.RotationOffset;
2088 axPos *= Quaternion.Inverse(parentRot); 2836 axPos *= Quaternion.Conjugate(parentRot);
2089 linkPart.OffsetPosition = axPos; 2837 linkPart.OffsetPosition = axPos;
2090 2838
2091 // Make the linking root SOP's rotation relative to the new root prim 2839 // Make the linking root SOP's rotation relative to the new root prim
2092 Quaternion oldRot = linkPart.RotationOffset; 2840 Quaternion oldRot = linkPart.RotationOffset;
2093 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2841 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2094 linkPart.RotationOffset = newRot; 2842 linkPart.RotationOffset = newRot;
2095 2843
2096 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. 2844 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
@@ -2124,7 +2872,7 @@ namespace OpenSim.Region.Framework.Scenes
2124 linkPart.CreateSelected = true; 2872 linkPart.CreateSelected = true;
2125 2873
2126 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2874 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2127 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2875 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2128 2876
2129 // If the added SOP is physical, also tell the physics engine about the link relationship. 2877 // If the added SOP is physical, also tell the physics engine about the link relationship.
2130 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2878 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2134,6 +2882,7 @@ namespace OpenSim.Region.Framework.Scenes
2134 } 2882 }
2135 2883
2136 linkPart.LinkNum = linkNum++; 2884 linkPart.LinkNum = linkNum++;
2885 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2137 2886
2138 // Get a list of the SOP's in the old group in order of their linknum's. 2887 // Get a list of the SOP's in the old group in order of their linknum's.
2139 SceneObjectPart[] ogParts = objectGroup.Parts; 2888 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2152,7 +2901,7 @@ namespace OpenSim.Region.Framework.Scenes
2152 2901
2153 // Update the physics flags for the newly added SOP 2902 // Update the physics flags for the newly added SOP
2154 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) 2903 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??)
2155 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2904 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2156 2905
2157 // If the added SOP is physical, also tell the physics engine about the link relationship. 2906 // If the added SOP is physical, also tell the physics engine about the link relationship.
2158 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2907 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2170,7 +2919,7 @@ namespace OpenSim.Region.Framework.Scenes
2170 objectGroup.IsDeleted = true; 2919 objectGroup.IsDeleted = true;
2171 2920
2172 objectGroup.m_parts.Clear(); 2921 objectGroup.m_parts.Clear();
2173 2922
2174 // Can't do this yet since backup still makes use of the root part without any synchronization 2923 // Can't do this yet since backup still makes use of the root part without any synchronization
2175// objectGroup.m_rootPart = null; 2924// objectGroup.m_rootPart = null;
2176 2925
@@ -2184,6 +2933,9 @@ namespace OpenSim.Region.Framework.Scenes
2184 // unmoved prims! 2933 // unmoved prims!
2185 ResetChildPrimPhysicsPositions(); 2934 ResetChildPrimPhysicsPositions();
2186 2935
2936 if (m_rootPart.PhysActor != null)
2937 m_rootPart.PhysActor.Building = false;
2938
2187 //HasGroupChanged = true; 2939 //HasGroupChanged = true;
2188 //ScheduleGroupForFullUpdate(); 2940 //ScheduleGroupForFullUpdate();
2189 } 2941 }
@@ -2251,7 +3003,10 @@ namespace OpenSim.Region.Framework.Scenes
2251// m_log.DebugFormat( 3003// m_log.DebugFormat(
2252// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 3004// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2253// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 3005// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2254 3006
3007 if (m_rootPart.PhysActor != null)
3008 m_rootPart.PhysActor.Building = true;
3009
2255 linkPart.ClearUndoState(); 3010 linkPart.ClearUndoState();
2256 3011
2257 Vector3 worldPos = linkPart.GetWorldPosition(); 3012 Vector3 worldPos = linkPart.GetWorldPosition();
@@ -2322,6 +3077,14 @@ namespace OpenSim.Region.Framework.Scenes
2322 3077
2323 // When we delete a group, we currently have to force persist to the database if the object id has changed 3078 // When we delete a group, we currently have to force persist to the database if the object id has changed
2324 // (since delete works by deleting all rows which have a given object id) 3079 // (since delete works by deleting all rows which have a given object id)
3080
3081 // this is as it seems to be in sl now
3082 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
3083 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
3084
3085 if (m_rootPart.PhysActor != null)
3086 m_rootPart.PhysActor.Building = false;
3087
2325 objectGroup.HasGroupChangedDueToDelink = true; 3088 objectGroup.HasGroupChangedDueToDelink = true;
2326 3089
2327 return objectGroup; 3090 return objectGroup;
@@ -2333,6 +3096,8 @@ namespace OpenSim.Region.Framework.Scenes
2333 /// <param name="objectGroup"></param> 3096 /// <param name="objectGroup"></param>
2334 public virtual void DetachFromBackup() 3097 public virtual void DetachFromBackup()
2335 { 3098 {
3099 if (m_scene != null)
3100 m_scene.SceneGraph.FireDetachFromBackup(this);
2336 if (m_isBackedUp && Scene != null) 3101 if (m_isBackedUp && Scene != null)
2337 m_scene.EventManager.OnBackup -= ProcessBackup; 3102 m_scene.EventManager.OnBackup -= ProcessBackup;
2338 3103
@@ -2353,7 +3118,8 @@ namespace OpenSim.Region.Framework.Scenes
2353 Vector3 axPos = part.OffsetPosition; 3118 Vector3 axPos = part.OffsetPosition;
2354 axPos *= parentRot; 3119 axPos *= parentRot;
2355 part.OffsetPosition = axPos; 3120 part.OffsetPosition = axPos;
2356 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 3121 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
3122 part.GroupPosition = newPos;
2357 part.OffsetPosition = Vector3.Zero; 3123 part.OffsetPosition = Vector3.Zero;
2358 3124
2359 // Compution our rotation to be not relative to the old parent 3125 // Compution our rotation to be not relative to the old parent
@@ -2368,7 +3134,7 @@ namespace OpenSim.Region.Framework.Scenes
2368 part.LinkNum = linkNum; 3134 part.LinkNum = linkNum;
2369 3135
2370 // Compute the new position of this SOP relative to the group position 3136 // Compute the new position of this SOP relative to the group position
2371 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 3137 part.OffsetPosition = newPos - AbsolutePosition;
2372 3138
2373 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. 3139 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
2374 // It would have the affect of setting the physics engine position multiple 3140 // It would have the affect of setting the physics engine position multiple
@@ -2378,18 +3144,19 @@ namespace OpenSim.Region.Framework.Scenes
2378 // Rotate the relative position by the rotation of the group 3144 // Rotate the relative position by the rotation of the group
2379 Quaternion rootRotation = m_rootPart.RotationOffset; 3145 Quaternion rootRotation = m_rootPart.RotationOffset;
2380 Vector3 pos = part.OffsetPosition; 3146 Vector3 pos = part.OffsetPosition;
2381 pos *= Quaternion.Inverse(rootRotation); 3147 pos *= Quaternion.Conjugate(rootRotation);
2382 part.OffsetPosition = pos; 3148 part.OffsetPosition = pos;
2383 3149
2384 // Compute the SOP's rotation relative to the rotation of the group. 3150 // Compute the SOP's rotation relative to the rotation of the group.
2385 parentRot = m_rootPart.RotationOffset; 3151 parentRot = m_rootPart.RotationOffset;
2386 oldRot = part.RotationOffset; 3152 oldRot = part.RotationOffset;
2387 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3153 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2388 part.RotationOffset = newRot; 3154 part.RotationOffset = newRot;
2389 3155
2390 // Since this SOP's state has changed, push those changes into the physics engine 3156 // Since this SOP's state has changed, push those changes into the physics engine
2391 // and the simulator. 3157 // and the simulator.
2392 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3158 // done on caller
3159// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2393 } 3160 }
2394 3161
2395 /// <summary> 3162 /// <summary>
@@ -2411,10 +3178,14 @@ namespace OpenSim.Region.Framework.Scenes
2411 { 3178 {
2412 if (!m_rootPart.BlockGrab) 3179 if (!m_rootPart.BlockGrab)
2413 { 3180 {
2414 Vector3 llmoveforce = pos - AbsolutePosition; 3181/* Vector3 llmoveforce = pos - AbsolutePosition;
2415 Vector3 grabforce = llmoveforce; 3182 Vector3 grabforce = llmoveforce;
2416 grabforce = (grabforce / 10) * pa.Mass; 3183 grabforce = (grabforce / 10) * pa.Mass;
2417 pa.AddForce(grabforce, true); 3184 */
3185 // empirically convert distance diference to a impulse
3186 Vector3 grabforce = pos - AbsolutePosition;
3187 grabforce = grabforce * (pa.Mass/ 10.0f);
3188 pa.AddForce(grabforce, false);
2418 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3189 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2419 } 3190 }
2420 } 3191 }
@@ -2610,6 +3381,8 @@ namespace OpenSim.Region.Framework.Scenes
2610 /// <param name="SetVolumeDetect"></param> 3381 /// <param name="SetVolumeDetect"></param>
2611 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) 3382 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
2612 { 3383 {
3384 HasGroupChanged = true;
3385
2613 SceneObjectPart selectionPart = GetPart(localID); 3386 SceneObjectPart selectionPart = GetPart(localID);
2614 3387
2615 if (SetTemporary && Scene != null) 3388 if (SetTemporary && Scene != null)
@@ -2640,8 +3413,22 @@ namespace OpenSim.Region.Framework.Scenes
2640 } 3413 }
2641 } 3414 }
2642 3415
2643 for (int i = 0; i < parts.Length; i++) 3416 if (parts.Length > 1)
2644 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3417 {
3418 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3419
3420 for (int i = 0; i < parts.Length; i++)
3421 {
3422
3423 if (parts[i].UUID != m_rootPart.UUID)
3424 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3425 }
3426
3427 if (m_rootPart.PhysActor != null)
3428 m_rootPart.PhysActor.Building = false;
3429 }
3430 else
3431 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2645 } 3432 }
2646 } 3433 }
2647 3434
@@ -2654,6 +3441,17 @@ namespace OpenSim.Region.Framework.Scenes
2654 } 3441 }
2655 } 3442 }
2656 3443
3444
3445
3446 /// <summary>
3447 /// Gets the number of parts
3448 /// </summary>
3449 /// <returns></returns>
3450 public int GetPartCount()
3451 {
3452 return Parts.Count();
3453 }
3454
2657 /// <summary> 3455 /// <summary>
2658 /// Update the texture entry for this part 3456 /// Update the texture entry for this part
2659 /// </summary> 3457 /// </summary>
@@ -2670,11 +3468,20 @@ namespace OpenSim.Region.Framework.Scenes
2670 3468
2671 public void AdjustChildPrimPermissions() 3469 public void AdjustChildPrimPermissions()
2672 { 3470 {
3471 uint newOwnerMask = (uint)PermissionMask.All & 0xfffffff8; // Mask folded bits
3472 uint foldedPerms = RootPart.OwnerMask & 3;
3473
2673 ForEachPart(part => 3474 ForEachPart(part =>
2674 { 3475 {
3476 newOwnerMask &= part.BaseMask;
2675 if (part != RootPart) 3477 if (part != RootPart)
2676 part.ClonePermissions(RootPart); 3478 part.ClonePermissions(RootPart);
2677 }); 3479 });
3480
3481 uint lockMask = ~(uint)PermissionMask.Move;
3482 uint lockBit = RootPart.OwnerMask & (uint)PermissionMask.Move;
3483 RootPart.OwnerMask = (RootPart.OwnerMask & lockBit) | ((newOwnerMask | foldedPerms) & lockMask);
3484 RootPart.ScheduleFullUpdate();
2678 } 3485 }
2679 3486
2680 public void UpdatePermissions(UUID AgentID, byte field, uint localID, 3487 public void UpdatePermissions(UUID AgentID, byte field, uint localID,
@@ -2682,8 +3489,24 @@ namespace OpenSim.Region.Framework.Scenes
2682 { 3489 {
2683 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); 3490 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
2684 3491
3492 bool god = Scene.Permissions.IsGod(AgentID);
3493
3494 if (field == 1 && god)
3495 {
3496 ForEachPart(part =>
3497 {
3498 part.BaseMask = RootPart.BaseMask;
3499 });
3500 }
3501
2685 AdjustChildPrimPermissions(); 3502 AdjustChildPrimPermissions();
2686 3503
3504 if (field == 1 && god) // Base mask was set. Update all child part inventories
3505 {
3506 foreach (SceneObjectPart part in Parts)
3507 part.Inventory.ApplyGodPermissions(RootPart.BaseMask);
3508 }
3509
2687 HasGroupChanged = true; 3510 HasGroupChanged = true;
2688 3511
2689 // Send the group's properties to all clients once all parts are updated 3512 // Send the group's properties to all clients once all parts are updated
@@ -2729,8 +3552,6 @@ namespace OpenSim.Region.Framework.Scenes
2729 3552
2730 PhysicsActor pa = m_rootPart.PhysActor; 3553 PhysicsActor pa = m_rootPart.PhysActor;
2731 3554
2732 RootPart.StoreUndoState(true);
2733
2734 if (Scene != null) 3555 if (Scene != null)
2735 { 3556 {
2736 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); 3557 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
@@ -2758,7 +3579,6 @@ namespace OpenSim.Region.Framework.Scenes
2758 SceneObjectPart obPart = parts[i]; 3579 SceneObjectPart obPart = parts[i];
2759 if (obPart.UUID != m_rootPart.UUID) 3580 if (obPart.UUID != m_rootPart.UUID)
2760 { 3581 {
2761// obPart.IgnoreUndoUpdate = true;
2762 Vector3 oldSize = new Vector3(obPart.Scale); 3582 Vector3 oldSize = new Vector3(obPart.Scale);
2763 3583
2764 float f = 1.0f; 3584 float f = 1.0f;
@@ -2870,8 +3690,6 @@ namespace OpenSim.Region.Framework.Scenes
2870 z *= a; 3690 z *= a;
2871 } 3691 }
2872 } 3692 }
2873
2874// obPart.IgnoreUndoUpdate = false;
2875 } 3693 }
2876 } 3694 }
2877 } 3695 }
@@ -2881,9 +3699,7 @@ namespace OpenSim.Region.Framework.Scenes
2881 prevScale.Y *= y; 3699 prevScale.Y *= y;
2882 prevScale.Z *= z; 3700 prevScale.Z *= z;
2883 3701
2884// RootPart.IgnoreUndoUpdate = true;
2885 RootPart.Resize(prevScale); 3702 RootPart.Resize(prevScale);
2886// RootPart.IgnoreUndoUpdate = false;
2887 3703
2888 for (int i = 0; i < parts.Length; i++) 3704 for (int i = 0; i < parts.Length; i++)
2889 { 3705 {
@@ -2891,8 +3707,6 @@ namespace OpenSim.Region.Framework.Scenes
2891 3707
2892 if (obPart.UUID != m_rootPart.UUID) 3708 if (obPart.UUID != m_rootPart.UUID)
2893 { 3709 {
2894 obPart.IgnoreUndoUpdate = true;
2895
2896 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3710 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2897 currentpos.X *= x; 3711 currentpos.X *= x;
2898 currentpos.Y *= y; 3712 currentpos.Y *= y;
@@ -2905,16 +3719,12 @@ namespace OpenSim.Region.Framework.Scenes
2905 3719
2906 obPart.Resize(newSize); 3720 obPart.Resize(newSize);
2907 obPart.UpdateOffSet(currentpos); 3721 obPart.UpdateOffSet(currentpos);
2908
2909 obPart.IgnoreUndoUpdate = false;
2910 } 3722 }
2911 3723
2912// obPart.IgnoreUndoUpdate = false; 3724 HasGroupChanged = true;
2913// obPart.StoreUndoState(); 3725 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3726 ScheduleGroupForTerseUpdate();
2914 } 3727 }
2915
2916// m_log.DebugFormat(
2917// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2918 } 3728 }
2919 3729
2920 #endregion 3730 #endregion
@@ -2927,14 +3737,6 @@ namespace OpenSim.Region.Framework.Scenes
2927 /// <param name="pos"></param> 3737 /// <param name="pos"></param>
2928 public void UpdateGroupPosition(Vector3 pos) 3738 public void UpdateGroupPosition(Vector3 pos)
2929 { 3739 {
2930// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2931
2932 RootPart.StoreUndoState(true);
2933
2934// SceneObjectPart[] parts = m_parts.GetArray();
2935// for (int i = 0; i < parts.Length; i++)
2936// parts[i].StoreUndoState();
2937
2938 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3740 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2939 { 3741 {
2940 if (IsAttachment) 3742 if (IsAttachment)
@@ -2967,21 +3769,17 @@ namespace OpenSim.Region.Framework.Scenes
2967 /// </summary> 3769 /// </summary>
2968 /// <param name="pos"></param> 3770 /// <param name="pos"></param>
2969 /// <param name="localID"></param> 3771 /// <param name="localID"></param>
3772 ///
3773
2970 public void UpdateSinglePosition(Vector3 pos, uint localID) 3774 public void UpdateSinglePosition(Vector3 pos, uint localID)
2971 { 3775 {
2972 SceneObjectPart part = GetPart(localID); 3776 SceneObjectPart part = GetPart(localID);
2973 3777
2974// SceneObjectPart[] parts = m_parts.GetArray();
2975// for (int i = 0; i < parts.Length; i++)
2976// parts[i].StoreUndoState();
2977
2978 if (part != null) 3778 if (part != null)
2979 { 3779 {
2980// m_log.DebugFormat( 3780// unlock parts position change
2981// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3781 if (m_rootPart.PhysActor != null)
2982 3782 m_rootPart.PhysActor.Building = true;
2983 part.StoreUndoState(false);
2984 part.IgnoreUndoUpdate = true;
2985 3783
2986 if (part.UUID == m_rootPart.UUID) 3784 if (part.UUID == m_rootPart.UUID)
2987 { 3785 {
@@ -2992,8 +3790,10 @@ namespace OpenSim.Region.Framework.Scenes
2992 part.UpdateOffSet(pos); 3790 part.UpdateOffSet(pos);
2993 } 3791 }
2994 3792
3793 if (m_rootPart.PhysActor != null)
3794 m_rootPart.PhysActor.Building = false;
3795
2995 HasGroupChanged = true; 3796 HasGroupChanged = true;
2996 part.IgnoreUndoUpdate = false;
2997 } 3797 }
2998 } 3798 }
2999 3799
@@ -3003,13 +3803,7 @@ namespace OpenSim.Region.Framework.Scenes
3003 /// <param name="pos"></param> 3803 /// <param name="pos"></param>
3004 public void UpdateRootPosition(Vector3 pos) 3804 public void UpdateRootPosition(Vector3 pos)
3005 { 3805 {
3006// m_log.DebugFormat( 3806 // needs to be called with phys building true
3007// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
3008
3009// SceneObjectPart[] parts = m_parts.GetArray();
3010// for (int i = 0; i < parts.Length; i++)
3011// parts[i].StoreUndoState();
3012
3013 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3807 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3014 Vector3 oldPos = 3808 Vector3 oldPos =
3015 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3809 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -3032,7 +3826,14 @@ namespace OpenSim.Region.Framework.Scenes
3032 AbsolutePosition = newPos; 3826 AbsolutePosition = newPos;
3033 3827
3034 HasGroupChanged = true; 3828 HasGroupChanged = true;
3035 ScheduleGroupForTerseUpdate(); 3829 if (m_rootPart.Undoing)
3830 {
3831 ScheduleGroupForFullUpdate();
3832 }
3833 else
3834 {
3835 ScheduleGroupForTerseUpdate();
3836 }
3036 } 3837 }
3037 3838
3038 #endregion 3839 #endregion
@@ -3045,24 +3846,16 @@ namespace OpenSim.Region.Framework.Scenes
3045 /// <param name="rot"></param> 3846 /// <param name="rot"></param>
3046 public void UpdateGroupRotationR(Quaternion rot) 3847 public void UpdateGroupRotationR(Quaternion rot)
3047 { 3848 {
3048// m_log.DebugFormat(
3049// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
3050
3051// SceneObjectPart[] parts = m_parts.GetArray();
3052// for (int i = 0; i < parts.Length; i++)
3053// parts[i].StoreUndoState();
3054
3055 m_rootPart.StoreUndoState(true);
3056
3057 m_rootPart.UpdateRotation(rot); 3849 m_rootPart.UpdateRotation(rot);
3058 3850
3851/* this is done by rootpart RotationOffset set called by UpdateRotation
3059 PhysicsActor actor = m_rootPart.PhysActor; 3852 PhysicsActor actor = m_rootPart.PhysActor;
3060 if (actor != null) 3853 if (actor != null)
3061 { 3854 {
3062 actor.Orientation = m_rootPart.RotationOffset; 3855 actor.Orientation = m_rootPart.RotationOffset;
3063 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3856 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
3064 } 3857 }
3065 3858*/
3066 HasGroupChanged = true; 3859 HasGroupChanged = true;
3067 ScheduleGroupForTerseUpdate(); 3860 ScheduleGroupForTerseUpdate();
3068 } 3861 }
@@ -3074,16 +3867,6 @@ namespace OpenSim.Region.Framework.Scenes
3074 /// <param name="rot"></param> 3867 /// <param name="rot"></param>
3075 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3868 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
3076 { 3869 {
3077// m_log.DebugFormat(
3078// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
3079
3080// SceneObjectPart[] parts = m_parts.GetArray();
3081// for (int i = 0; i < parts.Length; i++)
3082// parts[i].StoreUndoState();
3083
3084 RootPart.StoreUndoState(true);
3085 RootPart.IgnoreUndoUpdate = true;
3086
3087 m_rootPart.UpdateRotation(rot); 3870 m_rootPart.UpdateRotation(rot);
3088 3871
3089 PhysicsActor actor = m_rootPart.PhysActor; 3872 PhysicsActor actor = m_rootPart.PhysActor;
@@ -3102,8 +3885,6 @@ namespace OpenSim.Region.Framework.Scenes
3102 3885
3103 HasGroupChanged = true; 3886 HasGroupChanged = true;
3104 ScheduleGroupForTerseUpdate(); 3887 ScheduleGroupForTerseUpdate();
3105
3106 RootPart.IgnoreUndoUpdate = false;
3107 } 3888 }
3108 3889
3109 /// <summary> 3890 /// <summary>
@@ -3116,13 +3897,11 @@ namespace OpenSim.Region.Framework.Scenes
3116 SceneObjectPart part = GetPart(localID); 3897 SceneObjectPart part = GetPart(localID);
3117 3898
3118 SceneObjectPart[] parts = m_parts.GetArray(); 3899 SceneObjectPart[] parts = m_parts.GetArray();
3119 for (int i = 0; i < parts.Length; i++)
3120 parts[i].StoreUndoState();
3121 3900
3122 if (part != null) 3901 if (part != null)
3123 { 3902 {
3124// m_log.DebugFormat( 3903 if (m_rootPart.PhysActor != null)
3125// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3904 m_rootPart.PhysActor.Building = true;
3126 3905
3127 if (part.UUID == m_rootPart.UUID) 3906 if (part.UUID == m_rootPart.UUID)
3128 { 3907 {
@@ -3132,6 +3911,9 @@ namespace OpenSim.Region.Framework.Scenes
3132 { 3911 {
3133 part.UpdateRotation(rot); 3912 part.UpdateRotation(rot);
3134 } 3913 }
3914
3915 if (m_rootPart.PhysActor != null)
3916 m_rootPart.PhysActor.Building = false;
3135 } 3917 }
3136 } 3918 }
3137 3919
@@ -3145,12 +3927,8 @@ namespace OpenSim.Region.Framework.Scenes
3145 SceneObjectPart part = GetPart(localID); 3927 SceneObjectPart part = GetPart(localID);
3146 if (part != null) 3928 if (part != null)
3147 { 3929 {
3148// m_log.DebugFormat( 3930 if (m_rootPart.PhysActor != null)
3149// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3931 m_rootPart.PhysActor.Building = true;
3150// part.Name, part.LocalId, rot);
3151
3152 part.StoreUndoState();
3153 part.IgnoreUndoUpdate = true;
3154 3932
3155 if (part.UUID == m_rootPart.UUID) 3933 if (part.UUID == m_rootPart.UUID)
3156 { 3934 {
@@ -3163,7 +3941,8 @@ namespace OpenSim.Region.Framework.Scenes
3163 part.OffsetPosition = pos; 3941 part.OffsetPosition = pos;
3164 } 3942 }
3165 3943
3166 part.IgnoreUndoUpdate = false; 3944 if (m_rootPart.PhysActor != null)
3945 m_rootPart.PhysActor.Building = false;
3167 } 3946 }
3168 } 3947 }
3169 3948
@@ -3173,15 +3952,12 @@ namespace OpenSim.Region.Framework.Scenes
3173 /// <param name="rot"></param> 3952 /// <param name="rot"></param>
3174 public void UpdateRootRotation(Quaternion rot) 3953 public void UpdateRootRotation(Quaternion rot)
3175 { 3954 {
3176// m_log.DebugFormat( 3955 // needs to be called with phys building true
3177// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
3178// Name, LocalId, rot);
3179
3180 Quaternion axRot = rot; 3956 Quaternion axRot = rot;
3181 Quaternion oldParentRot = m_rootPart.RotationOffset; 3957 Quaternion oldParentRot = m_rootPart.RotationOffset;
3182 3958
3183 m_rootPart.StoreUndoState(); 3959 //Don't use UpdateRotation because it schedules an update prematurely
3184 m_rootPart.UpdateRotation(rot); 3960 m_rootPart.RotationOffset = rot;
3185 3961
3186 PhysicsActor pa = m_rootPart.PhysActor; 3962 PhysicsActor pa = m_rootPart.PhysActor;
3187 3963
@@ -3197,35 +3973,145 @@ namespace OpenSim.Region.Framework.Scenes
3197 SceneObjectPart prim = parts[i]; 3973 SceneObjectPart prim = parts[i];
3198 if (prim.UUID != m_rootPart.UUID) 3974 if (prim.UUID != m_rootPart.UUID)
3199 { 3975 {
3200 prim.IgnoreUndoUpdate = true; 3976 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3977 NewRot = Quaternion.Inverse(axRot) * NewRot;
3978 prim.RotationOffset = NewRot;
3979
3201 Vector3 axPos = prim.OffsetPosition; 3980 Vector3 axPos = prim.OffsetPosition;
3981
3202 axPos *= oldParentRot; 3982 axPos *= oldParentRot;
3203 axPos *= Quaternion.Inverse(axRot); 3983 axPos *= Quaternion.Inverse(axRot);
3204 prim.OffsetPosition = axPos; 3984 prim.OffsetPosition = axPos;
3205 Quaternion primsRot = prim.RotationOffset; 3985 }
3206 Quaternion newRot = oldParentRot * primsRot; 3986 }
3207 newRot = Quaternion.Inverse(axRot) * newRot;
3208 prim.RotationOffset = newRot;
3209 prim.ScheduleTerseUpdate();
3210 prim.IgnoreUndoUpdate = false;
3211 }
3212 }
3213
3214// for (int i = 0; i < parts.Length; i++)
3215// {
3216// SceneObjectPart childpart = parts[i];
3217// if (childpart != m_rootPart)
3218// {
3219//// childpart.IgnoreUndoUpdate = false;
3220//// childpart.StoreUndoState();
3221// }
3222// }
3223 3987
3224 m_rootPart.ScheduleTerseUpdate(); 3988 HasGroupChanged = true;
3989 ScheduleGroupForFullUpdate();
3990 }
3225 3991
3226// m_log.DebugFormat( 3992 private enum updatetype :int
3227// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3993 {
3228// Name, LocalId, rot); 3994 none = 0,
3995 partterse = 1,
3996 partfull = 2,
3997 groupterse = 3,
3998 groupfull = 4
3999 }
4000
4001 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
4002 {
4003 // TODO this still as excessive *.Schedule*Update()s
4004
4005 if (part != null && part.ParentGroup != null)
4006 {
4007 ObjectChangeType change = data.change;
4008 bool togroup = ((change & ObjectChangeType.Group) != 0);
4009 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
4010
4011 SceneObjectGroup group = part.ParentGroup;
4012 PhysicsActor pha = group.RootPart.PhysActor;
4013
4014 updatetype updateType = updatetype.none;
4015
4016 if (togroup)
4017 {
4018 // related to group
4019 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
4020 {
4021 if ((change & ObjectChangeType.Rotation) != 0)
4022 {
4023 group.RootPart.UpdateRotation(data.rotation);
4024 updateType = updatetype.none;
4025 }
4026 if ((change & ObjectChangeType.Position) != 0)
4027 {
4028 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
4029 UpdateGroupPosition(data.position);
4030 updateType = updatetype.groupterse;
4031 }
4032 else
4033 // ugly rotation update of all parts
4034 {
4035 group.ResetChildPrimPhysicsPositions();
4036 }
4037
4038 }
4039 if ((change & ObjectChangeType.Scale) != 0)
4040 {
4041 if (pha != null)
4042 pha.Building = true;
4043
4044 group.GroupResize(data.scale);
4045 updateType = updatetype.none;
4046
4047 if (pha != null)
4048 pha.Building = false;
4049 }
4050 }
4051 else
4052 {
4053 // related to single prim in a link-set ( ie group)
4054 if (pha != null)
4055 pha.Building = true;
4056
4057 // root part is special
4058 // parts offset positions or rotations need to change also
4059
4060 if (part == group.RootPart)
4061 {
4062 if ((change & ObjectChangeType.Rotation) != 0)
4063 group.UpdateRootRotation(data.rotation);
4064 if ((change & ObjectChangeType.Position) != 0)
4065 group.UpdateRootPosition(data.position);
4066 if ((change & ObjectChangeType.Scale) != 0)
4067 part.Resize(data.scale);
4068 }
4069 else
4070 {
4071 if ((change & ObjectChangeType.Position) != 0)
4072 {
4073 part.OffsetPosition = data.position;
4074 updateType = updatetype.partterse;
4075 }
4076 if ((change & ObjectChangeType.Rotation) != 0)
4077 {
4078 part.UpdateRotation(data.rotation);
4079 updateType = updatetype.none;
4080 }
4081 if ((change & ObjectChangeType.Scale) != 0)
4082 {
4083 part.Resize(data.scale);
4084 updateType = updatetype.none;
4085 }
4086 }
4087
4088 if (pha != null)
4089 pha.Building = false;
4090 }
4091
4092 if (updateType != updatetype.none)
4093 {
4094 group.HasGroupChanged = true;
4095
4096 switch (updateType)
4097 {
4098 case updatetype.partterse:
4099 part.ScheduleTerseUpdate();
4100 break;
4101 case updatetype.partfull:
4102 part.ScheduleFullUpdate();
4103 break;
4104 case updatetype.groupterse:
4105 group.ScheduleGroupForTerseUpdate();
4106 break;
4107 case updatetype.groupfull:
4108 group.ScheduleGroupForFullUpdate();
4109 break;
4110 default:
4111 break;
4112 }
4113 }
4114 }
3229 } 4115 }
3230 4116
3231 #endregion 4117 #endregion
@@ -3324,10 +4210,11 @@ namespace OpenSim.Region.Framework.Scenes
3324 scriptPosTarget target = m_targets[idx]; 4210 scriptPosTarget target = m_targets[idx];
3325 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 4211 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3326 { 4212 {
4213 at_target = true;
4214
3327 // trigger at_target 4215 // trigger at_target
3328 if (m_scriptListens_atTarget) 4216 if (m_scriptListens_atTarget)
3329 { 4217 {
3330 at_target = true;
3331 scriptPosTarget att = new scriptPosTarget(); 4218 scriptPosTarget att = new scriptPosTarget();
3332 att.targetPos = target.targetPos; 4219 att.targetPos = target.targetPos;
3333 att.tolerance = target.tolerance; 4220 att.tolerance = target.tolerance;
@@ -3445,11 +4332,50 @@ namespace OpenSim.Region.Framework.Scenes
3445 } 4332 }
3446 } 4333 }
3447 } 4334 }
3448 4335
4336 public Vector3 GetGeometricCenter()
4337 {
4338 // this is not real geometric center but a average of positions relative to root prim acording to
4339 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4340 // ignoring tortured prims details since sl also seems to ignore
4341 // so no real use in doing it on physics
4342
4343 Vector3 gc = Vector3.Zero;
4344
4345 int nparts = m_parts.Count;
4346 if (nparts <= 1)
4347 return gc;
4348
4349 SceneObjectPart[] parts = m_parts.GetArray();
4350 nparts = parts.Length; // just in case it changed
4351 if (nparts <= 1)
4352 return gc;
4353
4354 Quaternion parentRot = RootPart.RotationOffset;
4355 Vector3 pPos;
4356
4357 // average all parts positions
4358 for (int i = 0; i < nparts; i++)
4359 {
4360 // do it directly
4361 // gc += parts[i].GetWorldPosition();
4362 if (parts[i] != RootPart)
4363 {
4364 pPos = parts[i].OffsetPosition;
4365 gc += pPos;
4366 }
4367
4368 }
4369 gc /= nparts;
4370
4371 // relative to root:
4372// gc -= AbsolutePosition;
4373 return gc;
4374 }
4375
3449 public float GetMass() 4376 public float GetMass()
3450 { 4377 {
3451 float retmass = 0f; 4378 float retmass = 0f;
3452
3453 SceneObjectPart[] parts = m_parts.GetArray(); 4379 SceneObjectPart[] parts = m_parts.GetArray();
3454 for (int i = 0; i < parts.Length; i++) 4380 for (int i = 0; i < parts.Length; i++)
3455 retmass += parts[i].GetMass(); 4381 retmass += parts[i].GetMass();
@@ -3457,6 +4383,39 @@ namespace OpenSim.Region.Framework.Scenes
3457 return retmass; 4383 return retmass;
3458 } 4384 }
3459 4385
4386 // center of mass of full object
4387 public Vector3 GetCenterOfMass()
4388 {
4389 PhysicsActor pa = RootPart.PhysActor;
4390
4391 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4392 {
4393 // physics knows better about center of mass of physical prims
4394 Vector3 tmp = pa.CenterOfMass;
4395 return tmp;
4396 }
4397
4398 Vector3 Ptot = Vector3.Zero;
4399 float totmass = 0f;
4400 float m;
4401
4402 SceneObjectPart[] parts = m_parts.GetArray();
4403 for (int i = 0; i < parts.Length; i++)
4404 {
4405 m = parts[i].GetMass();
4406 Ptot += parts[i].GetPartCenterOfMass() * m;
4407 totmass += m;
4408 }
4409
4410 if (totmass == 0)
4411 totmass = 0;
4412 else
4413 totmass = 1 / totmass;
4414 Ptot *= totmass;
4415
4416 return Ptot;
4417 }
4418
3460 /// <summary> 4419 /// <summary>
3461 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4420 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3462 /// the physics engine can use it. 4421 /// the physics engine can use it.
@@ -3636,6 +4595,14 @@ namespace OpenSim.Region.Framework.Scenes
3636 FromItemID = uuid; 4595 FromItemID = uuid;
3637 } 4596 }
3638 4597
4598 public void ResetOwnerChangeFlag()
4599 {
4600 ForEachPart(delegate(SceneObjectPart part)
4601 {
4602 part.ResetOwnerChangeFlag();
4603 });
4604 }
4605
3639 #endregion 4606 #endregion
3640 } 4607 }
3641} 4608}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 232861e..e68793a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -121,7 +122,18 @@ namespace OpenSim.Region.Framework.Scenes
121 /// Denote all sides of the prim 122 /// Denote all sides of the prim
122 /// </value> 123 /// </value>
123 public const int ALL_SIDES = -1; 124 public const int ALL_SIDES = -1;
124 125
126 private const scriptEvents PhysicsNeededSubsEvents = (
127 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
128 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
129 );
130 private const scriptEvents PhyscicsPhantonSubsEvents = (
131 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
132 );
133 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
134 scriptEvents.collision_start | scriptEvents.collision_end
135 );
136
125 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 137 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
126 138
127 /// <value> 139 /// <value>
@@ -191,12 +203,25 @@ namespace OpenSim.Region.Framework.Scenes
191 203
192 public double SoundRadius; 204 public double SoundRadius;
193 205
206
194 public uint TimeStampFull; 207 public uint TimeStampFull;
195 208
196 public uint TimeStampLastActivity; // Will be used for AutoReturn 209 public uint TimeStampLastActivity; // Will be used for AutoReturn
197 210
198 public uint TimeStampTerse; 211 public uint TimeStampTerse;
199 212
213 // The following two are to hold the attachment data
214 // while an object is inworld
215 [XmlIgnore]
216 public byte AttachPoint = 0;
217
218 [XmlIgnore]
219 public Vector3 AttachOffset = Vector3.Zero;
220
221 [XmlIgnore]
222 public Quaternion AttachRotation = Quaternion.Identity;
223
224 [XmlIgnore]
200 public int STATUS_ROTATE_X; 225 public int STATUS_ROTATE_X;
201 226
202 public int STATUS_ROTATE_Y; 227 public int STATUS_ROTATE_Y;
@@ -223,8 +248,7 @@ namespace OpenSim.Region.Framework.Scenes
223 248
224 public Vector3 RotationAxis = Vector3.One; 249 public Vector3 RotationAxis = Vector3.One;
225 250
226 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 251 public bool VolumeDetectActive;
227 // Certainly this must be a persistant setting finally
228 252
229 public bool IsWaitingForFirstSpinUpdatePacket; 253 public bool IsWaitingForFirstSpinUpdatePacket;
230 254
@@ -264,10 +288,10 @@ namespace OpenSim.Region.Framework.Scenes
264 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 288 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
265 private Vector3 m_sitTargetPosition; 289 private Vector3 m_sitTargetPosition;
266 private string m_sitAnimation = "SIT"; 290 private string m_sitAnimation = "SIT";
291 private bool m_occupied; // KF if any av is sitting on this prim
267 private string m_text = String.Empty; 292 private string m_text = String.Empty;
268 private string m_touchName = String.Empty; 293 private string m_touchName = String.Empty;
269 private readonly List<UndoState> m_undo = new List<UndoState>(5); 294 private UndoRedoState m_UndoRedo = null;
270 private readonly List<UndoState> m_redo = new List<UndoState>(5);
271 295
272 private bool m_passTouches = false; 296 private bool m_passTouches = false;
273 private bool m_passCollisions = false; 297 private bool m_passCollisions = false;
@@ -296,7 +320,19 @@ namespace OpenSim.Region.Framework.Scenes
296 protected Vector3 m_lastAcceleration; 320 protected Vector3 m_lastAcceleration;
297 protected Vector3 m_lastAngularVelocity; 321 protected Vector3 m_lastAngularVelocity;
298 protected int m_lastTerseSent; 322 protected int m_lastTerseSent;
299 323 protected float m_buoyancy = 0.0f;
324 protected Vector3 m_force;
325 protected Vector3 m_torque;
326
327 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
328 protected float m_density = 1000.0f; // in kg/m^3
329 protected float m_gravitymod = 1.0f;
330 protected float m_friction = 0.6f; // wood
331 protected float m_bounce = 0.5f; // wood
332
333
334 protected bool m_isSelected = false;
335
300 /// <summary> 336 /// <summary>
301 /// Stores media texture data 337 /// Stores media texture data
302 /// </summary> 338 /// </summary>
@@ -308,10 +344,25 @@ namespace OpenSim.Region.Framework.Scenes
308 private Vector3 m_cameraAtOffset; 344 private Vector3 m_cameraAtOffset;
309 private bool m_forceMouselook; 345 private bool m_forceMouselook;
310 346
311 // TODO: Collision sound should have default. 347
348 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
349 private sbyte m_collisionSoundType;
312 private UUID m_collisionSound; 350 private UUID m_collisionSound;
313 private float m_collisionSoundVolume; 351 private float m_collisionSoundVolume;
314 352
353 private int LastColSoundSentTime;
354
355
356 private SOPVehicle m_vehicleParams = null;
357
358 private KeyframeMotion m_keyframeMotion = null;
359
360 public KeyframeMotion KeyframeMotion
361 {
362 get; set;
363 }
364
365
315 #endregion Fields 366 #endregion Fields
316 367
317// ~SceneObjectPart() 368// ~SceneObjectPart()
@@ -340,6 +391,7 @@ namespace OpenSim.Region.Framework.Scenes
340 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 391 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
341 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log 392 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
342 m_inventory = new SceneObjectPartInventory(this); 393 m_inventory = new SceneObjectPartInventory(this);
394 LastColSoundSentTime = Util.EnvironmentTickCount();
343 } 395 }
344 396
345 /// <summary> 397 /// <summary>
@@ -354,7 +406,7 @@ namespace OpenSim.Region.Framework.Scenes
354 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 406 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
355 Quaternion rotationOffset, Vector3 offsetPosition) : this() 407 Quaternion rotationOffset, Vector3 offsetPosition) : this()
356 { 408 {
357 m_name = "Primitive"; 409 m_name = "Object";
358 410
359 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 411 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
360 LastOwnerID = CreatorID = OwnerID = ownerID; 412 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -393,7 +445,7 @@ namespace OpenSim.Region.Framework.Scenes
393 private uint _ownerMask = (uint)PermissionMask.All; 445 private uint _ownerMask = (uint)PermissionMask.All;
394 private uint _groupMask = (uint)PermissionMask.None; 446 private uint _groupMask = (uint)PermissionMask.None;
395 private uint _everyoneMask = (uint)PermissionMask.None; 447 private uint _everyoneMask = (uint)PermissionMask.None;
396 private uint _nextOwnerMask = (uint)PermissionMask.All; 448 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
397 private PrimFlags _flags = PrimFlags.None; 449 private PrimFlags _flags = PrimFlags.None;
398 private DateTime m_expires; 450 private DateTime m_expires;
399 private DateTime m_rezzed; 451 private DateTime m_rezzed;
@@ -487,12 +539,16 @@ namespace OpenSim.Region.Framework.Scenes
487 } 539 }
488 540
489 /// <value> 541 /// <value>
490 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 542 /// Get the inventory list
491 /// </value> 543 /// </value>
492 public TaskInventoryDictionary TaskInventory 544 public TaskInventoryDictionary TaskInventory
493 { 545 {
494 get { return m_inventory.Items; } 546 get {
495 set { m_inventory.Items = value; } 547 return m_inventory.Items;
548 }
549 set {
550 m_inventory.Items = value;
551 }
496 } 552 }
497 553
498 /// <summary> 554 /// <summary>
@@ -542,20 +598,6 @@ namespace OpenSim.Region.Framework.Scenes
542 } 598 }
543 } 599 }
544 600
545 public byte Material
546 {
547 get { return (byte) m_material; }
548 set
549 {
550 m_material = (Material)value;
551
552 PhysicsActor pa = PhysActor;
553
554 if (pa != null)
555 pa.SetMaterial((int)value);
556 }
557 }
558
559 [XmlIgnore] 601 [XmlIgnore]
560 public bool PassTouches 602 public bool PassTouches
561 { 603 {
@@ -581,6 +623,18 @@ namespace OpenSim.Region.Framework.Scenes
581 } 623 }
582 } 624 }
583 625
626 public bool IsSelected
627 {
628 get { return m_isSelected; }
629 set
630 {
631 m_isSelected = value;
632 if (ParentGroup != null)
633 ParentGroup.PartSelectChanged(value);
634 }
635 }
636
637
584 public Dictionary<int, string> CollisionFilter 638 public Dictionary<int, string> CollisionFilter
585 { 639 {
586 get { return m_CollisionFilter; } 640 get { return m_CollisionFilter; }
@@ -649,14 +703,12 @@ namespace OpenSim.Region.Framework.Scenes
649 set { m_LoopSoundSlavePrims = value; } 703 set { m_LoopSoundSlavePrims = value; }
650 } 704 }
651 705
652
653 public Byte[] TextureAnimation 706 public Byte[] TextureAnimation
654 { 707 {
655 get { return m_TextureAnimation; } 708 get { return m_TextureAnimation; }
656 set { m_TextureAnimation = value; } 709 set { m_TextureAnimation = value; }
657 } 710 }
658 711
659
660 public Byte[] ParticleSystem 712 public Byte[] ParticleSystem
661 { 713 {
662 get { return m_particleSystem; } 714 get { return m_particleSystem; }
@@ -693,9 +745,12 @@ namespace OpenSim.Region.Framework.Scenes
693 { 745 {
694 // If this is a linkset, we don't want the physics engine mucking up our group position here. 746 // If this is a linkset, we don't want the physics engine mucking up our group position here.
695 PhysicsActor actor = PhysActor; 747 PhysicsActor actor = PhysActor;
696 // If physical and the root prim of a linkset, the position of the group is what physics thinks. 748 if (ParentID == 0)
697 if (actor != null && ParentID == 0) 749 {
698 m_groupPosition = actor.Position; 750 if (actor != null)
751 m_groupPosition = actor.Position;
752 return m_groupPosition;
753 }
699 754
700 // If I'm an attachment, my position is reported as the position of who I'm attached to 755 // If I'm an attachment, my position is reported as the position of who I'm attached to
701 if (ParentGroup.IsAttachment) 756 if (ParentGroup.IsAttachment)
@@ -705,14 +760,16 @@ namespace OpenSim.Region.Framework.Scenes
705 return sp.AbsolutePosition; 760 return sp.AbsolutePosition;
706 } 761 }
707 762
763 // use root prim's group position. Physics may have updated it
764 if (ParentGroup.RootPart != this)
765 m_groupPosition = ParentGroup.RootPart.GroupPosition;
708 return m_groupPosition; 766 return m_groupPosition;
709 } 767 }
710 set 768 set
711 { 769 {
712 m_groupPosition = value; 770 m_groupPosition = value;
713
714 PhysicsActor actor = PhysActor; 771 PhysicsActor actor = PhysActor;
715 if (actor != null) 772 if (actor != null && ParentGroup.Scene.PhysicsScene != null)
716 { 773 {
717 try 774 try
718 { 775 {
@@ -736,16 +793,6 @@ namespace OpenSim.Region.Framework.Scenes
736 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); 793 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e);
737 } 794 }
738 } 795 }
739
740 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
741 if (SitTargetAvatar != UUID.Zero)
742 {
743 ScenePresence avatar;
744 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
745 {
746 avatar.ParentPosition = GetWorldPosition();
747 }
748 }
749 } 796 }
750 } 797 }
751 798
@@ -754,7 +801,7 @@ namespace OpenSim.Region.Framework.Scenes
754 get { return m_offsetPosition; } 801 get { return m_offsetPosition; }
755 set 802 set
756 { 803 {
757// StoreUndoState(); 804 Vector3 oldpos = m_offsetPosition;
758 m_offsetPosition = value; 805 m_offsetPosition = value;
759 806
760 if (ParentGroup != null && !ParentGroup.IsDeleted) 807 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -766,10 +813,25 @@ namespace OpenSim.Region.Framework.Scenes
766 actor.Orientation = GetWorldRotation(); 813 actor.Orientation = GetWorldRotation();
767 814
768 // Tell the physics engines that this prim changed. 815 // Tell the physics engines that this prim changed.
769 if (ParentGroup.Scene != null) 816 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
770 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 817 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
771 } 818 }
819
820 if (!m_parentGroup.m_dupeInProgress)
821 {
822 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
823 foreach (ScenePresence av in avs)
824 {
825 if (av.ParentID == m_localId)
826 {
827 Vector3 offset = (m_offsetPosition - oldpos);
828 av.AbsolutePosition += offset;
829 av.SendAvatarDataToAllAgents();
830 }
831 }
832 }
772 } 833 }
834 TriggerScriptChangedEvent(Changed.POSITION);
773 } 835 }
774 } 836 }
775 837
@@ -820,7 +882,7 @@ namespace OpenSim.Region.Framework.Scenes
820 882
821 set 883 set
822 { 884 {
823 StoreUndoState(); 885// StoreUndoState();
824 m_rotationOffset = value; 886 m_rotationOffset = value;
825 887
826 PhysicsActor actor = PhysActor; 888 PhysicsActor actor = PhysActor;
@@ -908,19 +970,36 @@ namespace OpenSim.Region.Framework.Scenes
908 get 970 get
909 { 971 {
910 PhysicsActor actor = PhysActor; 972 PhysicsActor actor = PhysActor;
911 if ((actor != null) && actor.IsPhysical) 973 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
912 { 974 {
913 m_angularVelocity = actor.RotationalVelocity; 975 m_angularVelocity = actor.RotationalVelocity;
914 } 976 }
915 return m_angularVelocity; 977 return m_angularVelocity;
916 } 978 }
917 set { m_angularVelocity = value; } 979 set
980 {
981 m_angularVelocity = value;
982 PhysicsActor actor = PhysActor;
983 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
984 {
985 actor.RotationalVelocity = m_angularVelocity;
986 }
987 }
918 } 988 }
919 989
920 /// <summary></summary> 990 /// <summary></summary>
921 public Vector3 Acceleration 991 public Vector3 Acceleration
922 { 992 {
923 get { return m_acceleration; } 993 get
994 {
995 PhysicsActor actor = PhysActor;
996 if (actor != null)
997 {
998 m_acceleration = actor.Acceleration;
999 }
1000 return m_acceleration;
1001 }
1002
924 set { m_acceleration = value; } 1003 set { m_acceleration = value; }
925 } 1004 }
926 1005
@@ -988,7 +1067,10 @@ namespace OpenSim.Region.Framework.Scenes
988 public PrimitiveBaseShape Shape 1067 public PrimitiveBaseShape Shape
989 { 1068 {
990 get { return m_shape; } 1069 get { return m_shape; }
991 set { m_shape = value;} 1070 set
1071 {
1072 m_shape = value;
1073 }
992 } 1074 }
993 1075
994 /// <summary> 1076 /// <summary>
@@ -1001,7 +1083,6 @@ namespace OpenSim.Region.Framework.Scenes
1001 { 1083 {
1002 if (m_shape != null) 1084 if (m_shape != null)
1003 { 1085 {
1004 StoreUndoState();
1005 1086
1006 m_shape.Scale = value; 1087 m_shape.Scale = value;
1007 1088
@@ -1028,6 +1109,7 @@ namespace OpenSim.Region.Framework.Scenes
1028 } 1109 }
1029 1110
1030 public UpdateRequired UpdateFlag { get; set; } 1111 public UpdateRequired UpdateFlag { get; set; }
1112 public bool UpdatePhysRequired { get; set; }
1031 1113
1032 /// <summary> 1114 /// <summary>
1033 /// Used for media on a prim. 1115 /// Used for media on a prim.
@@ -1068,10 +1150,7 @@ namespace OpenSim.Region.Framework.Scenes
1068 { 1150 {
1069 get 1151 get
1070 { 1152 {
1071 if (ParentGroup.IsAttachment) 1153 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1072 return GroupPosition;
1073
1074 return m_offsetPosition + m_groupPosition;
1075 } 1154 }
1076 } 1155 }
1077 1156
@@ -1249,6 +1328,13 @@ namespace OpenSim.Region.Framework.Scenes
1249 _flags = value; 1328 _flags = value;
1250 } 1329 }
1251 } 1330 }
1331
1332 [XmlIgnore]
1333 public bool IsOccupied // KF If an av is sittingon this prim
1334 {
1335 get { return m_occupied; }
1336 set { m_occupied = value; }
1337 }
1252 1338
1253 /// <summary> 1339 /// <summary>
1254 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero 1340 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
@@ -1299,12 +1385,41 @@ namespace OpenSim.Region.Framework.Scenes
1299 set { m_sitAnimation = value; } 1385 set { m_sitAnimation = value; }
1300 } 1386 }
1301 1387
1388 public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
1389
1390 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
1391 // runtime thing.. do not persist
1392 [XmlIgnore]
1393 public sbyte CollisionSoundType
1394 {
1395 get
1396 {
1397 return m_collisionSoundType;
1398 }
1399 set
1400 {
1401 m_collisionSoundType = value;
1402 if (value == -1)
1403 m_collisionSound = invalidCollisionSoundUUID;
1404 else if (value == 0)
1405 m_collisionSound = UUID.Zero;
1406 }
1407 }
1408
1302 public UUID CollisionSound 1409 public UUID CollisionSound
1303 { 1410 {
1304 get { return m_collisionSound; } 1411 get { return m_collisionSound; }
1305 set 1412 set
1306 { 1413 {
1307 m_collisionSound = value; 1414 m_collisionSound = value;
1415
1416 if (value == invalidCollisionSoundUUID)
1417 m_collisionSoundType = -1;
1418 else if (value == UUID.Zero)
1419 m_collisionSoundType = 0;
1420 else
1421 m_collisionSoundType = 1;
1422
1308 aggregateScriptEvents(); 1423 aggregateScriptEvents();
1309 } 1424 }
1310 } 1425 }
@@ -1315,6 +1430,324 @@ namespace OpenSim.Region.Framework.Scenes
1315 set { m_collisionSoundVolume = value; } 1430 set { m_collisionSoundVolume = value; }
1316 } 1431 }
1317 1432
1433 public float Buoyancy
1434 {
1435 get
1436 {
1437 if (ParentGroup.RootPart == this)
1438 return m_buoyancy;
1439
1440 return ParentGroup.RootPart.Buoyancy;
1441 }
1442 set
1443 {
1444 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1445 {
1446 ParentGroup.RootPart.Buoyancy = value;
1447 return;
1448 }
1449 m_buoyancy = value;
1450 if (PhysActor != null)
1451 PhysActor.Buoyancy = value;
1452 }
1453 }
1454
1455 public Vector3 Force
1456 {
1457 get
1458 {
1459 if (ParentGroup.RootPart == this)
1460 return m_force;
1461
1462 return ParentGroup.RootPart.Force;
1463 }
1464
1465 set
1466 {
1467 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1468 {
1469 ParentGroup.RootPart.Force = value;
1470 return;
1471 }
1472 m_force = value;
1473 if (PhysActor != null)
1474 PhysActor.Force = value;
1475 }
1476 }
1477
1478 public Vector3 Torque
1479 {
1480 get
1481 {
1482 if (ParentGroup.RootPart == this)
1483 return m_torque;
1484
1485 return ParentGroup.RootPart.Torque;
1486 }
1487
1488 set
1489 {
1490 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1491 {
1492 ParentGroup.RootPart.Torque = value;
1493 return;
1494 }
1495 m_torque = value;
1496 if (PhysActor != null)
1497 PhysActor.Torque = value;
1498 }
1499 }
1500
1501 public byte Material
1502 {
1503 get { return (byte)m_material; }
1504 set
1505 {
1506 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1507 {
1508 bool update = false;
1509
1510 if (m_material != (Material)value)
1511 {
1512 update = true;
1513 m_material = (Material)value;
1514 }
1515
1516 if (m_friction != SOPMaterialData.friction(m_material))
1517 {
1518 update = true;
1519 m_friction = SOPMaterialData.friction(m_material);
1520 }
1521
1522 if (m_bounce != SOPMaterialData.bounce(m_material))
1523 {
1524 update = true;
1525 m_bounce = SOPMaterialData.bounce(m_material);
1526 }
1527
1528 if (update)
1529 {
1530 if (PhysActor != null)
1531 {
1532 PhysActor.SetMaterial((int)value);
1533 }
1534 if(ParentGroup != null)
1535 ParentGroup.HasGroupChanged = true;
1536 ScheduleFullUpdateIfNone();
1537 UpdatePhysRequired = true;
1538 }
1539 }
1540 }
1541 }
1542
1543 // not a propriety to move to methods place later
1544 private bool HasMesh()
1545 {
1546 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1547 return true;
1548 return false;
1549 }
1550
1551 // not a propriety to move to methods place later
1552 public byte DefaultPhysicsShapeType()
1553 {
1554 byte type;
1555
1556 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1557 type = (byte)PhysShapeType.convex;
1558 else
1559 type = (byte)PhysShapeType.prim;
1560
1561 return type;
1562 }
1563
1564 [XmlIgnore]
1565 public bool UsesComplexCost
1566 {
1567 get
1568 {
1569 byte pst = PhysicsShapeType;
1570 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1571 return true;
1572 return false;
1573 }
1574 }
1575
1576 [XmlIgnore]
1577 public float PhysicsCost
1578 {
1579 get
1580 {
1581 if(PhysicsShapeType == (byte)PhysShapeType.none)
1582 return 0;
1583
1584 float cost = 0.1f;
1585 if (PhysActor != null)
1586 cost = PhysActor.PhysicsCost;
1587 else
1588 cost = 0.1f;
1589
1590 if ((Flags & PrimFlags.Physics) != 0)
1591 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1592 return cost;
1593 }
1594 }
1595
1596 [XmlIgnore]
1597 public float StreamingCost
1598 {
1599 get
1600 {
1601 float cost;
1602 if (PhysActor != null)
1603 cost = PhysActor.StreamCost;
1604 else
1605 cost = 1.0f;
1606 return 1.0f;
1607 }
1608 }
1609
1610 [XmlIgnore]
1611 public float SimulationCost
1612 {
1613 get
1614 {
1615 // ignoring scripts. Don't like considering them for this
1616 if((Flags & PrimFlags.Physics) != 0)
1617 return 1.0f;
1618
1619 return 0.5f;
1620 }
1621 }
1622
1623 public byte PhysicsShapeType
1624 {
1625 get { return m_physicsShapeType; }
1626 set
1627 {
1628 byte oldv = m_physicsShapeType;
1629
1630 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1631 {
1632 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
1633 m_physicsShapeType = DefaultPhysicsShapeType();
1634 else
1635 m_physicsShapeType = value;
1636 }
1637 else
1638 m_physicsShapeType = DefaultPhysicsShapeType();
1639
1640 if (m_physicsShapeType != oldv && ParentGroup != null)
1641 {
1642 if (m_physicsShapeType == (byte)PhysShapeType.none)
1643 {
1644 if (PhysActor != null)
1645 {
1646 Velocity = new Vector3(0, 0, 0);
1647 Acceleration = new Vector3(0, 0, 0);
1648 if (ParentGroup.RootPart == this)
1649 AngularVelocity = new Vector3(0, 0, 0);
1650 ParentGroup.Scene.RemovePhysicalPrim(1);
1651 RemoveFromPhysics();
1652 }
1653 }
1654 else if (PhysActor == null)
1655 {
1656 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1657 UpdatePhysicsSubscribedEvents();
1658 }
1659 else
1660 {
1661 PhysActor.PhysicsShapeType = m_physicsShapeType;
1662// if (Shape.SculptEntry)
1663// CheckSculptAndLoad();
1664 }
1665
1666 if (ParentGroup != null)
1667 ParentGroup.HasGroupChanged = true;
1668 }
1669
1670 if (m_physicsShapeType != value)
1671 {
1672 UpdatePhysRequired = true;
1673 }
1674 }
1675 }
1676
1677 public float Density // in kg/m^3
1678 {
1679 get { return m_density; }
1680 set
1681 {
1682 if (value >=1 && value <= 22587.0)
1683 {
1684 m_density = value;
1685 UpdatePhysRequired = true;
1686 }
1687
1688 ScheduleFullUpdateIfNone();
1689
1690 if (ParentGroup != null)
1691 ParentGroup.HasGroupChanged = true;
1692 }
1693 }
1694
1695 public float GravityModifier
1696 {
1697 get { return m_gravitymod; }
1698 set
1699 {
1700 if( value >= -1 && value <=28.0f)
1701 {
1702 m_gravitymod = value;
1703 UpdatePhysRequired = true;
1704 }
1705
1706 ScheduleFullUpdateIfNone();
1707
1708 if (ParentGroup != null)
1709 ParentGroup.HasGroupChanged = true;
1710
1711 }
1712 }
1713
1714 public float Friction
1715 {
1716 get { return m_friction; }
1717 set
1718 {
1719 if (value >= 0 && value <= 255.0f)
1720 {
1721 m_friction = value;
1722 UpdatePhysRequired = true;
1723 }
1724
1725 ScheduleFullUpdateIfNone();
1726
1727 if (ParentGroup != null)
1728 ParentGroup.HasGroupChanged = true;
1729 }
1730 }
1731
1732 public float Bounciness
1733 {
1734 get { return m_bounce; }
1735 set
1736 {
1737 if (value >= 0 && value <= 1.0f)
1738 {
1739 m_bounce = value;
1740 UpdatePhysRequired = true;
1741 }
1742
1743 ScheduleFullUpdateIfNone();
1744
1745 if (ParentGroup != null)
1746 ParentGroup.HasGroupChanged = true;
1747 }
1748 }
1749
1750
1318 #endregion Public Properties with only Get 1751 #endregion Public Properties with only Get
1319 1752
1320 private uint ApplyMask(uint val, bool set, uint mask) 1753 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1460,6 +1893,61 @@ namespace OpenSim.Region.Framework.Scenes
1460 } 1893 }
1461 } 1894 }
1462 1895
1896 // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future
1897 public void SetVelocity(Vector3 pVel, bool localGlobalTF)
1898 {
1899 if (ParentGroup == null || ParentGroup.IsDeleted)
1900 return;
1901
1902 if (ParentGroup.IsAttachment)
1903 return; // don't work on attachments (for now ??)
1904
1905 SceneObjectPart root = ParentGroup.RootPart;
1906
1907 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1908 return;
1909
1910 PhysicsActor pa = root.PhysActor;
1911
1912 if (pa == null || !pa.IsPhysical)
1913 return;
1914
1915 if (localGlobalTF)
1916 {
1917 pVel = pVel * GetWorldRotation();
1918 }
1919
1920 ParentGroup.Velocity = pVel;
1921 }
1922
1923 // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future
1924 public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF)
1925 {
1926 if (ParentGroup == null || ParentGroup.IsDeleted)
1927 return;
1928
1929 if (ParentGroup.IsAttachment)
1930 return; // don't work on attachments (for now ??)
1931
1932 SceneObjectPart root = ParentGroup.RootPart;
1933
1934 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1935 return;
1936
1937 PhysicsActor pa = root.PhysActor;
1938
1939 if (pa == null || !pa.IsPhysical)
1940 return;
1941
1942 if (localGlobalTF)
1943 {
1944 pAngVel = pAngVel * GetWorldRotation();
1945 }
1946
1947 root.AngularVelocity = pAngVel;
1948 }
1949
1950
1463 /// <summary> 1951 /// <summary>
1464 /// hook to the physics scene to apply angular impulse 1952 /// hook to the physics scene to apply angular impulse
1465 /// This is sent up to the group, which then finds the root prim 1953 /// This is sent up to the group, which then finds the root prim
@@ -1480,7 +1968,7 @@ namespace OpenSim.Region.Framework.Scenes
1480 impulse = newimpulse; 1968 impulse = newimpulse;
1481 } 1969 }
1482 1970
1483 ParentGroup.applyAngularImpulse(impulse); 1971 ParentGroup.ApplyAngularImpulse(impulse);
1484 } 1972 }
1485 1973
1486 /// <summary> 1974 /// <summary>
@@ -1490,20 +1978,24 @@ namespace OpenSim.Region.Framework.Scenes
1490 /// </summary> 1978 /// </summary>
1491 /// <param name="impulsei">Vector force</param> 1979 /// <param name="impulsei">Vector force</param>
1492 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1980 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1493 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1981
1982 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1983 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1494 { 1984 {
1495 Vector3 impulse = impulsei; 1985 Vector3 torque = torquei;
1496 1986
1497 if (localGlobalTF) 1987 if (localGlobalTF)
1498 { 1988 {
1989/*
1499 Quaternion grot = GetWorldRotation(); 1990 Quaternion grot = GetWorldRotation();
1500 Quaternion AXgrot = grot; 1991 Quaternion AXgrot = grot;
1501 Vector3 AXimpulsei = impulsei; 1992 Vector3 AXimpulsei = impulsei;
1502 Vector3 newimpulse = AXimpulsei * AXgrot; 1993 Vector3 newimpulse = AXimpulsei * AXgrot;
1503 impulse = newimpulse; 1994 */
1995 torque *= GetWorldRotation();
1504 } 1996 }
1505 1997
1506 ParentGroup.setAngularImpulse(impulse); 1998 Torque = torque;
1507 } 1999 }
1508 2000
1509 /// <summary> 2001 /// <summary>
@@ -1511,17 +2003,23 @@ namespace OpenSim.Region.Framework.Scenes
1511 /// </summary> 2003 /// </summary>
1512 /// <param name="rootObjectFlags"></param> 2004 /// <param name="rootObjectFlags"></param>
1513 /// <param name="VolumeDetectActive"></param> 2005 /// <param name="VolumeDetectActive"></param>
1514 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 2006 /// <param name="building"></param>
2007
2008 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1515 { 2009 {
2010 VolumeDetectActive = _VolumeDetectActive;
2011
1516 if (!ParentGroup.Scene.CollidablePrims) 2012 if (!ParentGroup.Scene.CollidablePrims)
1517 return; 2013 return;
1518 2014
1519// m_log.DebugFormat( 2015 if (PhysicsShapeType == (byte)PhysShapeType.none)
1520// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 2016 return;
1521// Name, LocalId, UUID, m_physicalPrim);
1522 2017
1523 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 2018 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
1524 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 2019 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
2020
2021 if (_VolumeDetectActive)
2022 isPhantom = true;
1525 2023
1526 if (IsJoint()) 2024 if (IsJoint())
1527 { 2025 {
@@ -1529,22 +2027,14 @@ namespace OpenSim.Region.Framework.Scenes
1529 } 2027 }
1530 else 2028 else
1531 { 2029 {
1532 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 2030 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1533 if (VolumeDetectActive) 2031 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1534 isPhantom = false;
1535
1536 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
1537 // or flexible
1538 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1539 { 2032 {
1540 // Added clarification.. since A rigid body is an object that you can kick around, etc. 2033 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
1541 bool rigidBody = isPhysical && !isPhantom; 2034 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1542
1543 PhysicsActor pa = AddToPhysics(rigidBody);
1544
1545 if (pa != null)
1546 pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1547 } 2035 }
2036 else
2037 PhysActor = null; // just to be sure
1548 } 2038 }
1549 } 2039 }
1550 2040
@@ -1596,6 +2086,12 @@ namespace OpenSim.Region.Framework.Scenes
1596 dupe.Category = Category; 2086 dupe.Category = Category;
1597 dupe.m_rezzed = m_rezzed; 2087 dupe.m_rezzed = m_rezzed;
1598 2088
2089 dupe.m_UndoRedo = null;
2090 dupe.m_isSelected = false;
2091
2092 dupe.IgnoreUndoUpdate = false;
2093 dupe.Undoing = false;
2094
1599 dupe.m_inventory = new SceneObjectPartInventory(dupe); 2095 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1600 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 2096 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1601 2097
@@ -1611,6 +2107,7 @@ namespace OpenSim.Region.Framework.Scenes
1611 2107
1612 // Move afterwards ResetIDs as it clears the localID 2108 // Move afterwards ResetIDs as it clears the localID
1613 dupe.LocalId = localID; 2109 dupe.LocalId = localID;
2110
1614 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 2111 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1615 dupe.LastOwnerID = OwnerID; 2112 dupe.LastOwnerID = OwnerID;
1616 2113
@@ -1618,6 +2115,9 @@ namespace OpenSim.Region.Framework.Scenes
1618 Array.Copy(Shape.ExtraParams, extraP, extraP.Length); 2115 Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
1619 dupe.Shape.ExtraParams = extraP; 2116 dupe.Shape.ExtraParams = extraP;
1620 2117
2118 // safeguard actual copy is done in sog.copy
2119 dupe.KeyframeMotion = null;
2120
1621 if (userExposed) 2121 if (userExposed)
1622 { 2122 {
1623/* 2123/*
@@ -1629,8 +2129,12 @@ namespace OpenSim.Region.Framework.Scenes
1629*/ 2129*/
1630 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2130 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1631 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2131 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2132// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1632 } 2133 }
1633 2134
2135 if (dupe.PhysActor != null)
2136 dupe.PhysActor.LocalID = localID;
2137
1634 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2138 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1635 2139
1636// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2140// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1649,10 +2153,10 @@ namespace OpenSim.Region.Framework.Scenes
1649 { 2153 {
1650 if (asset != null) 2154 if (asset != null)
1651 SculptTextureCallback(asset); 2155 SculptTextureCallback(asset);
1652 else 2156// else
1653 m_log.WarnFormat( 2157// m_log.WarnFormat(
1654 "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", 2158// "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
1655 Name, UUID, id); 2159// Name, UUID, id);
1656 } 2160 }
1657*/ 2161*/
1658 /// <summary> 2162 /// <summary>
@@ -1751,6 +2255,7 @@ namespace OpenSim.Region.Framework.Scenes
1751 2255
1752 /// <summary> 2256 /// <summary>
1753 /// Do a physics propery update for this part. 2257 /// Do a physics propery update for this part.
2258 /// now also updates phantom and volume detector
1754 /// </summary> 2259 /// </summary>
1755 /// <param name="UsePhysics"></param> 2260 /// <param name="UsePhysics"></param>
1756 /// <param name="isNew"></param> 2261 /// <param name="isNew"></param>
@@ -1776,61 +2281,69 @@ namespace OpenSim.Region.Framework.Scenes
1776 { 2281 {
1777 if (pa.IsPhysical) // implies UsePhysics==false for this block 2282 if (pa.IsPhysical) // implies UsePhysics==false for this block
1778 { 2283 {
1779 if (!isNew) 2284 if (!isNew) // implies UsePhysics==false for this block
2285 {
1780 ParentGroup.Scene.RemovePhysicalPrim(1); 2286 ParentGroup.Scene.RemovePhysicalPrim(1);
1781 2287
1782 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2288 Velocity = new Vector3(0, 0, 0);
1783 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2289 Acceleration = new Vector3(0, 0, 0);
1784 pa.delink(); 2290 if (ParentGroup.RootPart == this)
2291 AngularVelocity = new Vector3(0, 0, 0);
1785 2292
1786 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2293 if (pa.Phantom && !VolumeDetectActive)
1787 { 2294 {
1788 // destroy all joints connected to this now deactivated body 2295 RemoveFromPhysics();
1789 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2296 return;
1790 } 2297 }
1791 2298
1792 // stop client-side interpolation of all joint proxy objects that have just been deleted 2299 pa.IsPhysical = UsePhysics;
1793 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2300 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1794 // which stops client-side interpolation of deactivated joint proxy objects. 2301 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2302 pa.delink();
2303 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2304 {
2305 // destroy all joints connected to this now deactivated body
2306 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2307 }
2308 }
1795 } 2309 }
1796 2310
1797 if (!UsePhysics && !isNew) 2311 if (pa.IsPhysical != UsePhysics)
1798 { 2312 pa.IsPhysical = UsePhysics;
1799 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1800 // prim still has velocity and continues to interpolate its position along the old
1801 // velocity-vector.
1802 Velocity = new Vector3(0, 0, 0);
1803 Acceleration = new Vector3(0, 0, 0);
1804 AngularVelocity = new Vector3(0, 0, 0);
1805 //RotationalVelocity = new Vector3(0, 0, 0);
1806 }
1807 2313
1808 pa.IsPhysical = UsePhysics; 2314 if (UsePhysics)
2315 {
2316 if (ParentGroup.RootPart.KeyframeMotion != null)
2317 ParentGroup.RootPart.KeyframeMotion.Stop();
2318 ParentGroup.RootPart.KeyframeMotion = null;
2319 ParentGroup.Scene.AddPhysicalPrim(1);
1809 2320
1810 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2321 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1811 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2322 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1812 /// that's not wholesome. Had to make Scene public
1813 //PhysActor = null;
1814 2323
1815 if ((Flags & PrimFlags.Phantom) == 0) 2324 if (ParentID != 0 && ParentID != LocalId)
1816 {
1817 if (UsePhysics)
1818 { 2325 {
1819 ParentGroup.Scene.AddPhysicalPrim(1); 2326 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
1820 2327
1821 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 2328 if (parentPa != null)
1822 pa.OnOutOfBounds += PhysicsOutOfBounds;
1823 if (ParentID != 0 && ParentID != LocalId)
1824 { 2329 {
1825 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; 2330 pa.link(parentPa);
1826
1827 if (parentPa != null)
1828 {
1829 pa.link(parentPa);
1830 }
1831 } 2331 }
1832 } 2332 }
1833 } 2333 }
2334 }
2335
2336 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2337 if (pa.Phantom != phan)
2338 pa.Phantom = phan;
2339
2340// some engines dont' have this check still
2341// if (VolumeDetectActive != pa.IsVolumeDtc)
2342 {
2343 if (VolumeDetectActive)
2344 pa.SetVolumeDetect(1);
2345 else
2346 pa.SetVolumeDetect(0);
1834 } 2347 }
1835 2348
1836 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2349 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -1949,12 +2462,26 @@ namespace OpenSim.Region.Framework.Scenes
1949 2462
1950 public Vector3 GetGeometricCenter() 2463 public Vector3 GetGeometricCenter()
1951 { 2464 {
1952 PhysicsActor pa = PhysActor; 2465 // this is not real geometric center but a average of positions relative to root prim acording to
1953 2466 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
1954 if (pa != null) 2467 // ignoring tortured prims details since sl also seems to ignore
1955 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 2468 // so no real use in doing it on physics
1956 else 2469 if (ParentGroup.IsDeleted)
1957 return new Vector3(0, 0, 0); 2470 return new Vector3(0, 0, 0);
2471
2472 return ParentGroup.GetGeometricCenter();
2473
2474 /*
2475 PhysicsActor pa = PhysActor;
2476
2477 if (pa != null)
2478 {
2479 Vector3 vtmp = pa.CenterOfMass;
2480 return vtmp;
2481 }
2482 else
2483 return new Vector3(0, 0, 0);
2484 */
1958 } 2485 }
1959 2486
1960 public float GetMass() 2487 public float GetMass()
@@ -1967,14 +2494,43 @@ namespace OpenSim.Region.Framework.Scenes
1967 return 0; 2494 return 0;
1968 } 2495 }
1969 2496
1970 public Vector3 GetForce() 2497 public Vector3 GetCenterOfMass()
1971 { 2498 {
2499 if (ParentGroup.RootPart == this)
2500 {
2501 if (ParentGroup.IsDeleted)
2502 return AbsolutePosition;
2503 return ParentGroup.GetCenterOfMass();
2504 }
2505
1972 PhysicsActor pa = PhysActor; 2506 PhysicsActor pa = PhysActor;
1973 2507
1974 if (pa != null) 2508 if (pa != null)
1975 return pa.Force; 2509 {
2510 Vector3 tmp = pa.CenterOfMass;
2511 return tmp;
2512 }
1976 else 2513 else
1977 return Vector3.Zero; 2514 return AbsolutePosition;
2515 }
2516
2517 public Vector3 GetPartCenterOfMass()
2518 {
2519 PhysicsActor pa = PhysActor;
2520
2521 if (pa != null)
2522 {
2523 Vector3 tmp = pa.CenterOfMass;
2524 return tmp;
2525 }
2526 else
2527 return AbsolutePosition;
2528 }
2529
2530
2531 public Vector3 GetForce()
2532 {
2533 return Force;
1978 } 2534 }
1979 2535
1980 /// <summary> 2536 /// <summary>
@@ -2189,15 +2745,25 @@ namespace OpenSim.Region.Framework.Scenes
2189 2745
2190 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) 2746 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
2191 { 2747 {
2192 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) 2748 bool sendToRoot = true;
2193 { 2749
2194 ColliderArgs LandCollidingMessage = new ColliderArgs(); 2750 ColliderArgs LandCollidingMessage = new ColliderArgs();
2195 List<DetectedObject> colliding = new List<DetectedObject>(); 2751 List<DetectedObject> colliding = new List<DetectedObject>();
2196 2752
2197 colliding.Add(CreateDetObjectForGround()); 2753 colliding.Add(CreateDetObjectForGround());
2198 LandCollidingMessage.Colliders = colliding; 2754 LandCollidingMessage.Colliders = colliding;
2199 2755
2756 if (Inventory.ContainsScripts())
2757 {
2758 if (!PassCollisions)
2759 sendToRoot = false;
2760 }
2761 if ((ScriptEvents & ev) != 0)
2200 notify(LocalId, LandCollidingMessage); 2762 notify(LocalId, LandCollidingMessage);
2763
2764 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
2765 {
2766 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
2201 } 2767 }
2202 } 2768 }
2203 2769
@@ -2213,57 +2779,120 @@ namespace OpenSim.Region.Framework.Scenes
2213 List<uint> endedColliders = new List<uint>(); 2779 List<uint> endedColliders = new List<uint>();
2214 List<uint> startedColliders = new List<uint>(); 2780 List<uint> startedColliders = new List<uint>();
2215 2781
2216 // calculate things that started colliding this time 2782 if (collissionswith.Count == 0)
2217 // and build up list of colliders this time
2218 foreach (uint localid in collissionswith.Keys)
2219 { 2783 {
2220 thisHitColliders.Add(localid); 2784 if (m_lastColliders.Count == 0)
2221 if (!m_lastColliders.Contains(localid)) 2785 return; // nothing to do
2222 startedColliders.Add(localid);
2223 }
2224 2786
2225 // calculate things that ended colliding 2787 foreach (uint localID in m_lastColliders)
2226 foreach (uint localID in m_lastColliders) 2788 {
2227 {
2228 if (!thisHitColliders.Contains(localID))
2229 endedColliders.Add(localID); 2789 endedColliders.Add(localID);
2790 }
2791 m_lastColliders.Clear();
2230 } 2792 }
2231 2793
2232 //add the items that started colliding this time to the last colliders list. 2794 else
2233 foreach (uint localID in startedColliders) 2795 {
2234 m_lastColliders.Add(localID); 2796 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
2235 2797
2236 // remove things that ended colliding from the last colliders list 2798 // calculate things that started colliding this time
2237 foreach (uint localID in endedColliders) 2799 // and build up list of colliders this time
2238 m_lastColliders.Remove(localID); 2800 if (!VolumeDetectActive && CollisionSoundType >= 0)
2801 {
2802 CollisionForSoundInfo soundinfo;
2803 ContactPoint curcontact;
2239 2804
2240 // play the sound. 2805 foreach (uint id in collissionswith.Keys)
2241 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2806 {
2242 { 2807 thisHitColliders.Add(id);
2243 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); 2808 if (!m_lastColliders.Contains(id))
2244 if (soundModule != null) 2809 {
2810 startedColliders.Add(id);
2811
2812 curcontact = collissionswith[id];
2813 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
2814 {
2815 soundinfo = new CollisionForSoundInfo();
2816 soundinfo.colliderID = id;
2817 soundinfo.position = curcontact.Position;
2818 soundinfo.relativeVel = curcontact.RelativeSpeed;
2819 soundinfolist.Add(soundinfo);
2820 }
2821 }
2822 }
2823 }
2824 else
2245 { 2825 {
2246 soundModule.SendSound(UUID, CollisionSound, 2826 foreach (uint id in collissionswith.Keys)
2247 CollisionSoundVolume, true, (byte)0, 0, false, 2827 {
2248 false); 2828 thisHitColliders.Add(id);
2829 if (!m_lastColliders.Contains(id))
2830 startedColliders.Add(id);
2831 }
2249 } 2832 }
2833
2834 // calculate things that ended colliding
2835 foreach (uint localID in m_lastColliders)
2836 {
2837 if (!thisHitColliders.Contains(localID))
2838 endedColliders.Add(localID);
2839 }
2840
2841 //add the items that started colliding this time to the last colliders list.
2842 foreach (uint localID in startedColliders)
2843 m_lastColliders.Add(localID);
2844
2845 // remove things that ended colliding from the last colliders list
2846 foreach (uint localID in endedColliders)
2847 m_lastColliders.Remove(localID);
2848
2849 // play sounds.
2850 if (soundinfolist.Count > 0)
2851 CollisionSounds.PartCollisionSound(this, soundinfolist);
2250 } 2852 }
2251 2853
2252 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2854 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2253 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2855 if (!VolumeDetectActive)
2856 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2254 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2857 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2255 2858
2256 if (startedColliders.Contains(0)) 2859 if (startedColliders.Contains(0))
2257 { 2860 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2258 if (m_lastColliders.Contains(0)) 2861 if (m_lastColliders.Contains(0))
2259 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); 2862 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
2260 else
2261 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2262 }
2263 if (endedColliders.Contains(0)) 2863 if (endedColliders.Contains(0))
2264 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2864 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2265 } 2865 }
2266 2866
2867 // The Collision sounds code calls this
2868 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
2869 {
2870 if (soundID == UUID.Zero)
2871 return;
2872
2873 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
2874 if (soundModule == null)
2875 return;
2876
2877 if (volume > 1)
2878 volume = 1;
2879 if (volume < 0)
2880 volume = 0;
2881
2882 int now = Util.EnvironmentTickCount();
2883 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
2884 return;
2885
2886 LastColSoundSentTime = now;
2887
2888 UUID ownerID = OwnerID;
2889 UUID objectID = ParentGroup.RootPart.UUID;
2890 UUID parentID = ParentGroup.UUID;
2891 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
2892
2893 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
2894 }
2895
2267 public void PhysicsOutOfBounds(Vector3 pos) 2896 public void PhysicsOutOfBounds(Vector3 pos)
2268 { 2897 {
2269 // Note: This is only being called on the root prim at this time. 2898 // Note: This is only being called on the root prim at this time.
@@ -2285,9 +2914,9 @@ namespace OpenSim.Region.Framework.Scenes
2285 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2914 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2286 2915
2287 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2916 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2288 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2917 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2289 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2918 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2290 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2919 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2291 { 2920 {
2292 ParentGroup.AbsolutePosition = newpos; 2921 ParentGroup.AbsolutePosition = newpos;
2293 return; 2922 return;
@@ -2414,6 +3043,19 @@ namespace OpenSim.Region.Framework.Scenes
2414 APIDTarget = Quaternion.Identity; 3043 APIDTarget = Quaternion.Identity;
2415 } 3044 }
2416 3045
3046
3047
3048 public void ScheduleFullUpdateIfNone()
3049 {
3050 if (ParentGroup == null)
3051 return;
3052
3053// ??? ParentGroup.HasGroupChanged = true;
3054
3055 if (UpdateFlag != UpdateRequired.FULL)
3056 ScheduleFullUpdate();
3057 }
3058
2417 /// <summary> 3059 /// <summary>
2418 /// Schedules this prim for a full update 3060 /// Schedules this prim for a full update
2419 /// </summary> 3061 /// </summary>
@@ -2617,8 +3259,8 @@ namespace OpenSim.Region.Framework.Scenes
2617 { 3259 {
2618 const float ROTATION_TOLERANCE = 0.01f; 3260 const float ROTATION_TOLERANCE = 0.01f;
2619 const float VELOCITY_TOLERANCE = 0.001f; 3261 const float VELOCITY_TOLERANCE = 0.001f;
2620 const float POSITION_TOLERANCE = 0.05f; 3262 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2621 const int TIME_MS_TOLERANCE = 3000; 3263 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2622 3264
2623 switch (UpdateFlag) 3265 switch (UpdateFlag)
2624 { 3266 {
@@ -2660,6 +3302,9 @@ namespace OpenSim.Region.Framework.Scenes
2660 /// </summary> 3302 /// </summary>
2661 public void SendTerseUpdateToAllClients() 3303 public void SendTerseUpdateToAllClients()
2662 { 3304 {
3305 if (ParentGroup == null || ParentGroup.Scene == null)
3306 return;
3307
2663 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) 3308 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
2664 { 3309 {
2665 SendTerseUpdateToClient(client); 3310 SendTerseUpdateToClient(client);
@@ -2683,10 +3328,13 @@ namespace OpenSim.Region.Framework.Scenes
2683 3328
2684 public void SetBuoyancy(float fvalue) 3329 public void SetBuoyancy(float fvalue)
2685 { 3330 {
2686 PhysicsActor pa = PhysActor; 3331 Buoyancy = fvalue;
2687 3332/*
2688 if (pa != null) 3333 if (PhysActor != null)
2689 pa.Buoyancy = fvalue; 3334 {
3335 PhysActor.Buoyancy = fvalue;
3336 }
3337 */
2690 } 3338 }
2691 3339
2692 public void SetDieAtEdge(bool p) 3340 public void SetDieAtEdge(bool p)
@@ -2702,47 +3350,111 @@ namespace OpenSim.Region.Framework.Scenes
2702 PhysicsActor pa = PhysActor; 3350 PhysicsActor pa = PhysActor;
2703 3351
2704 if (pa != null) 3352 if (pa != null)
2705 pa.FloatOnWater = floatYN == 1; 3353 pa.FloatOnWater = (floatYN == 1);
2706 } 3354 }
2707 3355
2708 public void SetForce(Vector3 force) 3356 public void SetForce(Vector3 force)
2709 { 3357 {
2710 PhysicsActor pa = PhysActor; 3358 Force = force;
3359 }
2711 3360
2712 if (pa != null) 3361 public SOPVehicle VehicleParams
2713 pa.Force = force; 3362 {
3363 get
3364 {
3365 return m_vehicleParams;
3366 }
3367 set
3368 {
3369 m_vehicleParams = value;
3370 }
3371 }
3372
3373
3374 public int VehicleType
3375 {
3376 get
3377 {
3378 if (m_vehicleParams == null)
3379 return (int)Vehicle.TYPE_NONE;
3380 else
3381 return (int)m_vehicleParams.Type;
3382 }
3383 set
3384 {
3385 SetVehicleType(value);
3386 }
2714 } 3387 }
2715 3388
2716 public void SetVehicleType(int type) 3389 public void SetVehicleType(int type)
2717 { 3390 {
2718 PhysicsActor pa = PhysActor; 3391 m_vehicleParams = null;
3392
3393 if (type == (int)Vehicle.TYPE_NONE)
3394 {
3395 if (_parentID ==0 && PhysActor != null)
3396 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3397 return;
3398 }
3399 m_vehicleParams = new SOPVehicle();
3400 m_vehicleParams.ProcessTypeChange((Vehicle)type);
3401 {
3402 if (_parentID ==0 && PhysActor != null)
3403 PhysActor.VehicleType = type;
3404 return;
3405 }
3406 }
2719 3407
2720 if (pa != null) 3408 public void SetVehicleFlags(int param, bool remove)
2721 pa.VehicleType = type; 3409 {
3410 if (m_vehicleParams == null)
3411 return;
3412
3413 m_vehicleParams.ProcessVehicleFlags(param, remove);
3414
3415 if (_parentID ==0 && PhysActor != null)
3416 {
3417 PhysActor.VehicleFlags(param, remove);
3418 }
2722 } 3419 }
2723 3420
2724 public void SetVehicleFloatParam(int param, float value) 3421 public void SetVehicleFloatParam(int param, float value)
2725 { 3422 {
2726 PhysicsActor pa = PhysActor; 3423 if (m_vehicleParams == null)
3424 return;
2727 3425
2728 if (pa != null) 3426 m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value);
2729 pa.VehicleFloatParam(param, value); 3427
3428 if (_parentID == 0 && PhysActor != null)
3429 {
3430 PhysActor.VehicleFloatParam(param, value);
3431 }
2730 } 3432 }
2731 3433
2732 public void SetVehicleVectorParam(int param, Vector3 value) 3434 public void SetVehicleVectorParam(int param, Vector3 value)
2733 { 3435 {
2734 PhysicsActor pa = PhysActor; 3436 if (m_vehicleParams == null)
3437 return;
2735 3438
2736 if (pa != null) 3439 m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value);
2737 pa.VehicleVectorParam(param, value); 3440
3441 if (_parentID == 0 && PhysActor != null)
3442 {
3443 PhysActor.VehicleVectorParam(param, value);
3444 }
2738 } 3445 }
2739 3446
2740 public void SetVehicleRotationParam(int param, Quaternion rotation) 3447 public void SetVehicleRotationParam(int param, Quaternion rotation)
2741 { 3448 {
2742 PhysicsActor pa = PhysActor; 3449 if (m_vehicleParams == null)
3450 return;
2743 3451
2744 if (pa != null) 3452 m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation);
2745 pa.VehicleRotationParam(param, rotation); 3453
3454 if (_parentID == 0 && PhysActor != null)
3455 {
3456 PhysActor.VehicleRotationParam(param, rotation);
3457 }
2746 } 3458 }
2747 3459
2748 /// <summary> 3460 /// <summary>
@@ -2943,14 +3655,6 @@ namespace OpenSim.Region.Framework.Scenes
2943 hasProfileCut = hasDimple; // is it the same thing? 3655 hasProfileCut = hasDimple; // is it the same thing?
2944 } 3656 }
2945 3657
2946 public void SetVehicleFlags(int param, bool remove)
2947 {
2948 PhysicsActor pa = PhysActor;
2949
2950 if (pa != null)
2951 pa.VehicleFlags(param, remove);
2952 }
2953
2954 public void SetGroup(UUID groupID, IClientAPI client) 3658 public void SetGroup(UUID groupID, IClientAPI client)
2955 { 3659 {
2956 // Scene.AddNewPrims() calls with client == null so can't use this. 3660 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3054,67 +3758,16 @@ namespace OpenSim.Region.Framework.Scenes
3054 //ParentGroup.ScheduleGroupForFullUpdate(); 3758 //ParentGroup.ScheduleGroupForFullUpdate();
3055 } 3759 }
3056 3760
3057 public void StoreUndoState() 3761 public void StoreUndoState(ObjectChangeType change)
3058 {
3059 StoreUndoState(false);
3060 }
3061
3062 public void StoreUndoState(bool forGroup)
3063 { 3762 {
3064 if (ParentGroup == null || ParentGroup.Scene == null) 3763 if (m_UndoRedo == null)
3065 return; 3764 m_UndoRedo = new UndoRedoState(5);
3066
3067 if (Undoing)
3068 {
3069// m_log.DebugFormat(
3070// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3071 return;
3072 }
3073
3074 if (IgnoreUndoUpdate)
3075 {
3076// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3077 return;
3078 }
3079 3765
3080 lock (m_undo) 3766 lock (m_UndoRedo)
3081 { 3767 {
3082 if (m_undo.Count > 0) 3768 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3083 {
3084 UndoState last = m_undo[m_undo.Count - 1];
3085 if (last != null)
3086 {
3087 // TODO: May need to fix for group comparison
3088 if (last.Compare(this))
3089 {
3090// m_log.DebugFormat(
3091// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3092// Name, LocalId, m_undo.Count);
3093
3094 return;
3095 }
3096 }
3097 }
3098
3099// m_log.DebugFormat(
3100// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3101// Name, LocalId, forGroup, m_undo.Count);
3102
3103 if (ParentGroup.Scene.MaxUndoCount > 0)
3104 { 3769 {
3105 UndoState nUndo = new UndoState(this, forGroup); 3770 m_UndoRedo.StoreUndo(this, change);
3106
3107 m_undo.Add(nUndo);
3108
3109 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3110 m_undo.RemoveAt(0);
3111
3112 if (m_redo.Count > 0)
3113 m_redo.Clear();
3114
3115// m_log.DebugFormat(
3116// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3117// Name, LocalId, forGroup, m_undo.Count);
3118 } 3771 }
3119 } 3772 }
3120 } 3773 }
@@ -3126,88 +3779,46 @@ namespace OpenSim.Region.Framework.Scenes
3126 { 3779 {
3127 get 3780 get
3128 { 3781 {
3129 lock (m_undo) 3782 if (m_UndoRedo == null)
3130 return m_undo.Count; 3783 return 0;
3784 return m_UndoRedo.Count;
3131 } 3785 }
3132 } 3786 }
3133 3787
3134 public void Undo() 3788 public void Undo()
3135 { 3789 {
3136 lock (m_undo) 3790 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3137 { 3791 return;
3138// m_log.DebugFormat(
3139// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3140// Name, LocalId, m_undo.Count);
3141
3142 if (m_undo.Count > 0)
3143 {
3144 UndoState goback = m_undo[m_undo.Count - 1];
3145 m_undo.RemoveAt(m_undo.Count - 1);
3146
3147 UndoState nUndo = null;
3148
3149 if (ParentGroup.Scene.MaxUndoCount > 0)
3150 {
3151 nUndo = new UndoState(this, goback.ForGroup);
3152 }
3153
3154 goback.PlaybackState(this);
3155
3156 if (nUndo != null)
3157 {
3158 m_redo.Add(nUndo);
3159
3160 if (m_redo.Count > ParentGroup.Scene.MaxUndoCount)
3161 m_redo.RemoveAt(0);
3162 }
3163 }
3164 3792
3165// m_log.DebugFormat( 3793 lock (m_UndoRedo)
3166// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3794 {
3167// Name, LocalId, m_undo.Count); 3795 Undoing = true;
3796 m_UndoRedo.Undo(this);
3797 Undoing = false;
3168 } 3798 }
3169 } 3799 }
3170 3800
3171 public void Redo() 3801 public void Redo()
3172 { 3802 {
3173 lock (m_undo) 3803 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3174 { 3804 return;
3175// m_log.DebugFormat(
3176// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3177// Name, LocalId, m_redo.Count);
3178
3179 if (m_redo.Count > 0)
3180 {
3181 UndoState gofwd = m_redo[m_redo.Count - 1];
3182 m_redo.RemoveAt(m_redo.Count - 1);
3183
3184 if (ParentGroup.Scene.MaxUndoCount > 0)
3185 {
3186 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3187
3188 m_undo.Add(nUndo);
3189
3190 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3191 m_undo.RemoveAt(0);
3192 }
3193
3194 gofwd.PlayfwdState(this);
3195 3805
3196// m_log.DebugFormat( 3806 lock (m_UndoRedo)
3197// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3807 {
3198// Name, LocalId, m_redo.Count); 3808 Undoing = true;
3199 } 3809 m_UndoRedo.Redo(this);
3810 Undoing = false;
3200 } 3811 }
3201 } 3812 }
3202 3813
3203 public void ClearUndoState() 3814 public void ClearUndoState()
3204 { 3815 {
3205// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3816 if (m_UndoRedo == null || Undoing)
3817 return;
3206 3818
3207 lock (m_undo) 3819 lock (m_UndoRedo)
3208 { 3820 {
3209 m_undo.Clear(); 3821 m_UndoRedo.Clear();
3210 m_redo.Clear();
3211 } 3822 }
3212 } 3823 }
3213 3824
@@ -3757,7 +4368,7 @@ namespace OpenSim.Region.Framework.Scenes
3757 if (god) 4368 if (god)
3758 { 4369 {
3759 BaseMask = ApplyMask(BaseMask, set, mask); 4370 BaseMask = ApplyMask(BaseMask, set, mask);
3760 Inventory.ApplyGodPermissions(_baseMask); 4371 Inventory.ApplyGodPermissions(BaseMask);
3761 } 4372 }
3762 4373
3763 break; 4374 break;
@@ -3776,7 +4387,7 @@ namespace OpenSim.Region.Framework.Scenes
3776 case 16: 4387 case 16:
3777 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & 4388 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
3778 baseMask; 4389 baseMask;
3779 // Prevent the client from creating no mod, no copy 4390 // Prevent the client from creating no copy, no transfer
3780 // objects 4391 // objects
3781 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) 4392 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0)
3782 NextOwnerMask |= (uint)PermissionMask.Transfer; 4393 NextOwnerMask |= (uint)PermissionMask.Transfer;
@@ -3794,20 +4405,20 @@ namespace OpenSim.Region.Framework.Scenes
3794 { 4405 {
3795 bool update = false; 4406 bool update = false;
3796 4407
3797 if (BaseMask != source.BaseMask || 4408 uint prevOwnerMask = OwnerMask;
3798 OwnerMask != source.OwnerMask || 4409 uint prevGroupMask = GroupMask;
3799 GroupMask != source.GroupMask || 4410 uint prevEveryoneMask = EveryoneMask;
3800 EveryoneMask != source.EveryoneMask || 4411 uint prevNextOwnerMask = NextOwnerMask;
3801 NextOwnerMask != source.NextOwnerMask)
3802 update = true;
3803 4412
3804 BaseMask = source.BaseMask; 4413 OwnerMask = source.OwnerMask & BaseMask;
3805 OwnerMask = source.OwnerMask; 4414 GroupMask = source.GroupMask & BaseMask;
3806 GroupMask = source.GroupMask; 4415 EveryoneMask = source.EveryoneMask & BaseMask;
3807 EveryoneMask = source.EveryoneMask; 4416 NextOwnerMask = source.NextOwnerMask & BaseMask;
3808 NextOwnerMask = source.NextOwnerMask;
3809 4417
3810 if (update) 4418 if (OwnerMask != prevOwnerMask ||
4419 GroupMask != prevGroupMask ||
4420 EveryoneMask != prevEveryoneMask ||
4421 NextOwnerMask != prevNextOwnerMask)
3811 SendFullUpdateToAllClients(); 4422 SendFullUpdateToAllClients();
3812 } 4423 }
3813 4424
@@ -3858,6 +4469,27 @@ namespace OpenSim.Region.Framework.Scenes
3858 } 4469 }
3859 } 4470 }
3860 4471
4472
4473 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4474 {
4475 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4476 return;
4477
4478 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4479 {
4480 PhysicsShapeType = (byte)physdata.PhysShapeType;
4481
4482 }
4483
4484 if(Density != physdata.Density)
4485 Density = physdata.Density;
4486 if(GravityModifier != physdata.GravitationModifier)
4487 GravityModifier = physdata.GravitationModifier;
4488 if(Friction != physdata.Friction)
4489 Friction = physdata.Friction;
4490 if(Bounciness != physdata.Bounce)
4491 Bounciness = physdata.Bounce;
4492 }
3861 /// <summary> 4493 /// <summary>
3862 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4494 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
3863 /// </summary> 4495 /// </summary>
@@ -3865,7 +4497,7 @@ namespace OpenSim.Region.Framework.Scenes
3865 /// <param name="SetTemporary"></param> 4497 /// <param name="SetTemporary"></param>
3866 /// <param name="SetPhantom"></param> 4498 /// <param name="SetPhantom"></param>
3867 /// <param name="SetVD"></param> 4499 /// <param name="SetVD"></param>
3868 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4500 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
3869 { 4501 {
3870 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4502 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
3871 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4503 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -3875,214 +4507,230 @@ namespace OpenSim.Region.Framework.Scenes
3875 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4507 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
3876 return; 4508 return;
3877 4509
3878 PhysicsActor pa = PhysActor; 4510 VolumeDetectActive = SetVD;
3879
3880 // Special cases for VD. VD can only be called from a script
3881 // and can't be combined with changes to other states. So we can rely
3882 // that...
3883 // ... if VD is changed, all others are not.
3884 // ... if one of the others is changed, VD is not.
3885 if (SetVD) // VD is active, special logic applies
3886 {
3887 // State machine logic for VolumeDetect
3888 // More logic below
3889 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
3890
3891 if (phanReset) // Phantom changes from on to off switch VD off too
3892 {
3893 SetVD = false; // Switch it of for the course of this routine
3894 VolumeDetectActive = false; // and also permanently
3895
3896 if (pa != null)
3897 pa.SetVolumeDetect(0); // Let physics know about it too
3898 }
3899 else
3900 {
3901 // If volumedetect is active we don't want phantom to be applied.
3902 // If this is a new call to VD out of the state "phantom"
3903 // this will also cause the prim to be visible to physics
3904 SetPhantom = false;
3905 }
3906 }
3907 4511
3908 if (UsePhysics && IsJoint()) 4512 // volume detector implies phantom
3909 { 4513 if (VolumeDetectActive)
3910 SetPhantom = true; 4514 SetPhantom = true;
3911 }
3912 4515
3913 if (UsePhysics) 4516 if (UsePhysics)
3914 {
3915 AddFlag(PrimFlags.Physics); 4517 AddFlag(PrimFlags.Physics);
3916 if (!wasUsingPhysics)
3917 {
3918 DoPhysicsPropertyUpdate(UsePhysics, false);
3919 }
3920 }
3921 else 4518 else
3922 {
3923 RemFlag(PrimFlags.Physics); 4519 RemFlag(PrimFlags.Physics);
3924 if (wasUsingPhysics)
3925 {
3926 DoPhysicsPropertyUpdate(UsePhysics, false);
3927 }
3928 }
3929 4520
3930 if (SetPhantom 4521 if (SetPhantom)
3931 || ParentGroup.IsAttachment
3932 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
3933 {
3934 AddFlag(PrimFlags.Phantom); 4522 AddFlag(PrimFlags.Phantom);
3935 4523 else
3936 if (PhysActor != null)
3937 {
3938 RemoveFromPhysics();
3939 pa = null;
3940 }
3941 }
3942 else // Not phantom
3943 {
3944 RemFlag(PrimFlags.Phantom); 4524 RemFlag(PrimFlags.Phantom);
3945 4525
3946 if (ParentGroup.Scene == null) 4526 if (SetTemporary)
3947 return; 4527 AddFlag(PrimFlags.TemporaryOnRez);
4528 else
4529 RemFlag(PrimFlags.TemporaryOnRez);
3948 4530
3949 if (ParentGroup.Scene.CollidablePrims && pa == null)
3950 {
3951 pa = AddToPhysics(UsePhysics);
3952 4531
3953 if (pa != null) 4532 if (ParentGroup.Scene == null)
3954 { 4533 return;
3955 pa.SetMaterial(Material); 4534
3956 DoPhysicsPropertyUpdate(UsePhysics, true); 4535 PhysicsActor pa = PhysActor;
3957
3958 if (
3959 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
3960 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
3961 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
3962 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
3963 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
3964 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
3965 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
3966 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
3967 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
3968 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
3969 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
3970 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
3971 (CollisionSound != UUID.Zero)
3972 )
3973 {
3974 pa.OnCollisionUpdate += PhysicsCollision;
3975 pa.SubscribeEvents(1000);
3976 }
3977 }
3978 }
3979 else // it already has a physical representation
3980 {
3981 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
3982 }
3983 }
3984 4536
3985 if (SetVD) 4537 if (pa != null && building && pa.Building != building)
4538 pa.Building = building;
4539
4540 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4541 || (Shape.PathCurve == (byte)Extrusion.Flexible))
3986 { 4542 {
3987 // If the above logic worked (this is urgent candidate to unit tests!)
3988 // we now have a physicsactor.
3989 // Defensive programming calls for a check here.
3990 // Better would be throwing an exception that could be catched by a unit test as the internal
3991 // logic should make sure, this Physactor is always here.
3992 if (pa != null) 4543 if (pa != null)
3993 { 4544 {
3994 pa.SetVolumeDetect(1); 4545 if(wasUsingPhysics)
3995 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4546 ParentGroup.Scene.RemovePhysicalPrim(1);
3996 VolumeDetectActive = true; 4547 RemoveFromPhysics();
3997 } 4548 }
4549
4550 Velocity = new Vector3(0, 0, 0);
4551 Acceleration = new Vector3(0, 0, 0);
4552 if (ParentGroup.RootPart == this)
4553 AngularVelocity = new Vector3(0, 0, 0);
3998 } 4554 }
3999 else if (SetVD != wasVD) 4555 else if (SetVD != wasVD)
4000 { 4556 {
4001 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like 4557 if (ParentGroup.Scene.CollidablePrims)
4002 // (mumbles, well, at least if you have infinte CPU powers :-)) 4558 {
4003 if (pa != null) 4559 if (pa == null)
4004 pa.SetVolumeDetect(0); 4560 {
4561 AddToPhysics(UsePhysics, SetPhantom, building, false);
4562 pa = PhysActor;
4563/*
4564 if (pa != null)
4565 {
4566 if (
4567// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4568// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4569// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4570// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4571// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4572// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4573 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4574 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4575 (CollisionSound != UUID.Zero)
4576 )
4577 {
4578 pa.OnCollisionUpdate += PhysicsCollision;
4579 pa.SubscribeEvents(1000);
4580 }
4581 }
4582*/
4583 }
4584 else // it already has a physical representation
4585 {
4586 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4587/* moved into DoPhysicsPropertyUpdate
4588 if(VolumeDetectActive)
4589 pa.SetVolumeDetect(1);
4590 else
4591 pa.SetVolumeDetect(0);
4592*/
4005 4593
4006 RemFlag(PrimFlags.Phantom); 4594 if (pa.Building != building)
4007 VolumeDetectActive = false; 4595 pa.Building = building;
4008 } 4596 }
4009 4597
4010 if (SetTemporary) 4598 UpdatePhysicsSubscribedEvents();
4011 { 4599 }
4012 AddFlag(PrimFlags.TemporaryOnRez); 4600 }
4013 }
4014 else
4015 {
4016 RemFlag(PrimFlags.TemporaryOnRez);
4017 }
4018 4601
4019 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4602 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4020 4603
4604 // and last in case we have a new actor and not building
4605
4021 if (ParentGroup != null) 4606 if (ParentGroup != null)
4022 { 4607 {
4023 ParentGroup.HasGroupChanged = true; 4608 ParentGroup.HasGroupChanged = true;
4024 ScheduleFullUpdate(); 4609 ScheduleFullUpdate();
4025 } 4610 }
4026 4611
4027// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4612// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4028 } 4613 }
4029 4614
4030 /// <summary> 4615 /// <summary>
4031 /// Adds this part to the physics scene. 4616 /// Adds this part to the physics scene.
4617 /// and sets the PhysActor property
4032 /// </summary> 4618 /// </summary>
4033 /// <remarks>This method also sets the PhysActor property.</remarks> 4619 /// <param name="isPhysical">Add this prim as physical.</param>
4034 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4620 /// <param name="isPhantom">Add this prim as phantom.</param>
4035 /// <returns> 4621 /// <param name="building">tells physics to delay full construction of object</param>
4036 /// The physics actor. null if there was a failure. 4622 /// <param name="applyDynamics">applies velocities, force and torque</param>
4037 /// </returns> 4623 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4038 private PhysicsActor AddToPhysics(bool rigidBody) 4624 {
4039 {
4040 PhysicsActor pa; 4625 PhysicsActor pa;
4041 4626
4627 Vector3 velocity = Velocity;
4628 Vector3 rotationalVelocity = AngularVelocity;;
4629
4042 try 4630 try
4043 { 4631 {
4044 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4632 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4045 string.Format("{0}/{1}", Name, UUID), 4633 string.Format("{0}/{1}", Name, UUID),
4046 Shape, 4634 Shape,
4047 AbsolutePosition, 4635 AbsolutePosition,
4048 Scale, 4636 Scale,
4049 RotationOffset, 4637 GetWorldRotation(),
4050 rigidBody, 4638 isPhysical,
4051 m_localId); 4639 isPhantom,
4640 PhysicsShapeType,
4641 m_localId);
4052 } 4642 }
4053 catch 4643 catch (Exception ex)
4054 { 4644 {
4055 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); 4645 m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message);
4056 pa = null; 4646 pa = null;
4057 } 4647 }
4058 4648
4059 // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
4060 // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
4061 // being set.
4062 PhysActor = pa;
4063
4064 // Basic Physics can also return null as well as an exception catch.
4065 if (pa != null) 4649 if (pa != null)
4066 { 4650 {
4067 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4651 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
4068 pa.SetMaterial(Material); 4652 pa.SetMaterial(Material);
4069 DoPhysicsPropertyUpdate(rigidBody, true); 4653
4654 if (VolumeDetectActive) // change if not the default only
4655 pa.SetVolumeDetect(1);
4656
4657 if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId)
4658 m_vehicleParams.SetVehicle(pa);
4659
4660 // we are going to tell rest of code about physics so better have this here
4661 PhysActor = pa;
4662
4663 // DoPhysicsPropertyUpdate(isPhysical, true);
4664 // lets expand it here just with what it really needs to do
4665
4666 if (isPhysical)
4667 {
4668 if (ParentGroup.RootPart.KeyframeMotion != null)
4669 ParentGroup.RootPart.KeyframeMotion.Stop();
4670 ParentGroup.RootPart.KeyframeMotion = null;
4671 ParentGroup.Scene.AddPhysicalPrim(1);
4672
4673 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
4674 pa.OnOutOfBounds += PhysicsOutOfBounds;
4675
4676 if (ParentID != 0 && ParentID != LocalId)
4677 {
4678 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
4679
4680 if (parentPa != null)
4681 {
4682 pa.link(parentPa);
4683 }
4684 }
4685 }
4686
4687 if (applyDynamics)
4688 // do independent of isphysical so parameters get setted (at least some)
4689 {
4690 Velocity = velocity;
4691 AngularVelocity = rotationalVelocity;
4692// pa.Velocity = velocity;
4693 pa.RotationalVelocity = rotationalVelocity;
4694
4695 // if not vehicle and root part apply force and torque
4696 if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE)
4697 && LocalId == ParentGroup.RootPart.LocalId)
4698 {
4699 pa.Force = Force;
4700 pa.Torque = Torque;
4701 }
4702 }
4703
4704// if (Shape.SculptEntry)
4705// CheckSculptAndLoad();
4706// else
4707 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4708
4709 if (!building)
4710 pa.Building = false;
4070 } 4711 }
4071 4712
4072 return pa; 4713 PhysActor = pa;
4073 } 4714 }
4074 4715
4075 /// <summary> 4716 /// <summary>
4076 /// This removes the part from the physics scene. 4717 /// This removes the part from the physics scene.
4077 /// </summary> 4718 /// </summary>
4078 /// <remarks> 4719 /// <remarks>
4079 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4720 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4080 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4721 /// representation for collision detection.
4081 /// phantom.
4082 /// </remarks> 4722 /// </remarks>
4083 public void RemoveFromPhysics() 4723 public void RemoveFromPhysics()
4084 { 4724 {
4085 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 4725 PhysicsActor pa = PhysActor;
4726 if (pa != null)
4727 {
4728 pa.OnCollisionUpdate -= PhysicsCollision;
4729 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
4730 pa.OnOutOfBounds -= PhysicsOutOfBounds;
4731
4732 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
4733 }
4086 PhysActor = null; 4734 PhysActor = null;
4087 } 4735 }
4088 4736
@@ -4214,6 +4862,8 @@ namespace OpenSim.Region.Framework.Scenes
4214 { 4862 {
4215// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); 4863// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
4216 4864
4865 return;
4866
4217 if (ParentGroup.IsDeleted) 4867 if (ParentGroup.IsDeleted)
4218 return; 4868 return;
4219 4869
@@ -4294,6 +4944,44 @@ namespace OpenSim.Region.Framework.Scenes
4294 ScheduleFullUpdate(); 4944 ScheduleFullUpdate();
4295 } 4945 }
4296 4946
4947
4948 private void UpdatePhysicsSubscribedEvents()
4949 {
4950 PhysicsActor pa = PhysActor;
4951 if (pa == null)
4952 return;
4953
4954 pa.OnCollisionUpdate -= PhysicsCollision;
4955
4956 bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0));
4957
4958 scriptEvents CombinedEvents = AggregateScriptEvents;
4959
4960 // merge with root part
4961 if (ParentGroup != null && ParentGroup.RootPart != null)
4962 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
4963
4964 // submit to this part case
4965 if (VolumeDetectActive)
4966 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
4967 else if ((Flags & PrimFlags.Phantom) != 0)
4968 CombinedEvents &= PhyscicsPhantonSubsEvents;
4969 else
4970 CombinedEvents &= PhysicsNeededSubsEvents;
4971
4972 if (hassound || CombinedEvents != 0)
4973 {
4974 // subscribe to physics updates.
4975 pa.OnCollisionUpdate += PhysicsCollision;
4976 pa.SubscribeEvents(50); // 20 reports per second
4977 }
4978 else
4979 {
4980 pa.UnSubscribeEvents();
4981 }
4982 }
4983
4984
4297 public void aggregateScriptEvents() 4985 public void aggregateScriptEvents()
4298 { 4986 {
4299 if (ParentGroup == null || ParentGroup.RootPart == null) 4987 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4330,40 +5018,32 @@ namespace OpenSim.Region.Framework.Scenes
4330 { 5018 {
4331 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 5019 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4332 } 5020 }
4333 5021/*
4334 PhysicsActor pa = PhysActor; 5022 PhysicsActor pa = PhysActor;
4335 5023 if (pa != null)
4336 if (
4337 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4338 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4339 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4340 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4341 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4342 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4343 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4344 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4345 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4346 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4347 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4348 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4349 (CollisionSound != UUID.Zero)
4350 )
4351 { 5024 {
4352 // subscribe to physics updates. 5025 if (
4353 if (pa != null) 5026// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5027// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5028// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5029// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5030// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5031// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5032 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5033 )
4354 { 5034 {
5035 // subscribe to physics updates.
4355 pa.OnCollisionUpdate += PhysicsCollision; 5036 pa.OnCollisionUpdate += PhysicsCollision;
4356 pa.SubscribeEvents(1000); 5037 pa.SubscribeEvents(1000);
4357 } 5038 }
4358 } 5039 else
4359 else
4360 {
4361 if (pa != null)
4362 { 5040 {
4363 pa.UnSubscribeEvents(); 5041 pa.UnSubscribeEvents();
4364 pa.OnCollisionUpdate -= PhysicsCollision; 5042 pa.OnCollisionUpdate -= PhysicsCollision;
4365 } 5043 }
4366 } 5044 }
5045 */
5046 UpdatePhysicsSubscribedEvents();
4367 5047
4368 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5048 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4369 //{ 5049 //{
@@ -4494,6 +5174,18 @@ namespace OpenSim.Region.Framework.Scenes
4494 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5174 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4495 } 5175 }
4496 5176
5177 public void ResetOwnerChangeFlag()
5178 {
5179 List<UUID> inv = Inventory.GetInventoryList();
5180
5181 foreach (UUID itemID in inv)
5182 {
5183 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5184 item.OwnerChanged = false;
5185 Inventory.UpdateInventoryItem(item, false, false);
5186 }
5187 }
5188
4497 /// <summary> 5189 /// <summary>
4498 /// Record an avatar sitting on this part. 5190 /// Record an avatar sitting on this part.
4499 /// </summary> 5191 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index db723fa..3a9a146 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,7 +87,9 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
@@ -133,38 +138,45 @@ namespace OpenSim.Region.Framework.Scenes
133 public void ResetInventoryIDs() 138 public void ResetInventoryIDs()
134 { 139 {
135 if (null == m_part) 140 if (null == m_part)
136 return; 141 m_items.LockItemsForWrite(true);
137 142
138 lock (m_items) 143 if (Items.Count == 0)
139 { 144 {
140 if (0 == m_items.Count) 145 m_items.LockItemsForWrite(false);
141 return; 146 return;
147 }
142 148
143 IList<TaskInventoryItem> items = GetInventoryItems(); 149 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
144 m_items.Clear(); 150 Items.Clear();
145 151
146 foreach (TaskInventoryItem item in items) 152 foreach (TaskInventoryItem item in items)
147 { 153 {
148 item.ResetIDs(m_part.UUID); 154 item.ResetIDs(m_part.UUID);
149 m_items.Add(item.ItemID, item); 155 Items.Add(item.ItemID, item);
150 }
151 } 156 }
157 m_items.LockItemsForWrite(false);
152 } 158 }
153 159
154 public void ResetObjectID() 160 public void ResetObjectID()
155 { 161 {
156 lock (Items) 162 m_items.LockItemsForWrite(true);
163
164 if (Items.Count == 0)
157 { 165 {
158 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 166 m_items.LockItemsForWrite(false);
159 Items.Clear(); 167 return;
160
161 foreach (TaskInventoryItem item in items)
162 {
163 item.ParentPartID = m_part.UUID;
164 item.ParentID = m_part.UUID;
165 Items.Add(item.ItemID, item);
166 }
167 } 168 }
169
170 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
171 Items.Clear();
172
173 foreach (TaskInventoryItem item in items)
174 {
175 item.ParentPartID = m_part.UUID;
176 item.ParentID = m_part.UUID;
177 Items.Add(item.ItemID, item);
178 }
179 m_items.LockItemsForWrite(false);
168 } 180 }
169 181
170 /// <summary> 182 /// <summary>
@@ -173,17 +185,14 @@ namespace OpenSim.Region.Framework.Scenes
173 /// <param name="ownerId"></param> 185 /// <param name="ownerId"></param>
174 public void ChangeInventoryOwner(UUID ownerId) 186 public void ChangeInventoryOwner(UUID ownerId)
175 { 187 {
176 lock (Items) 188 List<TaskInventoryItem> items = GetInventoryItems();
177 { 189
178 if (0 == Items.Count) 190 if (items.Count == 0)
179 { 191 return;
180 return;
181 }
182 }
183 192
193 m_items.LockItemsForWrite(true);
184 HasInventoryChanged = true; 194 HasInventoryChanged = true;
185 m_part.ParentGroup.HasGroupChanged = true; 195 m_part.ParentGroup.HasGroupChanged = true;
186 List<TaskInventoryItem> items = GetInventoryItems();
187 foreach (TaskInventoryItem item in items) 196 foreach (TaskInventoryItem item in items)
188 { 197 {
189 if (ownerId != item.OwnerID) 198 if (ownerId != item.OwnerID)
@@ -194,6 +203,7 @@ namespace OpenSim.Region.Framework.Scenes
194 item.PermsGranter = UUID.Zero; 203 item.PermsGranter = UUID.Zero;
195 item.OwnerChanged = true; 204 item.OwnerChanged = true;
196 } 205 }
206 m_items.LockItemsForWrite(false);
197 } 207 }
198 208
199 /// <summary> 209 /// <summary>
@@ -202,12 +212,11 @@ namespace OpenSim.Region.Framework.Scenes
202 /// <param name="groupID"></param> 212 /// <param name="groupID"></param>
203 public void ChangeInventoryGroup(UUID groupID) 213 public void ChangeInventoryGroup(UUID groupID)
204 { 214 {
205 lock (Items) 215 m_items.LockItemsForWrite(true);
216 if (0 == Items.Count)
206 { 217 {
207 if (0 == Items.Count) 218 m_items.LockItemsForWrite(false);
208 { 219 return;
209 return;
210 }
211 } 220 }
212 221
213 // Don't let this set the HasGroupChanged flag for attachments 222 // Don't let this set the HasGroupChanged flag for attachments
@@ -219,12 +228,15 @@ namespace OpenSim.Region.Framework.Scenes
219 m_part.ParentGroup.HasGroupChanged = true; 228 m_part.ParentGroup.HasGroupChanged = true;
220 } 229 }
221 230
222 List<TaskInventoryItem> items = GetInventoryItems(); 231 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
223 foreach (TaskInventoryItem item in items) 232 foreach (TaskInventoryItem item in items)
224 { 233 {
225 if (groupID != item.GroupID) 234 if (groupID != item.GroupID)
235 {
226 item.GroupID = groupID; 236 item.GroupID = groupID;
237 }
227 } 238 }
239 m_items.LockItemsForWrite(false);
228 } 240 }
229 241
230 private void QueryScriptStates() 242 private void QueryScriptStates()
@@ -232,15 +244,18 @@ namespace OpenSim.Region.Framework.Scenes
232 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null) 244 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null)
233 return; 245 return;
234 246
235 lock (Items) 247 Items.LockItemsForRead(true);
248 foreach (TaskInventoryItem item in Items.Values)
236 { 249 {
237 foreach (TaskInventoryItem item in Items.Values) 250 if (item.InvType == (int)InventoryType.LSL)
238 { 251 {
239 bool running; 252 bool running;
240 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running)) 253 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running))
241 item.ScriptRunning = running; 254 item.ScriptRunning = running;
242 } 255 }
243 } 256 }
257
258 Items.LockItemsForRead(false);
244 } 259 }
245 260
246 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running) 261 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running)
@@ -317,7 +332,10 @@ namespace OpenSim.Region.Framework.Scenes
317 { 332 {
318 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 333 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
319 foreach (TaskInventoryItem item in scripts) 334 foreach (TaskInventoryItem item in scripts)
335 {
320 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 336 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
337 m_part.RemoveScriptEvents(item.ItemID);
338 }
321 } 339 }
322 340
323 /// <summary> 341 /// <summary>
@@ -339,7 +357,10 @@ namespace OpenSim.Region.Framework.Scenes
339// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 357// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
340 358
341 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 359 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
360 {
361 StoreScriptError(item.ItemID, "no permission");
342 return false; 362 return false;
363 }
343 364
344 m_part.AddFlag(PrimFlags.Scripted); 365 m_part.AddFlag(PrimFlags.Scripted);
345 366
@@ -349,14 +370,13 @@ namespace OpenSim.Region.Framework.Scenes
349 if (stateSource == 2 && // Prim crossing 370 if (stateSource == 2 && // Prim crossing
350 m_part.ParentGroup.Scene.m_trustBinaries) 371 m_part.ParentGroup.Scene.m_trustBinaries)
351 { 372 {
352 lock (m_items) 373 m_items.LockItemsForWrite(true);
353 { 374 m_items[item.ItemID].PermsMask = 0;
354 m_items[item.ItemID].PermsMask = 0; 375 m_items[item.ItemID].PermsGranter = UUID.Zero;
355 m_items[item.ItemID].PermsGranter = UUID.Zero; 376 m_items.LockItemsForWrite(false);
356 }
357
358 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 377 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
359 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 378 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
379 StoreScriptErrors(item.ItemID, null);
360 m_part.ParentGroup.AddActiveScriptCount(1); 380 m_part.ParentGroup.AddActiveScriptCount(1);
361 m_part.ScheduleFullUpdate(); 381 m_part.ScheduleFullUpdate();
362 return true; 382 return true;
@@ -365,6 +385,8 @@ namespace OpenSim.Region.Framework.Scenes
365 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 385 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
366 if (null == asset) 386 if (null == asset)
367 { 387 {
388 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
389 StoreScriptError(item.ItemID, msg);
368 m_log.ErrorFormat( 390 m_log.ErrorFormat(
369 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 391 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
370 item.Name, item.ItemID, m_part.AbsolutePosition, 392 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -377,16 +399,18 @@ namespace OpenSim.Region.Framework.Scenes
377 if (m_part.ParentGroup.m_savedScriptState != null) 399 if (m_part.ParentGroup.m_savedScriptState != null)
378 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 400 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
379 401
380 lock (m_items) 402 m_items.LockItemsForWrite(true);
381 { 403
382 m_items[item.ItemID].OldItemID = item.OldItemID; 404 m_items[item.ItemID].OldItemID = item.OldItemID;
383 m_items[item.ItemID].PermsMask = 0; 405 m_items[item.ItemID].PermsMask = 0;
384 m_items[item.ItemID].PermsGranter = UUID.Zero; 406 m_items[item.ItemID].PermsGranter = UUID.Zero;
385 }
386 407
408 m_items.LockItemsForWrite(false);
409
387 string script = Utils.BytesToString(asset.Data); 410 string script = Utils.BytesToString(asset.Data);
388 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 411 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
389 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 412 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
413 StoreScriptErrors(item.ItemID, null);
390 if (!item.ScriptRunning) 414 if (!item.ScriptRunning)
391 m_part.ParentGroup.Scene.EventManager.TriggerStopScript( 415 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
392 m_part.LocalId, item.ItemID); 416 m_part.LocalId, item.ItemID);
@@ -459,22 +483,149 @@ namespace OpenSim.Region.Framework.Scenes
459 return stateID; 483 return stateID;
460 } 484 }
461 485
486 /// <summary>
487 /// Start a script which is in this prim's inventory.
488 /// Some processing may occur in the background, but this routine returns asap.
489 /// </summary>
490 /// <param name="itemId">
491 /// A <see cref="UUID"/>
492 /// </param>
462 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 493 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
463 { 494 {
464 TaskInventoryItem item = GetInventoryItem(itemId); 495 lock (m_scriptErrors)
465 if (item != null)
466 { 496 {
467 return CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 497 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
498 m_scriptErrors.Remove(itemId);
499 }
500 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
501 return true;
502 }
503
504 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
505 {
506 m_items.LockItemsForRead(true);
507 if (m_items.ContainsKey(itemId))
508 {
509 if (m_items.ContainsKey(itemId))
510 {
511 m_items.LockItemsForRead(false);
512 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
513 }
514 else
515 {
516 m_items.LockItemsForRead(false);
517 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
518 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
519 StoreScriptError(itemId, msg);
520 m_log.ErrorFormat(
521 "[PRIM INVENTORY]: " +
522 "Couldn't start script with ID {0} since it {1}", itemId, msg);
523 }
468 } 524 }
469 else 525 else
470 { 526 {
527 m_items.LockItemsForRead(false);
528 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
529 StoreScriptError(itemId, msg);
471 m_log.ErrorFormat( 530 m_log.ErrorFormat(
472 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 531 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
473 itemId, m_part.Name, m_part.UUID, 532 itemId, m_part.Name, m_part.UUID,
474 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 533 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
534 }
535
536 }
475 537
476 return false; 538 /// <summary>
539 /// Start a script which is in this prim's inventory and return any compilation error messages.
540 /// </summary>
541 /// <param name="itemId">
542 /// A <see cref="UUID"/>
543 /// </param>
544 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
545 {
546 ArrayList errors;
547
548 // Indicate to CreateScriptInstanceInternal() we want it to
549 // post any compilation/loading error messages
550 lock (m_scriptErrors)
551 {
552 m_scriptErrors[itemId] = null;
553 }
554
555 // Perform compilation/loading
556 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
557
558 // Wait for and retrieve any errors
559 lock (m_scriptErrors)
560 {
561 while ((errors = m_scriptErrors[itemId]) == null)
562 {
563 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
564 {
565 m_log.ErrorFormat(
566 "[PRIM INVENTORY]: " +
567 "timedout waiting for script {0} errors", itemId);
568 errors = m_scriptErrors[itemId];
569 if (errors == null)
570 {
571 errors = new ArrayList(1);
572 errors.Add("timedout waiting for errors");
573 }
574 break;
575 }
576 }
577 m_scriptErrors.Remove(itemId);
477 } 578 }
579 return errors;
580 }
581
582 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
583 private void StoreScriptErrors(UUID itemId, ArrayList errors)
584 {
585 lock (m_scriptErrors)
586 {
587 // If compilation/loading initiated via CreateScriptInstance(),
588 // it does not want the errors, so just get out
589 if (!m_scriptErrors.ContainsKey(itemId))
590 {
591 return;
592 }
593
594 // Initiated via CreateScriptInstanceEr(), if we know what the
595 // errors are, save them and wake CreateScriptInstanceEr().
596 if (errors != null)
597 {
598 m_scriptErrors[itemId] = errors;
599 System.Threading.Monitor.PulseAll(m_scriptErrors);
600 return;
601 }
602 }
603
604 // Initiated via CreateScriptInstanceEr() but we don't know what
605 // the errors are yet, so retrieve them from the script engine.
606 // This may involve some waiting internal to GetScriptErrors().
607 errors = GetScriptErrors(itemId);
608
609 // Get a default non-null value to indicate success.
610 if (errors == null)
611 {
612 errors = new ArrayList();
613 }
614
615 // Post to CreateScriptInstanceEr() and wake it up
616 lock (m_scriptErrors)
617 {
618 m_scriptErrors[itemId] = errors;
619 System.Threading.Monitor.PulseAll(m_scriptErrors);
620 }
621 }
622
623 // Like StoreScriptErrors(), but just posts a single string message
624 private void StoreScriptError(UUID itemId, string message)
625 {
626 ArrayList errors = new ArrayList(1);
627 errors.Add(message);
628 StoreScriptErrors(itemId, errors);
478 } 629 }
479 630
480 /// <summary> 631 /// <summary>
@@ -487,15 +638,7 @@ namespace OpenSim.Region.Framework.Scenes
487 /// </param> 638 /// </param>
488 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 639 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
489 { 640 {
490 bool scriptPresent = false; 641 if (m_items.ContainsKey(itemId))
491
492 lock (m_items)
493 {
494 if (m_items.ContainsKey(itemId))
495 scriptPresent = true;
496 }
497
498 if (scriptPresent)
499 { 642 {
500 if (!sceneObjectBeingDeleted) 643 if (!sceneObjectBeingDeleted)
501 m_part.RemoveScriptEvents(itemId); 644 m_part.RemoveScriptEvents(itemId);
@@ -565,14 +708,16 @@ namespace OpenSim.Region.Framework.Scenes
565 /// <returns></returns> 708 /// <returns></returns>
566 private bool InventoryContainsName(string name) 709 private bool InventoryContainsName(string name)
567 { 710 {
568 lock (m_items) 711 m_items.LockItemsForRead(true);
712 foreach (TaskInventoryItem item in m_items.Values)
569 { 713 {
570 foreach (TaskInventoryItem item in m_items.Values) 714 if (item.Name == name)
571 { 715 {
572 if (item.Name == name) 716 m_items.LockItemsForRead(false);
573 return true; 717 return true;
574 } 718 }
575 } 719 }
720 m_items.LockItemsForRead(false);
576 return false; 721 return false;
577 } 722 }
578 723
@@ -614,8 +759,9 @@ namespace OpenSim.Region.Framework.Scenes
614 /// <param name="item"></param> 759 /// <param name="item"></param>
615 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 760 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
616 { 761 {
617 List<TaskInventoryItem> il = GetInventoryItems(); 762 m_items.LockItemsForRead(true);
618 763 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
764 m_items.LockItemsForRead(false);
619 foreach (TaskInventoryItem i in il) 765 foreach (TaskInventoryItem i in il)
620 { 766 {
621 if (i.Name == item.Name) 767 if (i.Name == item.Name)
@@ -653,14 +799,14 @@ namespace OpenSim.Region.Framework.Scenes
653 item.Name = name; 799 item.Name = name;
654 item.GroupID = m_part.GroupID; 800 item.GroupID = m_part.GroupID;
655 801
656 lock (m_items) 802 m_items.LockItemsForWrite(true);
657 m_items.Add(item.ItemID, item); 803 m_items.Add(item.ItemID, item);
658 804 m_items.LockItemsForWrite(false);
659 if (allowedDrop) 805 if (allowedDrop)
660 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 806 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
661 else 807 else
662 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 808 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
663 809
664 m_inventorySerial++; 810 m_inventorySerial++;
665 //m_inventorySerial += 2; 811 //m_inventorySerial += 2;
666 HasInventoryChanged = true; 812 HasInventoryChanged = true;
@@ -676,15 +822,15 @@ namespace OpenSim.Region.Framework.Scenes
676 /// <param name="items"></param> 822 /// <param name="items"></param>
677 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 823 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
678 { 824 {
679 lock (m_items) 825 m_items.LockItemsForWrite(true);
826 foreach (TaskInventoryItem item in items)
680 { 827 {
681 foreach (TaskInventoryItem item in items) 828 m_items.Add(item.ItemID, item);
682 { 829// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
683 m_items.Add(item.ItemID, item);
684// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
685 }
686 m_inventorySerial++;
687 } 830 }
831 m_items.LockItemsForWrite(false);
832
833 m_inventorySerial++;
688 } 834 }
689 835
690 /// <summary> 836 /// <summary>
@@ -695,23 +841,24 @@ namespace OpenSim.Region.Framework.Scenes
695 public TaskInventoryItem GetInventoryItem(UUID itemId) 841 public TaskInventoryItem GetInventoryItem(UUID itemId)
696 { 842 {
697 TaskInventoryItem item; 843 TaskInventoryItem item;
698 844 m_items.LockItemsForRead(true);
699 lock (m_items) 845 m_items.TryGetValue(itemId, out item);
700 m_items.TryGetValue(itemId, out item); 846 m_items.LockItemsForRead(false);
701
702 return item; 847 return item;
703 } 848 }
704 849
705 public TaskInventoryItem GetInventoryItem(string name) 850 public TaskInventoryItem GetInventoryItem(string name)
706 { 851 {
707 lock (m_items) 852 m_items.LockItemsForRead(true);
853 foreach (TaskInventoryItem item in m_items.Values)
708 { 854 {
709 foreach (TaskInventoryItem item in m_items.Values) 855 if (item.Name == name)
710 { 856 {
711 if (item.Name == name) 857 m_items.LockItemsForRead(false);
712 return item; 858 return item;
713 } 859 }
714 } 860 }
861 m_items.LockItemsForRead(false);
715 862
716 return null; 863 return null;
717 } 864 }
@@ -720,15 +867,16 @@ namespace OpenSim.Region.Framework.Scenes
720 { 867 {
721 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 868 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
722 869
723 lock (m_items) 870 m_items.LockItemsForRead(true);
871
872 foreach (TaskInventoryItem item in m_items.Values)
724 { 873 {
725 foreach (TaskInventoryItem item in m_items.Values) 874 if (item.Name == name)
726 { 875 items.Add(item);
727 if (item.Name == name)
728 items.Add(item);
729 }
730 } 876 }
731 877
878 m_items.LockItemsForRead(false);
879
732 return items; 880 return items;
733 } 881 }
734 882
@@ -747,6 +895,10 @@ namespace OpenSim.Region.Framework.Scenes
747 string xmlData = Utils.BytesToString(rezAsset.Data); 895 string xmlData = Utils.BytesToString(rezAsset.Data);
748 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 896 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
749 897
898 group.RootPart.AttachPoint = group.RootPart.Shape.State;
899 group.RootPart.AttachOffset = group.AbsolutePosition;
900 group.RootPart.AttachRotation = group.GroupRotation;
901
750 group.ResetIDs(); 902 group.ResetIDs();
751 903
752 SceneObjectPart rootPart = group.GetPart(group.UUID); 904 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -821,8 +973,9 @@ namespace OpenSim.Region.Framework.Scenes
821 973
822 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 974 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
823 { 975 {
824 TaskInventoryItem it = GetInventoryItem(item.ItemID); 976 m_items.LockItemsForWrite(true);
825 if (it != null) 977
978 if (m_items.ContainsKey(item.ItemID))
826 { 979 {
827// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 980// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
828 981
@@ -835,14 +988,10 @@ namespace OpenSim.Region.Framework.Scenes
835 item.GroupID = m_part.GroupID; 988 item.GroupID = m_part.GroupID;
836 989
837 if (item.AssetID == UUID.Zero) 990 if (item.AssetID == UUID.Zero)
838 item.AssetID = it.AssetID; 991 item.AssetID = m_items[item.ItemID].AssetID;
839 992
840 lock (m_items) 993 m_items[item.ItemID] = item;
841 { 994 m_inventorySerial++;
842 m_items[item.ItemID] = item;
843 m_inventorySerial++;
844 }
845
846 if (fireScriptEvents) 995 if (fireScriptEvents)
847 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 996 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
848 997
@@ -851,7 +1000,7 @@ namespace OpenSim.Region.Framework.Scenes
851 HasInventoryChanged = true; 1000 HasInventoryChanged = true;
852 m_part.ParentGroup.HasGroupChanged = true; 1001 m_part.ParentGroup.HasGroupChanged = true;
853 } 1002 }
854 1003 m_items.LockItemsForWrite(false);
855 return true; 1004 return true;
856 } 1005 }
857 else 1006 else
@@ -862,8 +1011,9 @@ namespace OpenSim.Region.Framework.Scenes
862 item.ItemID, m_part.Name, m_part.UUID, 1011 item.ItemID, m_part.Name, m_part.UUID,
863 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 1012 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
864 } 1013 }
865 return false; 1014 m_items.LockItemsForWrite(false);
866 1015
1016 return false;
867 } 1017 }
868 1018
869 /// <summary> 1019 /// <summary>
@@ -874,43 +1024,59 @@ namespace OpenSim.Region.Framework.Scenes
874 /// in this prim's inventory.</returns> 1024 /// in this prim's inventory.</returns>
875 public int RemoveInventoryItem(UUID itemID) 1025 public int RemoveInventoryItem(UUID itemID)
876 { 1026 {
877 TaskInventoryItem item = GetInventoryItem(itemID); 1027 m_items.LockItemsForRead(true);
878 if (item != null) 1028
1029 if (m_items.ContainsKey(itemID))
879 { 1030 {
880 int type = m_items[itemID].InvType; 1031 int type = m_items[itemID].InvType;
1032 m_items.LockItemsForRead(false);
881 if (type == 10) // Script 1033 if (type == 10) // Script
882 { 1034 {
883 m_part.RemoveScriptEvents(itemID);
884 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 1035 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
885 } 1036 }
1037 m_items.LockItemsForWrite(true);
886 m_items.Remove(itemID); 1038 m_items.Remove(itemID);
1039 m_items.LockItemsForWrite(false);
887 m_inventorySerial++; 1040 m_inventorySerial++;
888 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 1041 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
889 1042
890 HasInventoryChanged = true; 1043 HasInventoryChanged = true;
891 m_part.ParentGroup.HasGroupChanged = true; 1044 m_part.ParentGroup.HasGroupChanged = true;
892 1045
893 if (!ContainsScripts()) 1046 int scriptcount = 0;
1047 m_items.LockItemsForRead(true);
1048 foreach (TaskInventoryItem item in m_items.Values)
1049 {
1050 if (item.Type == 10)
1051 {
1052 scriptcount++;
1053 }
1054 }
1055 m_items.LockItemsForRead(false);
1056
1057
1058 if (scriptcount <= 0)
1059 {
894 m_part.RemFlag(PrimFlags.Scripted); 1060 m_part.RemFlag(PrimFlags.Scripted);
1061 }
895 1062
896 m_part.ScheduleFullUpdate(); 1063 m_part.ScheduleFullUpdate();
897 1064
898 return type; 1065 return type;
899
900 } 1066 }
901 else 1067 else
902 { 1068 {
1069 m_items.LockItemsForRead(false);
903 m_log.ErrorFormat( 1070 m_log.ErrorFormat(
904 "[PRIM INVENTORY]: " + 1071 "[PRIM INVENTORY]: " +
905 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 1072 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
906 itemID, m_part.Name, m_part.UUID, 1073 itemID, m_part.Name, m_part.UUID);
907 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
908 } 1074 }
909 1075
910 return -1; 1076 return -1;
911 } 1077 }
912 1078
913 private bool CreateInventoryFile() 1079 private bool CreateInventoryFileName()
914 { 1080 {
915// m_log.DebugFormat( 1081// m_log.DebugFormat(
916// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 1082// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -919,70 +1085,12 @@ namespace OpenSim.Region.Framework.Scenes
919 if (m_inventoryFileName == String.Empty || 1085 if (m_inventoryFileName == String.Empty ||
920 m_inventoryFileNameSerial < m_inventorySerial) 1086 m_inventoryFileNameSerial < m_inventorySerial)
921 { 1087 {
922 // Something changed, we need to create a new file
923 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1088 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
924 m_inventoryFileNameSerial = m_inventorySerial; 1089 m_inventoryFileNameSerial = m_inventorySerial;
925 1090
926 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
927
928 lock (m_items)
929 {
930 foreach (TaskInventoryItem item in m_items.Values)
931 {
932// m_log.DebugFormat(
933// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}",
934// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
935
936 UUID ownerID = item.OwnerID;
937 uint everyoneMask = 0;
938 uint baseMask = item.BasePermissions;
939 uint ownerMask = item.CurrentPermissions;
940 uint groupMask = item.GroupPermissions;
941
942 invString.AddItemStart();
943 invString.AddNameValueLine("item_id", item.ItemID.ToString());
944 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
945
946 invString.AddPermissionsStart();
947
948 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
949 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
950 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
951 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
952 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
953
954 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
955 invString.AddNameValueLine("owner_id", ownerID.ToString());
956
957 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
958
959 invString.AddNameValueLine("group_id", item.GroupID.ToString());
960 invString.AddSectionEnd();
961
962 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
963 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
964 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
965 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
966
967 invString.AddSaleStart();
968 invString.AddNameValueLine("sale_type", "not");
969 invString.AddNameValueLine("sale_price", "0");
970 invString.AddSectionEnd();
971
972 invString.AddNameValueLine("name", item.Name + "|");
973 invString.AddNameValueLine("desc", item.Description + "|");
974
975 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
976 invString.AddSectionEnd();
977 }
978 }
979
980 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
981
982 return true; 1091 return true;
983 } 1092 }
984 1093
985 // No need to recreate, the existing file is fine
986 return false; 1094 return false;
987 } 1095 }
988 1096
@@ -992,43 +1100,110 @@ namespace OpenSim.Region.Framework.Scenes
992 /// <param name="xferManager"></param> 1100 /// <param name="xferManager"></param>
993 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 1101 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
994 { 1102 {
995 lock (m_items) 1103 bool changed = CreateInventoryFileName();
996 {
997 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
998 // a new script if any previous deletion has left the prim inventory empty.
999 if (m_items.Count == 0) // No inventory
1000 {
1001// m_log.DebugFormat(
1002// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
1003// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
1004 1104
1005 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1105 bool includeAssets = false;
1006 return; 1106 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1007 } 1107 includeAssets = true;
1108
1109 if (m_inventoryPrivileged != includeAssets)
1110 changed = true;
1111
1112 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1113
1114 Items.LockItemsForRead(true);
1115
1116 if (m_inventorySerial == 0) // No inventory
1117 {
1118 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1119 Items.LockItemsForRead(false);
1120 return;
1121 }
1008 1122
1009 CreateInventoryFile(); 1123 if (m_items.Count == 0) // No inventory
1124 {
1125 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1126 Items.LockItemsForRead(false);
1127 return;
1128 }
1010 1129
1011 // In principle, we should only do the rest if the inventory changed; 1130 if (!changed)
1012 // by sending m_inventorySerial to the client, it ought to know 1131 {
1013 // that nothing changed and that it doesn't need to request the file.
1014 // Unfortunately, it doesn't look like the client optimizes this;
1015 // the client seems to always come back and request the Xfer,
1016 // no matter what value m_inventorySerial has.
1017 // FIXME: Could probably be > 0 here rather than > 2
1018 if (m_inventoryFileData.Length > 2) 1132 if (m_inventoryFileData.Length > 2)
1019 { 1133 {
1020 // Add the file for Xfer 1134 xferManager.AddNewFile(m_inventoryFileName,
1021 // m_log.DebugFormat( 1135 m_inventoryFileData);
1022 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}", 1136 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1023 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId); 1137 Util.StringToBytes256(m_inventoryFileName));
1024 1138
1025 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1139 Items.LockItemsForRead(false);
1140 return;
1026 } 1141 }
1027
1028 // Tell the client we're ready to Xfer the file
1029 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1030 Util.StringToBytes256(m_inventoryFileName));
1031 } 1142 }
1143
1144 m_inventoryPrivileged = includeAssets;
1145
1146 foreach (TaskInventoryItem item in m_items.Values)
1147 {
1148 UUID ownerID = item.OwnerID;
1149 uint everyoneMask = 0;
1150 uint baseMask = item.BasePermissions;
1151 uint ownerMask = item.CurrentPermissions;
1152 uint groupMask = item.GroupPermissions;
1153
1154 invString.AddItemStart();
1155 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1156 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1157
1158 invString.AddPermissionsStart();
1159
1160 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1161 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1162 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1163 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1164 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1165
1166 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1167 invString.AddNameValueLine("owner_id", ownerID.ToString());
1168
1169 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1170
1171 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1172 invString.AddSectionEnd();
1173
1174 if (includeAssets)
1175 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1176 else
1177 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1178 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1179 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1180 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1181
1182 invString.AddSaleStart();
1183 invString.AddNameValueLine("sale_type", "not");
1184 invString.AddNameValueLine("sale_price", "0");
1185 invString.AddSectionEnd();
1186
1187 invString.AddNameValueLine("name", item.Name + "|");
1188 invString.AddNameValueLine("desc", item.Description + "|");
1189
1190 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1191 invString.AddSectionEnd();
1192 }
1193
1194 Items.LockItemsForRead(false);
1195
1196 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
1197
1198 if (m_inventoryFileData.Length > 2)
1199 {
1200 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1201 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1202 Util.StringToBytes256(m_inventoryFileName));
1203 return;
1204 }
1205
1206 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1032 } 1207 }
1033 1208
1034 /// <summary> 1209 /// <summary>
@@ -1037,13 +1212,19 @@ namespace OpenSim.Region.Framework.Scenes
1037 /// <param name="datastore"></param> 1212 /// <param name="datastore"></param>
1038 public void ProcessInventoryBackup(ISimulationDataService datastore) 1213 public void ProcessInventoryBackup(ISimulationDataService datastore)
1039 { 1214 {
1040 if (HasInventoryChanged) 1215// Removed this because linking will cause an immediate delete of the new
1041 { 1216// child prim from the database and the subsequent storing of the prim sees
1042 HasInventoryChanged = false; 1217// the inventory of it as unchanged and doesn't store it at all. The overhead
1043 List<TaskInventoryItem> items = GetInventoryItems(); 1218// of storing prim inventory needlessly is much less than the aggravation
1044 datastore.StorePrimInventory(m_part.UUID, items); 1219// of prim inventory loss.
1220// if (HasInventoryChanged)
1221// {
1222 Items.LockItemsForRead(true);
1223 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1224 Items.LockItemsForRead(false);
1045 1225
1046 } 1226 HasInventoryChanged = false;
1227// }
1047 } 1228 }
1048 1229
1049 public class InventoryStringBuilder 1230 public class InventoryStringBuilder
@@ -1109,87 +1290,63 @@ namespace OpenSim.Region.Framework.Scenes
1109 { 1290 {
1110 uint mask=0x7fffffff; 1291 uint mask=0x7fffffff;
1111 1292
1112 lock (m_items) 1293 foreach (TaskInventoryItem item in m_items.Values)
1113 { 1294 {
1114 foreach (TaskInventoryItem item in m_items.Values) 1295 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1296 mask &= ~((uint)PermissionMask.Copy >> 13);
1297 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1298 mask &= ~((uint)PermissionMask.Transfer >> 13);
1299 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1300 mask &= ~((uint)PermissionMask.Modify >> 13);
1301
1302 if (item.InvType == (int)InventoryType.Object)
1115 { 1303 {
1116 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1304 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1117 mask &= ~((uint)PermissionMask.Copy >> 13); 1305 mask &= ~((uint)PermissionMask.Copy >> 13);
1118 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1306 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1119 mask &= ~((uint)PermissionMask.Transfer >> 13); 1307 mask &= ~((uint)PermissionMask.Transfer >> 13);
1120 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1308 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1121 mask &= ~((uint)PermissionMask.Modify >> 13); 1309 mask &= ~((uint)PermissionMask.Modify >> 13);
1122
1123 if (item.InvType != (int)InventoryType.Object)
1124 {
1125 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1126 mask &= ~((uint)PermissionMask.Copy >> 13);
1127 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1128 mask &= ~((uint)PermissionMask.Transfer >> 13);
1129 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1130 mask &= ~((uint)PermissionMask.Modify >> 13);
1131 }
1132 else
1133 {
1134 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1135 mask &= ~((uint)PermissionMask.Copy >> 13);
1136 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1137 mask &= ~((uint)PermissionMask.Transfer >> 13);
1138 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1139 mask &= ~((uint)PermissionMask.Modify >> 13);
1140 }
1141
1142 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1143 mask &= ~(uint)PermissionMask.Copy;
1144 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1145 mask &= ~(uint)PermissionMask.Transfer;
1146 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1147 mask &= ~(uint)PermissionMask.Modify;
1148 } 1310 }
1311
1312 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1313 mask &= ~(uint)PermissionMask.Copy;
1314 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1315 mask &= ~(uint)PermissionMask.Transfer;
1316 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1317 mask &= ~(uint)PermissionMask.Modify;
1149 } 1318 }
1150
1151 return mask; 1319 return mask;
1152 } 1320 }
1153 1321
1154 public void ApplyNextOwnerPermissions() 1322 public void ApplyNextOwnerPermissions()
1155 { 1323 {
1156 lock (m_items) 1324 foreach (TaskInventoryItem item in m_items.Values)
1157 { 1325 {
1158 foreach (TaskInventoryItem item in m_items.Values) 1326 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1159 { 1327 {
1160// m_log.DebugFormat ( 1328 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1161// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", 1329 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1162// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); 1330 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1163 1331 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1164 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1332 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1165 { 1333 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1166 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1167 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1168 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1169 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1170 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1171 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1172 }
1173
1174 item.CurrentPermissions &= item.NextPermissions;
1175 item.BasePermissions &= item.NextPermissions;
1176 item.EveryonePermissions &= item.NextPermissions;
1177 item.OwnerChanged = true;
1178 item.PermsMask = 0;
1179 item.PermsGranter = UUID.Zero;
1180 } 1334 }
1335 item.CurrentPermissions &= item.NextPermissions;
1336 item.BasePermissions &= item.NextPermissions;
1337 item.EveryonePermissions &= item.NextPermissions;
1338 item.OwnerChanged = true;
1339 item.PermsMask = 0;
1340 item.PermsGranter = UUID.Zero;
1181 } 1341 }
1182 } 1342 }
1183 1343
1184 public void ApplyGodPermissions(uint perms) 1344 public void ApplyGodPermissions(uint perms)
1185 { 1345 {
1186 lock (m_items) 1346 foreach (TaskInventoryItem item in m_items.Values)
1187 { 1347 {
1188 foreach (TaskInventoryItem item in m_items.Values) 1348 item.CurrentPermissions = perms;
1189 { 1349 item.BasePermissions = perms;
1190 item.CurrentPermissions = perms;
1191 item.BasePermissions = perms;
1192 }
1193 } 1350 }
1194 1351
1195 m_inventorySerial++; 1352 m_inventorySerial++;
@@ -1202,14 +1359,11 @@ namespace OpenSim.Region.Framework.Scenes
1202 /// <returns></returns> 1359 /// <returns></returns>
1203 public bool ContainsScripts() 1360 public bool ContainsScripts()
1204 { 1361 {
1205 lock (m_items) 1362 foreach (TaskInventoryItem item in m_items.Values)
1206 { 1363 {
1207 foreach (TaskInventoryItem item in m_items.Values) 1364 if (item.InvType == (int)InventoryType.LSL)
1208 { 1365 {
1209 if (item.InvType == (int)InventoryType.LSL) 1366 return true;
1210 {
1211 return true;
1212 }
1213 } 1367 }
1214 } 1368 }
1215 1369
@@ -1223,17 +1377,15 @@ namespace OpenSim.Region.Framework.Scenes
1223 public int ScriptCount() 1377 public int ScriptCount()
1224 { 1378 {
1225 int count = 0; 1379 int count = 0;
1226 lock (m_items) 1380 Items.LockItemsForRead(true);
1381 foreach (TaskInventoryItem item in m_items.Values)
1227 { 1382 {
1228 foreach (TaskInventoryItem item in m_items.Values) 1383 if (item.InvType == (int)InventoryType.LSL)
1229 { 1384 {
1230 if (item.InvType == (int)InventoryType.LSL) 1385 count++;
1231 {
1232 count++;
1233 }
1234 } 1386 }
1235 } 1387 }
1236 1388 Items.LockItemsForRead(false);
1237 return count; 1389 return count;
1238 } 1390 }
1239 /// <summary> 1391 /// <summary>
@@ -1269,11 +1421,8 @@ namespace OpenSim.Region.Framework.Scenes
1269 { 1421 {
1270 List<UUID> ret = new List<UUID>(); 1422 List<UUID> ret = new List<UUID>();
1271 1423
1272 lock (m_items) 1424 foreach (TaskInventoryItem item in m_items.Values)
1273 { 1425 ret.Add(item.ItemID);
1274 foreach (TaskInventoryItem item in m_items.Values)
1275 ret.Add(item.ItemID);
1276 }
1277 1426
1278 return ret; 1427 return ret;
1279 } 1428 }
@@ -1282,8 +1431,9 @@ namespace OpenSim.Region.Framework.Scenes
1282 { 1431 {
1283 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1432 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1284 1433
1285 lock (m_items) 1434 Items.LockItemsForRead(true);
1286 ret = new List<TaskInventoryItem>(m_items.Values); 1435 ret = new List<TaskInventoryItem>(m_items.Values);
1436 Items.LockItemsForRead(false);
1287 1437
1288 return ret; 1438 return ret;
1289 } 1439 }
@@ -1292,18 +1442,24 @@ namespace OpenSim.Region.Framework.Scenes
1292 { 1442 {
1293 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1443 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1294 1444
1295 lock (m_items) 1445 Items.LockItemsForRead(true);
1296 { 1446
1297 foreach (TaskInventoryItem item in m_items.Values) 1447 foreach (TaskInventoryItem item in m_items.Values)
1298 if (item.InvType == (int)type) 1448 if (item.InvType == (int)type)
1299 ret.Add(item); 1449 ret.Add(item);
1300 } 1450
1451 Items.LockItemsForRead(false);
1301 1452
1302 return ret; 1453 return ret;
1303 } 1454 }
1304 1455
1305 public Dictionary<UUID, string> GetScriptStates() 1456 public Dictionary<UUID, string> GetScriptStates()
1306 { 1457 {
1458 return GetScriptStates(false);
1459 }
1460
1461 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1462 {
1307 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1463 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1308 1464
1309 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1465 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1329,14 +1485,21 @@ namespace OpenSim.Region.Framework.Scenes
1329 string n = e.GetXMLState(item.ItemID); 1485 string n = e.GetXMLState(item.ItemID);
1330 if (n != String.Empty) 1486 if (n != String.Empty)
1331 { 1487 {
1332 if (!ret.ContainsKey(item.ItemID)) 1488 if (oldIDs)
1333 ret[item.ItemID] = n; 1489 {
1490 if (!ret.ContainsKey(item.OldItemID))
1491 ret[item.OldItemID] = n;
1492 }
1493 else
1494 {
1495 if (!ret.ContainsKey(item.ItemID))
1496 ret[item.ItemID] = n;
1497 }
1334 break; 1498 break;
1335 } 1499 }
1336 } 1500 }
1337 } 1501 }
1338 } 1502 }
1339
1340 return ret; 1503 return ret;
1341 } 1504 }
1342 1505
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 0219540..fa1a5af 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -63,6 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
63 63
64 struct ScriptControllers 64 struct ScriptControllers
65 { 65 {
66 public UUID objectID;
66 public UUID itemID; 67 public UUID itemID;
67 public ScriptControlled ignoreControls; 68 public ScriptControlled ignoreControls;
68 public ScriptControlled eventControls; 69 public ScriptControlled eventControls;
@@ -99,7 +100,7 @@ namespace OpenSim.Region.Framework.Scenes
99 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 100 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
100 /// issue #1716 101 /// issue #1716
101 /// </summary> 102 /// </summary>
102 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 103 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
103 104
104 /// <summary> 105 /// <summary>
105 /// Movement updates for agents in neighboring regions are sent directly to clients. 106 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -139,6 +140,8 @@ namespace OpenSim.Region.Framework.Scenes
139 private Vector3 m_lastPosition; 140 private Vector3 m_lastPosition;
140 private Quaternion m_lastRotation; 141 private Quaternion m_lastRotation;
141 private Vector3 m_lastVelocity; 142 private Vector3 m_lastVelocity;
143 private Vector3 m_lastSize = new Vector3(0.45f,0.6f,1.9f);
144
142 145
143 private Vector3? m_forceToApply; 146 private Vector3? m_forceToApply;
144 private int m_userFlags; 147 private int m_userFlags;
@@ -171,6 +174,7 @@ namespace OpenSim.Region.Framework.Scenes
171// private int m_lastColCount = -1; //KF: Look for Collision chnages 174// private int m_lastColCount = -1; //KF: Look for Collision chnages
172// private int m_updateCount = 0; //KF: Update Anims for a while 175// private int m_updateCount = 0; //KF: Update Anims for a while
173// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 176// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
177 private List<uint> m_lastColliders = new List<uint>();
174 178
175 private TeleportFlags m_teleportFlags; 179 private TeleportFlags m_teleportFlags;
176 public TeleportFlags TeleportFlags 180 public TeleportFlags TeleportFlags
@@ -230,6 +234,13 @@ namespace OpenSim.Region.Framework.Scenes
230 //private int m_moveToPositionStateStatus; 234 //private int m_moveToPositionStateStatus;
231 //***************************************************** 235 //*****************************************************
232 236
237 private bool m_collisionEventFlag = false;
238 private object m_collisionEventLock = new Object();
239
240 private int m_movementAnimationUpdateCounter = 0;
241
242 private Vector3 m_prevSitOffset;
243
233 protected AvatarAppearance m_appearance; 244 protected AvatarAppearance m_appearance;
234 245
235 public AvatarAppearance Appearance 246 public AvatarAppearance Appearance
@@ -424,7 +435,7 @@ namespace OpenSim.Region.Framework.Scenes
424 get { return (IClientCore)ControllingClient; } 435 get { return (IClientCore)ControllingClient; }
425 } 436 }
426 437
427 public Vector3 ParentPosition { get; set; } 438// public Vector3 ParentPosition { get; set; }
428 439
429 /// <summary> 440 /// <summary>
430 /// Position of this avatar relative to the region the avatar is in 441 /// Position of this avatar relative to the region the avatar is in
@@ -482,7 +493,7 @@ namespace OpenSim.Region.Framework.Scenes
482 if (ParentID == 0) 493 if (ParentID == 0)
483 { 494 {
484 m_pos = value; 495 m_pos = value;
485 ParentPosition = Vector3.Zero; 496// ParentPosition = Vector3.Zero;
486 } 497 }
487 498
488 //m_log.DebugFormat( 499 //m_log.DebugFormat(
@@ -551,7 +562,24 @@ namespace OpenSim.Region.Framework.Scenes
551// Scene.RegionInfo.RegionName, Name, m_velocity); 562// Scene.RegionInfo.RegionName, Name, m_velocity);
552 } 563 }
553 } 564 }
565/*
566 public override Vector3 AngularVelocity
567 {
568 get
569 {
570 if (PhysicsActor != null)
571 {
572 m_rotationalvelocity = PhysicsActor.RotationalVelocity;
554 573
574 // m_log.DebugFormat(
575 // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
576 // m_velocity, Name, Scene.RegionInfo.RegionName);
577 }
578
579 return m_rotationalvelocity;
580 }
581 }
582*/
555 private Quaternion m_bodyRot = Quaternion.Identity; 583 private Quaternion m_bodyRot = Quaternion.Identity;
556 584
557 public Quaternion Rotation 585 public Quaternion Rotation
@@ -562,7 +590,14 @@ namespace OpenSim.Region.Framework.Scenes
562 m_bodyRot = value; 590 m_bodyRot = value;
563 if (PhysicsActor != null) 591 if (PhysicsActor != null)
564 { 592 {
565 PhysicsActor.Orientation = m_bodyRot; 593 try
594 {
595 PhysicsActor.Orientation = m_bodyRot;
596 }
597 catch (Exception e)
598 {
599 m_log.Error("[SCENE PRESENCE]: Orientation " + e.Message);
600 }
566 } 601 }
567// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); 602// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot);
568 } 603 }
@@ -575,6 +610,13 @@ namespace OpenSim.Region.Framework.Scenes
575 /// </summary> 610 /// </summary>
576 public uint ParentID { get; set; } 611 public uint ParentID { get; set; }
577 612
613 public UUID ParentUUID
614 {
615 get { return m_parentUUID; }
616 set { m_parentUUID = value; }
617 }
618 private UUID m_parentUUID = UUID.Zero;
619
578 /// <summary> 620 /// <summary>
579 /// Are we sitting on an object? 621 /// Are we sitting on an object?
580 /// </summary> 622 /// </summary>
@@ -741,6 +783,33 @@ namespace OpenSim.Region.Framework.Scenes
741 Appearance = appearance; 783 Appearance = appearance;
742 } 784 }
743 785
786 private void RegionHeartbeatEnd(Scene scene)
787 {
788 if (IsChildAgent)
789 return;
790
791 m_movementAnimationUpdateCounter ++;
792 if (m_movementAnimationUpdateCounter >= 2)
793 {
794 m_movementAnimationUpdateCounter = 0;
795 if (Animator != null)
796 {
797 // If the parentID == 0 we are not sitting
798 // if !SitGournd then we are not sitting on the ground
799 // Fairly straightforward, now here comes the twist
800 // if ParentUUID is NOT UUID.Zero, we are looking to
801 // be sat on an object that isn't there yet. Should
802 // be treated as if sat.
803 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
804 Animator.UpdateMovementAnimations();
805 }
806 else
807 {
808 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
809 }
810 }
811 }
812
744 public void RegisterToEvents() 813 public void RegisterToEvents()
745 { 814 {
746 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 815 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -750,8 +819,10 @@ namespace OpenSim.Region.Framework.Scenes
750 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 819 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
751 ControllingClient.OnStartAnim += HandleStartAnim; 820 ControllingClient.OnStartAnim += HandleStartAnim;
752 ControllingClient.OnStopAnim += HandleStopAnim; 821 ControllingClient.OnStopAnim += HandleStopAnim;
822 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
753 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 823 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
754 ControllingClient.OnAutoPilotGo += MoveToTarget; 824 ControllingClient.OnAutoPilotGo += MoveToTarget;
825 ControllingClient.OnUpdateThrottles += RaiseUpdateThrottles;
755 826
756 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); 827 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
757 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); 828 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
@@ -810,10 +881,39 @@ namespace OpenSim.Region.Framework.Scenes
810 "[SCENE]: Upgrading child to root agent for {0} in {1}", 881 "[SCENE]: Upgrading child to root agent for {0} in {1}",
811 Name, m_scene.RegionInfo.RegionName); 882 Name, m_scene.RegionInfo.RegionName);
812 883
813 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
814
815 bool wasChild = IsChildAgent; 884 bool wasChild = IsChildAgent;
816 IsChildAgent = false; 885
886 if (ParentUUID != UUID.Zero)
887 {
888 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
889 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
890 if (part == null)
891 {
892 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
893 }
894 else
895 {
896 part.ParentGroup.AddAvatar(UUID);
897 if (part.SitTargetPosition != Vector3.Zero)
898 part.SitTargetAvatar = UUID;
899// ParentPosition = part.GetWorldPosition();
900 ParentID = part.LocalId;
901 ParentPart = part;
902 m_pos = m_prevSitOffset;
903// pos = ParentPosition;
904 pos = part.GetWorldPosition();
905 }
906 ParentUUID = UUID.Zero;
907
908 IsChildAgent = false;
909
910// Animator.TrySetMovementAnimation("SIT");
911 }
912 else
913 {
914 IsChildAgent = false;
915 }
916
817 917
818 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 918 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
819 if (gm != null) 919 if (gm != null)
@@ -823,62 +923,72 @@ namespace OpenSim.Region.Framework.Scenes
823 923
824 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 924 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
825 925
826 // Moved this from SendInitialData to ensure that Appearance is initialized 926 if (ParentID == 0)
827 // before the inventory is processed in MakeRootAgent. This fixes a race condition
828 // related to the handling of attachments
829 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
830 if (m_scene.TestBorderCross(pos, Cardinals.E))
831 { 927 {
832 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 928 // Moved this from SendInitialData to ensure that Appearance is initialized
833 pos.X = crossedBorder.BorderLine.Z - 1; 929 // before the inventory is processed in MakeRootAgent. This fixes a race condition
834 } 930 // related to the handling of attachments
931 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
932 if (m_scene.TestBorderCross(pos, Cardinals.E))
933 {
934 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
935 pos.X = crossedBorder.BorderLine.Z - 1;
936 }
835 937
836 if (m_scene.TestBorderCross(pos, Cardinals.N)) 938 if (m_scene.TestBorderCross(pos, Cardinals.N))
837 { 939 {
838 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 940 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
839 pos.Y = crossedBorder.BorderLine.Z - 1; 941 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 942 }
841 943
842 CheckAndAdjustLandingPoint(ref pos); 944 CheckAndAdjustLandingPoint(ref pos);
843 945
844 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 946 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
845 { 947 {
846 m_log.WarnFormat( 948 m_log.WarnFormat(
847 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 949 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
848 pos, Name, UUID); 950 pos, Name, UUID);
849 951
850 if (pos.X < 0f) pos.X = 0f; 952 if (pos.X < 0f) pos.X = 0f;
851 if (pos.Y < 0f) pos.Y = 0f; 953 if (pos.Y < 0f) pos.Y = 0f;
852 if (pos.Z < 0f) pos.Z = 0f; 954 if (pos.Z < 0f) pos.Z = 0f;
853 } 955 }
854 956
855 float localAVHeight = 1.56f; 957 float localAVHeight = 1.56f;
856 if (Appearance.AvatarHeight > 0) 958 if (Appearance.AvatarHeight > 0)
857 localAVHeight = Appearance.AvatarHeight; 959 localAVHeight = Appearance.AvatarHeight;
858 960
859 float posZLimit = 0; 961 float posZLimit = 0;
860 962
861 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 963 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
862 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 964 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
863 965
864 float newPosZ = posZLimit + localAVHeight / 2; 966 float newPosZ = posZLimit + localAVHeight / 2;
865 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 967 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
866 { 968 {
867 pos.Z = newPosZ; 969 pos.Z = newPosZ;
868 } 970 }
869 AbsolutePosition = pos; 971 AbsolutePosition = pos;
870 972
871 AddToPhysicalScene(isFlying); 973 if (m_teleportFlags == TeleportFlags.Default)
974 {
975 Vector3 vel = Velocity;
976 AddToPhysicalScene(isFlying);
977 if (PhysicsActor != null)
978 PhysicsActor.SetMomentum(vel);
979 }
980 else
981 AddToPhysicalScene(isFlying);
872 982
873 if (ForceFly) 983 if (ForceFly)
874 { 984 {
875 Flying = true; 985 Flying = true;
876 } 986 }
877 else if (FlyDisabled) 987 else if (FlyDisabled)
878 { 988 {
879 Flying = false; 989 Flying = false;
990 }
880 } 991 }
881
882 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 992 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
883 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 993 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
884 // elsewhere anyway 994 // elsewhere anyway
@@ -898,14 +1008,19 @@ namespace OpenSim.Region.Framework.Scenes
898 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); 1008 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
899 1009
900 // Resume scripts 1010 // Resume scripts
901 foreach (SceneObjectGroup sog in m_attachments) 1011 Util.FireAndForget(delegate(object x) {
902 { 1012 foreach (SceneObjectGroup sog in m_attachments)
903 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 1013 {
904 sog.ResumeScripts(); 1014 sog.ScheduleGroupForFullUpdate();
905 } 1015 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
1016 sog.ResumeScripts();
1017 }
1018 });
906 } 1019 }
907 } 1020 }
908 1021
1022 SendAvatarDataToAllAgents();
1023
909 // send the animations of the other presences to me 1024 // send the animations of the other presences to me
910 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 1025 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
911 { 1026 {
@@ -916,9 +1031,12 @@ namespace OpenSim.Region.Framework.Scenes
916 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 1031 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
917 // stall on the border crossing since the existing child agent will still have the last movement 1032 // stall on the border crossing since the existing child agent will still have the last movement
918 // recorded, which stops the input from being processed. 1033 // recorded, which stops the input from being processed.
1034
919 MovementFlag = 0; 1035 MovementFlag = 0;
920 1036
921 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1037 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1038
1039 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
922 } 1040 }
923 1041
924 public int GetStateSource() 1042 public int GetStateSource()
@@ -946,12 +1064,16 @@ namespace OpenSim.Region.Framework.Scenes
946 /// </remarks> 1064 /// </remarks>
947 public void MakeChildAgent() 1065 public void MakeChildAgent()
948 { 1066 {
1067 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1068
949 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1069 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
950 1070
951 // Reset these so that teleporting in and walking out isn't seen 1071 // Reset these so that teleporting in and walking out isn't seen
952 // as teleporting back 1072 // as teleporting back
953 TeleportFlags = TeleportFlags.Default; 1073 TeleportFlags = TeleportFlags.Default;
954 1074
1075 MovementFlag = 0;
1076
955 // It looks like Animator is set to null somewhere, and MakeChild 1077 // It looks like Animator is set to null somewhere, and MakeChild
956 // is called after that. Probably in aborted teleports. 1078 // is called after that. Probably in aborted teleports.
957 if (Animator == null) 1079 if (Animator == null)
@@ -959,6 +1081,7 @@ namespace OpenSim.Region.Framework.Scenes
959 else 1081 else
960 Animator.ResetAnimations(); 1082 Animator.ResetAnimations();
961 1083
1084
962// m_log.DebugFormat( 1085// m_log.DebugFormat(
963// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1086// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
964// Name, UUID, m_scene.RegionInfo.RegionName); 1087// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -970,6 +1093,7 @@ namespace OpenSim.Region.Framework.Scenes
970 IsChildAgent = true; 1093 IsChildAgent = true;
971 m_scene.SwapRootAgentCount(true); 1094 m_scene.SwapRootAgentCount(true);
972 RemoveFromPhysicalScene(); 1095 RemoveFromPhysicalScene();
1096 ParentID = 0; // Child agents can't be sitting
973 1097
974 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1098 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
975 1099
@@ -985,9 +1109,9 @@ namespace OpenSim.Region.Framework.Scenes
985 { 1109 {
986// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1110// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
987 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1111 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
988 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
989 PhysicsActor.UnSubscribeEvents();
990 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1112 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1113 PhysicsActor.UnSubscribeEvents();
1114 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
991 PhysicsActor = null; 1115 PhysicsActor = null;
992 } 1116 }
993// else 1117// else
@@ -1004,7 +1128,7 @@ namespace OpenSim.Region.Framework.Scenes
1004 /// <param name="pos"></param> 1128 /// <param name="pos"></param>
1005 public void Teleport(Vector3 pos) 1129 public void Teleport(Vector3 pos)
1006 { 1130 {
1007 TeleportWithMomentum(pos, null); 1131 TeleportWithMomentum(pos, Vector3.Zero);
1008 } 1132 }
1009 1133
1010 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1134 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1028,6 +1152,41 @@ namespace OpenSim.Region.Framework.Scenes
1028 SendTerseUpdateToAllClients(); 1152 SendTerseUpdateToAllClients();
1029 } 1153 }
1030 1154
1155 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1156 {
1157 CheckLandingPoint(ref newpos);
1158 AbsolutePosition = newpos;
1159
1160 if (newvel.HasValue)
1161 {
1162 if ((Vector3)newvel == Vector3.Zero)
1163 {
1164 if (PhysicsActor != null)
1165 PhysicsActor.SetMomentum(Vector3.Zero);
1166 m_velocity = Vector3.Zero;
1167 }
1168 else
1169 {
1170 if (PhysicsActor != null)
1171 PhysicsActor.SetMomentum((Vector3)newvel);
1172 m_velocity = (Vector3)newvel;
1173
1174 if (rotateToVelXY)
1175 {
1176 Vector3 lookAt = (Vector3)newvel;
1177 lookAt.Z = 0;
1178 lookAt.Normalize();
1179 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1180 return;
1181 }
1182 }
1183 }
1184
1185 SendTerseUpdateToAllClients();
1186 }
1187
1188
1189
1031 public void StopFlying() 1190 public void StopFlying()
1032 { 1191 {
1033 ControllingClient.StopFlying(this); 1192 ControllingClient.StopFlying(this);
@@ -1118,6 +1277,13 @@ namespace OpenSim.Region.Framework.Scenes
1118 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height); 1277 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height);
1119 } 1278 }
1120 1279
1280 public void SetSize(Vector3 size, float feetoffset)
1281 {
1282 if (PhysicsActor != null && !IsChildAgent)
1283 PhysicsActor.setAvatarSize(size, feetoffset);
1284
1285 }
1286
1121 /// <summary> 1287 /// <summary>
1122 /// Complete Avatar's movement into the region. 1288 /// Complete Avatar's movement into the region.
1123 /// </summary> 1289 /// </summary>
@@ -1137,7 +1303,8 @@ namespace OpenSim.Region.Framework.Scenes
1137 1303
1138 Vector3 look = Velocity; 1304 Vector3 look = Velocity;
1139 1305
1140 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) 1306 // if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
1307 if ((Math.Abs(look.X) < 0.1) && (Math.Abs(look.Y) < 0.1) && (Math.Abs(look.Z) < 0.1))
1141 { 1308 {
1142 look = new Vector3(0.99f, 0.042f, 0); 1309 look = new Vector3(0.99f, 0.042f, 0);
1143 } 1310 }
@@ -1187,13 +1354,15 @@ namespace OpenSim.Region.Framework.Scenes
1187 // Create child agents in neighbouring regions 1354 // Create child agents in neighbouring regions
1188 if (openChildAgents && !IsChildAgent) 1355 if (openChildAgents && !IsChildAgent)
1189 { 1356 {
1357
1190 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1358 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1191 if (m_agentTransfer != null) 1359 if (m_agentTransfer != null)
1192 Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); 1360 m_agentTransfer.EnableChildAgents(this);
1193 1361
1194 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1362 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1195 if (friendsModule != null) 1363 if (friendsModule != null)
1196 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); 1364 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
1365
1197 } 1366 }
1198 1367
1199// m_log.DebugFormat( 1368// m_log.DebugFormat(
@@ -1343,8 +1512,18 @@ namespace OpenSim.Region.Framework.Scenes
1343 { 1512 {
1344 if (m_followCamAuto) 1513 if (m_followCamAuto)
1345 { 1514 {
1346 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1515 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1347 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1516 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1517
1518 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
1519 Vector3 distTocam = CameraPosition - posAdjusted;
1520 float distTocamlen = distTocam.Length();
1521 if (distTocamlen > 0)
1522 {
1523 distTocam *= 1.0f / distTocamlen;
1524 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1525 }
1526
1348 } 1527 }
1349 } 1528 }
1350 1529
@@ -1800,12 +1979,17 @@ namespace OpenSim.Region.Framework.Scenes
1800// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1979// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1801 1980
1802 SitGround = false; 1981 SitGround = false;
1982
1983/* move this down so avatar gets physical in the new position and not where it is siting
1803 if (PhysicsActor == null) 1984 if (PhysicsActor == null)
1804 AddToPhysicalScene(false); 1985 AddToPhysicalScene(false);
1986 */
1805 1987
1806 if (ParentID != 0) 1988 if (ParentID != 0)
1807 { 1989 {
1808 SceneObjectPart part = ParentPart; 1990 SceneObjectPart part = ParentPart;
1991 UnRegisterSeatControls(part.ParentGroup.UUID);
1992
1809 TaskInventoryDictionary taskIDict = part.TaskInventory; 1993 TaskInventoryDictionary taskIDict = part.TaskInventory;
1810 if (taskIDict != null) 1994 if (taskIDict != null)
1811 { 1995 {
@@ -1821,14 +2005,22 @@ namespace OpenSim.Region.Framework.Scenes
1821 } 2005 }
1822 } 2006 }
1823 2007
1824 ParentPosition = part.GetWorldPosition(); 2008 part.ParentGroup.DeleteAvatar(UUID);
2009// ParentPosition = part.GetWorldPosition();
1825 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 2010 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1826 2011
1827 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); 2012// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1828 ParentPosition = Vector3.Zero; 2013// ParentPosition = Vector3.Zero;
2014 m_pos = part.AbsolutePosition + (m_pos * part.GetWorldRotation()) + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
2015 if (part.SitTargetAvatar == UUID)
2016 m_bodyRot = part.GetWorldRotation() * part.SitTargetOrientation;
1829 2017
1830 ParentID = 0; 2018 ParentID = 0;
1831 ParentPart = null; 2019 ParentPart = null;
2020
2021 if (PhysicsActor == null)
2022 AddToPhysicalScene(false);
2023
1832 SendAvatarDataToAllAgents(); 2024 SendAvatarDataToAllAgents();
1833 m_requestedSitTargetID = 0; 2025 m_requestedSitTargetID = 0;
1834 2026
@@ -1838,6 +2030,9 @@ namespace OpenSim.Region.Framework.Scenes
1838 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 2030 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1839 } 2031 }
1840 2032
2033 else if (PhysicsActor == null)
2034 AddToPhysicalScene(false);
2035
1841 Animator.TrySetMovementAnimation("STAND"); 2036 Animator.TrySetMovementAnimation("STAND");
1842 } 2037 }
1843 2038
@@ -1889,7 +2084,7 @@ namespace OpenSim.Region.Framework.Scenes
1889 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 2084 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1890 2085
1891 if (PhysicsActor != null) 2086 if (PhysicsActor != null)
1892 m_sitAvatarHeight = PhysicsActor.Size.Z; 2087 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
1893 2088
1894 bool canSit = false; 2089 bool canSit = false;
1895 Vector3 pos = part.AbsolutePosition + offset; 2090 Vector3 pos = part.AbsolutePosition + offset;
@@ -1906,12 +2101,29 @@ namespace OpenSim.Region.Framework.Scenes
1906 } 2101 }
1907 else 2102 else
1908 { 2103 {
1909 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10) 2104// if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10)
1910 { 2105// {
1911// m_log.DebugFormat( 2106// m_log.DebugFormat(
1912// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is unset and within 10m", 2107// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is unset and within 10m",
1913// Name, part.Name, part.LocalId); 2108// Name, part.Name, part.LocalId);
1914 2109
2110 if (m_scene.PhysicsScene != null &&
2111 part.PhysActor != null &&
2112 Util.GetDistanceTo(AbsolutePosition, pos) <= 30)
2113 {
2114
2115 Vector3 camdif = CameraPosition - part.AbsolutePosition;
2116 camdif.Normalize();
2117
2118// m_log.InfoFormat("sit {0} {1}", offset.ToString(), camdif.ToString());
2119
2120 if (m_scene.PhysicsScene.SitAvatar(part.PhysActor, AbsolutePosition, CameraPosition, offset, new Vector3(0.35f, 0, 0.65f), PhysicsSitResponse) != 0)
2121 return;
2122 }
2123
2124 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10)
2125 {
2126
1915 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 2127 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1916 canSit = true; 2128 canSit = true;
1917 } 2129 }
@@ -1938,7 +2150,7 @@ namespace OpenSim.Region.Framework.Scenes
1938 forceMouselook = part.GetForceMouselook(); 2150 forceMouselook = part.GetForceMouselook();
1939 2151
1940 ControllingClient.SendSitResponse( 2152 ControllingClient.SendSitResponse(
1941 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2153 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1942 2154
1943 m_requestedSitTargetUUID = targetID; 2155 m_requestedSitTargetUUID = targetID;
1944 2156
@@ -1952,6 +2164,9 @@ namespace OpenSim.Region.Framework.Scenes
1952 2164
1953 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2165 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
1954 { 2166 {
2167 if (IsChildAgent)
2168 return;
2169
1955 if (ParentID != 0) 2170 if (ParentID != 0)
1956 { 2171 {
1957 StandUp(); 2172 StandUp();
@@ -1981,197 +2196,54 @@ namespace OpenSim.Region.Framework.Scenes
1981 SendSitResponse(targetID, offset, Quaternion.Identity); 2196 SendSitResponse(targetID, offset, Quaternion.Identity);
1982 } 2197 }
1983 2198
1984 /* 2199 public void PhysicsSitResponse(int status, uint partID, Vector3 offset, Quaternion Orientation)
1985 public void SitRayCastAvatarPosition(SceneObjectPart part)
1986 { 2200 {
1987 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
1988 Vector3 StartRayCastPosition = AbsolutePosition;
1989 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
1990 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
1991 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse);
1992 }
1993 2201
1994 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2202 if (status < 0)
1995 {
1996 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
1997 if (part != null)
1998 {
1999 if (hitYN)
2000 {
2001 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2002 {
2003 SitRaycastFindEdge(collisionPoint, normal);
2004 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2005 }
2006 else
2007 {
2008 SitRayCastAvatarPositionCameraZ(part);
2009 }
2010 }
2011 else
2012 {
2013 SitRayCastAvatarPositionCameraZ(part);
2014 }
2015 }
2016 else
2017 { 2203 {
2018 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2204 ControllingClient.SendAlertMessage("Sit position no longer exists");
2019 m_requestedSitTargetUUID = UUID.Zero; 2205 return;
2020 m_requestedSitTargetID = 0;
2021 m_requestedSitOffset = Vector3.Zero;
2022 } 2206 }
2023 2207
2024 } 2208 if (status == 0)
2025 2209 return;
2026 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part)
2027 {
2028 // Next, try to raycast from the camera Z position
2029 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2030 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z;
2031 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2032 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2033 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse);
2034 }
2035 2210
2036 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2211 SceneObjectPart part = m_scene.GetSceneObjectPart(partID);
2037 { 2212 if (part == null || part.ParentGroup.IsAttachment)
2038 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2039 if (part != null)
2040 { 2213 {
2041 if (hitYN) 2214 return;
2042 {
2043 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2044 {
2045 SitRaycastFindEdge(collisionPoint, normal);
2046 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2047 }
2048 else
2049 {
2050 SitRayCastCameraPosition(part);
2051 }
2052 }
2053 else
2054 {
2055 SitRayCastCameraPosition(part);
2056 }
2057 }
2058 else
2059 {
2060 ControllingClient.SendAlertMessage("Sit position no longer exists");
2061 m_requestedSitTargetUUID = UUID.Zero;
2062 m_requestedSitTargetID = 0;
2063 m_requestedSitOffset = Vector3.Zero;
2064 } 2215 }
2065 2216
2066 } 2217// m_log.InfoFormat("physsit {0} {1}", offset.ToString(),Orientation.ToString());
2067 2218
2068 public void SitRayCastCameraPosition(SceneObjectPart part) 2219 part.AddSittingAvatar(UUID);
2069 {
2070 // Next, try to raycast from the camera position
2071 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2072 Vector3 StartRayCastPosition = CameraPosition;
2073 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2074 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2075 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse);
2076 }
2077 2220
2078 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2221 Vector3 cameraAtOffset = part.GetCameraAtOffset();
2079 { 2222 Vector3 cameraEyeOffset = part.GetCameraEyeOffset();
2080 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2223 bool forceMouselook = part.GetForceMouselook();
2081 if (part != null)
2082 {
2083 if (hitYN)
2084 {
2085 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2086 {
2087 SitRaycastFindEdge(collisionPoint, normal);
2088 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2089 }
2090 else
2091 {
2092 SitRayHorizontal(part);
2093 }
2094 }
2095 else
2096 {
2097 SitRayHorizontal(part);
2098 }
2099 }
2100 else
2101 {
2102 ControllingClient.SendAlertMessage("Sit position no longer exists");
2103 m_requestedSitTargetUUID = UUID.Zero;
2104 m_requestedSitTargetID = 0;
2105 m_requestedSitOffset = Vector3.Zero;
2106 }
2107 2224
2108 } 2225 ControllingClient.SendSitResponse(
2226 part.UUID, offset, Orientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
2109 2227
2110 public void SitRayHorizontal(SceneObjectPart part) 2228 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2111 {
2112 // Next, try to raycast from the avatar position to fwd
2113 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2114 Vector3 StartRayCastPosition = CameraPosition;
2115 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2116 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2117 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse);
2118 }
2119 2229
2120 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2230 // assuming no autopilot in use
2121 { 2231 Velocity = Vector3.Zero;
2122 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2232 RemoveFromPhysicalScene();
2123 if (part != null)
2124 {
2125 if (hitYN)
2126 {
2127 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2128 {
2129 SitRaycastFindEdge(collisionPoint, normal);
2130 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2131 // Next, try to raycast from the camera position
2132 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2133 Vector3 StartRayCastPosition = CameraPosition;
2134 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2135 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2136 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition);
2137 }
2138 else
2139 {
2140 ControllingClient.SendAlertMessage("Sit position not accessable.");
2141 m_requestedSitTargetUUID = UUID.Zero;
2142 m_requestedSitTargetID = 0;
2143 m_requestedSitOffset = Vector3.Zero;
2144 }
2145 }
2146 else
2147 {
2148 ControllingClient.SendAlertMessage("Sit position not accessable.");
2149 m_requestedSitTargetUUID = UUID.Zero;
2150 m_requestedSitTargetID = 0;
2151 m_requestedSitOffset = Vector3.Zero;
2152 }
2153 }
2154 else
2155 {
2156 ControllingClient.SendAlertMessage("Sit position no longer exists");
2157 m_requestedSitTargetUUID = UUID.Zero;
2158 m_requestedSitTargetID = 0;
2159 m_requestedSitOffset = Vector3.Zero;
2160 }
2161 2233
2162 } 2234 Rotation = Orientation;
2235 m_pos = offset;
2163 2236
2164 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal) 2237 m_requestedSitTargetID = 0; // invalidate the viewer sit comand for now
2165 { 2238 part.ParentGroup.AddAvatar(UUID);
2166 int i = 0;
2167 //throw new NotImplementedException();
2168 //m_requestedSitTargetUUID = UUID.Zero;
2169 //m_requestedSitTargetID = 0;
2170 //m_requestedSitOffset = Vector3.Zero;
2171 2239
2172 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity); 2240 ParentPart = part;
2241 ParentID = part.LocalId;
2242
2243 Animator.TrySetMovementAnimation("SIT");
2244 SendAvatarDataToAllAgents();
2173 } 2245 }
2174 */ 2246
2175 2247
2176 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) 2248 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
2177 { 2249 {
@@ -2202,14 +2274,39 @@ namespace OpenSim.Region.Framework.Scenes
2202 2274
2203 //Quaternion result = (sitTargetOrient * vq) * nq; 2275 //Quaternion result = (sitTargetOrient * vq) * nq;
2204 2276
2205 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2277 double x, y, z, m;
2278
2279 Quaternion r = sitTargetOrient;
2280 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2281
2282 if (Math.Abs(1.0 - m) > 0.000001)
2283 {
2284 m = 1.0 / Math.Sqrt(m);
2285 r.X *= (float)m;
2286 r.Y *= (float)m;
2287 r.Z *= (float)m;
2288 r.W *= (float)m;
2289 }
2290
2291 x = 2 * (r.X * r.Z + r.Y * r.W);
2292 y = 2 * (-r.X * r.W + r.Y * r.Z);
2293 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2294
2295 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2296 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2297
2298 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2299
2300// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
2206 Rotation = sitTargetOrient; 2301 Rotation = sitTargetOrient;
2207 ParentPosition = part.AbsolutePosition; 2302// ParentPosition = part.AbsolutePosition;
2303 part.ParentGroup.AddAvatar(UUID);
2208 } 2304 }
2209 else 2305 else
2210 { 2306 {
2211 m_pos -= part.AbsolutePosition; 2307 m_pos -= part.AbsolutePosition;
2212 ParentPosition = part.AbsolutePosition; 2308// ParentPosition = part.AbsolutePosition;
2309 part.ParentGroup.AddAvatar(UUID);
2213 2310
2214// m_log.DebugFormat( 2311// m_log.DebugFormat(
2215// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2312// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2259,6 +2356,13 @@ namespace OpenSim.Region.Framework.Scenes
2259 Animator.RemoveAnimation(animID); 2356 Animator.RemoveAnimation(animID);
2260 } 2357 }
2261 2358
2359 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2360 {
2361 Animator.avnChangeAnim(animID, addRemove, sendPack);
2362 }
2363
2364
2365
2262 /// <summary> 2366 /// <summary>
2263 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2367 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2264 /// </summary> 2368 /// </summary>
@@ -2312,14 +2416,15 @@ namespace OpenSim.Region.Framework.Scenes
2312 direc.Z *= 2.6f; 2416 direc.Z *= 2.6f;
2313 2417
2314 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2418 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2315 Animator.TrySetMovementAnimation("PREJUMP"); 2419// Animator.TrySetMovementAnimation("PREJUMP");
2316 Animator.TrySetMovementAnimation("JUMP"); 2420// Animator.TrySetMovementAnimation("JUMP");
2317 } 2421 }
2318 } 2422 }
2319 } 2423 }
2320 2424
2321 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2425 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2322 m_forceToApply = direc; 2426 m_forceToApply = direc;
2427 Animator.UpdateMovementAnimations();
2323 } 2428 }
2324 2429
2325 #endregion 2430 #endregion
@@ -2337,9 +2442,13 @@ namespace OpenSim.Region.Framework.Scenes
2337 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to 2442 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to
2338 // grab the latest PhysicsActor velocity, whereas m_velocity is often 2443 // grab the latest PhysicsActor velocity, whereas m_velocity is often
2339 // storing a requested force instead of an actual traveling velocity 2444 // storing a requested force instead of an actual traveling velocity
2340 2445 if (Appearance.AvatarSize != m_lastSize)
2446 {
2447 m_lastSize = Appearance.AvatarSize;
2448 SendAvatarDataToAllAgents();
2449 }
2341 // Throw away duplicate or insignificant updates 2450 // Throw away duplicate or insignificant updates
2342 if ( 2451 else if (
2343 // If the velocity has become zero, send it no matter what. 2452 // If the velocity has become zero, send it no matter what.
2344 (Velocity != m_lastVelocity && Velocity == Vector3.Zero) 2453 (Velocity != m_lastVelocity && Velocity == Vector3.Zero)
2345 // otherwise, if things have changed reasonably, send the update 2454 // otherwise, if things have changed reasonably, send the update
@@ -2642,6 +2751,8 @@ namespace OpenSim.Region.Framework.Scenes
2642 2751
2643 avatar.ControllingClient.SendAppearance( 2752 avatar.ControllingClient.SendAppearance(
2644 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes()); 2753 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes());
2754
2755
2645 } 2756 }
2646 2757
2647 #endregion 2758 #endregion
@@ -2716,8 +2827,9 @@ namespace OpenSim.Region.Framework.Scenes
2716 2827
2717 // If we don't have a PhysActor, we can't cross anyway 2828 // If we don't have a PhysActor, we can't cross anyway
2718 // Also don't do this while sat, sitting avatars cross with the 2829 // Also don't do this while sat, sitting avatars cross with the
2719 // object they sit on. 2830 // object they sit on. ParentUUID denoted a pending sit, don't
2720 if (ParentID != 0 || PhysicsActor == null) 2831 // interfere with it.
2832 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
2721 return; 2833 return;
2722 2834
2723 if (!IsInTransit) 2835 if (!IsInTransit)
@@ -2978,6 +3090,10 @@ namespace OpenSim.Region.Framework.Scenes
2978 } 3090 }
2979 3091
2980 private static Vector3 marker = new Vector3(-1f, -1f, -1f); 3092 private static Vector3 marker = new Vector3(-1f, -1f, -1f);
3093 private void RaiseUpdateThrottles()
3094 {
3095 m_scene.EventManager.TriggerThrottleUpdate(this);
3096 }
2981 /// <summary> 3097 /// <summary>
2982 /// This updates important decision making data about a child agent 3098 /// This updates important decision making data about a child agent
2983 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region 3099 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
@@ -3058,6 +3174,9 @@ namespace OpenSim.Region.Framework.Scenes
3058 cAgent.AlwaysRun = SetAlwaysRun; 3174 cAgent.AlwaysRun = SetAlwaysRun;
3059 3175
3060 cAgent.Appearance = new AvatarAppearance(Appearance); 3176 cAgent.Appearance = new AvatarAppearance(Appearance);
3177
3178 cAgent.ParentPart = ParentUUID;
3179 cAgent.SitOffset = m_pos;
3061 3180
3062 lock (scriptedcontrols) 3181 lock (scriptedcontrols)
3063 { 3182 {
@@ -3066,7 +3185,7 @@ namespace OpenSim.Region.Framework.Scenes
3066 3185
3067 foreach (ScriptControllers c in scriptedcontrols.Values) 3186 foreach (ScriptControllers c in scriptedcontrols.Values)
3068 { 3187 {
3069 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3188 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3070 } 3189 }
3071 cAgent.Controllers = controls; 3190 cAgent.Controllers = controls;
3072 } 3191 }
@@ -3099,6 +3218,8 @@ namespace OpenSim.Region.Framework.Scenes
3099 CameraAtAxis = cAgent.AtAxis; 3218 CameraAtAxis = cAgent.AtAxis;
3100 CameraLeftAxis = cAgent.LeftAxis; 3219 CameraLeftAxis = cAgent.LeftAxis;
3101 CameraUpAxis = cAgent.UpAxis; 3220 CameraUpAxis = cAgent.UpAxis;
3221 ParentUUID = cAgent.ParentPart;
3222 m_prevSitOffset = cAgent.SitOffset;
3102 3223
3103 // When we get to the point of re-computing neighbors everytime this 3224 // When we get to the point of re-computing neighbors everytime this
3104 // changes, then start using the agent's drawdistance rather than the 3225 // changes, then start using the agent's drawdistance rather than the
@@ -3136,6 +3257,7 @@ namespace OpenSim.Region.Framework.Scenes
3136 foreach (ControllerData c in cAgent.Controllers) 3257 foreach (ControllerData c in cAgent.Controllers)
3137 { 3258 {
3138 ScriptControllers sc = new ScriptControllers(); 3259 ScriptControllers sc = new ScriptControllers();
3260 sc.objectID = c.ObjectID;
3139 sc.itemID = c.ItemID; 3261 sc.itemID = c.ItemID;
3140 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3262 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3141 sc.eventControls = (ScriptControlled)c.EventControls; 3263 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3203,20 +3325,27 @@ namespace OpenSim.Region.Framework.Scenes
3203 } 3325 }
3204 3326
3205 if (Appearance.AvatarHeight == 0) 3327 if (Appearance.AvatarHeight == 0)
3206 Appearance.SetHeight(); 3328// Appearance.SetHeight();
3329 Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f));
3207 3330
3208 PhysicsScene scene = m_scene.PhysicsScene; 3331 PhysicsScene scene = m_scene.PhysicsScene;
3209 3332
3210 Vector3 pVec = AbsolutePosition; 3333 Vector3 pVec = AbsolutePosition;
3211 3334
3335/*
3336 PhysicsActor = scene.AddAvatar(
3337 LocalId, Firstname + "." + Lastname, pVec,
3338 new Vector3(0.45f, 0.6f, Appearance.AvatarHeight), isFlying);
3339*/
3340
3212 PhysicsActor = scene.AddAvatar( 3341 PhysicsActor = scene.AddAvatar(
3213 LocalId, Firstname + "." + Lastname, pVec, 3342 LocalId, Firstname + "." + Lastname, pVec,
3214 new Vector3(0f, 0f, Appearance.AvatarHeight), isFlying); 3343 Appearance.AvatarBoxSize,Appearance.AvatarFeetOffset, isFlying);
3215 3344
3216 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3345 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3217 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3346 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3218 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3347 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3219 PhysicsActor.SubscribeEvents(500); 3348 PhysicsActor.SubscribeEvents(100);
3220 PhysicsActor.LocalID = LocalId; 3349 PhysicsActor.LocalID = LocalId;
3221 } 3350 }
3222 3351
@@ -3230,6 +3359,7 @@ namespace OpenSim.Region.Framework.Scenes
3230 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); 3359 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true);
3231 } 3360 }
3232 3361
3362
3233 /// <summary> 3363 /// <summary>
3234 /// Event called by the physics plugin to tell the avatar about a collision. 3364 /// Event called by the physics plugin to tell the avatar about a collision.
3235 /// </summary> 3365 /// </summary>
@@ -3243,7 +3373,7 @@ namespace OpenSim.Region.Framework.Scenes
3243 /// <param name="e"></param> 3373 /// <param name="e"></param>
3244 public void PhysicsCollisionUpdate(EventArgs e) 3374 public void PhysicsCollisionUpdate(EventArgs e)
3245 { 3375 {
3246 if (IsChildAgent) 3376 if (IsChildAgent || Animator == null)
3247 return; 3377 return;
3248 3378
3249 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3379 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
@@ -3259,7 +3389,6 @@ namespace OpenSim.Region.Framework.Scenes
3259 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3389 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3260 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3390 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3261 3391
3262 CollisionPlane = Vector4.UnitW;
3263 3392
3264// // No collisions at all means we may be flying. Update always 3393// // No collisions at all means we may be flying. Update always
3265// // to make falling work 3394// // to make falling work
@@ -3271,6 +3400,7 @@ namespace OpenSim.Region.Framework.Scenes
3271 3400
3272 if (coldata.Count != 0) 3401 if (coldata.Count != 0)
3273 { 3402 {
3403/*
3274 switch (Animator.CurrentMovementAnimation) 3404 switch (Animator.CurrentMovementAnimation)
3275 { 3405 {
3276 case "STAND": 3406 case "STAND":
@@ -3279,24 +3409,38 @@ namespace OpenSim.Region.Framework.Scenes
3279 case "CROUCH": 3409 case "CROUCH":
3280 case "CROUCHWALK": 3410 case "CROUCHWALK":
3281 { 3411 {
3412 */
3282 ContactPoint lowest; 3413 ContactPoint lowest;
3283 lowest.SurfaceNormal = Vector3.Zero; 3414 lowest.SurfaceNormal = Vector3.Zero;
3284 lowest.Position = Vector3.Zero; 3415 lowest.Position = Vector3.Zero;
3285 lowest.Position.Z = Single.NaN; 3416 lowest.Position.Z = float.MaxValue;
3286 3417
3287 foreach (ContactPoint contact in coldata.Values) 3418 foreach (ContactPoint contact in coldata.Values)
3288 { 3419 {
3289 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z) 3420
3421 if (contact.CharacterFeet && contact.Position.Z < lowest.Position.Z)
3290 { 3422 {
3291 lowest = contact; 3423 lowest = contact;
3292 } 3424 }
3293 } 3425 }
3294 3426
3295 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); 3427 if (lowest.Position.Z != float.MaxValue)
3428 {
3429 lowest.SurfaceNormal = -lowest.SurfaceNormal;
3430 CollisionPlane = new Vector4(lowest.SurfaceNormal, Vector3.Dot(lowest.Position, lowest.SurfaceNormal));
3431 }
3432 else
3433 CollisionPlane = Vector4.UnitW;
3434/*
3296 } 3435 }
3297 break; 3436 break;
3298 } 3437 }
3438*/
3299 } 3439 }
3440 else
3441 CollisionPlane = Vector4.UnitW;
3442
3443 RaiseCollisionScriptEvents(coldata);
3300 3444
3301 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3445 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3302 if (Invulnerable || GodLevel > 0) 3446 if (Invulnerable || GodLevel > 0)
@@ -3395,6 +3539,13 @@ namespace OpenSim.Region.Framework.Scenes
3395 // m_reprioritizationTimer.Dispose(); 3539 // m_reprioritizationTimer.Dispose();
3396 3540
3397 RemoveFromPhysicalScene(); 3541 RemoveFromPhysicalScene();
3542
3543 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
3544
3545// if (Animator != null)
3546// Animator.Close();
3547 Animator = null;
3548
3398 } 3549 }
3399 3550
3400 public void AddAttachment(SceneObjectGroup gobj) 3551 public void AddAttachment(SceneObjectGroup gobj)
@@ -3628,10 +3779,18 @@ namespace OpenSim.Region.Framework.Scenes
3628 3779
3629 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 3780 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3630 { 3781 {
3782 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
3783 if (p == null)
3784 return;
3785
3786 ControllingClient.SendTakeControls(controls, false, false);
3787 ControllingClient.SendTakeControls(controls, true, false);
3788
3631 ScriptControllers obj = new ScriptControllers(); 3789 ScriptControllers obj = new ScriptControllers();
3632 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3790 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3633 obj.eventControls = ScriptControlled.CONTROL_ZERO; 3791 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3634 3792
3793 obj.objectID = p.ParentGroup.UUID;
3635 obj.itemID = Script_item_UUID; 3794 obj.itemID = Script_item_UUID;
3636 if (pass_on == 0 && accept == 0) 3795 if (pass_on == 0 && accept == 0)
3637 { 3796 {
@@ -3680,6 +3839,21 @@ namespace OpenSim.Region.Framework.Scenes
3680 ControllingClient.SendTakeControls(int.MaxValue, false, false); 3839 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3681 } 3840 }
3682 3841
3842 private void UnRegisterSeatControls(UUID obj)
3843 {
3844 List<UUID> takers = new List<UUID>();
3845
3846 foreach (ScriptControllers c in scriptedcontrols.Values)
3847 {
3848 if (c.objectID == obj)
3849 takers.Add(c.itemID);
3850 }
3851 foreach (UUID t in takers)
3852 {
3853 UnRegisterControlEventsToScript(0, t);
3854 }
3855 }
3856
3683 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 3857 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3684 { 3858 {
3685 ScriptControllers takecontrols; 3859 ScriptControllers takecontrols;
@@ -3998,6 +4172,12 @@ namespace OpenSim.Region.Framework.Scenes
3998 4172
3999 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4173 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
4000 { 4174 {
4175 string reason;
4176
4177 // Honor bans
4178 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4179 return;
4180
4001 SceneObjectGroup telehub = null; 4181 SceneObjectGroup telehub = null;
4002 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4182 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
4003 { 4183 {
@@ -4037,11 +4217,206 @@ namespace OpenSim.Region.Framework.Scenes
4037 pos = land.LandData.UserLocation; 4217 pos = land.LandData.UserLocation;
4038 } 4218 }
4039 } 4219 }
4040 4220
4041 land.SendLandUpdateToClient(ControllingClient); 4221 land.SendLandUpdateToClient(ControllingClient);
4042 } 4222 }
4043 } 4223 }
4044 4224
4225 private DetectedObject CreateDetObject(SceneObjectPart obj)
4226 {
4227 DetectedObject detobj = new DetectedObject();
4228 detobj.keyUUID = obj.UUID;
4229 detobj.nameStr = obj.Name;
4230 detobj.ownerUUID = obj.OwnerID;
4231 detobj.posVector = obj.AbsolutePosition;
4232 detobj.rotQuat = obj.GetWorldRotation();
4233 detobj.velVector = obj.Velocity;
4234 detobj.colliderType = 0;
4235 detobj.groupUUID = obj.GroupID;
4236
4237 return detobj;
4238 }
4239
4240 private DetectedObject CreateDetObject(ScenePresence av)
4241 {
4242 DetectedObject detobj = new DetectedObject();
4243 detobj.keyUUID = av.UUID;
4244 detobj.nameStr = av.ControllingClient.Name;
4245 detobj.ownerUUID = av.UUID;
4246 detobj.posVector = av.AbsolutePosition;
4247 detobj.rotQuat = av.Rotation;
4248 detobj.velVector = av.Velocity;
4249 detobj.colliderType = 0;
4250 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4251
4252 return detobj;
4253 }
4254
4255 private DetectedObject CreateDetObjectForGround()
4256 {
4257 DetectedObject detobj = new DetectedObject();
4258 detobj.keyUUID = UUID.Zero;
4259 detobj.nameStr = "";
4260 detobj.ownerUUID = UUID.Zero;
4261 detobj.posVector = AbsolutePosition;
4262 detobj.rotQuat = Quaternion.Identity;
4263 detobj.velVector = Vector3.Zero;
4264 detobj.colliderType = 0;
4265 detobj.groupUUID = UUID.Zero;
4266
4267 return detobj;
4268 }
4269
4270 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4271 {
4272 ColliderArgs colliderArgs = new ColliderArgs();
4273 List<DetectedObject> colliding = new List<DetectedObject>();
4274 foreach (uint localId in colliders)
4275 {
4276 if (localId == 0)
4277 continue;
4278
4279 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4280 if (obj != null)
4281 {
4282 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4283 colliding.Add(CreateDetObject(obj));
4284 }
4285 else
4286 {
4287 ScenePresence av = m_scene.GetScenePresence(localId);
4288 if (av != null && (!av.IsChildAgent))
4289 {
4290 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4291 colliding.Add(CreateDetObject(av));
4292 }
4293 }
4294 }
4295
4296 colliderArgs.Colliders = colliding;
4297
4298 return colliderArgs;
4299 }
4300
4301 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4302
4303 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4304 {
4305 ColliderArgs CollidingMessage;
4306
4307 if (colliders.Count > 0)
4308 {
4309 if ((dest.RootPart.ScriptEvents & ev) != 0)
4310 {
4311 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4312
4313 if (CollidingMessage.Colliders.Count > 0)
4314 notify(dest.RootPart.LocalId, CollidingMessage);
4315 }
4316 }
4317 }
4318
4319 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4320 {
4321 if ((dest.RootPart.ScriptEvents & ev) != 0)
4322 {
4323 ColliderArgs LandCollidingMessage = new ColliderArgs();
4324 List<DetectedObject> colliding = new List<DetectedObject>();
4325
4326 colliding.Add(CreateDetObjectForGround());
4327 LandCollidingMessage.Colliders = colliding;
4328
4329 notify(dest.RootPart.LocalId, LandCollidingMessage);
4330 }
4331 }
4332
4333 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4334 {
4335 try
4336 {
4337 List<uint> thisHitColliders = new List<uint>();
4338 List<uint> endedColliders = new List<uint>();
4339 List<uint> startedColliders = new List<uint>();
4340 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4341 CollisionForSoundInfo soundinfo;
4342 ContactPoint curcontact;
4343
4344 if (coldata.Count == 0)
4345 {
4346 if (m_lastColliders.Count == 0)
4347 return; // nothing to do
4348
4349 foreach (uint localID in m_lastColliders)
4350 {
4351 endedColliders.Add(localID);
4352 }
4353 m_lastColliders.Clear();
4354 }
4355
4356 else
4357 {
4358 foreach (uint id in coldata.Keys)
4359 {
4360 thisHitColliders.Add(id);
4361 if (!m_lastColliders.Contains(id))
4362 {
4363 startedColliders.Add(id);
4364 curcontact = coldata[id];
4365 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
4366 {
4367 soundinfo = new CollisionForSoundInfo();
4368 soundinfo.colliderID = id;
4369 soundinfo.position = curcontact.Position;
4370 soundinfo.relativeVel = curcontact.RelativeSpeed;
4371 soundinfolist.Add(soundinfo);
4372 }
4373 }
4374 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4375 }
4376
4377 // calculate things that ended colliding
4378 foreach (uint localID in m_lastColliders)
4379 {
4380 if (!thisHitColliders.Contains(localID))
4381 {
4382 endedColliders.Add(localID);
4383 }
4384 }
4385 //add the items that started colliding this time to the last colliders list.
4386 foreach (uint localID in startedColliders)
4387 {
4388 m_lastColliders.Add(localID);
4389 }
4390 // remove things that ended colliding from the last colliders list
4391 foreach (uint localID in endedColliders)
4392 {
4393 m_lastColliders.Remove(localID);
4394 }
4395
4396 if (soundinfolist.Count > 0)
4397 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
4398 }
4399
4400 foreach (SceneObjectGroup att in GetAttachments())
4401 {
4402 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
4403 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
4404 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
4405
4406 if (startedColliders.Contains(0))
4407 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
4408 if (m_lastColliders.Contains(0))
4409 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
4410 if (endedColliders.Contains(0))
4411 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
4412 }
4413 }
4414 finally
4415 {
4416 m_collisionEventFlag = false;
4417 }
4418 }
4419
4045 private void TeleportFlagsDebug() { 4420 private void TeleportFlagsDebug() {
4046 4421
4047 // Some temporary debugging help to show all the TeleportFlags we have... 4422 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4066,6 +4441,5 @@ namespace OpenSim.Region.Framework.Scenes
4066 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4441 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4067 4442
4068 } 4443 }
4069
4070 } 4444 }
4071} 4445}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 2d4c60a..123c158 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -262,6 +262,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
262 sr.Close(); 262 sr.Close();
263 } 263 }
264 264
265 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
266 if (keymotion.Count > 0)
267 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
268 else
269 sceneObject.RootPart.KeyframeMotion = null;
270
265 // Script state may, or may not, exist. Not having any, is NOT 271 // Script state may, or may not, exist. Not having any, is NOT
266 // ever a problem. 272 // ever a problem.
267 sceneObject.LoadScriptState(doc); 273 sceneObject.LoadScriptState(doc);
@@ -366,6 +372,23 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
366 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 372 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
367 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 373 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
368 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 374 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
375
376 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
377 m_SOPXmlProcessors.Add("Force", ProcessForce);
378 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
379 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
380
381
382 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
383
384 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
385 m_SOPXmlProcessors.Add("Density", ProcessDensity);
386 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
387 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
388 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
389 m_SOPXmlProcessors.Add("CameraEyeOffset", ProcessCameraEyeOffset);
390 m_SOPXmlProcessors.Add("CameraAtOffset", ProcessCameraAtOffset);
391
369 #endregion 392 #endregion
370 393
371 #region TaskInventoryXmlProcessors initialization 394 #region TaskInventoryXmlProcessors initialization
@@ -393,7 +416,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
393 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 416 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
394 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 417 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
395 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 418 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
396 419
397 #endregion 420 #endregion
398 421
399 #region ShapeXmlProcessors initialization 422 #region ShapeXmlProcessors initialization
@@ -593,6 +616,58 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
593 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 616 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
594 } 617 }
595 618
619 private static void ProcessPhysicsShapeType(SceneObjectPart obj, XmlTextReader reader)
620 {
621 obj.PhysicsShapeType = (byte)reader.ReadElementContentAsInt("PhysicsShapeType", String.Empty);
622 }
623
624 private static void ProcessDensity(SceneObjectPart obj, XmlTextReader reader)
625 {
626 obj.Density = reader.ReadElementContentAsFloat("Density", String.Empty);
627 }
628
629 private static void ProcessFriction(SceneObjectPart obj, XmlTextReader reader)
630 {
631 obj.Friction = reader.ReadElementContentAsFloat("Friction", String.Empty);
632 }
633
634 private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
635 {
636 obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
637 }
638
639 private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
640 {
641 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
642 }
643
644 private static void ProcessCameraEyeOffset(SceneObjectPart obj, XmlTextReader reader)
645 {
646 obj.SetCameraEyeOffset(Util.ReadVector(reader, "CameraEyeOffset"));
647 }
648
649 private static void ProcessCameraAtOffset(SceneObjectPart obj, XmlTextReader reader)
650 {
651 obj.SetCameraAtOffset(Util.ReadVector(reader, "CameraAtOffset"));
652 }
653
654 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
655 {
656 SOPVehicle vehicle = SOPVehicle.FromXml2(reader);
657
658 if (vehicle == null)
659 {
660 obj.VehicleParams = null;
661 m_log.DebugFormat(
662 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
663 obj.Name, obj.UUID);
664 }
665 else
666 {
667 obj.VehicleParams = vehicle;
668 }
669 }
670
596 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 671 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
597 { 672 {
598 List<string> errorNodeNames; 673 List<string> errorNodeNames;
@@ -757,6 +832,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
757 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 832 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
758 } 833 }
759 834
835 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
836 {
837 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
838 }
839
840 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
841 {
842 obj.Force = Util.ReadVector(reader, "Force");
843 }
844 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
845 {
846 obj.Torque = Util.ReadVector(reader, "Torque");
847 }
848
849 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
850 {
851 obj.VolumeDetectActive = Util.ReadBoolean(reader);
852 }
853
760 #endregion 854 #endregion
761 855
762 #region TaskInventoryXmlProcessors 856 #region TaskInventoryXmlProcessors
@@ -1144,6 +1238,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1144 }); 1238 });
1145 1239
1146 writer.WriteEndElement(); 1240 writer.WriteEndElement();
1241
1242 if (sog.RootPart.KeyframeMotion != null)
1243 {
1244 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1245
1246 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1247 writer.WriteBase64(data, 0, data.Length);
1248 writer.WriteEndElement();
1249 }
1250
1147 writer.WriteEndElement(); 1251 writer.WriteEndElement();
1148 } 1252 }
1149 1253
@@ -1243,6 +1347,29 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1243 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1347 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1244 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1348 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1245 1349
1350 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1351
1352 WriteVector(writer, "Force", sop.Force);
1353 WriteVector(writer, "Torque", sop.Torque);
1354
1355 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1356
1357 if (sop.VehicleParams != null)
1358 sop.VehicleParams.ToXml2(writer);
1359
1360 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1361 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1362 if (sop.Density != 1000.0f)
1363 writer.WriteElementString("Density", sop.Density.ToString().ToLower());
1364 if (sop.Friction != 0.6f)
1365 writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
1366 if (sop.Bounciness != 0.5f)
1367 writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
1368 if (sop.GravityModifier != 1.0f)
1369 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1370 WriteVector(writer, "CameraEyeOffset", sop.GetCameraEyeOffset());
1371 WriteVector(writer, "CameraAtOffset", sop.GetCameraAtOffset());
1372
1246 writer.WriteEndElement(); 1373 writer.WriteEndElement();
1247 } 1374 }
1248 1375
@@ -1467,12 +1594,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1467 { 1594 {
1468 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1595 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1469 1596
1470 if (reader.IsEmptyElement)
1471 {
1472 reader.Read();
1473 return tinv;
1474 }
1475
1476 reader.ReadStartElement(name, String.Empty); 1597 reader.ReadStartElement(name, String.Empty);
1477 1598
1478 while (reader.Name == "TaskInventoryItem") 1599 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index b9d615e..5398ab9 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -175,7 +175,7 @@ namespace OpenSim.Region.Framework.Scenes
175 175
176 // saved last reported value so there is something available for llGetRegionFPS 176 // saved last reported value so there is something available for llGetRegionFPS
177 private float lastReportedSimFPS; 177 private float lastReportedSimFPS;
178 private float[] lastReportedSimStats = new float[22]; 178 private float[] lastReportedSimStats = new float[23];
179 private float m_pfps; 179 private float m_pfps;
180 180
181 /// <summary> 181 /// <summary>
@@ -189,12 +189,13 @@ namespace OpenSim.Region.Framework.Scenes
189 private int m_objectUpdates; 189 private int m_objectUpdates;
190 190
191 private int m_frameMS; 191 private int m_frameMS;
192 private int m_spareMS; 192
193 private int m_netMS; 193 private int m_netMS;
194 private int m_agentMS; 194 private int m_agentMS;
195 private int m_physicsMS; 195 private int m_physicsMS;
196 private int m_imageMS; 196 private int m_imageMS;
197 private int m_otherMS; 197 private int m_otherMS;
198 private int m_sleeptimeMS;
198 199
199//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. 200//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
200//Ckrinke private int m_scriptMS = 0; 201//Ckrinke private int m_scriptMS = 0;
@@ -289,7 +290,7 @@ namespace OpenSim.Region.Framework.Scenes
289 290
290 private void statsHeartBeat(object sender, EventArgs e) 291 private void statsHeartBeat(object sender, EventArgs e)
291 { 292 {
292 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; 293 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
293 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 294 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
294 295
295 // Know what's not thread safe in Mono... modifying timers. 296 // Know what's not thread safe in Mono... modifying timers.
@@ -327,6 +328,35 @@ namespace OpenSim.Region.Framework.Scenes
327 physfps = 0; 328 physfps = 0;
328 329
329#endregion 330#endregion
331 float factor = 1 / m_statsUpdateFactor;
332
333 if (reportedFPS <= 0)
334 reportedFPS = 1;
335
336 float perframe = 1.0f / (float)reportedFPS;
337
338 float TotalFrameTime = m_frameMS * perframe;
339
340 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
341
342 float sparetime;
343 float sleeptime;
344
345 if (TotalFrameTime > targetframetime)
346 {
347 sparetime = 0;
348 sleeptime = 0;
349 }
350 else
351 {
352 sparetime = m_frameMS - m_physicsMS - m_agentMS;
353 sparetime *= perframe;
354 if (sparetime < 0)
355 sparetime = 0;
356 else if (sparetime > TotalFrameTime)
357 sparetime = TotalFrameTime;
358 sleeptime = m_sleeptimeMS * perframe;
359 }
330 360
331 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 361 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
332 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 362 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
@@ -338,25 +368,15 @@ namespace OpenSim.Region.Framework.Scenes
338 // so that stat numbers are always consistent. 368 // so that stat numbers are always consistent.
339 CheckStatSanity(); 369 CheckStatSanity();
340 370
341 //Our time dilation is 0.91 when we're running a full speed, 371 // other MS is actually simulation time
342 // therefore to make sure we get an appropriate range, 372 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
343 // we have to factor in our error. (0.10f * statsUpdateFactor) 373 // m_imageMS m_netMS are not included in m_frameMS
344 // multiplies the fix for the error times the amount of times it'll occur a second
345 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
346 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
347
348 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
349 // values to X-per-second values.
350 374
351 uint thisFrame = m_scene.Frame; 375 m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
352 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor; 376 if (m_otherMS < 0)
353 m_lastUpdateFrame = thisFrame; 377 m_otherMS = 0;
354 378
355 // Avoid div-by-zero if somehow we've not updated any frames. 379 for (int i = 0; i < 23; i++)
356 if (framesUpdated == 0)
357 framesUpdated = 1;
358
359 for (int i = 0; i < 22; i++)
360 { 380 {
361 sb[i] = new SimStatsPacket.StatBlock(); 381 sb[i] = new SimStatsPacket.StatBlock();
362 } 382 }
@@ -386,19 +406,19 @@ namespace OpenSim.Region.Framework.Scenes
386 sb[7].StatValue = m_activePrim; 406 sb[7].StatValue = m_activePrim;
387 407
388 sb[8].StatID = (uint)Stats.FrameMS; 408 sb[8].StatID = (uint)Stats.FrameMS;
389 sb[8].StatValue = m_frameMS / framesUpdated; 409 sb[8].StatValue = TotalFrameTime;
390 410
391 sb[9].StatID = (uint)Stats.NetMS; 411 sb[9].StatID = (uint)Stats.NetMS;
392 sb[9].StatValue = m_netMS / framesUpdated; 412 sb[9].StatValue = m_netMS * perframe;
393 413
394 sb[10].StatID = (uint)Stats.PhysicsMS; 414 sb[10].StatID = (uint)Stats.PhysicsMS;
395 sb[10].StatValue = m_physicsMS / framesUpdated; 415 sb[10].StatValue = m_physicsMS * perframe;
396 416
397 sb[11].StatID = (uint)Stats.ImageMS ; 417 sb[11].StatID = (uint)Stats.ImageMS ;
398 sb[11].StatValue = m_imageMS / framesUpdated; 418 sb[11].StatValue = m_imageMS * perframe;
399 419
400 sb[12].StatID = (uint)Stats.OtherMS; 420 sb[12].StatID = (uint)Stats.OtherMS;
401 sb[12].StatValue = m_otherMS / framesUpdated; 421 sb[12].StatValue = m_otherMS * perframe;
402 422
403 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 423 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
404 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); 424 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
@@ -410,7 +430,7 @@ namespace OpenSim.Region.Framework.Scenes
410 sb[15].StatValue = m_unAckedBytes; 430 sb[15].StatValue = m_unAckedBytes;
411 431
412 sb[16].StatID = (uint)Stats.AgentMS; 432 sb[16].StatID = (uint)Stats.AgentMS;
413 sb[16].StatValue = m_agentMS / framesUpdated; 433 sb[16].StatValue = m_agentMS * perframe;
414 434
415 sb[17].StatID = (uint)Stats.PendingDownloads; 435 sb[17].StatID = (uint)Stats.PendingDownloads;
416 sb[17].StatValue = m_pendingDownloads; 436 sb[17].StatValue = m_pendingDownloads;
@@ -425,7 +445,10 @@ namespace OpenSim.Region.Framework.Scenes
425 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; 445 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
426 446
427 sb[21].StatID = (uint)Stats.SimSpareMs; 447 sb[21].StatID = (uint)Stats.SimSpareMs;
428 sb[21].StatValue = m_spareMS / framesUpdated; 448 sb[21].StatValue = sparetime;
449
450 sb[22].StatID = (uint)Stats.SimSleepMs;
451 sb[22].StatValue = sleeptime;
429 452
430 for (int i = 0; i < 22; i++) 453 for (int i = 0; i < 22; i++)
431 { 454 {
@@ -444,28 +467,32 @@ namespace OpenSim.Region.Framework.Scenes
444 } 467 }
445 468
446 // Extra statistics that aren't currently sent to clients 469 // Extra statistics that aren't currently sent to clients
447 lock (m_lastReportedExtraSimStats) 470 if (m_scene.PhysicsScene != null)
448 { 471 {
449 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor; 472 lock (m_lastReportedExtraSimStats)
450 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
451
452 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
453
454 if (physicsStats != null)
455 { 473 {
456 foreach (KeyValuePair<string, float> tuple in physicsStats) 474 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
475 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
476
477 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
478
479 if (physicsStats != null)
457 { 480 {
458 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second 481 foreach (KeyValuePair<string, float> tuple in physicsStats)
459 // Need to change things so that stats source can indicate whether they are per second or 482 {
460 // per frame. 483 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
461 if (tuple.Key.EndsWith("MS")) 484 // Need to change things so that stats source can indicate whether they are per second or
462 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated; 485 // per frame.
463 else 486 if (tuple.Key.EndsWith("MS"))
464 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; 487 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
488 else
489 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
490 }
465 } 491 }
466 } 492 }
467 } 493 }
468 494
495// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
469 ResetValues(); 496 ResetValues();
470 } 497 }
471 } 498 }
@@ -488,7 +515,8 @@ namespace OpenSim.Region.Framework.Scenes
488 m_physicsMS = 0; 515 m_physicsMS = 0;
489 m_imageMS = 0; 516 m_imageMS = 0;
490 m_otherMS = 0; 517 m_otherMS = 0;
491 m_spareMS = 0; 518// m_spareMS = 0;
519 m_sleeptimeMS = 0;
492 520
493//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 521//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
494//Ckrinke m_scriptMS = 0; 522//Ckrinke m_scriptMS = 0;
@@ -572,11 +600,6 @@ namespace OpenSim.Region.Framework.Scenes
572 SlowFramesStat.Value++; 600 SlowFramesStat.Value++;
573 } 601 }
574 602
575 public void AddSpareMS(int ms)
576 {
577 m_spareMS += ms;
578 }
579
580 public void addNetMS(int ms) 603 public void addNetMS(int ms)
581 { 604 {
582 m_netMS += ms; 605 m_netMS += ms;
@@ -602,6 +625,11 @@ namespace OpenSim.Region.Framework.Scenes
602 m_otherMS += ms; 625 m_otherMS += ms;
603 } 626 }
604 627
628 public void addSleepMS(int ms)
629 {
630 m_sleeptimeMS += ms;
631 }
632
605 public void AddPendingDownloads(int count) 633 public void AddPendingDownloads(int count)
606 { 634 {
607 m_pendingDownloads += count; 635 m_pendingDownloads += count;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
index c264433..1182c96 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
@@ -62,6 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2)); 62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2));
63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3)); 63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3));
64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4)); 64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4));
65
66 Assert.That(g1Post.RootPart.UndoCount, Is.EqualTo(1));
65 } 67 }
66 68
67 /// <summary> 69 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
deleted file mode 100644
index 96973de..0000000
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
+++ /dev/null
@@ -1,184 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Reflection;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Framework.Communications;
34using OpenSim.Region.Framework.Scenes;
35using OpenSim.Tests.Common;
36using OpenSim.Tests.Common.Mock;
37
38namespace OpenSim.Region.Framework.Scenes.Tests
39{
40 /// <summary>
41 /// Tests for undo/redo
42 /// </summary>
43 public class SceneObjectUndoRedoTests : OpenSimTestCase
44 {
45 [Test]
46 public void TestUndoRedoResizeSceneObject()
47 {
48 TestHelpers.InMethod();
49// TestHelpers.EnableLogging();
50
51 Vector3 firstSize = new Vector3(2, 3, 4);
52 Vector3 secondSize = new Vector3(5, 6, 7);
53
54 Scene scene = new SceneHelpers().SetupScene();
55 scene.MaxUndoCount = 20;
56 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
57
58 // TODO: It happens to be the case that we are not storing undo states for SOPs which are not yet in a SOG,
59 // which is the way that AddSceneObject() sets up the object (i.e. it creates the SOP first). However,
60 // this is somewhat by chance. Really, we shouldn't be storing undo states at all if the object is not
61 // in a scene.
62 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
63
64 g1.GroupResize(firstSize);
65 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
66
67 g1.GroupResize(secondSize);
68 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
69
70 g1.RootPart.Undo();
71 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
72 Assert.That(g1.GroupScale, Is.EqualTo(firstSize));
73
74 g1.RootPart.Redo();
75 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
76 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
77 }
78
79 [Test]
80 public void TestUndoLimit()
81 {
82 TestHelpers.InMethod();
83
84 Vector3 firstSize = new Vector3(2, 3, 4);
85 Vector3 secondSize = new Vector3(5, 6, 7);
86 Vector3 thirdSize = new Vector3(8, 9, 10);
87 Vector3 fourthSize = new Vector3(11, 12, 13);
88
89 Scene scene = new SceneHelpers().SetupScene();
90 scene.MaxUndoCount = 2;
91 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
92
93 g1.GroupResize(firstSize);
94 g1.GroupResize(secondSize);
95 g1.GroupResize(thirdSize);
96 g1.GroupResize(fourthSize);
97
98 g1.RootPart.Undo();
99 g1.RootPart.Undo();
100 g1.RootPart.Undo();
101
102 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
103 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
104 }
105
106 [Test]
107 public void TestNoUndoOnObjectsNotInScene()
108 {
109 TestHelpers.InMethod();
110
111 Vector3 firstSize = new Vector3(2, 3, 4);
112 Vector3 secondSize = new Vector3(5, 6, 7);
113 Vector3 thirdSize = new Vector3(8, 9, 10);
114 Vector3 fourthSize = new Vector3(11, 12, 13);
115
116 Scene scene = new SceneHelpers().SetupScene();
117 scene.MaxUndoCount = 20;
118 SceneObjectGroup g1 = SceneHelpers.CreateSceneObject(1, TestHelpers.ParseTail(0x1));
119
120 g1.GroupResize(firstSize);
121 g1.GroupResize(secondSize);
122
123 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
124
125 g1.RootPart.Undo();
126
127 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
128 }
129
130 [Test]
131 public void TestUndoBeyondAvailable()
132 {
133 TestHelpers.InMethod();
134
135 Vector3 newSize = new Vector3(2, 3, 4);
136
137 Scene scene = new SceneHelpers().SetupScene();
138 scene.MaxUndoCount = 20;
139 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
140 Vector3 originalSize = g1.GroupScale;
141
142 g1.RootPart.Undo();
143
144 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
145 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
146
147 g1.GroupResize(newSize);
148 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
149 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
150
151 g1.RootPart.Undo();
152 g1.RootPart.Undo();
153
154 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
155 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
156 }
157
158 [Test]
159 public void TestRedoBeyondAvailable()
160 {
161 TestHelpers.InMethod();
162
163 Vector3 newSize = new Vector3(2, 3, 4);
164
165 Scene scene = new SceneHelpers().SetupScene();
166 scene.MaxUndoCount = 20;
167 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
168 Vector3 originalSize = g1.GroupScale;
169
170 g1.RootPart.Redo();
171
172 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
173 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
174
175 g1.GroupResize(newSize);
176 g1.RootPart.Undo();
177 g1.RootPart.Redo();
178 g1.RootPart.Redo();
179
180 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
181 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
182 }
183 }
184} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
index 2b79271..c7eaff9 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
@@ -44,7 +44,7 @@ using OpenSim.Tests.Common.Mock;
44namespace OpenSim.Region.Framework.Scenes.Tests 44namespace OpenSim.Region.Framework.Scenes.Tests
45{ 45{
46 [TestFixture] 46 [TestFixture]
47 public class SceneObjectUserGroupTests : OpenSimTestCase 47 public class SceneObjectUserGroupTests
48 { 48 {
49 /// <summary> 49 /// <summary>
50 /// Test share with group object functionality 50 /// Test share with group object functionality
@@ -54,6 +54,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
54 public void TestShareWithGroup() 54 public void TestShareWithGroup()
55 { 55 {
56 TestHelpers.InMethod(); 56 TestHelpers.InMethod();
57// log4net.Config.XmlConfigurator.Configure();
57 58
58 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 59 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
59 60
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index e238d01..2279e62 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -84,10 +84,6 @@ namespace OpenSim.Region.Framework.Scenes
84 /// <param name="assetUuids">The assets gathered</param> 84 /// <param name="assetUuids">The assets gathered</param>
85 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 85 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
86 { 86 {
87 // avoid infinite loops
88 if (assetUuids.ContainsKey(assetUuid))
89 return;
90
91 try 87 try
92 { 88 {
93 assetUuids[assetUuid] = assetType; 89 assetUuids[assetUuid] = assetType;