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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs19
-rw-r--r--OpenSim/Region/Framework/Scenes/CollisionSounds.cs304
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs43
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs766
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs791
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs348
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs150
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs722
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs32
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs454
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs247
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1438
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1480
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs767
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs1092
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs92
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs124
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs184
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
26 files changed, 7251 insertions, 2309 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index e92a087..65c279e 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -80,12 +80,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
80 m_scenePresence = sp; 80 m_scenePresence = sp;
81 CurrentMovementAnimation = "CROUCH"; 81 CurrentMovementAnimation = "CROUCH";
82 } 82 }
83 83
84 public void AddAnimation(UUID animID, UUID objectID) 84 public void AddAnimation(UUID animID, UUID objectID)
85 { 85 {
86 if (m_scenePresence.IsChildAgent) 86 if (m_scenePresence.IsChildAgent)
87 return; 87 return;
88 88
89 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
89 if (m_scenePresence.Scene.DebugAnimations) 90 if (m_scenePresence.Scene.DebugAnimations)
90 m_log.DebugFormat( 91 m_log.DebugFormat(
91 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", 92 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}",
@@ -134,6 +135,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
134 SendAnimPack(); 135 SendAnimPack();
135 } 136 }
136 137
138 public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
139 {
140 if (m_scenePresence.IsChildAgent)
141 return;
142
143 if (animID != UUID.Zero)
144 {
145 if (addRemove)
146 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
147 else
148 m_animations.Remove(animID, true);
149 }
150 if(sendPack)
151 SendAnimPack();
152 }
153
137 // Called from scripts 154 // Called from scripts
138 public void RemoveAnimation(string name) 155 public void RemoveAnimation(string name)
139 { 156 {
diff --git a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
new file mode 100644
index 0000000..075724e
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
@@ -0,0 +1,304 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27// Ubit 2012
28
29using System;
30using System.Reflection;
31using System.Collections.Generic;
32using OpenMetaverse;
33using OpenSim.Framework;
34using log4net;
35
36namespace OpenSim.Region.Framework.Scenes
37{
38 public struct CollisionForSoundInfo
39 {
40 public uint colliderID;
41 public Vector3 position;
42 public float relativeVel;
43 }
44
45 public static class CollisionSounds
46 {
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48
49 private const int MaxMaterials = 7;
50 // part part
51
52 private static UUID snd_StoneStone = new UUID("be7295c0-a158-11e1-b3dd-0800200c9a66");
53 private static UUID snd_StoneMetal = new UUID("be7295c0-a158-11e1-b3dd-0800201c9a66");
54 private static UUID snd_StoneGlass = new UUID("be7295c0-a158-11e1-b3dd-0800202c9a66");
55 private static UUID snd_StoneWood = new UUID("be7295c0-a158-11e1-b3dd-0800203c9a66");
56 private static UUID snd_StoneFlesh = new UUID("be7295c0-a158-11e1-b3dd-0800204c9a66");
57 private static UUID snd_StonePlastic = new UUID("be7295c0-a158-11e1-b3dd-0800205c9a66");
58 private static UUID snd_StoneRubber = new UUID("be7295c0-a158-11e1-b3dd-0800206c9a66");
59
60 private static UUID snd_MetalMetal = new UUID("be7295c0-a158-11e1-b3dd-0801201c9a66");
61 private static UUID snd_MetalGlass = new UUID("be7295c0-a158-11e1-b3dd-0801202c9a66");
62 private static UUID snd_MetalWood = new UUID("be7295c0-a158-11e1-b3dd-0801203c9a66");
63 private static UUID snd_MetalFlesh = new UUID("be7295c0-a158-11e1-b3dd-0801204c9a66");
64 private static UUID snd_MetalPlastic = new UUID("be7295c0-a158-11e1-b3dd-0801205c9a66");
65 private static UUID snd_MetalRubber = new UUID("be7295c0-a158-11e1-b3dd-0801206c9a66");
66
67 private static UUID snd_GlassGlass = new UUID("be7295c0-a158-11e1-b3dd-0802202c9a66");
68 private static UUID snd_GlassWood = new UUID("be7295c0-a158-11e1-b3dd-0802203c9a66");
69 private static UUID snd_GlassFlesh = new UUID("be7295c0-a158-11e1-b3dd-0802204c9a66");
70 private static UUID snd_GlassPlastic = new UUID("be7295c0-a158-11e1-b3dd-0802205c9a66");
71 private static UUID snd_GlassRubber = new UUID("be7295c0-a158-11e1-b3dd-0802206c9a66");
72
73 private static UUID snd_WoodWood = new UUID("be7295c0-a158-11e1-b3dd-0803203c9a66");
74 private static UUID snd_WoodFlesh = new UUID("be7295c0-a158-11e1-b3dd-0803204c9a66");
75 private static UUID snd_WoodPlastic = new UUID("be7295c0-a158-11e1-b3dd-0803205c9a66");
76 private static UUID snd_WoodRubber = new UUID("be7295c0-a158-11e1-b3dd-0803206c9a66");
77
78 private static UUID snd_FleshFlesh = new UUID("be7295c0-a158-11e1-b3dd-0804204c9a66");
79 private static UUID snd_FleshPlastic = new UUID("be7295c0-a158-11e1-b3dd-0804205c9a66");
80 private static UUID snd_FleshRubber = new UUID("be7295c0-a158-11e1-b3dd-0804206c9a66");
81
82 private static UUID snd_PlasticPlastic = new UUID("be7295c0-a158-11e1-b3dd-0805205c9a66");
83 private static UUID snd_PlasticRubber = new UUID("be7295c0-a158-11e1-b3dd-0805206c9a66");
84
85 private static UUID snd_RubberRubber = new UUID("be7295c0-a158-11e1-b3dd-0806206c9a66");
86
87 // terrain part
88 private static UUID snd_TerrainStone = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
89 private static UUID snd_TerrainMetal = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
90 private static UUID snd_TerrainGlass = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
91 private static UUID snd_TerrainWood = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
92 private static UUID snd_TerrainFlesh = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
93 private static UUID snd_TerrainPlastic = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
94 private static UUID snd_TerrainRubber = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
95
96 public static UUID[] m_TerrainPart = {
97 snd_TerrainStone,
98 snd_TerrainMetal,
99 snd_TerrainGlass,
100 snd_TerrainWood,
101 snd_TerrainFlesh,
102 snd_TerrainPlastic,
103 snd_TerrainRubber
104 };
105
106 // simetric sounds
107 public static UUID[] m_PartPart = {
108 snd_StoneStone, snd_StoneMetal, snd_StoneGlass, snd_StoneWood, snd_StoneFlesh, snd_StonePlastic, snd_StoneRubber,
109 snd_StoneMetal, snd_MetalMetal, snd_MetalGlass, snd_MetalWood, snd_MetalFlesh, snd_MetalPlastic, snd_MetalRubber,
110 snd_StoneGlass, snd_MetalGlass, snd_GlassGlass, snd_GlassWood, snd_GlassFlesh, snd_GlassPlastic, snd_GlassRubber,
111 snd_StoneWood, snd_MetalWood, snd_GlassWood, snd_WoodWood, snd_WoodFlesh, snd_WoodPlastic, snd_WoodRubber,
112 snd_StoneFlesh, snd_MetalFlesh, snd_GlassFlesh, snd_WoodFlesh, snd_FleshFlesh, snd_FleshPlastic, snd_FleshRubber,
113 snd_StonePlastic, snd_MetalPlastic, snd_GlassPlastic, snd_WoodPlastic, snd_FleshPlastic, snd_PlasticPlastic, snd_PlasticRubber,
114 snd_StoneRubber, snd_MetalRubber, snd_GlassRubber, snd_WoodRubber, snd_FleshRubber, snd_PlasticRubber, snd_RubberRubber
115 };
116
117 public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist)
118 {
119 if (collidersinfolist.Count == 0 || part == null)
120 return;
121
122 if (part.VolumeDetectActive || (part.Flags & PrimFlags.Physics) == 0)
123 return;
124
125 if (part.ParentGroup == null)
126 return;
127
128 if (part.CollisionSoundType < 0)
129 return;
130
131 float volume = 0.0f;
132 bool HaveSound = false;
133
134 UUID soundID = part.CollisionSound;
135
136 if (part.CollisionSoundType > 0)
137 {
138 // soundID = part.CollisionSound;
139 volume = part.CollisionSoundVolume;
140 if (volume == 0.0f)
141 return;
142 HaveSound = true;
143 }
144
145 bool doneownsound = false;
146
147 int thisMaterial = (int)part.Material;
148 if (thisMaterial >= MaxMaterials)
149 thisMaterial = 3;
150 int thisMatScaled = thisMaterial * MaxMaterials;
151
152 CollisionForSoundInfo colInfo;
153 uint id;
154
155 for(int i = 0; i< collidersinfolist.Count; i++)
156 {
157 colInfo = collidersinfolist[i];
158
159 id = colInfo.colliderID;
160 if (id == 0) // terrain collision
161 {
162 if (!doneownsound)
163 {
164 if (!HaveSound)
165 {
166 volume = Math.Abs(colInfo.relativeVel);
167 if (volume < 0.2f)
168 continue;
169
170 volume *= volume * .0625f; // 4m/s == full volume
171 if (volume > 1.0f)
172 volume = 1.0f;
173
174 soundID = m_TerrainPart[thisMaterial];
175 }
176 part.SendCollisionSound(soundID, volume, colInfo.position);
177 doneownsound = true;
178 }
179 continue;
180 }
181
182 SceneObjectPart otherPart = part.ParentGroup.Scene.GetSceneObjectPart(id);
183 if (otherPart != null)
184 {
185 if (otherPart.CollisionSoundType < 0 || otherPart.VolumeDetectActive)
186 continue;
187
188 if (!HaveSound)
189 {
190 if (otherPart.CollisionSoundType > 0)
191 {
192 soundID = otherPart.CollisionSound;
193 volume = otherPart.CollisionSoundVolume;
194 if (volume == 0.0f)
195 continue;
196 }
197 else
198 {
199 volume = Math.Abs(colInfo.relativeVel);
200 if (volume < 0.2f)
201 continue;
202
203 volume *= volume * .0625f; // 4m/s == full volume
204 if (volume > 1.0f)
205 volume = 1.0f;
206
207 int otherMaterial = (int)otherPart.Material;
208 if (otherMaterial >= MaxMaterials)
209 otherMaterial = 3;
210
211 soundID = m_PartPart[thisMatScaled + otherMaterial];
212 }
213 }
214
215 if (doneownsound)
216 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
217 else
218 {
219 part.SendCollisionSound(soundID, volume, colInfo.position);
220 doneownsound = true;
221 }
222 }
223 }
224 }
225
226 public static void AvatarCollisionSound(ScenePresence av, List<CollisionForSoundInfo> collidersinfolist)
227 {
228 if (collidersinfolist.Count == 0 || av == null)
229 return;
230
231 UUID soundID;
232 int otherMaterial;
233
234 int thisMaterial = 4; // flesh
235
236 int thisMatScaled = thisMaterial * MaxMaterials;
237
238 // bool doneownsound = false;
239
240 CollisionForSoundInfo colInfo;
241 uint id;
242 float volume;
243
244 for(int i = 0; i< collidersinfolist.Count; i++)
245 {
246 colInfo = collidersinfolist[i];
247
248 id = colInfo.colliderID;
249
250 if (id == 0) // no terrain collision sounds for now
251 {
252 continue;
253// volume = Math.Abs(colInfo.relativeVel);
254// if (volume < 0.2f)
255// continue;
256
257 }
258
259 SceneObjectPart otherPart = av.Scene.GetSceneObjectPart(id);
260 if (otherPart != null)
261 {
262 if (otherPart.CollisionSoundType < 0)
263 continue;
264 if (otherPart.CollisionSoundType > 0 && otherPart.CollisionSoundVolume > 0f)
265 otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, colInfo.position);
266 else
267 {
268 volume = Math.Abs(colInfo.relativeVel);
269 // Most noral collisions (running into walls, stairs)
270 // should never be heard.
271 if (volume < 3.2f)
272 continue;
273// m_log.DebugFormat("Collision speed was {0}", volume);
274
275 // Cap to 0.2 times volume because climbing stairs should not be noisy
276 // Also changed scaling
277 volume *= volume * .0125f; // 4m/s == volume 0.2
278 if (volume > 0.2f)
279 volume = 0.2f;
280 otherMaterial = (int)otherPart.Material;
281 if (otherMaterial >= MaxMaterials)
282 otherMaterial = 3;
283
284 soundID = m_PartPart[thisMatScaled + otherMaterial];
285 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
286 }
287 continue;
288 }
289/*
290 else if (!doneownsound)
291 {
292 ScenePresence otherav = av.Scene.GetScenePresence(Id);
293 if (otherav != null && (!otherav.IsChildAgent))
294 {
295 soundID = snd_FleshFlesh;
296 av.SendCollisionSound(soundID, 1.0);
297 doneownsound = true;
298 }
299 }
300 */
301 }
302 }
303 }
304}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 59d0148..4733547 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -90,6 +90,10 @@ namespace OpenSim.Region.Framework.Scenes
90 /// </remarks> 90 /// </remarks>
91 public event OnTerrainTickDelegate OnTerrainTick; 91 public event OnTerrainTickDelegate OnTerrainTick;
92 92
93 public delegate void OnTerrainUpdateDelegate();
94
95 public event OnTerrainUpdateDelegate OnTerrainUpdate;
96
93 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 97 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
94 98
95 /// <summary> 99 /// <summary>
@@ -339,8 +343,6 @@ namespace OpenSim.Region.Framework.Scenes
339 /// in <see cref="Scene.SetScriptRunning"/> 343 /// in <see cref="Scene.SetScriptRunning"/>
340 /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>, 344 /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>,
341 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/> 345 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/>
342 /// XXX: This is only triggered when it is the client that starts the script, not in other situations where
343 /// a script is started, unlike OnStopScript!
344 /// </remarks> 346 /// </remarks>
345 public event StartScript OnStartScript; 347 public event StartScript OnStartScript;
346 348
@@ -354,7 +356,6 @@ namespace OpenSim.Region.Framework.Scenes
354 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>, 356 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>,
355 /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>, 357 /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>,
356 /// <see cref="Scene.SetScriptRunning"/> 358 /// <see cref="Scene.SetScriptRunning"/>
357 /// XXX: This is triggered when a sciprt is stopped for any reason, unlike OnStartScript!
358 /// </remarks> 359 /// </remarks>
359 public event StopScript OnStopScript; 360 public event StopScript OnStopScript;
360 361
@@ -842,6 +843,10 @@ namespace OpenSim.Region.Framework.Scenes
842 public event ParcelPrimCountTainted OnParcelPrimCountTainted; 843 public event ParcelPrimCountTainted OnParcelPrimCountTainted;
843 public event GetScriptRunning OnGetScriptRunning; 844 public event GetScriptRunning OnGetScriptRunning;
844 845
846 public delegate void ThrottleUpdate(ScenePresence scenePresence);
847
848 public event ThrottleUpdate OnThrottleUpdate;
849
845 /// <summary> 850 /// <summary>
846 /// RegisterCapsEvent is called by Scene after the Caps object 851 /// RegisterCapsEvent is called by Scene after the Caps object
847 /// has been instantiated and before it is return to the 852 /// has been instantiated and before it is return to the
@@ -1423,6 +1428,26 @@ namespace OpenSim.Region.Framework.Scenes
1423 } 1428 }
1424 } 1429 }
1425 } 1430 }
1431 public void TriggerTerrainUpdate()
1432 {
1433 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
1434 if (handlerTerrainUpdate != null)
1435 {
1436 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
1437 {
1438 try
1439 {
1440 d();
1441 }
1442 catch (Exception e)
1443 {
1444 m_log.ErrorFormat(
1445 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
1446 e.Message, e.StackTrace);
1447 }
1448 }
1449 }
1450 }
1426 1451
1427 public void TriggerTerrainTick() 1452 public void TriggerTerrainTick()
1428 { 1453 {
@@ -1755,6 +1780,7 @@ namespace OpenSim.Region.Framework.Scenes
1755 m_log.ErrorFormat( 1780 m_log.ErrorFormat(
1756 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}", 1781 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}",
1757 e.Message, e.StackTrace); 1782 e.Message, e.StackTrace);
1783 m_log.ErrorFormat(Environment.StackTrace);
1758 } 1784 }
1759 } 1785 }
1760 } 1786 }
@@ -3033,6 +3059,7 @@ namespace OpenSim.Region.Framework.Scenes
3033 { 3059 {
3034 foreach (Action<Scene> d in handler.GetInvocationList()) 3060 foreach (Action<Scene> d in handler.GetInvocationList())
3035 { 3061 {
3062 m_log.InfoFormat("[EVENT MANAGER]: TriggerSceneShuttingDown invoque {0}", d.Method.Name.ToString());
3036 try 3063 try
3037 { 3064 {
3038 d(s); 3065 d(s);
@@ -3045,6 +3072,7 @@ namespace OpenSim.Region.Framework.Scenes
3045 } 3072 }
3046 } 3073 }
3047 } 3074 }
3075 m_log.Info("[EVENT MANAGER]: TriggerSceneShuttingDown done");
3048 } 3076 }
3049 3077
3050 public void TriggerOnRegionStarted(Scene scene) 3078 public void TriggerOnRegionStarted(Scene scene)
@@ -3214,5 +3242,14 @@ namespace OpenSim.Region.Framework.Scenes
3214 } 3242 }
3215 } 3243 }
3216 } 3244 }
3245
3246 public void TriggerThrottleUpdate(ScenePresence scenePresence)
3247 {
3248 ThrottleUpdate handler = OnThrottleUpdate;
3249 if (handler != null)
3250 {
3251 handler(scenePresence);
3252 }
3253 }
3217 } 3254 }
3218} 3255}
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..b102e48
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,766 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 public class KeyframeTimer
26 {
27 private static Dictionary<Scene, KeyframeTimer>m_timers =
28 new Dictionary<Scene, KeyframeTimer>();
29
30 private Timer m_timer;
31 private Dictionary<KeyframeMotion, object> m_motions = new Dictionary<KeyframeMotion, object>();
32 private object m_lockObject = new object();
33 private object m_timerLock = new object();
34 private const double m_tickDuration = 50.0;
35 private Scene m_scene;
36
37 public double TickDuration
38 {
39 get { return m_tickDuration; }
40 }
41
42 public KeyframeTimer(Scene scene)
43 {
44 m_timer = new Timer();
45 m_timer.Interval = TickDuration;
46 m_timer.AutoReset = true;
47 m_timer.Elapsed += OnTimer;
48
49 m_scene = scene;
50
51 m_timer.Start();
52 }
53
54 private void OnTimer(object sender, ElapsedEventArgs ea)
55 {
56 if (!Monitor.TryEnter(m_timerLock))
57 return;
58
59 try
60 {
61 List<KeyframeMotion> motions;
62
63 lock (m_lockObject)
64 {
65 motions = new List<KeyframeMotion>(m_motions.Keys);
66 }
67
68 foreach (KeyframeMotion m in motions)
69 {
70 try
71 {
72 m.OnTimer(TickDuration);
73 }
74 catch (Exception inner)
75 {
76 // Don't stop processing
77 }
78 }
79 }
80 catch (Exception e)
81 {
82 // Keep running no matter what
83 }
84 finally
85 {
86 Monitor.Exit(m_timerLock);
87 }
88 }
89
90 public static void Add(KeyframeMotion motion)
91 {
92 KeyframeTimer timer;
93
94 if (motion.Scene == null)
95 return;
96
97 lock (m_timers)
98 {
99 if (!m_timers.TryGetValue(motion.Scene, out timer))
100 {
101 timer = new KeyframeTimer(motion.Scene);
102 m_timers[motion.Scene] = timer;
103 }
104 }
105
106 lock (timer.m_lockObject)
107 {
108 timer.m_motions[motion] = null;
109 }
110 }
111
112 public static void Remove(KeyframeMotion motion)
113 {
114 KeyframeTimer timer;
115
116 if (motion.Scene == null)
117 return;
118
119 lock (m_timers)
120 {
121 if (!m_timers.TryGetValue(motion.Scene, out timer))
122 {
123 return;
124 }
125 }
126
127 lock (timer.m_lockObject)
128 {
129 timer.m_motions.Remove(motion);
130 }
131 }
132 }
133
134 [Serializable]
135 public class KeyframeMotion
136 {
137 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
138
139 public enum PlayMode : int
140 {
141 Forward = 0,
142 Reverse = 1,
143 Loop = 2,
144 PingPong = 3
145 };
146
147 [Flags]
148 public enum DataFormat : int
149 {
150 Translation = 2,
151 Rotation = 1
152 }
153
154 [Serializable]
155 public struct Keyframe
156 {
157 public Vector3? Position;
158 public Quaternion? Rotation;
159 public Quaternion StartRotation;
160 public int TimeMS;
161 public int TimeTotal;
162 public Vector3 AngularVelocity;
163 };
164
165 private Vector3 m_serializedPosition;
166 private Vector3 m_basePosition;
167 private Quaternion m_baseRotation;
168
169 private Keyframe m_currentFrame;
170
171 private List<Keyframe> m_frames = new List<Keyframe>();
172
173 private Keyframe[] m_keyframes;
174
175 // skip timer events.
176 //timer.stop doesn't assure there aren't event threads still being fired
177 [NonSerialized()]
178 private bool m_timerStopped;
179
180 [NonSerialized()]
181 private bool m_isCrossing;
182
183 [NonSerialized()]
184 private bool m_waitingCrossing;
185
186 // retry position for cross fail
187 [NonSerialized()]
188 private Vector3 m_nextPosition;
189
190 [NonSerialized()]
191 private SceneObjectGroup m_group;
192
193 private PlayMode m_mode = PlayMode.Forward;
194 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
195
196 private bool m_running = false;
197
198 [NonSerialized()]
199 private bool m_selected = false;
200
201 private int m_iterations = 0;
202
203 private int m_skipLoops = 0;
204
205 [NonSerialized()]
206 private Scene m_scene;
207
208 public Scene Scene
209 {
210 get { return m_scene; }
211 }
212
213 public DataFormat Data
214 {
215 get { return m_data; }
216 }
217
218 public bool Selected
219 {
220 set
221 {
222 if (m_group != null)
223 {
224 if (!value)
225 {
226 // Once we're let go, recompute positions
227 if (m_selected)
228 UpdateSceneObject(m_group);
229 }
230 else
231 {
232 // Save selection position in case we get moved
233 if (!m_selected)
234 {
235 StopTimer();
236 m_serializedPosition = m_group.AbsolutePosition;
237 }
238 }
239 }
240 m_isCrossing = false;
241 m_waitingCrossing = false;
242 m_selected = value;
243 }
244 }
245
246 private void StartTimer()
247 {
248 KeyframeTimer.Add(this);
249 m_timerStopped = false;
250 }
251
252 private void StopTimer()
253 {
254 m_timerStopped = true;
255 KeyframeTimer.Remove(this);
256 }
257
258 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
259 {
260 KeyframeMotion newMotion = null;
261
262 try
263 {
264 MemoryStream ms = new MemoryStream(data);
265 BinaryFormatter fmt = new BinaryFormatter();
266
267 newMotion = (KeyframeMotion)fmt.Deserialize(ms);
268
269 newMotion.m_group = grp;
270
271 if (grp != null)
272 {
273 newMotion.m_scene = grp.Scene;
274 if (grp.IsSelected)
275 newMotion.m_selected = true;
276 }
277
278 newMotion.m_timerStopped = false;
279 newMotion.m_running = true;
280 newMotion.m_isCrossing = false;
281 newMotion.m_waitingCrossing = false;
282 }
283 catch
284 {
285 newMotion = null;
286 }
287
288 return newMotion;
289 }
290
291 public void UpdateSceneObject(SceneObjectGroup grp)
292 {
293 m_isCrossing = false;
294 m_waitingCrossing = false;
295 StopTimer();
296
297 if (grp == null)
298 return;
299
300 m_group = grp;
301 m_scene = grp.Scene;
302
303 Vector3 grppos = grp.AbsolutePosition;
304 Vector3 offset = grppos - m_serializedPosition;
305 // avoid doing it more than once
306 // current this will happen draging a prim to other region
307 m_serializedPosition = grppos;
308
309 m_basePosition += offset;
310 m_currentFrame.Position += offset;
311
312 m_nextPosition += offset;
313
314 for (int i = 0; i < m_frames.Count; i++)
315 {
316 Keyframe k = m_frames[i];
317 k.Position += offset;
318 m_frames[i]=k;
319 }
320
321 if (m_running)
322 Start();
323 }
324
325 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
326 {
327 m_mode = mode;
328 m_data = data;
329
330 m_group = grp;
331 if (grp != null)
332 {
333 m_basePosition = grp.AbsolutePosition;
334 m_baseRotation = grp.GroupRotation;
335 m_scene = grp.Scene;
336 }
337
338 m_timerStopped = true;
339 m_isCrossing = false;
340 m_waitingCrossing = false;
341 }
342
343 public void SetKeyframes(Keyframe[] frames)
344 {
345 m_keyframes = frames;
346 }
347
348 public KeyframeMotion Copy(SceneObjectGroup newgrp)
349 {
350 StopTimer();
351
352 KeyframeMotion newmotion = new KeyframeMotion(null, m_mode, m_data);
353
354 newmotion.m_group = newgrp;
355 newmotion.m_scene = newgrp.Scene;
356
357 if (m_keyframes != null)
358 {
359 newmotion.m_keyframes = new Keyframe[m_keyframes.Length];
360 m_keyframes.CopyTo(newmotion.m_keyframes, 0);
361 }
362
363 newmotion.m_frames = new List<Keyframe>(m_frames);
364
365 newmotion.m_basePosition = m_basePosition;
366 newmotion.m_baseRotation = m_baseRotation;
367
368 if (m_selected)
369 newmotion.m_serializedPosition = m_serializedPosition;
370 else
371 {
372 if (m_group != null)
373 newmotion.m_serializedPosition = m_group.AbsolutePosition;
374 else
375 newmotion.m_serializedPosition = m_serializedPosition;
376 }
377
378 newmotion.m_currentFrame = m_currentFrame;
379
380 newmotion.m_iterations = m_iterations;
381 newmotion.m_running = m_running;
382
383 if (m_running && !m_waitingCrossing)
384 StartTimer();
385
386 return newmotion;
387 }
388
389 public void Delete()
390 {
391 m_running = false;
392 StopTimer();
393 m_isCrossing = false;
394 m_waitingCrossing = false;
395 m_frames.Clear();
396 m_keyframes = null;
397 }
398
399 public void Start()
400 {
401 m_isCrossing = false;
402 m_waitingCrossing = false;
403 if (m_keyframes != null && m_group != null && m_keyframes.Length > 0)
404 {
405 StartTimer();
406 m_running = true;
407 }
408 else
409 {
410 m_running = false;
411 StopTimer();
412 }
413 }
414
415 public void Stop()
416 {
417 m_running = false;
418 m_isCrossing = false;
419 m_waitingCrossing = false;
420
421 StopTimer();
422
423 m_basePosition = m_group.AbsolutePosition;
424 m_baseRotation = m_group.GroupRotation;
425
426 m_group.RootPart.Velocity = Vector3.Zero;
427 m_group.RootPart.AngularVelocity = Vector3.Zero;
428 m_group.SendGroupRootTerseUpdate();
429// m_group.RootPart.ScheduleTerseUpdate();
430 m_frames.Clear();
431 }
432
433 public void Pause()
434 {
435 m_running = false;
436 StopTimer();
437
438 m_group.RootPart.Velocity = Vector3.Zero;
439 m_group.RootPart.AngularVelocity = Vector3.Zero;
440 m_group.SendGroupRootTerseUpdate();
441// m_group.RootPart.ScheduleTerseUpdate();
442
443 }
444
445 private void GetNextList()
446 {
447 m_frames.Clear();
448 Vector3 pos = m_basePosition;
449 Quaternion rot = m_baseRotation;
450
451 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
452 {
453 int direction = 1;
454 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
455 direction = -1;
456
457 int start = 0;
458 int end = m_keyframes.Length;
459
460 if (direction < 0)
461 {
462 start = m_keyframes.Length - 1;
463 end = -1;
464 }
465
466 for (int i = start; i != end ; i += direction)
467 {
468 Keyframe k = m_keyframes[i];
469
470 if (k.Position.HasValue)
471 {
472 k.Position = (k.Position * direction);
473// k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f);
474 k.Position += pos;
475 }
476 else
477 {
478 k.Position = pos;
479// k.Velocity = Vector3.Zero;
480 }
481
482 k.StartRotation = rot;
483 if (k.Rotation.HasValue)
484 {
485 if (direction == -1)
486 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
487 k.Rotation = rot * k.Rotation;
488 }
489 else
490 {
491 k.Rotation = rot;
492 }
493
494/* ang vel not in use for now
495
496 float angle = 0;
497
498 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;
499 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;
500 float aa_bb = aa * bb;
501
502 if (aa_bb == 0)
503 {
504 angle = 0;
505 }
506 else
507 {
508 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
509 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
510 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
511 k.StartRotation.W * ((Quaternion)k.Rotation).W;
512 float q = (ab * ab) / aa_bb;
513
514 if (q > 1.0f)
515 {
516 angle = 0;
517 }
518 else
519 {
520 angle = (float)Math.Acos(2 * q - 1);
521 }
522 }
523
524 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
525 */
526 k.TimeTotal = k.TimeMS;
527
528 m_frames.Add(k);
529
530 pos = (Vector3)k.Position;
531 rot = (Quaternion)k.Rotation;
532 }
533
534 m_basePosition = pos;
535 m_baseRotation = rot;
536
537 m_iterations++;
538 }
539 }
540
541 public void OnTimer(double tickDuration)
542 {
543 if (m_skipLoops > 0)
544 {
545 m_skipLoops--;
546 return;
547 }
548
549 if (m_timerStopped) // trap events still in air even after a timer.stop
550 return;
551
552 if (m_group == null)
553 return;
554
555 bool update = false;
556
557 if (m_selected)
558 {
559 if (m_group.RootPart.Velocity != Vector3.Zero)
560 {
561 m_group.RootPart.Velocity = Vector3.Zero;
562 m_group.SendGroupRootTerseUpdate();
563
564 }
565 return;
566 }
567
568 if (m_isCrossing)
569 {
570 // if crossing and timer running then cross failed
571 // wait some time then
572 // retry to set the position that evtually caused the outbound
573 // if still outside region this will call startCrossing below
574 m_isCrossing = false;
575 m_group.AbsolutePosition = m_nextPosition;
576 if (!m_isCrossing)
577 {
578 StopTimer();
579 StartTimer();
580 }
581 return;
582 }
583
584 if (m_frames.Count == 0)
585 {
586 GetNextList();
587
588 if (m_frames.Count == 0)
589 {
590 Stop();
591 Scene scene = m_group.Scene;
592
593 IScriptModule[] scriptModules = scene.RequestModuleInterfaces<IScriptModule>();
594 foreach (IScriptModule m in scriptModules)
595 {
596 if (m == null)
597 continue;
598 m.PostObjectEvent(m_group.RootPart.UUID, "moving_end", new object[0]);
599 }
600
601 return;
602 }
603
604 m_currentFrame = m_frames[0];
605 m_currentFrame.TimeMS += (int)tickDuration;
606
607 //force a update on a keyframe transition
608 update = true;
609 }
610
611 m_currentFrame.TimeMS -= (int)tickDuration;
612
613 // Do the frame processing
614 double steps = (double)m_currentFrame.TimeMS / tickDuration;
615
616 if (steps <= 0.0)
617 {
618 m_group.RootPart.Velocity = Vector3.Zero;
619 m_group.RootPart.AngularVelocity = Vector3.Zero;
620
621 m_nextPosition = (Vector3)m_currentFrame.Position;
622 m_group.AbsolutePosition = m_nextPosition;
623
624 // we are sending imediate updates, no doing force a extra terseUpdate
625 // m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
626
627 m_group.RootPart.RotationOffset = (Quaternion)m_currentFrame.Rotation;
628 m_frames.RemoveAt(0);
629 if (m_frames.Count > 0)
630 m_currentFrame = m_frames[0];
631
632 update = true;
633 }
634 else
635 {
636 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
637
638 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
639 Vector3 motionThisFrame = v / (float)steps;
640 v = v * 1000 / m_currentFrame.TimeMS;
641
642 if (Vector3.Mag(motionThisFrame) >= 0.05f)
643 {
644 // m_group.AbsolutePosition += motionThisFrame;
645 m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
646 m_group.AbsolutePosition = m_nextPosition;
647
648 m_group.RootPart.Velocity = v;
649 update = true;
650 }
651
652 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
653 {
654 Quaternion current = m_group.GroupRotation;
655
656 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
657 step.Normalize();
658/* use simpler change detection
659* float angle = 0;
660
661 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
662 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
663 float aa_bb = aa * bb;
664
665 if (aa_bb == 0)
666 {
667 angle = 0;
668 }
669 else
670 {
671 float ab = current.X * step.X +
672 current.Y * step.Y +
673 current.Z * step.Z +
674 current.W * step.W;
675 float q = (ab * ab) / aa_bb;
676
677 if (q > 1.0f)
678 {
679 angle = 0;
680 }
681 else
682 {
683 angle = (float)Math.Acos(2 * q - 1);
684 }
685 }
686
687 if (angle > 0.01f)
688*/
689 if(Math.Abs(step.X - current.X) > 0.001f
690 || Math.Abs(step.Y - current.Y) > 0.001f
691 || Math.Abs(step.Z - current.Z) > 0.001f)
692 // assuming w is a dependente var
693
694 {
695// m_group.UpdateGroupRotationR(step);
696 m_group.RootPart.RotationOffset = step;
697
698 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
699 update = true;
700 }
701 }
702 }
703
704 if (update)
705 {
706 m_group.SendGroupRootTerseUpdate();
707 }
708 }
709
710 public Byte[] Serialize()
711 {
712 StopTimer();
713 MemoryStream ms = new MemoryStream();
714
715 BinaryFormatter fmt = new BinaryFormatter();
716 SceneObjectGroup tmp = m_group;
717 m_group = null;
718 if (!m_selected && tmp != null)
719 m_serializedPosition = tmp.AbsolutePosition;
720 fmt.Serialize(ms, this);
721 m_group = tmp;
722 if (m_running && !m_waitingCrossing)
723 StartTimer();
724
725 return ms.ToArray();
726 }
727
728 public void StartCrossingCheck()
729 {
730 // timer will be restart by crossingFailure
731 // or never since crossing worked and this
732 // should be deleted
733 StopTimer();
734
735 m_isCrossing = true;
736 m_waitingCrossing = true;
737
738 // to remove / retune to smoth crossings
739 if (m_group.RootPart.Velocity != Vector3.Zero)
740 {
741 m_group.RootPart.Velocity = Vector3.Zero;
742 m_group.SendGroupRootTerseUpdate();
743// m_group.RootPart.ScheduleTerseUpdate();
744 }
745 }
746
747 public void CrossingFailure()
748 {
749 m_waitingCrossing = false;
750
751 if (m_group != null)
752 {
753 m_group.RootPart.Velocity = Vector3.Zero;
754 m_group.SendGroupRootTerseUpdate();
755// m_group.RootPart.ScheduleTerseUpdate();
756
757 if (m_running)
758 {
759 StopTimer();
760 m_skipLoops = 1200; // 60 seconds
761 StartTimer();
762 }
763 }
764 }
765 }
766}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..ddae073 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -212,9 +212,15 @@ namespace OpenSim.Region.Framework.Scenes
212 } 212 }
213 213
214 // Use the camera position for local agents and avatar position for remote agents 214 // Use the camera position for local agents and avatar position for remote agents
215 Vector3 presencePos = (presence.IsChildAgent) ? 215 // Why would I want that? They could be camming but I still see them at the
216 presence.AbsolutePosition : 216 // avatar position, so why should I update them as if they were at their
217 presence.CameraPosition; 217 // camera positions? Makes no sense!
218 // TODO: Fix this mess
219 //Vector3 presencePos = (presence.IsChildAgent) ?
220 // presence.AbsolutePosition :
221 // presence.CameraPosition;
222
223 Vector3 presencePos = presence.AbsolutePosition;
218 224
219 // Compute the distance... 225 // Compute the distance...
220 double distance = Vector3.Distance(presencePos, entityPos); 226 double distance = Vector3.Distance(presencePos, entityPos);
@@ -226,7 +232,7 @@ namespace OpenSim.Region.Framework.Scenes
226 232
227 for (int i = 0; i < queues - 1; i++) 233 for (int i = 0; i < queues - 1; i++)
228 { 234 {
229 if (distance < 10 * Math.Pow(2.0,i)) 235 if (distance < 30 * Math.Pow(2.0,i))
230 break; 236 break;
231 pqueue++; 237 pqueue++;
232 } 238 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..9cb901a
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,791 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Text;
34using System.IO;
35using System.Xml;
36using OpenSim.Framework.Serialization;
37using OpenSim.Framework.Serialization.External;
38using OpenSim.Region.Framework.Scenes.Serialization;
39
40namespace OpenSim.Region.Framework.Scenes
41{
42 public class SOPVehicle
43 {
44 public VehicleData vd;
45
46 public Vehicle Type
47 {
48 get { return vd.m_type; }
49 }
50
51 public SOPVehicle()
52 {
53 vd = new VehicleData();
54 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
55 }
56
57 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
58 {
59 float len;
60 float timestep = 0.01f;
61 switch (pParam)
62 {
63 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
64 if (pValue < 0f) pValue = 0f;
65 if (pValue > 1f) pValue = 1f;
66 vd.m_angularDeflectionEfficiency = pValue;
67 break;
68 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
69 if (pValue < timestep) pValue = timestep;
70 vd.m_angularDeflectionTimescale = pValue;
71 break;
72 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
73 if (pValue < timestep) pValue = timestep;
74 else if (pValue > 120) pValue = 120;
75 vd.m_angularMotorDecayTimescale = pValue;
76 break;
77 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
78 if (pValue < timestep) pValue = timestep;
79 vd.m_angularMotorTimescale = pValue;
80 break;
81 case Vehicle.BANKING_EFFICIENCY:
82 if (pValue < -1f) pValue = -1f;
83 if (pValue > 1f) pValue = 1f;
84 vd.m_bankingEfficiency = pValue;
85 break;
86 case Vehicle.BANKING_MIX:
87 if (pValue < 0f) pValue = 0f;
88 if (pValue > 1f) pValue = 1f;
89 vd.m_bankingMix = pValue;
90 break;
91 case Vehicle.BANKING_TIMESCALE:
92 if (pValue < timestep) pValue = timestep;
93 vd.m_bankingTimescale = pValue;
94 break;
95 case Vehicle.BUOYANCY:
96 if (pValue < -1f) pValue = -1f;
97 if (pValue > 1f) pValue = 1f;
98 vd.m_VehicleBuoyancy = pValue;
99 break;
100 case Vehicle.HOVER_EFFICIENCY:
101 if (pValue < 0f) pValue = 0f;
102 if (pValue > 1f) pValue = 1f;
103 vd.m_VhoverEfficiency = pValue;
104 break;
105 case Vehicle.HOVER_HEIGHT:
106 vd.m_VhoverHeight = pValue;
107 break;
108 case Vehicle.HOVER_TIMESCALE:
109 if (pValue < timestep) pValue = timestep;
110 vd.m_VhoverTimescale = pValue;
111 break;
112 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
113 if (pValue < 0f) pValue = 0f;
114 if (pValue > 1f) pValue = 1f;
115 vd.m_linearDeflectionEfficiency = pValue;
116 break;
117 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
118 if (pValue < timestep) pValue = timestep;
119 vd.m_linearDeflectionTimescale = pValue;
120 break;
121 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
122 if (pValue < timestep) pValue = timestep;
123 else if (pValue > 120) pValue = 120;
124 vd.m_linearMotorDecayTimescale = pValue;
125 break;
126 case Vehicle.LINEAR_MOTOR_TIMESCALE:
127 if (pValue < timestep) pValue = timestep;
128 vd.m_linearMotorTimescale = pValue;
129 break;
130 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
131 if (pValue < 0f) pValue = 0f;
132 if (pValue > 1f) pValue = 1f;
133 vd.m_verticalAttractionEfficiency = pValue;
134 break;
135 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
136 if (pValue < timestep) pValue = timestep;
137 vd.m_verticalAttractionTimescale = pValue;
138 break;
139
140 // These are vector properties but the engine lets you use a single float value to
141 // set all of the components to the same value
142 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
143 if (pValue < timestep) pValue = timestep;
144 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
145 break;
146 case Vehicle.ANGULAR_MOTOR_DIRECTION:
147 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
148 len = vd.m_angularMotorDirection.Length();
149 if (len > 12.566f)
150 vd.m_angularMotorDirection *= (12.566f / len);
151 break;
152 case Vehicle.LINEAR_FRICTION_TIMESCALE:
153 if (pValue < timestep) pValue = timestep;
154 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
155 break;
156 case Vehicle.LINEAR_MOTOR_DIRECTION:
157 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
158 len = vd.m_linearMotorDirection.Length();
159 if (len > 30.0f)
160 vd.m_linearMotorDirection *= (30.0f / len);
161 break;
162 case Vehicle.LINEAR_MOTOR_OFFSET:
163 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
164 len = vd.m_linearMotorOffset.Length();
165 if (len > 100.0f)
166 vd.m_linearMotorOffset *= (100.0f / len);
167 break;
168 }
169 }//end ProcessFloatVehicleParam
170
171 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
172 {
173 float len;
174 float timestep = 0.01f;
175 switch (pParam)
176 {
177 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
178 if (pValue.X < timestep) pValue.X = timestep;
179 if (pValue.Y < timestep) pValue.Y = timestep;
180 if (pValue.Z < timestep) pValue.Z = timestep;
181
182 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
183 break;
184 case Vehicle.ANGULAR_MOTOR_DIRECTION:
185 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
186 // Limit requested angular speed to 2 rps= 4 pi rads/sec
187 len = vd.m_angularMotorDirection.Length();
188 if (len > 12.566f)
189 vd.m_angularMotorDirection *= (12.566f / len);
190 break;
191 case Vehicle.LINEAR_FRICTION_TIMESCALE:
192 if (pValue.X < timestep) pValue.X = timestep;
193 if (pValue.Y < timestep) pValue.Y = timestep;
194 if (pValue.Z < timestep) pValue.Z = timestep;
195 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
196 break;
197 case Vehicle.LINEAR_MOTOR_DIRECTION:
198 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
199 len = vd.m_linearMotorDirection.Length();
200 if (len > 30.0f)
201 vd.m_linearMotorDirection *= (30.0f / len);
202 break;
203 case Vehicle.LINEAR_MOTOR_OFFSET:
204 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
205 len = vd.m_linearMotorOffset.Length();
206 if (len > 100.0f)
207 vd.m_linearMotorOffset *= (100.0f / len);
208 break;
209 }
210 }//end ProcessVectorVehicleParam
211
212 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
213 {
214 switch (pParam)
215 {
216 case Vehicle.REFERENCE_FRAME:
217 vd.m_referenceFrame = pValue;
218 break;
219 }
220 }//end ProcessRotationVehicleParam
221
222 public void ProcessVehicleFlags(int pParam, bool remove)
223 {
224 if (remove)
225 {
226 vd.m_flags &= ~((VehicleFlag)pParam);
227 }
228 else
229 {
230 vd.m_flags |= (VehicleFlag)pParam;
231 }
232 }//end ProcessVehicleFlags
233
234 public void ProcessTypeChange(Vehicle pType)
235 {
236 vd.m_linearMotorDirection = Vector3.Zero;
237 vd.m_angularMotorDirection = Vector3.Zero;
238 vd.m_linearMotorOffset = Vector3.Zero;
239 vd.m_referenceFrame = Quaternion.Identity;
240
241 // Set Defaults For Type
242 vd.m_type = pType;
243 switch (pType)
244 {
245 case Vehicle.TYPE_NONE:
246 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
248 vd.m_linearMotorTimescale = 1000;
249 vd.m_linearMotorDecayTimescale = 120;
250 vd.m_angularMotorTimescale = 1000;
251 vd.m_angularMotorDecayTimescale = 1000;
252 vd.m_VhoverHeight = 0;
253 vd.m_VhoverEfficiency = 1;
254 vd.m_VhoverTimescale = 1000;
255 vd.m_VehicleBuoyancy = 0;
256 vd.m_linearDeflectionEfficiency = 0;
257 vd.m_linearDeflectionTimescale = 1000;
258 vd.m_angularDeflectionEfficiency = 0;
259 vd.m_angularDeflectionTimescale = 1000;
260 vd.m_bankingEfficiency = 0;
261 vd.m_bankingMix = 1;
262 vd.m_bankingTimescale = 1000;
263 vd.m_verticalAttractionEfficiency = 0;
264 vd.m_verticalAttractionTimescale = 1000;
265
266 vd.m_flags = (VehicleFlag)0;
267 break;
268
269 case Vehicle.TYPE_SLED:
270 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
271 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
272 vd.m_linearMotorTimescale = 1000;
273 vd.m_linearMotorDecayTimescale = 120;
274 vd.m_angularMotorTimescale = 1000;
275 vd.m_angularMotorDecayTimescale = 120;
276 vd.m_VhoverHeight = 0;
277 vd.m_VhoverEfficiency = 1;
278 vd.m_VhoverTimescale = 10;
279 vd.m_VehicleBuoyancy = 0;
280 vd.m_linearDeflectionEfficiency = 1;
281 vd.m_linearDeflectionTimescale = 1;
282 vd.m_angularDeflectionEfficiency = 0;
283 vd.m_angularDeflectionTimescale = 1000;
284 vd.m_bankingEfficiency = 0;
285 vd.m_bankingMix = 1;
286 vd.m_bankingTimescale = 10;
287 vd.m_flags &=
288 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
289 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
290 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
291 break;
292 case Vehicle.TYPE_CAR:
293 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
294 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
295 vd.m_linearMotorTimescale = 1;
296 vd.m_linearMotorDecayTimescale = 60;
297 vd.m_angularMotorTimescale = 1;
298 vd.m_angularMotorDecayTimescale = 0.8f;
299 vd.m_VhoverHeight = 0;
300 vd.m_VhoverEfficiency = 0;
301 vd.m_VhoverTimescale = 1000;
302 vd.m_VehicleBuoyancy = 0;
303 vd.m_linearDeflectionEfficiency = 1;
304 vd.m_linearDeflectionTimescale = 2;
305 vd.m_angularDeflectionEfficiency = 0;
306 vd.m_angularDeflectionTimescale = 10;
307 vd.m_verticalAttractionEfficiency = 1f;
308 vd.m_verticalAttractionTimescale = 10f;
309 vd.m_bankingEfficiency = -0.2f;
310 vd.m_bankingMix = 1;
311 vd.m_bankingTimescale = 1;
312 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
313 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
314 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
315 break;
316 case Vehicle.TYPE_BOAT:
317 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
318 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
319 vd.m_linearMotorTimescale = 5;
320 vd.m_linearMotorDecayTimescale = 60;
321 vd.m_angularMotorTimescale = 4;
322 vd.m_angularMotorDecayTimescale = 4;
323 vd.m_VhoverHeight = 0;
324 vd.m_VhoverEfficiency = 0.5f;
325 vd.m_VhoverTimescale = 2;
326 vd.m_VehicleBuoyancy = 1;
327 vd.m_linearDeflectionEfficiency = 0.5f;
328 vd.m_linearDeflectionTimescale = 3;
329 vd.m_angularDeflectionEfficiency = 0.5f;
330 vd.m_angularDeflectionTimescale = 5;
331 vd.m_verticalAttractionEfficiency = 0.5f;
332 vd.m_verticalAttractionTimescale = 5f;
333 vd.m_bankingEfficiency = -0.3f;
334 vd.m_bankingMix = 0.8f;
335 vd.m_bankingTimescale = 1;
336 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
337 VehicleFlag.HOVER_GLOBAL_HEIGHT |
338 VehicleFlag.HOVER_UP_ONLY |
339 VehicleFlag.LIMIT_ROLL_ONLY);
340 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
341 VehicleFlag.LIMIT_MOTOR_UP |
342 VehicleFlag.HOVER_WATER_ONLY);
343 break;
344 case Vehicle.TYPE_AIRPLANE:
345 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
346 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
347 vd.m_linearMotorTimescale = 2;
348 vd.m_linearMotorDecayTimescale = 60;
349 vd.m_angularMotorTimescale = 4;
350 vd.m_angularMotorDecayTimescale = 8;
351 vd.m_VhoverHeight = 0;
352 vd.m_VhoverEfficiency = 0.5f;
353 vd.m_VhoverTimescale = 1000;
354 vd.m_VehicleBuoyancy = 0;
355 vd.m_linearDeflectionEfficiency = 0.5f;
356 vd.m_linearDeflectionTimescale = 0.5f;
357 vd.m_angularDeflectionEfficiency = 1;
358 vd.m_angularDeflectionTimescale = 2;
359 vd.m_verticalAttractionEfficiency = 0.9f;
360 vd.m_verticalAttractionTimescale = 2f;
361 vd.m_bankingEfficiency = 1;
362 vd.m_bankingMix = 0.7f;
363 vd.m_bankingTimescale = 2;
364 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
365 VehicleFlag.HOVER_TERRAIN_ONLY |
366 VehicleFlag.HOVER_GLOBAL_HEIGHT |
367 VehicleFlag.HOVER_UP_ONLY |
368 VehicleFlag.NO_DEFLECTION_UP |
369 VehicleFlag.LIMIT_MOTOR_UP);
370 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
371 break;
372 case Vehicle.TYPE_BALLOON:
373 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
374 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
375 vd.m_linearMotorTimescale = 5;
376 vd.m_linearMotorDecayTimescale = 60;
377 vd.m_angularMotorTimescale = 6;
378 vd.m_angularMotorDecayTimescale = 10;
379 vd.m_VhoverHeight = 5;
380 vd.m_VhoverEfficiency = 0.8f;
381 vd.m_VhoverTimescale = 10;
382 vd.m_VehicleBuoyancy = 1;
383 vd.m_linearDeflectionEfficiency = 0;
384 vd.m_linearDeflectionTimescale = 5;
385 vd.m_angularDeflectionEfficiency = 0;
386 vd.m_angularDeflectionTimescale = 5;
387 vd.m_verticalAttractionEfficiency = 0f;
388 vd.m_verticalAttractionTimescale = 1000f;
389 vd.m_bankingEfficiency = 0;
390 vd.m_bankingMix = 0.7f;
391 vd.m_bankingTimescale = 5;
392 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
393 VehicleFlag.HOVER_TERRAIN_ONLY |
394 VehicleFlag.HOVER_UP_ONLY |
395 VehicleFlag.NO_DEFLECTION_UP |
396 VehicleFlag.LIMIT_MOTOR_UP);
397 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
398 VehicleFlag.HOVER_GLOBAL_HEIGHT);
399 break;
400 }
401 }
402 public void SetVehicle(PhysicsActor ph)
403 {
404 if (ph == null)
405 return;
406 ph.SetVehicle(vd);
407 }
408
409 private XmlTextWriter writer;
410
411 private void XWint(string name, int i)
412 {
413 writer.WriteElementString(name, i.ToString());
414 }
415
416 private void XWfloat(string name, float f)
417 {
418 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
419 }
420
421 private void XWVector(string name, Vector3 vec)
422 {
423 writer.WriteStartElement(name);
424 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
426 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
427 writer.WriteEndElement();
428 }
429
430 private void XWQuat(string name, Quaternion quat)
431 {
432 writer.WriteStartElement(name);
433 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
436 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
437 writer.WriteEndElement();
438 }
439
440 public void ToXml2(XmlTextWriter twriter)
441 {
442 writer = twriter;
443 writer.WriteStartElement("Vehicle");
444
445 XWint("TYPE", (int)vd.m_type);
446 XWint("FLAGS", (int)vd.m_flags);
447
448 // Linear properties
449 XWVector("LMDIR", vd.m_linearMotorDirection);
450 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
451 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
452 XWfloat("LMTIME", vd.m_linearMotorTimescale);
453 XWVector("LMOFF", vd.m_linearMotorOffset);
454
455 //Angular properties
456 XWVector("AMDIR", vd.m_angularMotorDirection);
457 XWfloat("AMTIME", vd.m_angularMotorTimescale);
458 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
459 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
460
461 //Deflection properties
462 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
463 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
464 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
465 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
466
467 //Banking properties
468 XWfloat("BEFF", vd.m_bankingEfficiency);
469 XWfloat("BMIX", vd.m_bankingMix);
470 XWfloat("BTIME", vd.m_bankingTimescale);
471
472 //Hover and Buoyancy properties
473 XWfloat("HHEI", vd.m_VhoverHeight);
474 XWfloat("HEFF", vd.m_VhoverEfficiency);
475 XWfloat("HTIME", vd.m_VhoverTimescale);
476 XWfloat("VBUO", vd.m_VehicleBuoyancy);
477
478 //Attractor properties
479 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
480 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
481
482 XWQuat("REF_FRAME", vd.m_referenceFrame);
483
484 writer.WriteEndElement();
485 writer = null;
486 }
487
488
489
490 XmlTextReader reader;
491
492 private int XRint()
493 {
494 return reader.ReadElementContentAsInt();
495 }
496
497 private float XRfloat()
498 {
499 return reader.ReadElementContentAsFloat();
500 }
501
502 public Vector3 XRvector()
503 {
504 Vector3 vec;
505 reader.ReadStartElement();
506 vec.X = reader.ReadElementContentAsFloat();
507 vec.Y = reader.ReadElementContentAsFloat();
508 vec.Z = reader.ReadElementContentAsFloat();
509 reader.ReadEndElement();
510 return vec;
511 }
512
513 public Quaternion XRquat()
514 {
515 Quaternion q;
516 reader.ReadStartElement();
517 q.X = reader.ReadElementContentAsFloat();
518 q.Y = reader.ReadElementContentAsFloat();
519 q.Z = reader.ReadElementContentAsFloat();
520 q.W = reader.ReadElementContentAsFloat();
521 reader.ReadEndElement();
522 return q;
523 }
524
525 public static bool EReadProcessors(
526 Dictionary<string, Action> processors,
527 XmlTextReader xtr)
528 {
529 bool errors = false;
530
531 string nodeName = string.Empty;
532 while (xtr.NodeType != XmlNodeType.EndElement)
533 {
534 nodeName = xtr.Name;
535
536 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
537
538 Action p = null;
539 if (processors.TryGetValue(xtr.Name, out p))
540 {
541 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
542
543 try
544 {
545 p();
546 }
547 catch (Exception e)
548 {
549 errors = true;
550 if (xtr.NodeType == XmlNodeType.EndElement)
551 xtr.Read();
552 }
553 }
554 else
555 {
556 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
557 xtr.ReadOuterXml(); // ignore
558 }
559 }
560
561 return errors;
562 }
563
564
565 public string ToXml2()
566 {
567 MemoryStream ms = new MemoryStream(512);
568 UTF8Encoding enc = new UTF8Encoding();
569 XmlTextWriter xwriter = new XmlTextWriter(ms, enc);
570 ToXml2(xwriter);
571 xwriter.Flush();
572 string s = ms.GetStreamString();
573 xwriter.Close();
574 return s;
575 }
576
577 public static SOPVehicle FromXml2(string text)
578 {
579 if (text == String.Empty)
580 return null;
581
582 UTF8Encoding enc = new UTF8Encoding();
583 MemoryStream ms = new MemoryStream(enc.GetBytes(text));
584 XmlTextReader xreader = new XmlTextReader(ms);
585
586 SOPVehicle v = new SOPVehicle();
587 bool error;
588
589 v.FromXml2(xreader, out error);
590
591 xreader.Close();
592
593 if (error)
594 {
595 v = null;
596 return null;
597 }
598 return v;
599 }
600
601 public static SOPVehicle FromXml2(XmlTextReader reader)
602 {
603 SOPVehicle vehicle = new SOPVehicle();
604
605 bool errors = false;
606
607 vehicle.FromXml2(reader, out errors);
608 if (errors)
609 return null;
610
611 return vehicle;
612 }
613
614 private void FromXml2(XmlTextReader _reader, out bool errors)
615 {
616 errors = false;
617 reader = _reader;
618
619 Dictionary<string, Action> m_VehicleXmlProcessors
620 = new Dictionary<string, Action>();
621
622 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
623 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
624
625 // Linear properties
626 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
627 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
628 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
629 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
630 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
631
632 //Angular properties
633 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
634 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
635 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
636 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
637
638 //Deflection properties
639 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
640 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
641 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
642 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
643
644 //Banking properties
645 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
646 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
647 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
648
649 //Hover and Buoyancy properties
650 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
651 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
652 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
653
654 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
655
656 //Attractor properties
657 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
658 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
659
660 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
661
662 vd = new VehicleData();
663
664 reader.ReadStartElement("Vehicle", String.Empty);
665
666 errors = EReadProcessors(
667 m_VehicleXmlProcessors,
668 reader);
669
670 reader.ReadEndElement();
671 reader = null;
672 }
673
674 private void ProcessXR_type()
675 {
676 vd.m_type = (Vehicle)XRint();
677 }
678 private void ProcessXR_flags()
679 {
680 vd.m_flags = (VehicleFlag)XRint();
681 }
682 // Linear properties
683 private void ProcessXR_linearMotorDirection()
684 {
685 vd.m_linearMotorDirection = XRvector();
686 }
687
688 private void ProcessXR_linearFrictionTimescale()
689 {
690 vd.m_linearFrictionTimescale = XRvector();
691 }
692
693 private void ProcessXR_linearMotorDecayTimescale()
694 {
695 vd.m_linearMotorDecayTimescale = XRfloat();
696 }
697 private void ProcessXR_linearMotorTimescale()
698 {
699 vd.m_linearMotorTimescale = XRfloat();
700 }
701 private void ProcessXR_linearMotorOffset()
702 {
703 vd.m_linearMotorOffset = XRvector();
704 }
705
706
707 //Angular properties
708 private void ProcessXR_angularMotorDirection()
709 {
710 vd.m_angularMotorDirection = XRvector();
711 }
712 private void ProcessXR_angularMotorTimescale()
713 {
714 vd.m_angularMotorTimescale = XRfloat();
715 }
716 private void ProcessXR_angularMotorDecayTimescale()
717 {
718 vd.m_angularMotorDecayTimescale = XRfloat();
719 }
720 private void ProcessXR_angularFrictionTimescale()
721 {
722 vd.m_angularFrictionTimescale = XRvector();
723 }
724
725 //Deflection properties
726 private void ProcessXR_angularDeflectionEfficiency()
727 {
728 vd.m_angularDeflectionEfficiency = XRfloat();
729 }
730 private void ProcessXR_angularDeflectionTimescale()
731 {
732 vd.m_angularDeflectionTimescale = XRfloat();
733 }
734 private void ProcessXR_linearDeflectionEfficiency()
735 {
736 vd.m_linearDeflectionEfficiency = XRfloat();
737 }
738 private void ProcessXR_linearDeflectionTimescale()
739 {
740 vd.m_linearDeflectionTimescale = XRfloat();
741 }
742
743 //Banking properties
744 private void ProcessXR_bankingEfficiency()
745 {
746 vd.m_bankingEfficiency = XRfloat();
747 }
748 private void ProcessXR_bankingMix()
749 {
750 vd.m_bankingMix = XRfloat();
751 }
752 private void ProcessXR_bankingTimescale()
753 {
754 vd.m_bankingTimescale = XRfloat();
755 }
756
757 //Hover and Buoyancy properties
758 private void ProcessXR_VhoverHeight()
759 {
760 vd.m_VhoverHeight = XRfloat();
761 }
762 private void ProcessXR_VhoverEfficiency()
763 {
764 vd.m_VhoverEfficiency = XRfloat();
765 }
766 private void ProcessXR_VhoverTimescale()
767 {
768 vd.m_VhoverTimescale = XRfloat();
769 }
770
771 private void ProcessXR_VehicleBuoyancy()
772 {
773 vd.m_VehicleBuoyancy = XRfloat();
774 }
775
776 //Attractor properties
777 private void ProcessXR_verticalAttractionEfficiency()
778 {
779 vd.m_verticalAttractionEfficiency = XRfloat();
780 }
781 private void ProcessXR_verticalAttractionTimescale()
782 {
783 vd.m_verticalAttractionTimescale = XRfloat();
784 }
785
786 private void ProcessXR_referenceFrame()
787 {
788 vd.m_referenceFrame = XRquat();
789 }
790 }
791}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 6808017..a9e1fc2 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -101,12 +101,12 @@ namespace OpenSim.Region.Framework.Scenes
101 engine.StartProcessing(); 101 engine.StartProcessing();
102 } 102 }
103 103
104 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item) 104 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item, uint cost)
105 { 105 {
106 IMoneyModule money = RequestModuleInterface<IMoneyModule>(); 106 IMoneyModule money = RequestModuleInterface<IMoneyModule>();
107 if (money != null) 107 if (money != null)
108 { 108 {
109 money.ApplyUploadCharge(agentID, money.UploadCharge, "Asset upload"); 109 money.ApplyUploadCharge(agentID, (int)cost, "Asset upload");
110 } 110 }
111 111
112 AddInventoryItem(item); 112 AddInventoryItem(item);
@@ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
169 return false; 169 return false;
170 } 170 }
171 } 171 }
172 172
173 if (InventoryService.AddItem(item)) 173 if (InventoryService.AddItem(item))
174 { 174 {
175 int userlevel = 0; 175 int userlevel = 0;
@@ -324,8 +324,7 @@ namespace OpenSim.Region.Framework.Scenes
324 324
325 // Update item with new asset 325 // Update item with new asset
326 item.AssetID = asset.FullID; 326 item.AssetID = asset.FullID;
327 if (group.UpdateInventoryItem(item)) 327 group.UpdateInventoryItem(item);
328 remoteClient.SendAgentAlertMessage("Script saved", false);
329 328
330 part.SendPropertiesToClient(remoteClient); 329 part.SendPropertiesToClient(remoteClient);
331 330
@@ -336,12 +335,7 @@ namespace OpenSim.Region.Framework.Scenes
336 { 335 {
337 // Needs to determine which engine was running it and use that 336 // Needs to determine which engine was running it and use that
338 // 337 //
339 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 338 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 1);
340 errors = part.Inventory.GetScriptErrors(item.ItemID);
341 }
342 else
343 {
344 remoteClient.SendAgentAlertMessage("Script saved", false);
345 } 339 }
346 340
347 // Tell anyone managing scripts that a script has been reloaded/changed 341 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -407,6 +401,7 @@ namespace OpenSim.Region.Framework.Scenes
407 if (item.Owner != remoteClient.AgentId) 401 if (item.Owner != remoteClient.AgentId)
408 return; 402 return;
409 403
404 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
410 item.Name = itemUpd.Name; 405 item.Name = itemUpd.Name;
411 item.Description = itemUpd.Description; 406 item.Description = itemUpd.Description;
412 407
@@ -794,6 +789,8 @@ namespace OpenSim.Region.Framework.Scenes
794 return; 789 return;
795 } 790 }
796 791
792 if (newName == null) newName = item.Name;
793
797 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 794 AssetBase asset = AssetService.Get(item.AssetID.ToString());
798 795
799 if (asset != null) 796 if (asset != null)
@@ -854,6 +851,24 @@ namespace OpenSim.Region.Framework.Scenes
854 } 851 }
855 852
856 /// <summary> 853 /// <summary>
854 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
855 /// </summary>
856 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
857 {
858 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
859 foreach (InventoryItemBase b in items)
860 {
861 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
862 InventoryItemBase n = InventoryService.GetItem(b);
863 n.Folder = destfolder;
864 moveitems.Add(n);
865 remoteClient.SendInventoryItemCreateUpdate(n, 0);
866 }
867
868 MoveInventoryItem(remoteClient, moveitems);
869 }
870
871 /// <summary>
857 /// Move an item within the agent's inventory. 872 /// Move an item within the agent's inventory.
858 /// </summary> 873 /// </summary>
859 /// <param name="remoteClient"></param> 874 /// <param name="remoteClient"></param>
@@ -888,11 +903,22 @@ namespace OpenSim.Region.Framework.Scenes
888 public void CreateNewInventoryItem( 903 public void CreateNewInventoryItem(
889 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 904 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
890 string name, string description, uint flags, uint callbackID, 905 string name, string description, uint flags, uint callbackID,
891 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate) 906 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate, UUID transationID)
892 { 907 {
893 CreateNewInventoryItem( 908 CreateNewInventoryItem(
894 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType, 909 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType,
895 (uint)PermissionMask.All, (uint)PermissionMask.All, 0, nextOwnerMask, 0, creationDate); 910 (uint)PermissionMask.All, (uint)PermissionMask.All, 0, nextOwnerMask, 0, creationDate, transationID);
911 }
912
913
914 private void CreateNewInventoryItem(
915 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
916 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
917 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate)
918 {
919 CreateNewInventoryItem(remoteClient, creatorID, creatorData, folderID,
920 name, description, flags, callbackID, asset, invType,
921 baseMask, currentMask, everyoneMask, nextOwnerMask, groupMask, creationDate, UUID.Zero);
896 } 922 }
897 923
898 /// <summary> 924 /// <summary>
@@ -917,7 +943,7 @@ namespace OpenSim.Region.Framework.Scenes
917 private void CreateNewInventoryItem( 943 private void CreateNewInventoryItem(
918 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 944 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
919 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType, 945 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
920 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate) 946 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate,UUID transationID)
921 { 947 {
922 InventoryItemBase item = new InventoryItemBase(); 948 InventoryItemBase item = new InventoryItemBase();
923 item.Owner = remoteClient.AgentId; 949 item.Owner = remoteClient.AgentId;
@@ -940,7 +966,7 @@ namespace OpenSim.Region.Framework.Scenes
940 966
941 if (AddInventoryItem(item)) 967 if (AddInventoryItem(item))
942 { 968 {
943 remoteClient.SendInventoryItemCreateUpdate(item, callbackID); 969 remoteClient.SendInventoryItemCreateUpdate(item, transationID, callbackID);
944 } 970 }
945 else 971 else
946 { 972 {
@@ -1215,6 +1241,10 @@ namespace OpenSim.Region.Framework.Scenes
1215 { 1241 {
1216 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1242 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1217 1243
1244 // Can't move a null item
1245 if (itemId == UUID.Zero)
1246 return;
1247
1218 if (null == part) 1248 if (null == part)
1219 { 1249 {
1220 m_log.WarnFormat( 1250 m_log.WarnFormat(
@@ -1319,21 +1349,28 @@ namespace OpenSim.Region.Framework.Scenes
1319 return; 1349 return;
1320 } 1350 }
1321 1351
1322 if (part.OwnerID != destPart.OwnerID) 1352 // Can't transfer this
1353 //
1354 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1355 return;
1356
1357 bool overrideNoMod = false;
1358 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1359 overrideNoMod = true;
1360
1361 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1323 { 1362 {
1324 // Source must have transfer permissions 1363 // object cannot copy items to an object owned by a different owner
1325 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1364 // unless llAllowInventoryDrop has been called
1326 return;
1327 1365
1328 // Object cannot copy items to an object owned by a different owner 1366 return;
1329 // unless llAllowInventoryDrop has been called on the destination
1330 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1331 return;
1332 } 1367 }
1333 1368
1334 // must have both move and modify permission to put an item in an object 1369 // must have both move and modify permission to put an item in an object
1335 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1370 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1371 {
1336 return; 1372 return;
1373 }
1337 1374
1338 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1375 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1339 1376
@@ -1389,6 +1426,14 @@ namespace OpenSim.Region.Framework.Scenes
1389 1426
1390 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1427 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1391 { 1428 {
1429 SceneObjectPart destPart = GetSceneObjectPart(destID);
1430 if (destPart != null) // Move into a prim
1431 {
1432 foreach(UUID itemID in items)
1433 MoveTaskInventoryItem(destID, host, itemID);
1434 return destID; // Prim folder ID == prim ID
1435 }
1436
1392 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1437 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1393 1438
1394 UUID newFolderID = UUID.Random(); 1439 UUID newFolderID = UUID.Random();
@@ -1571,12 +1616,12 @@ namespace OpenSim.Region.Framework.Scenes
1571 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction( 1616 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
1572 remoteClient, part, transactionID, currentItem); 1617 remoteClient, part, transactionID, currentItem);
1573 1618
1574 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1619// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1575 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1620// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1576 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1621// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1577 remoteClient.SendAgentAlertMessage("Script saved", false); 1622// remoteClient.SendAgentAlertMessage("Script saved", false);
1578 else 1623// else
1579 remoteClient.SendAgentAlertMessage("Item saved", false); 1624// remoteClient.SendAgentAlertMessage("Item saved", false);
1580 } 1625 }
1581 1626
1582 // Base ALWAYS has move 1627 // Base ALWAYS has move
@@ -1946,23 +1991,32 @@ namespace OpenSim.Region.Framework.Scenes
1946 // build a list of eligible objects 1991 // build a list of eligible objects
1947 List<uint> deleteIDs = new List<uint>(); 1992 List<uint> deleteIDs = new List<uint>();
1948 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1993 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1949 1994 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1950 // Start with true for both, then remove the flags if objects
1951 // that we can't derez are part of the selection
1952 bool permissionToTake = true;
1953 bool permissionToTakeCopy = true;
1954 bool permissionToDelete = true;
1955 1995
1956 foreach (uint localID in localIDs) 1996 foreach (uint localID in localIDs)
1957 { 1997 {
1998 // Start with true for both, then remove the flags if objects
1999 // that we can't derez are part of the selection
2000 bool permissionToTake = true;
2001 bool permissionToTakeCopy = true;
2002 bool permissionToDelete = true;
2003
1958 // Invalid id 2004 // Invalid id
1959 SceneObjectPart part = GetSceneObjectPart(localID); 2005 SceneObjectPart part = GetSceneObjectPart(localID);
1960 if (part == null) 2006 if (part == null)
2007 {
2008 //Client still thinks the object exists, kill it
2009 deleteIDs.Add(localID);
1961 continue; 2010 continue;
2011 }
1962 2012
1963 // Already deleted by someone else 2013 // Already deleted by someone else
1964 if (part.ParentGroup.IsDeleted) 2014 if (part.ParentGroup.IsDeleted)
2015 {
2016 //Client still thinks the object exists, kill it
2017 deleteIDs.Add(localID);
1965 continue; 2018 continue;
2019 }
1966 2020
1967 // Can't delete child prims 2021 // Can't delete child prims
1968 if (part != part.ParentGroup.RootPart) 2022 if (part != part.ParentGroup.RootPart)
@@ -1970,8 +2024,8 @@ namespace OpenSim.Region.Framework.Scenes
1970 2024
1971 SceneObjectGroup grp = part.ParentGroup; 2025 SceneObjectGroup grp = part.ParentGroup;
1972 2026
1973 deleteIDs.Add(localID); 2027 // If child prims have invalid perms, fix them
1974 deleteGroups.Add(grp); 2028 grp.AdjustChildPrimPermissions();
1975 2029
1976 // If child prims have invalid perms, fix them 2030 // If child prims have invalid perms, fix them
1977 grp.AdjustChildPrimPermissions(); 2031 grp.AdjustChildPrimPermissions();
@@ -1992,81 +2046,193 @@ namespace OpenSim.Region.Framework.Scenes
1992 } 2046 }
1993 else 2047 else
1994 { 2048 {
1995 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 2049 if (action == DeRezAction.TakeCopy)
2050 {
2051 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
2052 permissionToTakeCopy = false;
2053 }
2054 else
2055 {
1996 permissionToTakeCopy = false; 2056 permissionToTakeCopy = false;
1997 2057 }
1998 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 2058 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1999 permissionToTake = false; 2059 permissionToTake = false;
2000 2060
2001 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 2061 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
2002 permissionToDelete = false; 2062 permissionToDelete = false;
2003 } 2063 }
2004 }
2005 2064
2006 // Handle god perms 2065 // Handle god perms
2007 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 2066 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
2008 { 2067 {
2009 permissionToTake = true; 2068 permissionToTake = true;
2010 permissionToTakeCopy = true; 2069 permissionToTakeCopy = true;
2011 permissionToDelete = true; 2070 permissionToDelete = true;
2012 } 2071 }
2013 2072
2014 // If we're re-saving, we don't even want to delete 2073 // If we're re-saving, we don't even want to delete
2015 if (action == DeRezAction.SaveToExistingUserInventoryItem) 2074 if (action == DeRezAction.SaveToExistingUserInventoryItem)
2016 permissionToDelete = false; 2075 permissionToDelete = false;
2017 2076
2018 // if we want to take a copy, we also don't want to delete 2077 // if we want to take a copy, we also don't want to delete
2019 // Note: after this point, the permissionToTakeCopy flag 2078 // Note: after this point, the permissionToTakeCopy flag
2020 // becomes irrelevant. It already includes the permissionToTake 2079 // becomes irrelevant. It already includes the permissionToTake
2021 // permission and after excluding no copy items here, we can 2080 // permission and after excluding no copy items here, we can
2022 // just use that. 2081 // just use that.
2023 if (action == DeRezAction.TakeCopy) 2082 if (action == DeRezAction.TakeCopy)
2024 { 2083 {
2025 // If we don't have permission, stop right here 2084 // If we don't have permission, stop right here
2026 if (!permissionToTakeCopy) 2085 if (!permissionToTakeCopy)
2027 return; 2086 return;
2028 2087
2029 permissionToTake = true; 2088 permissionToTake = true;
2030 // Don't delete 2089 // Don't delete
2031 permissionToDelete = false; 2090 permissionToDelete = false;
2032 } 2091 }
2033 2092
2034 if (action == DeRezAction.Return) 2093 if (action == DeRezAction.Return)
2035 {
2036 if (remoteClient != null)
2037 { 2094 {
2038 if (Permissions.CanReturnObjects( 2095 if (remoteClient != null)
2039 null,
2040 remoteClient.AgentId,
2041 deleteGroups))
2042 { 2096 {
2043 permissionToTake = true; 2097 if (Permissions.CanReturnObjects(
2044 permissionToDelete = true; 2098 null,
2045 2099 remoteClient.AgentId,
2046 foreach (SceneObjectGroup g in deleteGroups) 2100 new List<SceneObjectGroup>() {grp}))
2047 { 2101 {
2048 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2102 permissionToTake = true;
2103 permissionToDelete = true;
2104
2105 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
2049 } 2106 }
2050 } 2107 }
2108 else // Auto return passes through here with null agent
2109 {
2110 permissionToTake = true;
2111 permissionToDelete = true;
2112 }
2051 } 2113 }
2052 else // Auto return passes through here with null agent 2114
2115 if (permissionToTake && (!permissionToDelete))
2116 takeGroups.Add(grp);
2117
2118 if (permissionToDelete)
2053 { 2119 {
2054 permissionToTake = true; 2120 if (permissionToTake)
2055 permissionToDelete = true; 2121 deleteGroups.Add(grp);
2122 deleteIDs.Add(grp.LocalId);
2056 } 2123 }
2057 } 2124 }
2058 2125
2059 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2126 SendKillObject(deleteIDs);
2127
2128 if (deleteGroups.Count > 0)
2060 { 2129 {
2130 foreach (SceneObjectGroup g in deleteGroups)
2131 deleteIDs.Remove(g.LocalId);
2132
2061 m_asyncSceneObjectDeleter.DeleteToInventory( 2133 m_asyncSceneObjectDeleter.DeleteToInventory(
2062 action, destinationID, deleteGroups, remoteClient, 2134 action, destinationID, deleteGroups, remoteClient,
2063 permissionToDelete); 2135 true);
2136 }
2137 if (takeGroups.Count > 0)
2138 {
2139 m_asyncSceneObjectDeleter.DeleteToInventory(
2140 action, destinationID, takeGroups, remoteClient,
2141 false);
2064 } 2142 }
2065 else if (permissionToDelete) 2143 if (deleteIDs.Count > 0)
2066 { 2144 {
2067 foreach (SceneObjectGroup g in deleteGroups) 2145 foreach (SceneObjectGroup g in deleteGroups)
2068 DeleteSceneObject(g, false); 2146 DeleteSceneObject(g, true);
2147 }
2148 }
2149
2150 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2151 {
2152 itemID = UUID.Zero;
2153 if (grp != null)
2154 {
2155 Vector3 inventoryStoredPosition = new Vector3
2156 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2157 ? 250
2158 : grp.AbsolutePosition.X)
2159 ,
2160 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2161 ? 250
2162 : grp.AbsolutePosition.X,
2163 grp.AbsolutePosition.Z);
2164
2165 Vector3 originalPosition = grp.AbsolutePosition;
2166
2167 grp.AbsolutePosition = inventoryStoredPosition;
2168
2169 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2170
2171 grp.AbsolutePosition = originalPosition;
2172
2173 AssetBase asset = CreateAsset(
2174 grp.GetPartName(grp.LocalId),
2175 grp.GetPartDescription(grp.LocalId),
2176 (sbyte)AssetType.Object,
2177 Utils.StringToBytes(sceneObjectXml),
2178 remoteClient.AgentId);
2179 AssetService.Store(asset);
2180
2181 InventoryItemBase item = new InventoryItemBase();
2182 item.CreatorId = grp.RootPart.CreatorID.ToString();
2183 item.CreatorData = grp.RootPart.CreatorData;
2184 item.Owner = remoteClient.AgentId;
2185 item.ID = UUID.Random();
2186 item.AssetID = asset.FullID;
2187 item.Description = asset.Description;
2188 item.Name = asset.Name;
2189 item.AssetType = asset.Type;
2190 item.InvType = (int)InventoryType.Object;
2191
2192 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2193 if (folder != null)
2194 item.Folder = folder.ID;
2195 else // oopsies
2196 item.Folder = UUID.Zero;
2197
2198 // Set up base perms properly
2199 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2200 permsBase &= grp.RootPart.BaseMask;
2201 permsBase |= (uint)PermissionMask.Move;
2202
2203 // Make sure we don't lock it
2204 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2205
2206 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2207 {
2208 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2209 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2210 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2211 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2212 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2213 }
2214 else
2215 {
2216 item.BasePermissions = permsBase;
2217 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2218 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2219 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2220 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2221 }
2222 item.CreationDate = Util.UnixTimeSinceEpoch();
2223
2224 // sets itemID so client can show item as 'attached' in inventory
2225 grp.FromItemID = item.ID;
2226
2227 if (AddInventoryItem(item))
2228 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2229 else
2230 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2231
2232 itemID = item.ID;
2233 return item.AssetID;
2069 } 2234 }
2235 return UUID.Zero;
2070 } 2236 }
2071 2237
2072 /// <summary> 2238 /// <summary>
@@ -2196,6 +2362,9 @@ namespace OpenSim.Region.Framework.Scenes
2196 2362
2197 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2363 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2198 { 2364 {
2365 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2366 return;
2367
2199 SceneObjectPart part = GetSceneObjectPart(objectID); 2368 SceneObjectPart part = GetSceneObjectPart(objectID);
2200 if (part == null) 2369 if (part == null)
2201 return; 2370 return;
@@ -2252,7 +2421,10 @@ namespace OpenSim.Region.Framework.Scenes
2252 } 2421 }
2253 else 2422 else
2254 { 2423 {
2255 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2424 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2425 continue;
2426
2427 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2256 continue; 2428 continue;
2257 2429
2258 if (sog.GroupID != groupID) 2430 if (sog.GroupID != groupID)
@@ -2364,6 +2536,12 @@ namespace OpenSim.Region.Framework.Scenes
2364 } 2536 }
2365 2537
2366 m_sceneGraph.LinkObjects(root, children); 2538 m_sceneGraph.LinkObjects(root, children);
2539
2540 ScenePresence sp;
2541 if (TryGetScenePresence(agentId, out sp))
2542 {
2543 root.SendPropertiesToClient(sp.ControllingClient);
2544 }
2367 } 2545 }
2368 2546
2369 private string PermissionString(uint permissions) 2547 private string PermissionString(uint permissions)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index df43271..ce6415a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -50,7 +50,7 @@ namespace OpenSim.Region.Framework.Scenes
50 /// <param name='targetID'></param> 50 /// <param name='targetID'></param>
51 /// <param name='fromAgent'></param> 51 /// <param name='fromAgent'></param>
52 /// <param name='broadcast'></param> 52 /// <param name='broadcast'></param>
53 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 53 public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast) 54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
55 { 55 {
56 OSChatMessage args = new OSChatMessage(); 56 OSChatMessage args = new OSChatMessage();
@@ -61,6 +61,7 @@ namespace OpenSim.Region.Framework.Scenes
61 args.Position = fromPos; 61 args.Position = fromPos;
62 args.SenderUUID = fromID; 62 args.SenderUUID = fromID;
63 args.Scene = this; 63 args.Scene = this;
64 args.Destination = targetID;
64 65
65 if (fromAgent) 66 if (fromAgent)
66 { 67 {
@@ -75,7 +76,7 @@ namespace OpenSim.Region.Framework.Scenes
75 } 76 }
76 77
77 args.From = fromName; 78 args.From = fromName;
78 args.TargetUUID = targetID; 79 //args.
79 80
80// m_log.DebugFormat( 81// m_log.DebugFormat(
81// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}", 82// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}",
@@ -86,7 +87,7 @@ namespace OpenSim.Region.Framework.Scenes
86 else 87 else
87 EventManager.TriggerOnChatFromWorld(this, args); 88 EventManager.TriggerOnChatFromWorld(this, args);
88 } 89 }
89 90
90 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 91 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
91 UUID fromID, bool fromAgent, bool broadcast) 92 UUID fromID, bool fromAgent, bool broadcast)
92 { 93 {
@@ -130,19 +131,6 @@ namespace OpenSim.Region.Framework.Scenes
130 { 131 {
131 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); 132 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
132 } 133 }
133 /// <summary>
134 ///
135 /// </summary>
136 /// <param name="message"></param>
137 /// <param name="type"></param>
138 /// <param name="fromPos"></param>
139 /// <param name="fromName"></param>
140 /// <param name="fromAgentID"></param>
141 /// <param name="targetID"></param>
142 public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
143 {
144 SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
145 }
146 134
147 /// <summary> 135 /// <summary>
148 /// Invoked when the client requests a prim. 136 /// Invoked when the client requests a prim.
@@ -164,27 +152,47 @@ namespace OpenSim.Region.Framework.Scenes
164 /// <param name="remoteClient"></param> 152 /// <param name="remoteClient"></param>
165 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 153 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
166 { 154 {
155 /*
156 SceneObjectPart part = GetSceneObjectPart(primLocalID);
157
158 if (null == part)
159 return;
160
161 if (part.IsRoot)
162 {
163 SceneObjectGroup sog = part.ParentGroup;
164 sog.SendPropertiesToClient(remoteClient);
165
166 // A prim is only tainted if it's allowed to be edited by the person clicking it.
167 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
168 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
169 {
170 sog.IsSelected = true;
171 EventManager.TriggerParcelPrimCountTainted();
172 }
173 }
174 else
175 {
176 part.SendPropertiesToClient(remoteClient);
177 }
178 */
167 SceneObjectPart part = GetSceneObjectPart(primLocalID); 179 SceneObjectPart part = GetSceneObjectPart(primLocalID);
168 180
169 if (null == part) 181 if (null == part)
170 return; 182 return;
171 183
172 if (part.IsRoot) 184 SceneObjectGroup sog = part.ParentGroup;
173 { 185 if (sog == null)
174 SceneObjectGroup sog = part.ParentGroup; 186 return;
175 sog.SendPropertiesToClient(remoteClient);
176 sog.IsSelected = true;
177 187
178 // A prim is only tainted if it's allowed to be edited by the person clicking it. 188 part.SendPropertiesToClient(remoteClient);
179 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 189
180 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 190 // A prim is only tainted if it's allowed to be edited by the person clicking it.
181 { 191 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
182 EventManager.TriggerParcelPrimCountTainted(); 192 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
183 }
184 }
185 else
186 { 193 {
187 part.SendPropertiesToClient(remoteClient); 194 part.IsSelected = true;
195 EventManager.TriggerParcelPrimCountTainted();
188 } 196 }
189 } 197 }
190 198
@@ -237,7 +245,7 @@ namespace OpenSim.Region.Framework.Scenes
237 SceneObjectPart part = GetSceneObjectPart(primLocalID); 245 SceneObjectPart part = GetSceneObjectPart(primLocalID);
238 if (part == null) 246 if (part == null)
239 return; 247 return;
240 248 /*
241 // A deselect packet contains all the local prims being deselected. However, since selection is still 249 // A deselect packet contains all the local prims being deselected. However, since selection is still
242 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 250 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
243 // we end up sending many duplicate ObjectUpdates 251 // we end up sending many duplicate ObjectUpdates
@@ -250,7 +258,9 @@ namespace OpenSim.Region.Framework.Scenes
250 // handled by group, but by prim. Legacy cruft. 258 // handled by group, but by prim. Legacy cruft.
251 // TODO: Make selection flagging per prim! 259 // TODO: Make selection flagging per prim!
252 // 260 //
253 part.ParentGroup.IsSelected = false; 261 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
262 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
263 part.ParentGroup.IsSelected = false;
254 264
255 if (part.ParentGroup.IsAttachment) 265 if (part.ParentGroup.IsAttachment)
256 isAttachment = true; 266 isAttachment = true;
@@ -270,6 +280,22 @@ namespace OpenSim.Region.Framework.Scenes
270 part.UUID, remoteClient.AgentId)) 280 part.UUID, remoteClient.AgentId))
271 EventManager.TriggerParcelPrimCountTainted(); 281 EventManager.TriggerParcelPrimCountTainted();
272 } 282 }
283 */
284
285 bool oldgprSelect = part.ParentGroup.IsSelected;
286
287 // This is wrong, wrong, wrong. Selection should not be
288 // handled by group, but by prim. Legacy cruft.
289 // TODO: Make selection flagging per prim!
290 //
291 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
292 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
293 {
294 part.IsSelected = false;
295 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
296 EventManager.TriggerParcelPrimCountTainted();
297 }
298
273 } 299 }
274 300
275 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 301 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
@@ -412,6 +438,20 @@ namespace OpenSim.Region.Framework.Scenes
412 ); 438 );
413 } 439 }
414 440
441 private class DescendentsRequestData
442 {
443 public IClientAPI RemoteClient;
444 public UUID FolderID;
445 public UUID OwnerID;
446 public bool FetchFolders;
447 public bool FetchItems;
448 public int SortOrder;
449 }
450
451 private Queue<DescendentsRequestData> m_descendentsRequestQueue = new Queue<DescendentsRequestData>();
452 private Object m_descendentsRequestLock = new Object();
453 private bool m_descendentsRequestProcessing = false;
454
415 /// <summary> 455 /// <summary>
416 /// Tell the client about the various child items and folders contained in the requested folder. 456 /// Tell the client about the various child items and folders contained in the requested folder.
417 /// </summary> 457 /// </summary>
@@ -448,17 +488,38 @@ namespace OpenSim.Region.Framework.Scenes
448 } 488 }
449 } 489 }
450 490
451 // We're going to send the reply async, because there may be 491 lock (m_descendentsRequestLock)
452 // an enormous quantity of packets -- basically the entire inventory! 492 {
453 // We don't want to block the client thread while all that is happening. 493 if (!m_descendentsRequestProcessing)
454 SendInventoryDelegate d = SendInventoryAsync; 494 {
455 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d); 495 m_descendentsRequestProcessing = true;
496
497 // We're going to send the reply async, because there may be
498 // an enormous quantity of packets -- basically the entire inventory!
499 // We don't want to block the client thread while all that is happening.
500 SendInventoryDelegate d = SendInventoryAsync;
501 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
502
503 return;
504 }
505
506 DescendentsRequestData req = new DescendentsRequestData();
507 req.RemoteClient = remoteClient;
508 req.FolderID = folderID;
509 req.OwnerID = ownerID;
510 req.FetchFolders = fetchFolders;
511 req.FetchItems = fetchItems;
512 req.SortOrder = sortOrder;
513
514 m_descendentsRequestQueue.Enqueue(req);
515 }
456 } 516 }
457 517
458 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder); 518 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);
459 519
460 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) 520 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
461 { 521 {
522 Thread.Sleep(20);
462 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems); 523 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
463 } 524 }
464 525
@@ -466,6 +527,21 @@ namespace OpenSim.Region.Framework.Scenes
466 { 527 {
467 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState; 528 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState;
468 d.EndInvoke(iar); 529 d.EndInvoke(iar);
530
531 lock (m_descendentsRequestLock)
532 {
533 if (m_descendentsRequestQueue.Count > 0)
534 {
535 DescendentsRequestData req = m_descendentsRequestQueue.Dequeue();
536
537 d = SendInventoryAsync;
538 d.BeginInvoke(req.RemoteClient, req.FolderID, req.OwnerID, req.FetchFolders, req.FetchItems, req.SortOrder, SendInventoryComplete, d);
539
540 return;
541 }
542
543 m_descendentsRequestProcessing = false;
544 }
469 } 545 }
470 546
471 /// <summary> 547 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index c9c0662..6b031ae 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -226,8 +226,8 @@ namespace OpenSim.Region.Framework.Scenes
226 // TODO: need to figure out how allow client agents but deny 226 // TODO: need to figure out how allow client agents but deny
227 // root agents when ACL denies access to root agent 227 // root agents when ACL denies access to root agent
228 public bool m_strictAccessControl = true; 228 public bool m_strictAccessControl = true;
229 229 public bool m_seeIntoBannedRegion = false;
230 public int MaxUndoCount { get; set; } 230 public int MaxUndoCount = 5;
231 231
232 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 232 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
233 public bool LoginLock = false; 233 public bool LoginLock = false;
@@ -243,11 +243,13 @@ namespace OpenSim.Region.Framework.Scenes
243 243
244 protected int m_splitRegionID; 244 protected int m_splitRegionID;
245 protected Timer m_restartWaitTimer = new Timer(); 245 protected Timer m_restartWaitTimer = new Timer();
246 protected Timer m_timerWatchdog = new Timer();
246 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 247 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
247 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 248 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
248 protected string m_simulatorVersion = "OpenSimulator Server"; 249 protected string m_simulatorVersion = "OpenSimulator Server";
249 protected AgentCircuitManager m_authenticateHandler; 250 protected AgentCircuitManager m_authenticateHandler;
250 protected SceneCommunicationService m_sceneGridService; 251 protected SceneCommunicationService m_sceneGridService;
252 protected ISnmpModule m_snmpService = null;
251 253
252 protected ISimulationDataService m_SimulationDataService; 254 protected ISimulationDataService m_SimulationDataService;
253 protected IEstateDataService m_EstateDataService; 255 protected IEstateDataService m_EstateDataService;
@@ -310,8 +312,8 @@ namespace OpenSim.Region.Framework.Scenes
310 private int m_update_presences = 1; // Update scene presence movements 312 private int m_update_presences = 1; // Update scene presence movements
311 private int m_update_events = 1; 313 private int m_update_events = 1;
312 private int m_update_backup = 200; 314 private int m_update_backup = 200;
313 private int m_update_terrain = 50; 315 private int m_update_terrain = 1000;
314// private int m_update_land = 1; 316 private int m_update_land = 10;
315 private int m_update_coarse_locations = 50; 317 private int m_update_coarse_locations = 50;
316 318
317 private int agentMS; 319 private int agentMS;
@@ -324,13 +326,13 @@ namespace OpenSim.Region.Framework.Scenes
324 private int backupMS; 326 private int backupMS;
325 private int terrainMS; 327 private int terrainMS;
326 private int landMS; 328 private int landMS;
327 private int spareMS;
328 329
329 /// <summary> 330 /// <summary>
330 /// Tick at which the last frame was processed. 331 /// Tick at which the last frame was processed.
331 /// </summary> 332 /// </summary>
332 private int m_lastFrameTick; 333 private int m_lastFrameTick;
333 334
335 public bool CombineRegions = false;
334 /// <summary> 336 /// <summary>
335 /// Tick at which the last maintenance run occurred. 337 /// Tick at which the last maintenance run occurred.
336 /// </summary> 338 /// </summary>
@@ -350,7 +352,7 @@ namespace OpenSim.Region.Framework.Scenes
350 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing 352 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
351 private volatile bool m_backingup; 353 private volatile bool m_backingup;
352 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); 354 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
353 private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); 355 private Dictionary<UUID, int> m_groupsWithTargets = new Dictionary<UUID, int>();
354 356
355 private string m_defaultScriptEngine; 357 private string m_defaultScriptEngine;
356 358
@@ -359,6 +361,11 @@ namespace OpenSim.Region.Framework.Scenes
359 /// </summary> 361 /// </summary>
360 private int m_LastLogin; 362 private int m_LastLogin;
361 363
364 private int m_lastIncoming;
365 private int m_lastOutgoing;
366 private int m_hbRestarts = 0;
367
368
362 /// <summary> 369 /// <summary>
363 /// Thread that runs the scene loop. 370 /// Thread that runs the scene loop.
364 /// </summary> 371 /// </summary>
@@ -399,7 +406,7 @@ namespace OpenSim.Region.Framework.Scenes
399 private volatile bool m_active; 406 private volatile bool m_active;
400 407
401// private int m_lastUpdate; 408// private int m_lastUpdate;
402// private bool m_firstHeartbeat = true; 409 private bool m_firstHeartbeat = true;
403 410
404 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 411 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
405 private bool m_reprioritizationEnabled = true; 412 private bool m_reprioritizationEnabled = true;
@@ -443,6 +450,19 @@ namespace OpenSim.Region.Framework.Scenes
443 get { return m_sceneGridService; } 450 get { return m_sceneGridService; }
444 } 451 }
445 452
453 public ISnmpModule SnmpService
454 {
455 get
456 {
457 if (m_snmpService == null)
458 {
459 m_snmpService = RequestModuleInterface<ISnmpModule>();
460 }
461
462 return m_snmpService;
463 }
464 }
465
446 public ISimulationDataService SimulationDataService 466 public ISimulationDataService SimulationDataService
447 { 467 {
448 get 468 get
@@ -735,6 +755,8 @@ namespace OpenSim.Region.Framework.Scenes
735 m_SimulationDataService = simDataService; 755 m_SimulationDataService = simDataService;
736 m_EstateDataService = estateDataService; 756 m_EstateDataService = estateDataService;
737 m_regionHandle = RegionInfo.RegionHandle; 757 m_regionHandle = RegionInfo.RegionHandle;
758 m_lastIncoming = 0;
759 m_lastOutgoing = 0;
738 760
739 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 761 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
740 m_asyncSceneObjectDeleter.Enabled = true; 762 m_asyncSceneObjectDeleter.Enabled = true;
@@ -828,7 +850,7 @@ namespace OpenSim.Region.Framework.Scenes
828 850
829 StartDisabled = startupConfig.GetBoolean("StartDisabled", false); 851 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
830 852
831 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance); 853 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
832 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup); 854 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup);
833 if (!UseBackup) 855 if (!UseBackup)
834 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName); 856 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
@@ -836,10 +858,8 @@ namespace OpenSim.Region.Framework.Scenes
836 //Animation states 858 //Animation states
837 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 859 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
838 860
839 MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20); 861 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
840 862 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
841 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
842 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
843 863
844 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); 864 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
845 if (RegionInfo.NonphysPrimMin > 0) 865 if (RegionInfo.NonphysPrimMin > 0)
@@ -860,11 +880,21 @@ namespace OpenSim.Region.Framework.Scenes
860 } 880 }
861 881
862 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 882 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
883
863 if (RegionInfo.PhysPrimMax > 0) 884 if (RegionInfo.PhysPrimMax > 0)
864 { 885 {
865 m_maxPhys = RegionInfo.PhysPrimMax; 886 m_maxPhys = RegionInfo.PhysPrimMax;
866 } 887 }
867 888
889 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
890 if (RegionInfo.LinksetCapacity > 0)
891 {
892 m_linksetCapacity = RegionInfo.LinksetCapacity;
893 }
894
895 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
896 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
897
868 // Here, if clamping is requested in either global or 898 // Here, if clamping is requested in either global or
869 // local config, it will be used 899 // local config, it will be used
870 // 900 //
@@ -874,13 +904,7 @@ namespace OpenSim.Region.Framework.Scenes
874 m_clampPrimSize = true; 904 m_clampPrimSize = true;
875 } 905 }
876 906
877 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); 907 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
878 if (RegionInfo.LinksetCapacity > 0)
879 {
880 m_linksetCapacity = RegionInfo.LinksetCapacity;
881 }
882
883 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete);
884 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 908 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
885 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 909 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
886 m_dontPersistBefore = 910 m_dontPersistBefore =
@@ -891,11 +915,11 @@ namespace OpenSim.Region.Framework.Scenes
891 m_persistAfter *= 10000000; 915 m_persistAfter *= 10000000;
892 916
893 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 917 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
894 918 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
895 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
896 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
897 919
898 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 920 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
921 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
922 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
899 923
900 string[] possibleMapConfigSections = new string[] { "Map", "Startup" }; 924 string[] possibleMapConfigSections = new string[] { "Map", "Startup" };
901 925
@@ -940,7 +964,7 @@ namespace OpenSim.Region.Framework.Scenes
940 964
941 if (grant.Length > 0) 965 if (grant.Length > 0)
942 { 966 {
943 foreach (string viewer in grant.Split('|')) 967 foreach (string viewer in grant.Split(','))
944 { 968 {
945 m_AllowedViewers.Add(viewer.Trim().ToLower()); 969 m_AllowedViewers.Add(viewer.Trim().ToLower());
946 } 970 }
@@ -952,7 +976,7 @@ namespace OpenSim.Region.Framework.Scenes
952 976
953 if (grant.Length > 0) 977 if (grant.Length > 0)
954 { 978 {
955 foreach (string viewer in grant.Split('|')) 979 foreach (string viewer in grant.Split(','))
956 { 980 {
957 m_BannedViewers.Add(viewer.Trim().ToLower()); 981 m_BannedViewers.Add(viewer.Trim().ToLower());
958 } 982 }
@@ -1012,6 +1036,8 @@ namespace OpenSim.Region.Framework.Scenes
1012 StatsReporter = new SimStatsReporter(this); 1036 StatsReporter = new SimStatsReporter(this);
1013 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 1037 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
1014 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 1038 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
1039
1040 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect);
1015 } 1041 }
1016 1042
1017 public Scene(RegionInfo regInfo) : base(regInfo) 1043 public Scene(RegionInfo regInfo) : base(regInfo)
@@ -1307,8 +1333,11 @@ namespace OpenSim.Region.Framework.Scenes
1307 // Stop all client threads. 1333 // Stop all client threads.
1308 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); }); 1334 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
1309 1335
1310 m_log.Debug("[SCENE]: Persisting changed objects"); 1336 m_log.Debug("[SCENE]: TriggerSceneShuttingDown");
1311 EventManager.TriggerSceneShuttingDown(this); 1337 EventManager.TriggerSceneShuttingDown(this);
1338
1339 m_log.Debug("[SCENE]: Persisting changed objects");
1340
1312 Backup(false); 1341 Backup(false);
1313 m_sceneGraph.Close(); 1342 m_sceneGraph.Close();
1314 1343
@@ -1322,6 +1351,7 @@ namespace OpenSim.Region.Framework.Scenes
1322 // attempt to reference a null or disposed physics scene. 1351 // attempt to reference a null or disposed physics scene.
1323 if (PhysicsScene != null) 1352 if (PhysicsScene != null)
1324 { 1353 {
1354 m_log.Debug("[SCENE]: Dispose Physics");
1325 PhysicsScene phys = PhysicsScene; 1355 PhysicsScene phys = PhysicsScene;
1326 // remove the physics engine from both Scene and SceneGraph 1356 // remove the physics engine from both Scene and SceneGraph
1327 PhysicsScene = null; 1357 PhysicsScene = null;
@@ -1344,11 +1374,29 @@ namespace OpenSim.Region.Framework.Scenes
1344 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1374 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1345 if (m_heartbeatThread != null) 1375 if (m_heartbeatThread != null)
1346 { 1376 {
1377 m_hbRestarts++;
1378 if(m_hbRestarts > 10)
1379 Environment.Exit(1);
1380 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1381
1382//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1383//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1384//proc.EnableRaisingEvents=false;
1385//proc.StartInfo.FileName = "/bin/kill";
1386//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1387//proc.Start();
1388//proc.WaitForExit();
1389//Thread.Sleep(1000);
1390//Environment.Exit(1);
1347 m_heartbeatThread.Abort(); 1391 m_heartbeatThread.Abort();
1392 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1348 m_heartbeatThread = null; 1393 m_heartbeatThread = null;
1349 } 1394 }
1350// m_lastUpdate = Util.EnvironmentTickCount(); 1395// m_lastUpdate = Util.EnvironmentTickCount();
1351 1396
1397// m_sceneGraph.PreparePhysicsSimulation();
1398
1399
1352 m_heartbeatThread 1400 m_heartbeatThread
1353 = Watchdog.StartThread( 1401 = Watchdog.StartThread(
1354 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); 1402 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
@@ -1491,16 +1539,20 @@ namespace OpenSim.Region.Framework.Scenes
1491 endFrame = Frame + frames; 1539 endFrame = Frame + frames;
1492 1540
1493 float physicsFPS = 0f; 1541 float physicsFPS = 0f;
1494 int previousFrameTick, tmpMS; 1542 int tmpMS;
1495 int maintc = Util.EnvironmentTickCount(); 1543 int previousFrameTick;
1544 int maintc;
1545 int sleepMS;
1546 int framestart;
1496 1547
1497 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) 1548 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
1498 { 1549 {
1550 framestart = Util.EnvironmentTickCount();
1499 ++Frame; 1551 ++Frame;
1500 1552
1501// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1553// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1502 1554
1503 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; 1555 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1504 1556
1505 try 1557 try
1506 { 1558 {
@@ -1552,6 +1604,7 @@ namespace OpenSim.Region.Framework.Scenes
1552 m_sceneGraph.UpdatePresences(); 1604 m_sceneGraph.UpdatePresences();
1553 1605
1554 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1606 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1607
1555 1608
1556 // Delete temp-on-rez stuff 1609 // Delete temp-on-rez stuff
1557 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1610 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@@ -1633,34 +1686,37 @@ namespace OpenSim.Region.Framework.Scenes
1633 1686
1634 Watchdog.UpdateThread(); 1687 Watchdog.UpdateThread();
1635 1688
1689 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1690
1691 StatsReporter.AddPhysicsFPS(physicsFPS);
1692 StatsReporter.AddTimeDilation(TimeDilation);
1693 StatsReporter.AddFPS(1);
1694
1695 StatsReporter.addAgentMS(agentMS);
1696 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1697 StatsReporter.addOtherMS(otherMS);
1698 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1699
1636 previousFrameTick = m_lastFrameTick; 1700 previousFrameTick = m_lastFrameTick;
1637 m_lastFrameTick = Util.EnvironmentTickCount(); 1701 m_lastFrameTick = Util.EnvironmentTickCount();
1638 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1702 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1639 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1703 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1640 1704
1705 m_firstHeartbeat = false;
1706
1707 sleepMS = Util.EnvironmentTickCount();
1708
1641 if (tmpMS > 0) 1709 if (tmpMS > 0)
1642 {
1643 Thread.Sleep(tmpMS); 1710 Thread.Sleep(tmpMS);
1644 spareMS += tmpMS;
1645 }
1646
1647 frameMS = Util.EnvironmentTickCountSubtract(maintc);
1648 maintc = Util.EnvironmentTickCount();
1649 1711
1650 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1712 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1713 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1714 StatsReporter.addSleepMS(sleepMS);
1715 StatsReporter.addFrameMS(frameMS);
1651 1716
1652 // if (Frame%m_update_avatars == 0) 1717 // if (Frame%m_update_avatars == 0)
1653 // UpdateInWorldTime(); 1718 // UpdateInWorldTime();
1654 StatsReporter.AddPhysicsFPS(physicsFPS);
1655 StatsReporter.AddTimeDilation(TimeDilation);
1656 StatsReporter.AddFPS(1);
1657 1719
1658 StatsReporter.addFrameMS(frameMS);
1659 StatsReporter.addAgentMS(agentMS);
1660 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1661 StatsReporter.addOtherMS(otherMS);
1662 StatsReporter.AddSpareMS(spareMS);
1663 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1664 1720
1665 // Optionally warn if a frame takes double the amount of time that it should. 1721 // Optionally warn if a frame takes double the amount of time that it should.
1666 if (DebugUpdates 1722 if (DebugUpdates
@@ -1677,7 +1733,7 @@ namespace OpenSim.Region.Framework.Scenes
1677 public void AddGroupTarget(SceneObjectGroup grp) 1733 public void AddGroupTarget(SceneObjectGroup grp)
1678 { 1734 {
1679 lock (m_groupsWithTargets) 1735 lock (m_groupsWithTargets)
1680 m_groupsWithTargets[grp.UUID] = grp; 1736 m_groupsWithTargets[grp.UUID] = 0;
1681 } 1737 }
1682 1738
1683 public void RemoveGroupTarget(SceneObjectGroup grp) 1739 public void RemoveGroupTarget(SceneObjectGroup grp)
@@ -1688,18 +1744,24 @@ namespace OpenSim.Region.Framework.Scenes
1688 1744
1689 private void CheckAtTargets() 1745 private void CheckAtTargets()
1690 { 1746 {
1691 List<SceneObjectGroup> objs = null; 1747 List<UUID> objs = null;
1692 1748
1693 lock (m_groupsWithTargets) 1749 lock (m_groupsWithTargets)
1694 { 1750 {
1695 if (m_groupsWithTargets.Count != 0) 1751 if (m_groupsWithTargets.Count != 0)
1696 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values); 1752 objs = new List<UUID>(m_groupsWithTargets.Keys);
1697 } 1753 }
1698 1754
1699 if (objs != null) 1755 if (objs != null)
1700 { 1756 {
1701 foreach (SceneObjectGroup entry in objs) 1757 foreach (UUID entry in objs)
1702 entry.checkAtTargets(); 1758 {
1759 SceneObjectGroup grp = GetSceneObjectGroup(entry);
1760 if (grp == null)
1761 m_groupsWithTargets.Remove(entry);
1762 else
1763 grp.checkAtTargets();
1764 }
1703 } 1765 }
1704 } 1766 }
1705 1767
@@ -1778,7 +1840,7 @@ namespace OpenSim.Region.Framework.Scenes
1778 msg.fromAgentName = "Server"; 1840 msg.fromAgentName = "Server";
1779 msg.dialog = (byte)19; // Object msg 1841 msg.dialog = (byte)19; // Object msg
1780 msg.fromGroup = false; 1842 msg.fromGroup = false;
1781 msg.offline = (byte)0; 1843 msg.offline = (byte)1;
1782 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1844 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1783 msg.Position = Vector3.Zero; 1845 msg.Position = Vector3.Zero;
1784 msg.RegionID = RegionInfo.RegionID.Guid; 1846 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -2007,7 +2069,7 @@ namespace OpenSim.Region.Framework.Scenes
2007 return PhysicsScene.SupportsRaycastWorldFiltered(); 2069 return PhysicsScene.SupportsRaycastWorldFiltered();
2008 } 2070 }
2009 2071
2010 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) 2072 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2011 { 2073 {
2012 if (PhysicsScene == null) 2074 if (PhysicsScene == null)
2013 return null; 2075 return null;
@@ -2029,14 +2091,24 @@ namespace OpenSim.Region.Framework.Scenes
2029 /// <returns></returns> 2091 /// <returns></returns>
2030 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 2092 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
2031 { 2093 {
2094
2095 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
2096 Vector3 wpos = Vector3.Zero;
2097 // Check for water surface intersection from above
2098 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
2099 {
2100 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
2101 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
2102 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
2103 wpos.Z = wheight;
2104 }
2105
2032 Vector3 pos = Vector3.Zero; 2106 Vector3 pos = Vector3.Zero;
2033 if (RayEndIsIntersection == (byte)1) 2107 if (RayEndIsIntersection == (byte)1)
2034 { 2108 {
2035 pos = RayEnd; 2109 pos = RayEnd;
2036 return pos;
2037 } 2110 }
2038 2111 else if (RayTargetID != UUID.Zero)
2039 if (RayTargetID != UUID.Zero)
2040 { 2112 {
2041 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 2113 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
2042 2114
@@ -2058,7 +2130,7 @@ namespace OpenSim.Region.Framework.Scenes
2058 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2130 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
2059 2131
2060 // Un-comment out the following line to Get Raytrace results printed to the console. 2132 // Un-comment out the following line to Get Raytrace results printed to the console.
2061 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2133 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
2062 float ScaleOffset = 0.5f; 2134 float ScaleOffset = 0.5f;
2063 2135
2064 // If we hit something 2136 // If we hit something
@@ -2081,13 +2153,10 @@ namespace OpenSim.Region.Framework.Scenes
2081 //pos.Z -= 0.25F; 2153 //pos.Z -= 0.25F;
2082 2154
2083 } 2155 }
2084
2085 return pos;
2086 } 2156 }
2087 else 2157 else
2088 { 2158 {
2089 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2159 // We don't have a target here, so we're going to raytrace all the objects in the scene.
2090
2091 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2160 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
2092 2161
2093 // Un-comment the following line to print the raytrace results to the console. 2162 // Un-comment the following line to print the raytrace results to the console.
@@ -2096,13 +2165,12 @@ namespace OpenSim.Region.Framework.Scenes
2096 if (ei.HitTF) 2165 if (ei.HitTF)
2097 { 2166 {
2098 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2167 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
2099 } else 2168 }
2169 else
2100 { 2170 {
2101 // fall back to our stupid functionality 2171 // fall back to our stupid functionality
2102 pos = RayEnd; 2172 pos = RayEnd;
2103 } 2173 }
2104
2105 return pos;
2106 } 2174 }
2107 } 2175 }
2108 else 2176 else
@@ -2113,8 +2181,12 @@ namespace OpenSim.Region.Framework.Scenes
2113 //increase height so its above the ground. 2181 //increase height so its above the ground.
2114 //should be getting the normal of the ground at the rez point and using that? 2182 //should be getting the normal of the ground at the rez point and using that?
2115 pos.Z += scale.Z / 2f; 2183 pos.Z += scale.Z / 2f;
2116 return pos; 2184// return pos;
2117 } 2185 }
2186
2187 // check against posible water intercept
2188 if (wpos.Z > pos.Z) pos = wpos;
2189 return pos;
2118 } 2190 }
2119 2191
2120 2192
@@ -2205,12 +2277,12 @@ namespace OpenSim.Region.Framework.Scenes
2205 { 2277 {
2206 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) 2278 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
2207 { 2279 {
2280 sceneObject.IsDeleted = false;
2208 EventManager.TriggerObjectAddedToScene(sceneObject); 2281 EventManager.TriggerObjectAddedToScene(sceneObject);
2209 return true; 2282 return true;
2210 } 2283 }
2211 2284
2212 return false; 2285 return false;
2213
2214 } 2286 }
2215 2287
2216 /// <summary> 2288 /// <summary>
@@ -2302,6 +2374,15 @@ namespace OpenSim.Region.Framework.Scenes
2302 /// </summary> 2374 /// </summary>
2303 public void DeleteAllSceneObjects() 2375 public void DeleteAllSceneObjects()
2304 { 2376 {
2377 DeleteAllSceneObjects(false);
2378 }
2379
2380 /// <summary>
2381 /// Delete every object from the scene. This does not include attachments worn by avatars.
2382 /// </summary>
2383 public void DeleteAllSceneObjects(bool exceptNoCopy)
2384 {
2385 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2305 lock (Entities) 2386 lock (Entities)
2306 { 2387 {
2307 EntityBase[] entities = Entities.GetEntities(); 2388 EntityBase[] entities = Entities.GetEntities();
@@ -2310,11 +2391,24 @@ namespace OpenSim.Region.Framework.Scenes
2310 if (e is SceneObjectGroup) 2391 if (e is SceneObjectGroup)
2311 { 2392 {
2312 SceneObjectGroup sog = (SceneObjectGroup)e; 2393 SceneObjectGroup sog = (SceneObjectGroup)e;
2313 if (!sog.IsAttachment) 2394 if (sog != null && !sog.IsAttachment)
2314 DeleteSceneObject((SceneObjectGroup)e, false); 2395 {
2396 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2397 {
2398 DeleteSceneObject((SceneObjectGroup)e, false);
2399 }
2400 else
2401 {
2402 toReturn.Add((SceneObjectGroup)e);
2403 }
2404 }
2315 } 2405 }
2316 } 2406 }
2317 } 2407 }
2408 if (toReturn.Count > 0)
2409 {
2410 returnObjects(toReturn.ToArray(), UUID.Zero);
2411 }
2318 } 2412 }
2319 2413
2320 /// <summary> 2414 /// <summary>
@@ -2349,6 +2443,12 @@ namespace OpenSim.Region.Framework.Scenes
2349 2443
2350 foreach (SceneObjectPart part in partList) 2444 foreach (SceneObjectPart part in partList)
2351 { 2445 {
2446 if (part.KeyframeMotion != null)
2447 {
2448 part.KeyframeMotion.Delete();
2449 part.KeyframeMotion = null;
2450 }
2451
2352 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0)) 2452 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
2353 { 2453 {
2354 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? 2454 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
@@ -2366,6 +2466,8 @@ namespace OpenSim.Region.Framework.Scenes
2366 } 2466 }
2367 2467
2368 group.DeleteGroupFromScene(silent); 2468 group.DeleteGroupFromScene(silent);
2469 if (!silent)
2470 SendKillObject(new List<uint>() { group.LocalId });
2369 2471
2370// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2472// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2371 } 2473 }
@@ -2656,7 +2758,7 @@ namespace OpenSim.Region.Framework.Scenes
2656 // If the user is banned, we won't let any of their objects 2758 // If the user is banned, we won't let any of their objects
2657 // enter. Period. 2759 // enter. Period.
2658 // 2760 //
2659 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) 2761 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2660 { 2762 {
2661 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); 2763 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2662 return false; 2764 return false;
@@ -2691,6 +2793,9 @@ namespace OpenSim.Region.Framework.Scenes
2691 // before we restart the scripts, or else some functions won't work. 2793 // before we restart the scripts, or else some functions won't work.
2692 newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject)); 2794 newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
2693 newObject.ResumeScripts(); 2795 newObject.ResumeScripts();
2796
2797 if (newObject.RootPart.KeyframeMotion != null)
2798 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2694 } 2799 }
2695 2800
2696 // Do this as late as possible so that listeners have full access to the incoming object 2801 // Do this as late as possible so that listeners have full access to the incoming object
@@ -2708,6 +2813,23 @@ namespace OpenSim.Region.Framework.Scenes
2708 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2813 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2709 public bool AddSceneObject(SceneObjectGroup sceneObject) 2814 public bool AddSceneObject(SceneObjectGroup sceneObject)
2710 { 2815 {
2816 if (sceneObject.OwnerID == UUID.Zero)
2817 {
2818 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2819 return false;
2820 }
2821
2822 // If the user is banned, we won't let any of their objects
2823 // enter. Period.
2824 //
2825 int flags = GetUserFlags(sceneObject.OwnerID);
2826 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2827 {
2828 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2829
2830 return false;
2831 }
2832
2711 // Force allocation of new LocalId 2833 // Force allocation of new LocalId
2712 // 2834 //
2713 SceneObjectPart[] parts = sceneObject.Parts; 2835 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2741,16 +2863,27 @@ namespace OpenSim.Region.Framework.Scenes
2741 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2863 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2742 2864
2743 if (AttachmentsModule != null) 2865 if (AttachmentsModule != null)
2744 AttachmentsModule.AttachObject(sp, grp, 0, false, false, true); 2866 AttachmentsModule.AttachObject(sp, grp, 0, false, false, false, true);
2745 } 2867 }
2746 else 2868 else
2747 { 2869 {
2870 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2748 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2871 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2749 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2872 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2750 } 2873 }
2874 if (sceneObject.OwnerID == UUID.Zero)
2875 {
2876 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2877 return false;
2878 }
2751 } 2879 }
2752 else 2880 else
2753 { 2881 {
2882 if (sceneObject.OwnerID == UUID.Zero)
2883 {
2884 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2885 return false;
2886 }
2754 AddRestoredSceneObject(sceneObject, true, false); 2887 AddRestoredSceneObject(sceneObject, true, false);
2755 } 2888 }
2756 2889
@@ -2767,6 +2900,24 @@ namespace OpenSim.Region.Framework.Scenes
2767 return 2; // StateSource.PrimCrossing 2900 return 2; // StateSource.PrimCrossing
2768 } 2901 }
2769 2902
2903 public int GetUserFlags(UUID user)
2904 {
2905 //Unfortunately the SP approach means that the value is cached until region is restarted
2906 /*
2907 ScenePresence sp;
2908 if (TryGetScenePresence(user, out sp))
2909 {
2910 return sp.UserFlags;
2911 }
2912 else
2913 {
2914 */
2915 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2916 if (uac == null)
2917 return 0;
2918 return uac.UserFlags;
2919 //}
2920 }
2770 #endregion 2921 #endregion
2771 2922
2772 #region Add/Remove Avatar Methods 2923 #region Add/Remove Avatar Methods
@@ -2799,7 +2950,7 @@ namespace OpenSim.Region.Framework.Scenes
2799 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2950 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2800 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2951 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2801 2952
2802 // CheckHeartbeat(); 2953 CheckHeartbeat();
2803 2954
2804 sp = GetScenePresence(client.AgentId); 2955 sp = GetScenePresence(client.AgentId);
2805 2956
@@ -2817,6 +2968,13 @@ namespace OpenSim.Region.Framework.Scenes
2817 SubscribeToClientEvents(client); 2968 SubscribeToClientEvents(client);
2818 2969
2819 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); 2970 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
2971 InventoryFolderBase cof = InventoryService.GetFolderForType(client.AgentId, (AssetType)46);
2972 if (cof == null)
2973 sp.COF = UUID.Zero;
2974 else
2975 sp.COF = cof.ID;
2976
2977 m_log.DebugFormat("[SCENE]: COF for {0} is {1}", client.AgentId, sp.COF);
2820 m_eventManager.TriggerOnNewPresence(sp); 2978 m_eventManager.TriggerOnNewPresence(sp);
2821 2979
2822 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; 2980 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
@@ -2830,6 +2988,7 @@ namespace OpenSim.Region.Framework.Scenes
2830 // start the scripts again (since this is done in RezAttachments()). 2988 // start the scripts again (since this is done in RezAttachments()).
2831 // XXX: This is convoluted. 2989 // XXX: This is convoluted.
2832 sp.IsChildAgent = false; 2990 sp.IsChildAgent = false;
2991 sp.IsLoggingIn = true;
2833 2992
2834 // We leave a 5 second pause before attempting to rez attachments to avoid a clash with 2993 // We leave a 5 second pause before attempting to rez attachments to avoid a clash with
2835 // version 3 viewers that maybe doing their own attachment rezzing related to their current 2994 // version 3 viewers that maybe doing their own attachment rezzing related to their current
@@ -2957,19 +3116,14 @@ namespace OpenSim.Region.Framework.Scenes
2957 // and the scene presence and the client, if they exist 3116 // and the scene presence and the client, if they exist
2958 try 3117 try
2959 { 3118 {
2960 // We need to wait for the client to make UDP contact first. 3119 ScenePresence sp = GetScenePresence(agentID);
2961 // It's the UDP contact that creates the scene presence 3120
2962 ScenePresence sp = WaitGetScenePresence(agentID);
2963 if (sp != null) 3121 if (sp != null)
2964 { 3122 {
2965 PresenceService.LogoutAgent(sp.ControllingClient.SessionId); 3123 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2966
2967 sp.ControllingClient.Close(); 3124 sp.ControllingClient.Close();
2968 } 3125 }
2969 else 3126
2970 {
2971 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2972 }
2973 // BANG! SLASH! 3127 // BANG! SLASH!
2974 m_authenticateHandler.RemoveCircuit(agentID); 3128 m_authenticateHandler.RemoveCircuit(agentID);
2975 3129
@@ -3014,6 +3168,8 @@ namespace OpenSim.Region.Framework.Scenes
3014 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 3168 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
3015 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 3169 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
3016 3170
3171 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
3172
3017 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 3173 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
3018 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 3174 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
3019 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 3175 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -3070,6 +3226,7 @@ namespace OpenSim.Region.Framework.Scenes
3070 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3226 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
3071 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3227 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
3072 client.OnCopyInventoryItem += CopyInventoryItem; 3228 client.OnCopyInventoryItem += CopyInventoryItem;
3229 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
3073 client.OnMoveInventoryItem += MoveInventoryItem; 3230 client.OnMoveInventoryItem += MoveInventoryItem;
3074 client.OnRemoveInventoryItem += RemoveInventoryItem; 3231 client.OnRemoveInventoryItem += RemoveInventoryItem;
3075 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3232 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -3141,6 +3298,8 @@ namespace OpenSim.Region.Framework.Scenes
3141 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3298 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
3142 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3299 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
3143 3300
3301 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3302
3144 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3303 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3145 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3304 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3146 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3305 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3243,7 +3402,7 @@ namespace OpenSim.Region.Framework.Scenes
3243 /// </summary> 3402 /// </summary>
3244 /// <param name="agentId">The avatar's Unique ID</param> 3403 /// <param name="agentId">The avatar's Unique ID</param>
3245 /// <param name="client">The IClientAPI for the client</param> 3404 /// <param name="client">The IClientAPI for the client</param>
3246 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3405 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3247 { 3406 {
3248 if (EntityTransferModule != null) 3407 if (EntityTransferModule != null)
3249 { 3408 {
@@ -3254,6 +3413,7 @@ namespace OpenSim.Region.Framework.Scenes
3254 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3413 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3255 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3414 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3256 } 3415 }
3416 return false;
3257 } 3417 }
3258 3418
3259 /// <summary> 3419 /// <summary>
@@ -3363,6 +3523,16 @@ namespace OpenSim.Region.Framework.Scenes
3363 /// <param name="flags"></param> 3523 /// <param name="flags"></param>
3364 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3524 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3365 { 3525 {
3526 //Add half the avatar's height so that the user doesn't fall through prims
3527 ScenePresence presence;
3528 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3529 {
3530 if (presence.Appearance != null)
3531 {
3532 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3533 }
3534 }
3535
3366 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3536 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3367 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3537 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3368 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3538 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3464,7 +3634,7 @@ namespace OpenSim.Region.Framework.Scenes
3464 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop 3634 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop
3465 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI 3635 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI
3466 if (closeChildAgents && CapsModule != null) 3636 if (closeChildAgents && CapsModule != null)
3467 CapsModule.RemoveCaps(agentID); 3637 CapsModule.RemoveCaps(agentID, avatar.ControllingClient.CircuitCode);
3468 3638
3469// // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever 3639// // REFACTORING PROBLEM -- well not really a problem, but just to point out that whatever
3470// // this method is doing is HORRIBLE!!! 3640// // this method is doing is HORRIBLE!!!
@@ -3500,6 +3670,7 @@ namespace OpenSim.Region.Framework.Scenes
3500 // It's possible for child agents to have transactions if changes are being made cross-border. 3670 // It's possible for child agents to have transactions if changes are being made cross-border.
3501 if (AgentTransactionsModule != null) 3671 if (AgentTransactionsModule != null)
3502 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); 3672 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3673 m_log.Debug("[Scene] The avatar has left the building");
3503 } 3674 }
3504 catch (Exception e) 3675 catch (Exception e)
3505 { 3676 {
@@ -3692,15 +3863,27 @@ namespace OpenSim.Region.Framework.Scenes
3692 agent.firstname, agent.lastname, agent.Viewer); 3863 agent.firstname, agent.lastname, agent.Viewer);
3693 reason = "Access denied, your viewer is banned by the region owner"; 3864 reason = "Access denied, your viewer is banned by the region owner";
3694 return false; 3865 return false;
3695 } 3866 }
3696 3867
3697 ILandObject land; 3868 ScenePresence sp = GetScenePresence(agent.AgentID);
3698 3869
3699 lock (agent) 3870 // If we have noo presence here or if that presence is a zombie root
3871 // presence that will be kicled, we need a new CAPS object.
3872 if (sp == null || (sp != null && !sp.IsChildAgent))
3700 { 3873 {
3701 ScenePresence sp = GetScenePresence(agent.AgentID); 3874 if (CapsModule != null)
3702 3875 {
3703 if (sp != null && !sp.IsChildAgent) 3876 lock (agent)
3877 {
3878 CapsModule.SetAgentCapsSeeds(agent);
3879 CapsModule.CreateCaps(agent.AgentID, agent.circuitcode);
3880 }
3881 }
3882 }
3883
3884 if (sp != null)
3885 {
3886 if (!sp.IsChildAgent)
3704 { 3887 {
3705 // We have a zombie from a crashed session. 3888 // We have a zombie from a crashed session.
3706 // Or the same user is trying to be root twice here, won't work. 3889 // Or the same user is trying to be root twice here, won't work.
@@ -3708,22 +3891,27 @@ namespace OpenSim.Region.Framework.Scenes
3708 m_log.WarnFormat( 3891 m_log.WarnFormat(
3709 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", 3892 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3710 sp.Name, sp.UUID, RegionInfo.RegionName); 3893 sp.Name, sp.UUID, RegionInfo.RegionName);
3711 3894
3712 sp.ControllingClient.Close(true); 3895 sp.ControllingClient.Close(true, true);
3713 sp = null; 3896 sp = null;
3714 } 3897 }
3715 3898 }
3716 land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y); 3899
3717 3900 lock (agent)
3901 {
3718 //On login test land permisions 3902 //On login test land permisions
3719 if (vialogin) 3903 if (vialogin)
3720 { 3904 {
3721 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3905 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3906 if (cache != null)
3907 cache.Remove(agent.firstname + " " + agent.lastname);
3908 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3722 { 3909 {
3910 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3723 return false; 3911 return false;
3724 } 3912 }
3725 } 3913 }
3726 3914
3727 if (sp == null) // We don't have an [child] agent here already 3915 if (sp == null) // We don't have an [child] agent here already
3728 { 3916 {
3729 if (requirePresenceLookup) 3917 if (requirePresenceLookup)
@@ -3732,54 +3920,53 @@ namespace OpenSim.Region.Framework.Scenes
3732 { 3920 {
3733 if (!VerifyUserPresence(agent, out reason)) 3921 if (!VerifyUserPresence(agent, out reason))
3734 return false; 3922 return false;
3735 } 3923 } catch (Exception e)
3736 catch (Exception e)
3737 { 3924 {
3738 m_log.ErrorFormat( 3925 m_log.ErrorFormat(
3739 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); 3926 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
3740
3741 return false; 3927 return false;
3742 } 3928 }
3743 } 3929 }
3744 3930
3745 try 3931 try
3746 { 3932 {
3747 if (!AuthorizeUser(agent, out reason)) 3933 // Always check estate if this is a login. Always
3748 return false; 3934 // check if banned regions are to be blacked out.
3935 if (vialogin || (!m_seeIntoBannedRegion))
3936 {
3937 if (!AuthorizeUser(agent, out reason))
3938 {
3939 return false;
3940 }
3941 }
3749 } 3942 }
3750 catch (Exception e) 3943 catch (Exception e)
3751 { 3944 {
3752 m_log.ErrorFormat( 3945 m_log.ErrorFormat(
3753 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3946 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
3754
3755 return false; 3947 return false;
3756 } 3948 }
3757 3949
3758 m_log.InfoFormat( 3950 m_log.InfoFormat(
3759 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", 3951 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
3760 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, 3952 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
3761 agent.AgentID, agent.circuitcode); 3953 agent.AgentID, agent.circuitcode);
3762 3954
3763 if (CapsModule != null)
3764 {
3765 CapsModule.SetAgentCapsSeeds(agent);
3766 CapsModule.CreateCaps(agent.AgentID);
3767 }
3768 } 3955 }
3769 else 3956 else
3770 { 3957 {
3771 // Let the SP know how we got here. This has a lot of interesting 3958 // Let the SP know how we got here. This has a lot of interesting
3772 // uses down the line. 3959 // uses down the line.
3773 sp.TeleportFlags = (TPFlags)teleportFlags; 3960 sp.TeleportFlags = (TPFlags)teleportFlags;
3774 3961
3775 if (sp.IsChildAgent) 3962 if (sp.IsChildAgent)
3776 { 3963 {
3777 m_log.DebugFormat( 3964 m_log.DebugFormat(
3778 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", 3965 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
3779 agent.AgentID, RegionInfo.RegionName); 3966 agent.AgentID, RegionInfo.RegionName);
3780 3967
3781 sp.AdjustKnownSeeds(); 3968 sp.AdjustKnownSeeds();
3782 3969
3783 if (CapsModule != null) 3970 if (CapsModule != null)
3784 CapsModule.SetAgentCapsSeeds(agent); 3971 CapsModule.SetAgentCapsSeeds(agent);
3785 } 3972 }
@@ -3790,6 +3977,11 @@ namespace OpenSim.Region.Framework.Scenes
3790 agent.teleportFlags = teleportFlags; 3977 agent.teleportFlags = teleportFlags;
3791 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); 3978 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
3792 3979
3980 if (CapsModule != null)
3981 {
3982 CapsModule.ActivateCaps(agent.circuitcode);
3983 }
3984
3793 if (vialogin) 3985 if (vialogin)
3794 { 3986 {
3795// CleanDroppedAttachments(); 3987// CleanDroppedAttachments();
@@ -3881,6 +4073,8 @@ namespace OpenSim.Region.Framework.Scenes
3881 } 4073 }
3882 4074
3883 // Honor parcel landing type and position. 4075 // Honor parcel landing type and position.
4076 /*
4077 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3884 if (land != null) 4078 if (land != null)
3885 { 4079 {
3886 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 4080 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3888,25 +4082,43 @@ namespace OpenSim.Region.Framework.Scenes
3888 agent.startpos = land.LandData.UserLocation; 4082 agent.startpos = land.LandData.UserLocation;
3889 } 4083 }
3890 } 4084 }
4085 */// This is now handled properly in ScenePresence.MakeRootAgent
3891 } 4086 }
3892 4087
3893 return true; 4088 return true;
3894 } 4089 }
3895 4090
3896 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 4091 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3897 { 4092 {
3898 bool banned = land.IsBannedFromLand(agent.AgentID); 4093 if (posX < 0)
3899 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 4094 posX = 0;
4095 else if (posX >= 256)
4096 posX = 255.999f;
4097 if (posY < 0)
4098 posY = 0;
4099 else if (posY >= 256)
4100 posY = 255.999f;
4101
4102 reason = String.Empty;
4103 if (Permissions.IsGod(agentID))
4104 return true;
4105
4106 ILandObject land = LandChannel.GetLandObject(posX, posY);
4107 if (land == null)
4108 return false;
4109
4110 bool banned = land.IsBannedFromLand(agentID);
4111 bool restricted = land.IsRestrictedFromLand(agentID);
3900 4112
3901 if (banned || restricted) 4113 if (banned || restricted)
3902 { 4114 {
3903 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 4115 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3904 if (nearestParcel != null) 4116 if (nearestParcel != null)
3905 { 4117 {
3906 //Move agent to nearest allowed 4118 //Move agent to nearest allowed
3907 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 4119 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3908 agent.startpos.X = newPosition.X; 4120 posX = newPosition.X;
3909 agent.startpos.Y = newPosition.Y; 4121 posY = newPosition.Y;
3910 } 4122 }
3911 else 4123 else
3912 { 4124 {
@@ -3968,7 +4180,7 @@ namespace OpenSim.Region.Framework.Scenes
3968 4180
3969 if (!m_strictAccessControl) return true; 4181 if (!m_strictAccessControl) return true;
3970 if (Permissions.IsGod(agent.AgentID)) return true; 4182 if (Permissions.IsGod(agent.AgentID)) return true;
3971 4183
3972 if (AuthorizationService != null) 4184 if (AuthorizationService != null)
3973 { 4185 {
3974 if (!AuthorizationService.IsAuthorizedForRegion( 4186 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3983,7 +4195,7 @@ namespace OpenSim.Region.Framework.Scenes
3983 4195
3984 if (RegionInfo.EstateSettings != null) 4196 if (RegionInfo.EstateSettings != null)
3985 { 4197 {
3986 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 4198 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
3987 { 4199 {
3988 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 4200 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3989 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 4201 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -4173,6 +4385,15 @@ namespace OpenSim.Region.Framework.Scenes
4173 4385
4174 // XPTO: if this agent is not allowed here as root, always return false 4386 // XPTO: if this agent is not allowed here as root, always return false
4175 4387
4388 // We have to wait until the viewer contacts this region after receiving EAC.
4389 // That calls AddNewClient, which finally creates the ScenePresence
4390 int flags = GetUserFlags(cAgentData.AgentID);
4391 if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4392 {
4393 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4394 return false;
4395 }
4396
4176 // TODO: This check should probably be in QueryAccess(). 4397 // TODO: This check should probably be in QueryAccess().
4177 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4398 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
4178 if (nearestParcel == null) 4399 if (nearestParcel == null)
@@ -4237,7 +4458,7 @@ namespace OpenSim.Region.Framework.Scenes
4237 /// <param name='agentID'></param> 4458 /// <param name='agentID'></param>
4238 protected virtual ScenePresence WaitGetScenePresence(UUID agentID) 4459 protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
4239 { 4460 {
4240 int ntimes = 10; 4461 int ntimes = 30;
4241 ScenePresence sp = null; 4462 ScenePresence sp = null;
4242 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) 4463 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
4243 Thread.Sleep(1000); 4464 Thread.Sleep(1000);
@@ -4267,6 +4488,16 @@ namespace OpenSim.Region.Framework.Scenes
4267 return false; 4488 return false;
4268 } 4489 }
4269 4490
4491 public bool IncomingCloseAgent(UUID agentID)
4492 {
4493 return IncomingCloseAgent(agentID, false);
4494 }
4495
4496 public bool IncomingCloseChildAgent(UUID agentID)
4497 {
4498 return IncomingCloseAgent(agentID, true);
4499 }
4500
4270 /// <summary> 4501 /// <summary>
4271 /// Tell a single agent to disconnect from the region. 4502 /// Tell a single agent to disconnect from the region.
4272 /// </summary> 4503 /// </summary>
@@ -4282,7 +4513,7 @@ namespace OpenSim.Region.Framework.Scenes
4282 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); 4513 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
4283 if (presence != null) 4514 if (presence != null)
4284 { 4515 {
4285 presence.ControllingClient.Close(force); 4516 presence.ControllingClient.Close(force, force);
4286 return true; 4517 return true;
4287 } 4518 }
4288 4519
@@ -4915,7 +5146,7 @@ namespace OpenSim.Region.Framework.Scenes
4915 { 5146 {
4916 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 5147 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
4917 { 5148 {
4918 if (grp.RootPart.Expires <= DateTime.Now) 5149 if (grp.GetSittingAvatarsCount() == 0 && grp.RootPart.Expires <= DateTime.Now)
4919 DeleteSceneObject(grp, false); 5150 DeleteSceneObject(grp, false);
4920 } 5151 }
4921 } 5152 }
@@ -4929,35 +5160,81 @@ namespace OpenSim.Region.Framework.Scenes
4929 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); 5160 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
4930 } 5161 }
4931 5162
4932 public int GetHealth() 5163 public int GetHealth(out int flags, out string message)
4933 { 5164 {
4934 // Returns: 5165 // Returns:
4935 // 1 = sim is up and accepting http requests. The heartbeat has 5166 // 1 = sim is up and accepting http requests. The heartbeat has
4936 // stopped and the sim is probably locked up, but a remote 5167 // stopped and the sim is probably locked up, but a remote
4937 // admin restart may succeed 5168 // admin restart may succeed
4938 // 5169 //
4939 // 2 = Sim is up and the heartbeat is running. The sim is likely 5170 // 2 = Sim is up and the heartbeat is running. The sim is likely
4940 // usable for people within and logins _may_ work 5171 // usable for people within
5172 //
5173 // 3 = Sim is up and one packet thread is running. Sim is
5174 // unstable and will not accept new logins
4941 // 5175 //
4942 // 3 = We have seen a new user enter within the past 4 minutes 5176 // 4 = Sim is up and both packet threads are running. Sim is
5177 // likely usable
5178 //
5179 // 5 = We have seen a new user enter within the past 4 minutes
4943 // which can be seen as positive confirmation of sim health 5180 // which can be seen as positive confirmation of sim health
4944 // 5181 //
5182
5183 flags = 0;
5184 message = String.Empty;
5185
5186 CheckHeartbeat();
5187
5188 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
5189 {
5190 // We're still starting
5191 // 0 means "in startup", it can't happen another way, since
5192 // to get here, we must be able to accept http connections
5193 return 0;
5194 }
5195
4945 int health=1; // Start at 1, means we're up 5196 int health=1; // Start at 1, means we're up
4946 5197
4947 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 5198 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4948 health += 1; 5199 {
5200 health+=1;
5201 flags |= 1;
5202 }
5203
5204 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
5205 {
5206 health+=1;
5207 flags |= 2;
5208 }
5209
5210 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
5211 {
5212 health+=1;
5213 flags |= 4;
5214 }
4949 else 5215 else
5216 {
5217int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
5218System.Diagnostics.Process proc = new System.Diagnostics.Process();
5219proc.EnableRaisingEvents=false;
5220proc.StartInfo.FileName = "/bin/kill";
5221proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
5222proc.Start();
5223proc.WaitForExit();
5224Thread.Sleep(1000);
5225Environment.Exit(1);
5226 }
5227
5228 if (flags != 7)
4950 return health; 5229 return health;
4951 5230
4952 // A login in the last 4 mins? We can't be doing too badly 5231 // A login in the last 4 mins? We can't be doing too badly
4953 // 5232 //
4954 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 5233 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4955 health++; 5234 health++;
4956 else 5235 else
4957 return health; 5236 return health;
4958 5237
4959// CheckHeartbeat();
4960
4961 return health; 5238 return health;
4962 } 5239 }
4963 5240
@@ -5045,7 +5322,7 @@ namespace OpenSim.Region.Framework.Scenes
5045 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 5322 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
5046 if (wasUsingPhysics) 5323 if (wasUsingPhysics)
5047 { 5324 {
5048 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 5325 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
5049 } 5326 }
5050 } 5327 }
5051 5328
@@ -5144,14 +5421,14 @@ namespace OpenSim.Region.Framework.Scenes
5144 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5421 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
5145 } 5422 }
5146 5423
5147// private void CheckHeartbeat() 5424 private void CheckHeartbeat()
5148// { 5425 {
5149// if (m_firstHeartbeat) 5426 if (m_firstHeartbeat)
5150// return; 5427 return;
5151// 5428
5152// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5429 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
5153// StartTimer(); 5430 Start();
5154// } 5431 }
5155 5432
5156 public override ISceneObject DeserializeObject(string representation) 5433 public override ISceneObject DeserializeObject(string representation)
5157 { 5434 {
@@ -5163,9 +5440,14 @@ namespace OpenSim.Region.Framework.Scenes
5163 get { return m_allowScriptCrossings; } 5440 get { return m_allowScriptCrossings; }
5164 } 5441 }
5165 5442
5166 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5443 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
5167 { 5444 {
5168 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5445 return GetNearestAllowedPosition(avatar, null);
5446 }
5447
5448 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
5449 {
5450 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
5169 5451
5170 if (nearestParcel != null) 5452 if (nearestParcel != null)
5171 { 5453 {
@@ -5174,10 +5456,7 @@ namespace OpenSim.Region.Framework.Scenes
5174 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5456 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
5175 if (nearestPoint != null) 5457 if (nearestPoint != null)
5176 { 5458 {
5177// m_log.DebugFormat( 5459 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
5178// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
5179// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
5180
5181 return nearestPoint.Value; 5460 return nearestPoint.Value;
5182 } 5461 }
5183 5462
@@ -5187,17 +5466,20 @@ namespace OpenSim.Region.Framework.Scenes
5187 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5466 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
5188 if (nearestPoint != null) 5467 if (nearestPoint != null)
5189 { 5468 {
5190// m_log.DebugFormat( 5469 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
5191// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
5192
5193 return nearestPoint.Value; 5470 return nearestPoint.Value;
5194 } 5471 }
5195 5472
5196 //Ultimate backup if we have no idea where they are 5473 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
5197// m_log.DebugFormat( 5474 if (dest != excludeParcel)
5198// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5475 {
5476 // Ultimate backup if we have no idea where they are and
5477 // the last allowed position was in another parcel
5478 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5479 return avatar.lastKnownAllowedPosition;
5480 }
5199 5481
5200 return avatar.lastKnownAllowedPosition; 5482 // else fall through to region edge
5201 } 5483 }
5202 5484
5203 //Go to the edge, this happens in teleporting to a region with no available parcels 5485 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -5231,13 +5513,18 @@ namespace OpenSim.Region.Framework.Scenes
5231 5513
5232 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5514 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
5233 { 5515 {
5516 return GetNearestAllowedParcel(avatarId, x, y, null);
5517 }
5518
5519 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5520 {
5234 List<ILandObject> all = AllParcels(); 5521 List<ILandObject> all = AllParcels();
5235 float minParcelDistance = float.MaxValue; 5522 float minParcelDistance = float.MaxValue;
5236 ILandObject nearestParcel = null; 5523 ILandObject nearestParcel = null;
5237 5524
5238 foreach (var parcel in all) 5525 foreach (var parcel in all)
5239 { 5526 {
5240 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5527 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
5241 { 5528 {
5242 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5529 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
5243 if (parcelDistance < minParcelDistance) 5530 if (parcelDistance < minParcelDistance)
@@ -5453,7 +5740,55 @@ namespace OpenSim.Region.Framework.Scenes
5453 mapModule.GenerateMaptile(); 5740 mapModule.GenerateMaptile();
5454 } 5741 }
5455 5742
5456 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5743// public void CleanDroppedAttachments()
5744// {
5745// List<SceneObjectGroup> objectsToDelete =
5746// new List<SceneObjectGroup>();
5747//
5748// lock (m_cleaningAttachments)
5749// {
5750// ForEachSOG(delegate (SceneObjectGroup grp)
5751// {
5752// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5753// {
5754// UUID agentID = grp.OwnerID;
5755// if (agentID == UUID.Zero)
5756// {
5757// objectsToDelete.Add(grp);
5758// return;
5759// }
5760//
5761// ScenePresence sp = GetScenePresence(agentID);
5762// if (sp == null)
5763// {
5764// objectsToDelete.Add(grp);
5765// return;
5766// }
5767// }
5768// });
5769// }
5770//
5771// foreach (SceneObjectGroup grp in objectsToDelete)
5772// {
5773// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5774// DeleteSceneObject(grp, true);
5775// }
5776// }
5777
5778 public void ThreadAlive(int threadCode)
5779 {
5780 switch(threadCode)
5781 {
5782 case 1: // Incoming
5783 m_lastIncoming = Util.EnvironmentTickCount();
5784 break;
5785 case 2: // Incoming
5786 m_lastOutgoing = Util.EnvironmentTickCount();
5787 break;
5788 }
5789 }
5790
5791 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5457 { 5792 {
5458 RegenerateMaptile(); 5793 RegenerateMaptile();
5459 5794
@@ -5481,6 +5816,8 @@ namespace OpenSim.Region.Framework.Scenes
5481 /// <returns></returns> 5816 /// <returns></returns>
5482 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5817 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5483 { 5818 {
5819 reason = "You are banned from the region";
5820
5484 if (EntityTransferModule.IsInTransit(agentID)) 5821 if (EntityTransferModule.IsInTransit(agentID))
5485 { 5822 {
5486 reason = "Agent is still in transit from this region"; 5823 reason = "Agent is still in transit from this region";
@@ -5492,6 +5829,12 @@ namespace OpenSim.Region.Framework.Scenes
5492 return false; 5829 return false;
5493 } 5830 }
5494 5831
5832 if (Permissions.IsGod(agentID))
5833 {
5834 reason = String.Empty;
5835 return true;
5836 }
5837
5495 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. 5838 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5496 // However, the long term fix is to make sure root agent count is always accurate. 5839 // However, the long term fix is to make sure root agent count is always accurate.
5497 m_sceneGraph.RecalculateStats(); 5840 m_sceneGraph.RecalculateStats();
@@ -5512,6 +5855,41 @@ namespace OpenSim.Region.Framework.Scenes
5512 } 5855 }
5513 } 5856 }
5514 5857
5858 ScenePresence presence = GetScenePresence(agentID);
5859 IClientAPI client = null;
5860 AgentCircuitData aCircuit = null;
5861
5862 if (presence != null)
5863 {
5864 client = presence.ControllingClient;
5865 if (client != null)
5866 aCircuit = client.RequestClientInfo();
5867 }
5868
5869 // We may be called before there is a presence or a client.
5870 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5871 if (client == null)
5872 {
5873 aCircuit = new AgentCircuitData();
5874 aCircuit.AgentID = agentID;
5875 aCircuit.firstname = String.Empty;
5876 aCircuit.lastname = String.Empty;
5877 }
5878
5879 try
5880 {
5881 if (!AuthorizeUser(aCircuit, out reason))
5882 {
5883 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5884 return false;
5885 }
5886 }
5887 catch (Exception e)
5888 {
5889 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5890 return false;
5891 }
5892
5515 if (position == Vector3.Zero) // Teleport 5893 if (position == Vector3.Zero) // Teleport
5516 { 5894 {
5517 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5895 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5545,13 +5923,46 @@ namespace OpenSim.Region.Framework.Scenes
5545 } 5923 }
5546 } 5924 }
5547 } 5925 }
5926
5927 float posX = 128.0f;
5928 float posY = 128.0f;
5929
5930 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5931 {
5932 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5933 return false;
5934 }
5935 }
5936 else // Walking
5937 {
5938 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5939 if (land == null)
5940 return false;
5941
5942 bool banned = land.IsBannedFromLand(agentID);
5943 bool restricted = land.IsRestrictedFromLand(agentID);
5944
5945 if (banned || restricted)
5946 return false;
5548 } 5947 }
5549 5948
5550 reason = String.Empty; 5949 reason = String.Empty;
5551 return true; 5950 return true;
5552 } 5951 }
5553 5952
5554 /// <summary> 5953 public void StartTimerWatchdog()
5954 {
5955 m_timerWatchdog.Interval = 1000;
5956 m_timerWatchdog.Elapsed += TimerWatchdog;
5957 m_timerWatchdog.AutoReset = true;
5958 m_timerWatchdog.Start();
5959 }
5960
5961 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5962 {
5963 CheckHeartbeat();
5964 }
5965
5555 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5966 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5556 /// autopilot that moves an avatar to a sit target!. 5967 /// autopilot that moves an avatar to a sit target!.
5557 /// </summary> 5968 /// </summary>
@@ -5630,6 +6041,11 @@ namespace OpenSim.Region.Framework.Scenes
5630 return m_SpawnPoint - 1; 6041 return m_SpawnPoint - 1;
5631 } 6042 }
5632 6043
6044 private void HandleGcCollect(string module, string[] args)
6045 {
6046 GC.Collect();
6047 }
6048
5633 /// <summary> 6049 /// <summary>
5634 /// Wrappers to get physics modules retrieve assets. 6050 /// Wrappers to get physics modules retrieve assets.
5635 /// </summary> 6051 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index d3e968e..74c9582 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -143,7 +143,6 @@ namespace OpenSim.Region.Framework.Scenes
143 143
144 protected ulong m_regionHandle; 144 protected ulong m_regionHandle;
145 protected string m_regionName; 145 protected string m_regionName;
146 protected RegionInfo m_regInfo;
147 146
148 public ITerrainChannel Heightmap; 147 public ITerrainChannel Heightmap;
149 148
@@ -168,6 +167,8 @@ namespace OpenSim.Region.Framework.Scenes
168 get { return m_permissions; } 167 get { return m_permissions; }
169 } 168 }
170 169
170 protected string m_datastore;
171
171 /* Used by the loadbalancer plugin on GForge */ 172 /* Used by the loadbalancer plugin on GForge */
172 protected RegionStatus m_regStatus; 173 protected RegionStatus m_regStatus;
173 public RegionStatus RegionStatus 174 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 305f8a4..775a4c2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -194,10 +194,13 @@ namespace OpenSim.Region.Framework.Scenes
194 } 194 }
195 } 195 }
196 196
197 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
198
197 /// <summary> 199 /// <summary>
198 /// Closes a child agent on a given region 200 /// This Closes child agents on neighboring regions
201 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
199 /// </summary> 202 /// </summary>
200 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 203 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
201 { 204 {
202 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 205 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
203 206
@@ -206,30 +209,29 @@ namespace OpenSim.Region.Framework.Scenes
206 Utils.LongToUInts(regionHandle, out x, out y); 209 Utils.LongToUInts(regionHandle, out x, out y);
207 210
208 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 211 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
212 m_scene.SimulationService.CloseChildAgent(destination, agentID);
213 }
209 214
210 m_log.DebugFormat( 215 private void SendCloseChildAgentCompleted(IAsyncResult iar)
211 "[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName); 216 {
212 217 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
213 m_scene.SimulationService.CloseAgent(destination, agentID); 218 icon.EndInvoke(iar);
214 } 219 }
215 220
216 /// <summary>
217 /// Closes a child agents in a collection of regions. Does so asynchronously
218 /// so that the caller doesn't wait.
219 /// </summary>
220 /// <param name="agentID"></param>
221 /// <param name="regionslst"></param>
222 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 221 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
223 { 222 {
224 foreach (ulong handle in regionslst) 223 foreach (ulong handle in regionslst)
225 { 224 {
226 SendCloseChildAgent(agentID, handle); 225 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
226 d.BeginInvoke(agentID, handle,
227 SendCloseChildAgentCompleted,
228 d);
227 } 229 }
228 } 230 }
229 231
230 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 232 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
231 { 233 {
232 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 234 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
233 } 235 }
234 } 236 }
235} \ No newline at end of file 237}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index a84f6d3..e599e90 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -127,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
127 137
128 protected internal void Close() 138 protected internal void Close()
129 { 139 {
130 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
131 { 142 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
136 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
137 152
138 lock (SceneObjectGroupsByFullID) 153 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 154 SceneObjectGroupsByFullID.Clear();
@@ -254,6 +269,33 @@ namespace OpenSim.Region.Framework.Scenes
254 protected internal bool AddRestoredSceneObject( 269 protected internal bool AddRestoredSceneObject(
255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
256 { 271 {
272 if (!m_parentScene.CombineRegions)
273 {
274 // KF: Check for out-of-region, move inside and make static.
275 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
276 sceneObject.RootPart.GroupPosition.Y,
277 sceneObject.RootPart.GroupPosition.Z);
278 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
279 npos.X > Constants.RegionSize ||
280 npos.Y > Constants.RegionSize))
281 {
282 if (npos.X < 0.0) npos.X = 1.0f;
283 if (npos.Y < 0.0) npos.Y = 1.0f;
284 if (npos.Z < 0.0) npos.Z = 0.0f;
285 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
286 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
287
288 foreach (SceneObjectPart part in sceneObject.Parts)
289 {
290 part.GroupPosition = npos;
291 }
292 sceneObject.RootPart.Velocity = Vector3.Zero;
293 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
294 sceneObject.RootPart.Acceleration = Vector3.Zero;
295 sceneObject.RootPart.Velocity = Vector3.Zero;
296 }
297 }
298
257 if (attachToBackup && (!alreadyPersisted)) 299 if (attachToBackup && (!alreadyPersisted))
258 { 300 {
259 sceneObject.ForceInventoryPersistence(); 301 sceneObject.ForceInventoryPersistence();
@@ -317,9 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
317 if (pa != null && pa.IsPhysical && vel != Vector3.Zero) 359 if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
318 { 360 {
319 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 361 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
320 sceneObject.Velocity = vel;
321 } 362 }
322 363
323 return true; 364 return true;
324 } 365 }
325 366
@@ -344,6 +385,11 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </returns> 385 /// </returns>
345 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 386 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
346 { 387 {
388 if (sceneObject == null)
389 {
390 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
391 return false;
392 }
347 if (sceneObject.UUID == UUID.Zero) 393 if (sceneObject.UUID == UUID.Zero)
348 { 394 {
349 m_log.ErrorFormat( 395 m_log.ErrorFormat(
@@ -475,6 +521,30 @@ namespace OpenSim.Region.Framework.Scenes
475 m_updateList[obj.UUID] = obj; 521 m_updateList[obj.UUID] = obj;
476 } 522 }
477 523
524 public void FireAttachToBackup(SceneObjectGroup obj)
525 {
526 if (OnAttachToBackup != null)
527 {
528 OnAttachToBackup(obj);
529 }
530 }
531
532 public void FireDetachFromBackup(SceneObjectGroup obj)
533 {
534 if (OnDetachFromBackup != null)
535 {
536 OnDetachFromBackup(obj);
537 }
538 }
539
540 public void FireChangeBackup(SceneObjectGroup obj)
541 {
542 if (OnChangeBackup != null)
543 {
544 OnChangeBackup(obj);
545 }
546 }
547
478 /// <summary> 548 /// <summary>
479 /// Process all pending updates 549 /// Process all pending updates
480 /// </summary> 550 /// </summary>
@@ -519,12 +589,12 @@ namespace OpenSim.Region.Framework.Scenes
519 589
520 protected internal void AddPhysicalPrim(int number) 590 protected internal void AddPhysicalPrim(int number)
521 { 591 {
522 m_physicalPrim++; 592 m_physicalPrim += number;
523 } 593 }
524 594
525 protected internal void RemovePhysicalPrim(int number) 595 protected internal void RemovePhysicalPrim(int number)
526 { 596 {
527 m_physicalPrim--; 597 m_physicalPrim -= number;
528 } 598 }
529 599
530 protected internal void AddToScriptLPS(int number) 600 protected internal void AddToScriptLPS(int number)
@@ -592,7 +662,8 @@ namespace OpenSim.Region.Framework.Scenes
592 662
593 Entities[presence.UUID] = presence; 663 Entities[presence.UUID] = presence;
594 664
595 lock (m_presenceLock) 665 m_scenePresencesLock.EnterWriteLock();
666 try
596 { 667 {
597 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 668 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
598 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 669 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -616,6 +687,10 @@ namespace OpenSim.Region.Framework.Scenes
616 m_scenePresenceMap = newmap; 687 m_scenePresenceMap = newmap;
617 m_scenePresenceArray = newlist; 688 m_scenePresenceArray = newlist;
618 } 689 }
690 finally
691 {
692 m_scenePresencesLock.ExitWriteLock();
693 }
619 } 694 }
620 695
621 /// <summary> 696 /// <summary>
@@ -630,7 +705,8 @@ namespace OpenSim.Region.Framework.Scenes
630 agentID); 705 agentID);
631 } 706 }
632 707
633 lock (m_presenceLock) 708 m_scenePresencesLock.EnterWriteLock();
709 try
634 { 710 {
635 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 711 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
636 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 712 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -652,6 +728,10 @@ namespace OpenSim.Region.Framework.Scenes
652 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 728 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
653 } 729 }
654 } 730 }
731 finally
732 {
733 m_scenePresencesLock.ExitWriteLock();
734 }
655 } 735 }
656 736
657 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 737 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1205,6 +1285,52 @@ namespace OpenSim.Region.Framework.Scenes
1205 1285
1206 #region Client Event handlers 1286 #region Client Event handlers
1207 1287
1288 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1289 {
1290 SceneObjectPart part = GetSceneObjectPart(localID);
1291 ObjectChangeData data = (ObjectChangeData)odata;
1292
1293 if (part != null)
1294 {
1295 SceneObjectGroup grp = part.ParentGroup;
1296 if (grp != null)
1297 {
1298 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1299 {
1300 // These two are exceptions SL makes in the interpretation
1301 // of the change flags. Must check them here because otherwise
1302 // the group flag (see below) would be lost
1303 if (data.change == ObjectChangeType.groupS)
1304 data.change = ObjectChangeType.primS;
1305 if (data.change == ObjectChangeType.groupPS)
1306 data.change = ObjectChangeType.primPS;
1307 part.StoreUndoState(data.change); // lets test only saving what we changed
1308 grp.doChangeObject(part, (ObjectChangeData)data);
1309 }
1310 else
1311 {
1312 // Is this any kind of group operation?
1313 if ((data.change & ObjectChangeType.Group) != 0)
1314 {
1315 // Is a move and/or rotation requested?
1316 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1317 {
1318 // Are we allowed to move it?
1319 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1320 {
1321 // Strip all but move and rotation from request
1322 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1323
1324 part.StoreUndoState(data.change);
1325 grp.doChangeObject(part, (ObjectChangeData)data);
1326 }
1327 }
1328 }
1329 }
1330 }
1331 }
1332 }
1333
1208 /// <summary> 1334 /// <summary>
1209 /// Update the scale of an individual prim. 1335 /// Update the scale of an individual prim.
1210 /// </summary> 1336 /// </summary>
@@ -1219,7 +1345,17 @@ namespace OpenSim.Region.Framework.Scenes
1219 { 1345 {
1220 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1346 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1221 { 1347 {
1348 bool physbuild = false;
1349 if (part.ParentGroup.RootPart.PhysActor != null)
1350 {
1351 part.ParentGroup.RootPart.PhysActor.Building = true;
1352 physbuild = true;
1353 }
1354
1222 part.Resize(scale); 1355 part.Resize(scale);
1356
1357 if (physbuild)
1358 part.ParentGroup.RootPart.PhysActor.Building = false;
1223 } 1359 }
1224 } 1360 }
1225 } 1361 }
@@ -1231,7 +1367,17 @@ namespace OpenSim.Region.Framework.Scenes
1231 { 1367 {
1232 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1368 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1233 { 1369 {
1370 bool physbuild = false;
1371 if (group.RootPart.PhysActor != null)
1372 {
1373 group.RootPart.PhysActor.Building = true;
1374 physbuild = true;
1375 }
1376
1234 group.GroupResize(scale); 1377 group.GroupResize(scale);
1378
1379 if (physbuild)
1380 group.RootPart.PhysActor.Building = false;
1235 } 1381 }
1236 } 1382 }
1237 } 1383 }
@@ -1359,8 +1505,13 @@ namespace OpenSim.Region.Framework.Scenes
1359 { 1505 {
1360 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1506 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1361 { 1507 {
1362 if (m_parentScene.AttachmentsModule != null) 1508 // Set the new attachment point data in the object
1363 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1509 byte attachmentPoint = group.GetAttachmentPoint();
1510 group.UpdateGroupPosition(pos);
1511 group.IsAttachment = false;
1512 group.AbsolutePosition = group.RootPart.AttachedPos;
1513 group.AttachmentPoint = attachmentPoint;
1514 group.HasGroupChanged = true;
1364 } 1515 }
1365 else 1516 else
1366 { 1517 {
@@ -1581,6 +1732,7 @@ namespace OpenSim.Region.Framework.Scenes
1581 { 1732 {
1582 part.Material = Convert.ToByte(material); 1733 part.Material = Convert.ToByte(material);
1583 group.HasGroupChanged = true; 1734 group.HasGroupChanged = true;
1735 remoteClient.SendPartPhysicsProprieties(part);
1584 } 1736 }
1585 } 1737 }
1586 } 1738 }
@@ -1645,6 +1797,12 @@ namespace OpenSim.Region.Framework.Scenes
1645 /// <param name="childPrims"></param> 1797 /// <param name="childPrims"></param>
1646 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1798 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1647 { 1799 {
1800 if (root.KeyframeMotion != null)
1801 {
1802 root.KeyframeMotion.Stop();
1803 root.KeyframeMotion = null;
1804 }
1805
1648 SceneObjectGroup parentGroup = root.ParentGroup; 1806 SceneObjectGroup parentGroup = root.ParentGroup;
1649 if (parentGroup == null) return; 1807 if (parentGroup == null) return;
1650 1808
@@ -1653,8 +1811,10 @@ namespace OpenSim.Region.Framework.Scenes
1653 return; 1811 return;
1654 1812
1655 Monitor.Enter(m_updateLock); 1813 Monitor.Enter(m_updateLock);
1814
1656 try 1815 try
1657 { 1816 {
1817
1658 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1818 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1659 1819
1660 // We do this in reverse to get the link order of the prims correct 1820 // We do this in reverse to get the link order of the prims correct
@@ -1669,9 +1829,13 @@ namespace OpenSim.Region.Framework.Scenes
1669 // Make sure no child prim is set for sale 1829 // Make sure no child prim is set for sale
1670 // So that, on delink, no prims are unwittingly 1830 // So that, on delink, no prims are unwittingly
1671 // left for sale and sold off 1831 // left for sale and sold off
1672 child.RootPart.ObjectSaleType = 0; 1832
1673 child.RootPart.SalePrice = 10; 1833 if (child != null)
1674 childGroups.Add(child); 1834 {
1835 child.RootPart.ObjectSaleType = 0;
1836 child.RootPart.SalePrice = 10;
1837 childGroups.Add(child);
1838 }
1675 } 1839 }
1676 1840
1677 foreach (SceneObjectGroup child in childGroups) 1841 foreach (SceneObjectGroup child in childGroups)
@@ -1700,6 +1864,16 @@ namespace OpenSim.Region.Framework.Scenes
1700 } 1864 }
1701 finally 1865 finally
1702 { 1866 {
1867 lock (SceneObjectGroupsByLocalPartID)
1868 {
1869 foreach (SceneObjectPart part in parentGroup.Parts)
1870 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1871 }
1872
1873 parentGroup.AdjustChildPrimPermissions();
1874 parentGroup.HasGroupChanged = true;
1875 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1876 parentGroup.ScheduleGroupForFullUpdate();
1703 Monitor.Exit(m_updateLock); 1877 Monitor.Exit(m_updateLock);
1704 } 1878 }
1705 } 1879 }
@@ -1722,6 +1896,11 @@ namespace OpenSim.Region.Framework.Scenes
1722 { 1896 {
1723 if (part != null) 1897 if (part != null)
1724 { 1898 {
1899 if (part.KeyframeMotion != null)
1900 {
1901 part.KeyframeMotion.Stop();
1902 part.KeyframeMotion = null;
1903 }
1725 if (part.ParentGroup.PrimCount != 1) // Skip single 1904 if (part.ParentGroup.PrimCount != 1) // Skip single
1726 { 1905 {
1727 if (part.LinkNum < 2) // Root 1906 if (part.LinkNum < 2) // Root
@@ -1736,21 +1915,23 @@ namespace OpenSim.Region.Framework.Scenes
1736 1915
1737 SceneObjectGroup group = part.ParentGroup; 1916 SceneObjectGroup group = part.ParentGroup;
1738 if (!affectedGroups.Contains(group)) 1917 if (!affectedGroups.Contains(group))
1918 {
1739 affectedGroups.Add(group); 1919 affectedGroups.Add(group);
1920 }
1740 } 1921 }
1741 } 1922 }
1742 } 1923 }
1743 1924
1744 foreach (SceneObjectPart child in childParts) 1925 if (childParts.Count > 0)
1745 { 1926 {
1746 // Unlink all child parts from their groups 1927 foreach (SceneObjectPart child in childParts)
1747 // 1928 {
1748 child.ParentGroup.DelinkFromGroup(child, true); 1929 // Unlink all child parts from their groups
1749 1930 //
1750 // These are not in affected groups and will not be 1931 child.ParentGroup.DelinkFromGroup(child, true);
1751 // handled further. Do the honors here. 1932 child.ParentGroup.HasGroupChanged = true;
1752 child.ParentGroup.HasGroupChanged = true; 1933 child.ParentGroup.ScheduleGroupForFullUpdate();
1753 child.ParentGroup.ScheduleGroupForFullUpdate(); 1934 }
1754 } 1935 }
1755 1936
1756 foreach (SceneObjectPart root in rootParts) 1937 foreach (SceneObjectPart root in rootParts)
@@ -1764,52 +1945,61 @@ namespace OpenSim.Region.Framework.Scenes
1764 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1945 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1765 int numChildren = newSet.Count; 1946 int numChildren = newSet.Count;
1766 1947
1948 if (numChildren == 1)
1949 break;
1950
1767 // If there are prims left in a link set, but the root is 1951 // If there are prims left in a link set, but the root is
1768 // slated for unlink, we need to do this 1952 // slated for unlink, we need to do this
1953 // Unlink the remaining set
1769 // 1954 //
1770 if (numChildren != 1) 1955 bool sendEventsToRemainder = true;
1771 { 1956 if (numChildren > 1)
1772 // Unlink the remaining set 1957 sendEventsToRemainder = false;
1773 //
1774 bool sendEventsToRemainder = true;
1775 if (numChildren > 1)
1776 sendEventsToRemainder = false;
1777 1958
1778 foreach (SceneObjectPart p in newSet) 1959 foreach (SceneObjectPart p in newSet)
1960 {
1961 if (p != group.RootPart)
1779 { 1962 {
1780 if (p != group.RootPart) 1963 group.DelinkFromGroup(p, sendEventsToRemainder);
1781 group.DelinkFromGroup(p, sendEventsToRemainder); 1964 if (numChildren > 2)
1965 {
1966 }
1967 else
1968 {
1969 p.ParentGroup.HasGroupChanged = true;
1970 p.ParentGroup.ScheduleGroupForFullUpdate();
1971 }
1782 } 1972 }
1973 }
1974
1975 // If there is more than one prim remaining, we
1976 // need to re-link
1977 //
1978 if (numChildren > 2)
1979 {
1980 // Remove old root
1981 //
1982 if (newSet.Contains(root))
1983 newSet.Remove(root);
1783 1984
1784 // If there is more than one prim remaining, we 1985 // Preserve link ordering
1785 // need to re-link
1786 // 1986 //
1787 if (numChildren > 2) 1987 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1788 { 1988 {
1789 // Remove old root 1989 return a.LinkNum.CompareTo(b.LinkNum);
1790 // 1990 });
1791 if (newSet.Contains(root))
1792 newSet.Remove(root);
1793
1794 // Preserve link ordering
1795 //
1796 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1797 {
1798 return a.LinkNum.CompareTo(b.LinkNum);
1799 });
1800 1991
1801 // Determine new root 1992 // Determine new root
1802 // 1993 //
1803 SceneObjectPart newRoot = newSet[0]; 1994 SceneObjectPart newRoot = newSet[0];
1804 newSet.RemoveAt(0); 1995 newSet.RemoveAt(0);
1805 1996
1806 foreach (SceneObjectPart newChild in newSet) 1997 foreach (SceneObjectPart newChild in newSet)
1807 newChild.ClearUpdateSchedule(); 1998 newChild.ClearUpdateSchedule();
1808 1999
1809 LinkObjects(newRoot, newSet); 2000 LinkObjects(newRoot, newSet);
1810 if (!affectedGroups.Contains(newRoot.ParentGroup)) 2001 if (!affectedGroups.Contains(newRoot.ParentGroup))
1811 affectedGroups.Add(newRoot.ParentGroup); 2002 affectedGroups.Add(newRoot.ParentGroup);
1812 }
1813 } 2003 }
1814 } 2004 }
1815 2005
@@ -1817,6 +2007,12 @@ namespace OpenSim.Region.Framework.Scenes
1817 // 2007 //
1818 foreach (SceneObjectGroup g in affectedGroups) 2008 foreach (SceneObjectGroup g in affectedGroups)
1819 { 2009 {
2010 // Child prims that have been unlinked and deleted will
2011 // return unless the root is deleted. This will remove them
2012 // from the database. They will be rewritten immediately,
2013 // minus the rows for the unlinked child prims.
2014 g.AdjustChildPrimPermissions();
2015 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1820 g.TriggerScriptChangedEvent(Changed.LINK); 2016 g.TriggerScriptChangedEvent(Changed.LINK);
1821 g.HasGroupChanged = true; // Persist 2017 g.HasGroupChanged = true; // Persist
1822 g.ScheduleGroupForFullUpdate(); 2018 g.ScheduleGroupForFullUpdate();
@@ -1890,108 +2086,96 @@ namespace OpenSim.Region.Framework.Scenes
1890 /// <param name="GroupID"></param> 2086 /// <param name="GroupID"></param>
1891 /// <param name="rot"></param> 2087 /// <param name="rot"></param>
1892 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2088 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1893 public SceneObjectGroup DuplicateObject( 2089 /// <summary>
1894 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2090 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1895 { 2091 {
1896 Monitor.Enter(m_updateLock); 2092// m_log.DebugFormat(
2093// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2094// originalPrimID, offset, AgentID);
1897 2095
1898 try 2096 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2097 if (original != null)
1899 { 2098 {
1900 // m_log.DebugFormat( 2099 if (m_parentScene.Permissions.CanDuplicateObject(
1901 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2100 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1902 // originalPrimID, offset, AgentID);
1903
1904 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1905 if (original == null)
1906 { 2101 {
1907 m_log.WarnFormat( 2102 SceneObjectGroup copy = original.Copy(true);
1908 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2103 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1909 2104
1910 return null; 2105 if (original.OwnerID != AgentID)
1911 } 2106 {
2107 copy.SetOwnerId(AgentID);
2108 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1912 2109
1913 if (!m_parentScene.Permissions.CanDuplicateObject( 2110 SceneObjectPart[] partList = copy.Parts;
1914 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition)) 2111
1915 return null; 2112 if (m_parentScene.Permissions.PropagatePermissions())
2113 {
2114 foreach (SceneObjectPart child in partList)
2115 {
2116 child.Inventory.ChangeInventoryOwner(AgentID);
2117 child.TriggerScriptChangedEvent(Changed.OWNER);
2118 child.ApplyNextOwnerPermissions();
2119 }
2120 }
2121 }
1916 2122
1917 SceneObjectGroup copy = original.Copy(true); 2123 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1918 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2124 Entities.Add(copy);
1919 2125
1920 if (original.OwnerID != AgentID) 2126 lock (SceneObjectGroupsByFullID)
1921 { 2127 SceneObjectGroupsByFullID[copy.UUID] = copy;
1922 copy.SetOwnerId(AgentID);
1923 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1924 2128
1925 SceneObjectPart[] partList = copy.Parts; 2129 SceneObjectPart[] children = copy.Parts;
1926 2130
1927 if (m_parentScene.Permissions.PropagatePermissions()) 2131 lock (SceneObjectGroupsByFullPartID)
1928 { 2132 {
1929 foreach (SceneObjectPart child in partList) 2133 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1930 { 2134 foreach (SceneObjectPart part in children)
1931 child.Inventory.ChangeInventoryOwner(AgentID); 2135 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1932 child.TriggerScriptChangedEvent(Changed.OWNER);
1933 child.ApplyNextOwnerPermissions();
1934 }
1935 } 2136 }
1936 2137
1937 copy.RootPart.ObjectSaleType = 0; 2138 lock (SceneObjectGroupsByLocalPartID)
1938 copy.RootPart.SalePrice = 10; 2139 {
1939 } 2140 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2141 foreach (SceneObjectPart part in children)
2142 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2143 }
2144 // PROBABLE END OF FIXME
1940 2145
1941 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2146 // Since we copy from a source group that is in selected
1942 Entities.Add(copy); 2147 // state, but the copy is shown deselected in the viewer,
1943 2148 // We need to clear the selection flag here, else that
1944 lock (SceneObjectGroupsByFullID) 2149 // prim never gets persisted at all. The client doesn't
1945 SceneObjectGroupsByFullID[copy.UUID] = copy; 2150 // think it's selected, so it will never send a deselect...
1946 2151 copy.IsSelected = false;
1947 SceneObjectPart[] children = copy.Parts; 2152
1948 2153 m_numPrim += copy.Parts.Length;
1949 lock (SceneObjectGroupsByFullPartID) 2154
1950 { 2155 if (rot != Quaternion.Identity)
1951 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2156 {
1952 foreach (SceneObjectPart part in children) 2157 copy.UpdateGroupRotationR(rot);
1953 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2158 }
1954 }
1955
1956 lock (SceneObjectGroupsByLocalPartID)
1957 {
1958 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1959 foreach (SceneObjectPart part in children)
1960 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1961 }
1962 // PROBABLE END OF FIXME
1963
1964 // Since we copy from a source group that is in selected
1965 // state, but the copy is shown deselected in the viewer,
1966 // We need to clear the selection flag here, else that
1967 // prim never gets persisted at all. The client doesn't
1968 // think it's selected, so it will never send a deselect...
1969 copy.IsSelected = false;
1970
1971 m_numPrim += copy.Parts.Length;
1972
1973 if (rot != Quaternion.Identity)
1974 {
1975 copy.UpdateGroupRotationR(rot);
1976 }
1977 2159
1978 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2160 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1979 copy.HasGroupChanged = true; 2161 copy.HasGroupChanged = true;
1980 copy.ScheduleGroupForFullUpdate(); 2162 copy.ScheduleGroupForFullUpdate();
1981 copy.ResumeScripts(); 2163 copy.ResumeScripts();
1982 2164
1983 // required for physics to update it's position 2165 // required for physics to update it's position
1984 copy.AbsolutePosition = copy.AbsolutePosition; 2166 copy.AbsolutePosition = copy.AbsolutePosition;
1985 2167
1986 return copy; 2168 return copy;
2169 }
1987 } 2170 }
1988 finally 2171 else
1989 { 2172 {
1990 Monitor.Exit(m_updateLock); 2173 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1991 } 2174 }
2175
2176 return null;
1992 } 2177 }
1993 2178
1994 /// <summary>
1995 /// Calculates the distance between two Vector3s 2179 /// Calculates the distance between two Vector3s
1996 /// </summary> 2180 /// </summary>
1997 /// <param name="v1"></param> 2181 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index 780bd01..c307f7a 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
@@ -368,16 +350,12 @@ namespace OpenSim.Region.Framework.Scenes
368 } 350 }
369 else 351 else
370 { 352 {
371 lock (m_localScenes) 353 Scene s;
354
355 if (m_localScenes.TryGetValue(regionName, out s))
372 { 356 {
373 foreach (Scene scene in m_localScenes) 357 m_currentScene = s;
374 { 358 return true;
375 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
376 {
377 CurrentScene = scene;
378 return true;
379 }
380 }
381 } 359 }
382 360
383 return false; 361 return false;
@@ -386,18 +364,14 @@ namespace OpenSim.Region.Framework.Scenes
386 364
387 public bool TrySetCurrentScene(UUID regionID) 365 public bool TrySetCurrentScene(UUID regionID)
388 { 366 {
389 m_log.Debug("Searching for Region: '" + regionID + "'"); 367// m_log.Debug("Searching for Region: '" + regionID + "'");
390 368
391 lock (m_localScenes) 369 Scene s;
370
371 if (m_localScenes.TryGetValue(regionID, out s))
392 { 372 {
393 foreach (Scene scene in m_localScenes) 373 m_currentScene = s;
394 { 374 return true;
395 if (scene.RegionInfo.RegionID == regionID)
396 {
397 CurrentScene = scene;
398 return true;
399 }
400 }
401 } 375 }
402 376
403 return false; 377 return false;
@@ -405,52 +379,24 @@ namespace OpenSim.Region.Framework.Scenes
405 379
406 public bool TryGetScene(string regionName, out Scene scene) 380 public bool TryGetScene(string regionName, out Scene scene)
407 { 381 {
408 lock (m_localScenes) 382 return m_localScenes.TryGetValue(regionName, out scene);
409 {
410 foreach (Scene mscene in m_localScenes)
411 {
412 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
413 {
414 scene = mscene;
415 return true;
416 }
417 }
418 }
419
420 scene = null;
421 return false;
422 } 383 }
423 384
424 public bool TryGetScene(UUID regionID, out Scene scene) 385 public bool TryGetScene(UUID regionID, out Scene scene)
425 { 386 {
426 lock (m_localScenes) 387 return m_localScenes.TryGetValue(regionID, out scene);
427 {
428 foreach (Scene mscene in m_localScenes)
429 {
430 if (mscene.RegionInfo.RegionID == regionID)
431 {
432 scene = mscene;
433 return true;
434 }
435 }
436 }
437
438 scene = null;
439 return false;
440 } 388 }
441 389
442 public bool TryGetScene(uint locX, uint locY, out Scene scene) 390 public bool TryGetScene(uint locX, uint locY, out Scene scene)
443 { 391 {
444 lock (m_localScenes) 392 List<Scene> sceneList = Scenes;
393 foreach (Scene mscene in sceneList)
445 { 394 {
446 foreach (Scene mscene in m_localScenes) 395 if (mscene.RegionInfo.RegionLocX == locX &&
396 mscene.RegionInfo.RegionLocY == locY)
447 { 397 {
448 if (mscene.RegionInfo.RegionLocX == locX && 398 scene = mscene;
449 mscene.RegionInfo.RegionLocY == locY) 399 return true;
450 {
451 scene = mscene;
452 return true;
453 }
454 } 400 }
455 } 401 }
456 402
@@ -460,16 +406,14 @@ namespace OpenSim.Region.Framework.Scenes
460 406
461 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) 407 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
462 { 408 {
463 lock (m_localScenes) 409 List<Scene> sceneList = Scenes;
410 foreach (Scene mscene in sceneList)
464 { 411 {
465 foreach (Scene mscene in m_localScenes) 412 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
413 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
466 { 414 {
467 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && 415 scene = mscene;
468 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) 416 return true;
469 {
470 scene = mscene;
471 return true;
472 }
473 } 417 }
474 } 418 }
475 419
@@ -534,15 +478,10 @@ namespace OpenSim.Region.Framework.Scenes
534 478
535 public RegionInfo GetRegionInfo(UUID regionID) 479 public RegionInfo GetRegionInfo(UUID regionID)
536 { 480 {
537 lock (m_localScenes) 481 Scene s;
482 if (m_localScenes.TryGetValue(regionID, out s))
538 { 483 {
539 foreach (Scene scene in m_localScenes) 484 return s.RegionInfo;
540 {
541 if (scene.RegionInfo.RegionID == regionID)
542 {
543 return scene.RegionInfo;
544 }
545 }
546 } 485 }
547 486
548 return null; 487 return null;
@@ -560,14 +499,12 @@ namespace OpenSim.Region.Framework.Scenes
560 499
561 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 500 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
562 { 501 {
563 lock (m_localScenes) 502 List<Scene> sceneList = Scenes;
503 foreach (Scene scene in sceneList)
564 { 504 {
565 foreach (Scene scene in m_localScenes) 505 if (scene.TryGetScenePresence(avatarId, out avatar))
566 { 506 {
567 if (scene.TryGetScenePresence(avatarId, out avatar)) 507 return true;
568 {
569 return true;
570 }
571 } 508 }
572 } 509 }
573 510
@@ -577,15 +514,13 @@ namespace OpenSim.Region.Framework.Scenes
577 514
578 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) 515 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
579 { 516 {
580 lock (m_localScenes) 517 List<Scene> sceneList = Scenes;
518 foreach (Scene scene in sceneList)
581 { 519 {
582 foreach (Scene scene in m_localScenes) 520 avatar = scene.GetScenePresence(avatarId);
583 {
584 avatar = scene.GetScenePresence(avatarId);
585 521
586 if (avatar != null && !avatar.IsChildAgent) 522 if (avatar != null && !avatar.IsChildAgent)
587 return true; 523 return true;
588 }
589 } 524 }
590 525
591 avatar = null; 526 avatar = null;
@@ -595,21 +530,19 @@ namespace OpenSim.Region.Framework.Scenes
595 public void CloseScene(Scene scene) 530 public void CloseScene(Scene scene)
596 { 531 {
597 lock (m_localScenes) 532 lock (m_localScenes)
598 m_localScenes.Remove(scene); 533 m_localScenes.Remove(scene.RegionInfo.RegionID);
599 534
600 scene.Close(); 535 scene.Close();
601 } 536 }
602 537
603 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 538 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
604 { 539 {
605 lock (m_localScenes) 540 List<Scene> sceneList = Scenes;
541 foreach (Scene scene in sceneList)
606 { 542 {
607 foreach (Scene scene in m_localScenes) 543 if (scene.TryGetAvatarByName(avatarName, out avatar))
608 { 544 {
609 if (scene.TryGetAvatarByName(avatarName, out avatar)) 545 return true;
610 {
611 return true;
612 }
613 } 546 }
614 } 547 }
615 548
@@ -619,14 +552,12 @@ namespace OpenSim.Region.Framework.Scenes
619 552
620 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) 553 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
621 { 554 {
622 lock (m_localScenes) 555 List<Scene> sceneList = Scenes;
556 foreach (Scene scene in sceneList)
623 { 557 {
624 foreach (Scene scene in m_localScenes) 558 sp = scene.GetScenePresence(firstName, lastName);
625 { 559 if (sp != null && !sp.IsChildAgent)
626 sp = scene.GetScenePresence(firstName, lastName); 560 return true;
627 if (sp != null && !sp.IsChildAgent)
628 return true;
629 }
630 } 561 }
631 562
632 sp = null; 563 sp = null;
@@ -635,8 +566,8 @@ namespace OpenSim.Region.Framework.Scenes
635 566
636 public void ForEachScene(Action<Scene> action) 567 public void ForEachScene(Action<Scene> action)
637 { 568 {
638 lock (m_localScenes) 569 List<Scene> sceneList = Scenes;
639 m_localScenes.ForEach(action); 570 sceneList.ForEach(action);
640 } 571 }
641 } 572 }
642} 573}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index ddf5da0..26524fb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -81,10 +81,6 @@ namespace OpenSim.Region.Framework.Scenes
81 /// <summary> 81 /// <summary>
82 /// Stop and remove the scripts contained in all the prims in this group 82 /// Stop and remove the scripts contained in all the prims in this group
83 /// </summary> 83 /// </summary>
84 /// <param name="sceneObjectBeingDeleted">
85 /// Should be true if these scripts are being removed because the scene
86 /// object is being deleted. This will prevent spurious updates to the client.
87 /// </param>
88 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 84 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
89 { 85 {
90 SceneObjectPart[] parts = m_parts.GetArray(); 86 SceneObjectPart[] parts = m_parts.GetArray();
@@ -247,6 +243,11 @@ namespace OpenSim.Region.Framework.Scenes
247 243
248 public uint GetEffectivePermissions() 244 public uint GetEffectivePermissions()
249 { 245 {
246 return GetEffectivePermissions(false);
247 }
248
249 public uint GetEffectivePermissions(bool useBase)
250 {
250 uint perms=(uint)(PermissionMask.Modify | 251 uint perms=(uint)(PermissionMask.Modify |
251 PermissionMask.Copy | 252 PermissionMask.Copy |
252 PermissionMask.Move | 253 PermissionMask.Move |
@@ -258,7 +259,10 @@ namespace OpenSim.Region.Framework.Scenes
258 for (int i = 0; i < parts.Length; i++) 259 for (int i = 0; i < parts.Length; i++)
259 { 260 {
260 SceneObjectPart part = parts[i]; 261 SceneObjectPart part = parts[i];
261 ownerMask &= part.OwnerMask; 262 if (useBase)
263 ownerMask &= part.BaseMask;
264 else
265 ownerMask &= part.OwnerMask;
262 perms &= part.Inventory.MaskEffectivePermissions(); 266 perms &= part.Inventory.MaskEffectivePermissions();
263 } 267 }
264 268
@@ -400,6 +404,9 @@ namespace OpenSim.Region.Framework.Scenes
400 404
401 public void ResumeScripts() 405 public void ResumeScripts()
402 { 406 {
407 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
408 return;
409
403 SceneObjectPart[] parts = m_parts.GetArray(); 410 SceneObjectPart[] parts = m_parts.GetArray();
404 for (int i = 0; i < parts.Length; i++) 411 for (int i = 0; i < parts.Length; i++)
405 parts[i].Inventory.ResumeScripts(); 412 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 15795e5..0f5d116 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,12 +24,13 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.ComponentModel; 29using System.ComponentModel;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Drawing; 31using System.Drawing;
32using System.IO; 32using System.IO;
33using System.Diagnostics;
33using System.Linq; 34using System.Linq;
34using System.Threading; 35using System.Threading;
35using System.Xml; 36using System.Xml;
@@ -43,6 +44,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
43 44
44namespace OpenSim.Region.Framework.Scenes 45namespace OpenSim.Region.Framework.Scenes
45{ 46{
47
46 [Flags] 48 [Flags]
47 public enum scriptEvents 49 public enum scriptEvents
48 { 50 {
@@ -77,14 +79,14 @@ namespace OpenSim.Region.Framework.Scenes
77 object_rez = 4194304 79 object_rez = 4194304
78 } 80 }
79 81
80 struct scriptPosTarget 82 public struct scriptPosTarget
81 { 83 {
82 public Vector3 targetPos; 84 public Vector3 targetPos;
83 public float tolerance; 85 public float tolerance;
84 public uint handle; 86 public uint handle;
85 } 87 }
86 88
87 struct scriptRotTarget 89 public struct scriptRotTarget
88 { 90 {
89 public Quaternion targetRot; 91 public Quaternion targetRot;
90 public float tolerance; 92 public float tolerance;
@@ -115,8 +117,12 @@ namespace OpenSim.Region.Framework.Scenes
115 /// since the group's last persistent backup 117 /// since the group's last persistent backup
116 /// </summary> 118 /// </summary>
117 private bool m_hasGroupChanged = false; 119 private bool m_hasGroupChanged = false;
118 private long timeFirstChanged; 120 private long timeFirstChanged = 0;
119 private long timeLastChanged; 121 private long timeLastChanged = 0;
122 private long m_maxPersistTime = 0;
123 private long m_minPersistTime = 0;
124// private Random m_rand;
125 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
120 126
121 /// <summary> 127 /// <summary>
122 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage 128 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
@@ -133,9 +139,44 @@ namespace OpenSim.Region.Framework.Scenes
133 { 139 {
134 if (value) 140 if (value)
135 { 141 {
142
143 if (m_isBackedUp)
144 {
145 m_scene.SceneGraph.FireChangeBackup(this);
146 }
136 timeLastChanged = DateTime.Now.Ticks; 147 timeLastChanged = DateTime.Now.Ticks;
137 if (!m_hasGroupChanged) 148 if (!m_hasGroupChanged)
138 timeFirstChanged = DateTime.Now.Ticks; 149 timeFirstChanged = DateTime.Now.Ticks;
150 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
151 {
152/*
153 if (m_rand == null)
154 {
155 byte[] val = new byte[16];
156 m_rootPart.UUID.ToBytes(val, 0);
157 m_rand = new Random(BitConverter.ToInt32(val, 0));
158 }
159 */
160 if (m_scene.GetRootAgentCount() == 0)
161 {
162 //If the region is empty, this change has been made by an automated process
163 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
164
165// float factor = 1.5f + (float)(m_rand.NextDouble());
166 float factor = 2.0f;
167 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
168 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
169 }
170 else
171 {
172 //If the region is not empty, we want to obey the minimum and maximum persist times
173 //but add a random factor so we stagger the object persistance a little
174// m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
175// m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
176 m_maxPersistTime = m_scene.m_persistAfter;
177 m_minPersistTime = m_scene.m_dontPersistBefore;
178 }
179 }
139 } 180 }
140 m_hasGroupChanged = value; 181 m_hasGroupChanged = value;
141 182
@@ -150,7 +191,7 @@ namespace OpenSim.Region.Framework.Scenes
150 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 191 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
151 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 192 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
152 /// </summary> 193 /// </summary>
153 public bool HasGroupChangedDueToDelink { get; private set; } 194 public bool HasGroupChangedDueToDelink { get; set; }
154 195
155 private bool isTimeToPersist() 196 private bool isTimeToPersist()
156 { 197 {
@@ -160,8 +201,19 @@ namespace OpenSim.Region.Framework.Scenes
160 return false; 201 return false;
161 if (m_scene.ShuttingDown) 202 if (m_scene.ShuttingDown)
162 return true; 203 return true;
204
205 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
206 {
207 m_maxPersistTime = m_scene.m_persistAfter;
208 m_minPersistTime = m_scene.m_dontPersistBefore;
209 }
210
163 long currentTime = DateTime.Now.Ticks; 211 long currentTime = DateTime.Now.Ticks;
164 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 212
213 if (timeLastChanged == 0) timeLastChanged = currentTime;
214 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
215
216 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
165 return true; 217 return true;
166 return false; 218 return false;
167 } 219 }
@@ -264,26 +316,38 @@ namespace OpenSim.Region.Framework.Scenes
264 get { return RootPart.VolumeDetectActive; } 316 get { return RootPart.VolumeDetectActive; }
265 } 317 }
266 318
267 private Vector3 lastPhysGroupPos;
268 private Quaternion lastPhysGroupRot;
269
270 private bool m_isBackedUp; 319 private bool m_isBackedUp;
271 320
321 public bool IsBackedUp
322 {
323 get { return m_isBackedUp; }
324 }
325
272 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); 326 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>();
273 327
274 protected ulong m_regionHandle; 328 protected ulong m_regionHandle;
275 protected SceneObjectPart m_rootPart; 329 protected SceneObjectPart m_rootPart;
276 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>(); 330 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
277 331
278 private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>(); 332 private SortedDictionary<uint, scriptPosTarget> m_targets = new SortedDictionary<uint, scriptPosTarget>();
279 private Dictionary<uint, scriptRotTarget> m_rotTargets = new Dictionary<uint, scriptRotTarget>(); 333 private SortedDictionary<uint, scriptRotTarget> m_rotTargets = new SortedDictionary<uint, scriptRotTarget>();
334
335 public SortedDictionary<uint, scriptPosTarget> AtTargets
336 {
337 get { return m_targets; }
338 }
339
340 public SortedDictionary<uint, scriptRotTarget> RotTargets
341 {
342 get { return m_rotTargets; }
343 }
280 344
281 private bool m_scriptListens_atTarget; 345 private bool m_scriptListens_atTarget;
282 private bool m_scriptListens_notAtTarget; 346 private bool m_scriptListens_notAtTarget;
283
284 private bool m_scriptListens_atRotTarget; 347 private bool m_scriptListens_atRotTarget;
285 private bool m_scriptListens_notAtRotTarget; 348 private bool m_scriptListens_notAtRotTarget;
286 349
350 public bool m_dupeInProgress = false;
287 internal Dictionary<UUID, string> m_savedScriptState; 351 internal Dictionary<UUID, string> m_savedScriptState;
288 352
289 #region Properties 353 #region Properties
@@ -320,6 +384,16 @@ namespace OpenSim.Region.Framework.Scenes
320 get { return m_parts.Count; } 384 get { return m_parts.Count; }
321 } 385 }
322 386
387// protected Quaternion m_rotation = Quaternion.Identity;
388//
389// public virtual Quaternion Rotation
390// {
391// get { return m_rotation; }
392// set {
393// m_rotation = value;
394// }
395// }
396
323 public Quaternion GroupRotation 397 public Quaternion GroupRotation
324 { 398 {
325 get { return m_rootPart.RotationOffset; } 399 get { return m_rootPart.RotationOffset; }
@@ -426,7 +500,15 @@ namespace OpenSim.Region.Framework.Scenes
426 { 500 {
427 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 501 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
428 } 502 }
429 503
504
505
506 private struct avtocrossInfo
507 {
508 public ScenePresence av;
509 public uint ParentID;
510 }
511
430 /// <summary> 512 /// <summary>
431 /// The absolute position of this scene object in the scene 513 /// The absolute position of this scene object in the scene
432 /// </summary> 514 /// </summary>
@@ -454,10 +536,129 @@ namespace OpenSim.Region.Framework.Scenes
454 || Scene.TestBorderCross(val, Cardinals.S)) 536 || Scene.TestBorderCross(val, Cardinals.S))
455 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 537 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
456 { 538 {
457 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 539 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
540 uint x = 0;
541 uint y = 0;
542 string version = String.Empty;
543 Vector3 newpos = Vector3.Zero;
544 OpenSim.Services.Interfaces.GridRegion destination = null;
545
546 if (m_rootPart.KeyframeMotion != null)
547 m_rootPart.KeyframeMotion.StartCrossingCheck();
548
549 bool canCross = true;
550 foreach (ScenePresence av in m_linkedAvatars)
551 {
552 // We need to cross these agents. First, let's find
553 // out if any of them can't cross for some reason.
554 // We have to deny the crossing entirely if any
555 // of them are banned. Alternatively, we could
556 // unsit banned agents....
557
558
559 // We set the avatar position as being the object
560 // position to get the region to send to
561 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
562 {
563 canCross = false;
564 break;
565 }
566
567 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
568 }
569
570 if (canCross)
571 {
572 // We unparent the SP quietly so that it won't
573 // be made to stand up
574
575 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
576
577 foreach (ScenePresence av in m_linkedAvatars)
578 {
579 avtocrossInfo avinfo = new avtocrossInfo();
580 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
581 if (parentPart != null)
582 av.ParentUUID = parentPart.UUID;
583
584 avinfo.av = av;
585 avinfo.ParentID = av.ParentID;
586 avsToCross.Add(avinfo);
587
588 av.ParentID = 0;
589 }
590
591 // m_linkedAvatars.Clear();
592 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
593
594 // Normalize
595 if (val.X >= Constants.RegionSize)
596 val.X -= Constants.RegionSize;
597 if (val.Y >= Constants.RegionSize)
598 val.Y -= Constants.RegionSize;
599 if (val.X < 0)
600 val.X += Constants.RegionSize;
601 if (val.Y < 0)
602 val.Y += Constants.RegionSize;
603
604 // If it's deleted, crossing was successful
605 if (IsDeleted)
606 {
607 // foreach (ScenePresence av in m_linkedAvatars)
608 foreach (avtocrossInfo avinfo in avsToCross)
609 {
610 ScenePresence av = avinfo.av;
611 if (!av.IsInTransit) // just in case...
612 {
613 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
614
615 av.IsInTransit = true;
616
617 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
618 d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
619 }
620 else
621 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
622 }
623 avsToCross.Clear();
624 return;
625 }
626 else // cross failed, put avas back ??
627 {
628 foreach (avtocrossInfo avinfo in avsToCross)
629 {
630 ScenePresence av = avinfo.av;
631 av.ParentUUID = UUID.Zero;
632 av.ParentID = avinfo.ParentID;
633// m_linkedAvatars.Add(av);
634 }
635 }
636 avsToCross.Clear();
637
638 }
639 else
640 {
641 if (m_rootPart.KeyframeMotion != null)
642 m_rootPart.KeyframeMotion.CrossingFailure();
643
644 if (RootPart.PhysActor != null)
645 {
646 RootPart.PhysActor.CrossingFailure();
647 }
648 }
649 Vector3 oldp = AbsolutePosition;
650 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
651 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
652 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
458 } 653 }
459 } 654 }
460 655
656/* don't see the need but worse don't see where is restored to false if things stay in
657 foreach (SceneObjectPart part in m_parts.GetArray())
658 {
659 part.IgnoreUndoUpdate = true;
660 }
661 */
461 if (RootPart.GetStatusSandbox()) 662 if (RootPart.GetStatusSandbox())
462 { 663 {
463 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 664 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -475,9 +676,38 @@ namespace OpenSim.Region.Framework.Scenes
475 // Restuff the new GroupPosition into each SOP of the linkset. 676 // Restuff the new GroupPosition into each SOP of the linkset.
476 // This has the affect of resetting and tainting the physics actors. 677 // This has the affect of resetting and tainting the physics actors.
477 SceneObjectPart[] parts = m_parts.GetArray(); 678 SceneObjectPart[] parts = m_parts.GetArray();
478 for (int i = 0; i < parts.Length; i++) 679 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
479 parts[i].GroupPosition = val; 680 if (m_dupeInProgress)
681 triggerScriptEvent = false;
682 foreach (SceneObjectPart part in parts)
683 {
684 part.GroupPosition = val;
685 if (triggerScriptEvent)
686 part.TriggerScriptChangedEvent(Changed.POSITION);
687 }
480 688
689/*
690 This seems not needed and should not be needed:
691 sp absolute position depends on sit part absolute position fixed above.
692 sp ParentPosition is not used anywhere.
693 Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
694 Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
695
696 if (!m_dupeInProgress)
697 {
698 foreach (ScenePresence av in m_linkedAvatars)
699 {
700 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
701 if (p != null && m_parts.TryGetValue(p.UUID, out p))
702 {
703 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
704 av.AbsolutePosition += offset;
705// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
706 av.SendAvatarDataToAllAgents();
707 }
708 }
709 }
710*/
481 //if (m_rootPart.PhysActor != null) 711 //if (m_rootPart.PhysActor != null)
482 //{ 712 //{
483 //m_rootPart.PhysActor.Position = 713 //m_rootPart.PhysActor.Position =
@@ -491,6 +721,40 @@ namespace OpenSim.Region.Framework.Scenes
491 } 721 }
492 } 722 }
493 723
724 public override Vector3 Velocity
725 {
726 get { return RootPart.Velocity; }
727 set { RootPart.Velocity = value; }
728 }
729
730 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
731 {
732 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
733 ScenePresence agent = icon.EndInvoke(iar);
734
735 //// If the cross was successful, this agent is a child agent
736 if (agent.IsChildAgent)
737 {
738 if (agent.ParentUUID != UUID.Zero)
739 {
740 agent.ParentPart = null;
741// agent.ParentPosition = Vector3.Zero;
742// agent.ParentUUID = UUID.Zero;
743 }
744 }
745
746 agent.ParentUUID = UUID.Zero;
747
748// agent.Reset();
749// else // Not successful
750// agent.RestoreInCurrentScene();
751
752 // In any case
753 agent.IsInTransit = false;
754
755 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
756 }
757
494 public override uint LocalId 758 public override uint LocalId
495 { 759 {
496 get { return m_rootPart.LocalId; } 760 get { return m_rootPart.LocalId; }
@@ -561,6 +825,11 @@ namespace OpenSim.Region.Framework.Scenes
561 m_isSelected = value; 825 m_isSelected = value;
562 // Tell physics engine that group is selected 826 // Tell physics engine that group is selected
563 827
828 // this is not right
829 // but ode engines should only really need to know about root part
830 // so they can put entire object simulation on hold and not colliding
831 // keep as was for now
832
564 PhysicsActor pa = m_rootPart.PhysActor; 833 PhysicsActor pa = m_rootPart.PhysActor;
565 if (pa != null) 834 if (pa != null)
566 { 835 {
@@ -577,6 +846,42 @@ namespace OpenSim.Region.Framework.Scenes
577 childPa.Selected = value; 846 childPa.Selected = value;
578 } 847 }
579 } 848 }
849 if (RootPart.KeyframeMotion != null)
850 RootPart.KeyframeMotion.Selected = value;
851 }
852 }
853
854 public void PartSelectChanged(bool partSelect)
855 {
856 // any part selected makes group selected
857 if (m_isSelected == partSelect)
858 return;
859
860 if (partSelect)
861 {
862 IsSelected = partSelect;
863// if (!IsAttachment)
864// ScheduleGroupForFullUpdate();
865 }
866 else
867 {
868 // bad bad bad 2 heavy for large linksets
869 // since viewer does send lot of (un)selects
870 // this needs to be replaced by a specific list or count ?
871 // but that will require extra code in several places
872
873 SceneObjectPart[] parts = m_parts.GetArray();
874 for (int i = 0; i < parts.Length; i++)
875 {
876 SceneObjectPart part = parts[i];
877 if (part.IsSelected)
878 return;
879 }
880 IsSelected = partSelect;
881 if (!IsAttachment)
882 {
883 ScheduleGroupForFullUpdate();
884 }
580 } 885 }
581 } 886 }
582 887
@@ -674,6 +979,7 @@ namespace OpenSim.Region.Framework.Scenes
674 /// </summary> 979 /// </summary>
675 public SceneObjectGroup() 980 public SceneObjectGroup()
676 { 981 {
982
677 } 983 }
678 984
679 /// <summary> 985 /// <summary>
@@ -691,8 +997,8 @@ namespace OpenSim.Region.Framework.Scenes
691 /// Constructor. This object is added to the scene later via AttachToScene() 997 /// Constructor. This object is added to the scene later via AttachToScene()
692 /// </summary> 998 /// </summary>
693 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 999 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
694 :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)) 1000 {
695 { 1001 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
696 } 1002 }
697 1003
698 /// <summary> 1004 /// <summary>
@@ -727,6 +1033,9 @@ namespace OpenSim.Region.Framework.Scenes
727 /// </summary> 1033 /// </summary>
728 public virtual void AttachToBackup() 1034 public virtual void AttachToBackup()
729 { 1035 {
1036 if (IsAttachment) return;
1037 m_scene.SceneGraph.FireAttachToBackup(this);
1038
730 if (InSceneBackup) 1039 if (InSceneBackup)
731 { 1040 {
732 //m_log.DebugFormat( 1041 //m_log.DebugFormat(
@@ -769,6 +1078,13 @@ namespace OpenSim.Region.Framework.Scenes
769 1078
770 ApplyPhysics(); 1079 ApplyPhysics();
771 1080
1081 if (RootPart.PhysActor != null)
1082 RootPart.Force = RootPart.Force;
1083 if (RootPart.PhysActor != null)
1084 RootPart.Torque = RootPart.Torque;
1085 if (RootPart.PhysActor != null)
1086 RootPart.Buoyancy = RootPart.Buoyancy;
1087
772 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1088 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
773 // for the same object with very different properties. The caller must schedule the update. 1089 // for the same object with very different properties. The caller must schedule the update.
774 //ScheduleGroupForFullUpdate(); 1090 //ScheduleGroupForFullUpdate();
@@ -784,6 +1100,10 @@ namespace OpenSim.Region.Framework.Scenes
784 EntityIntersection result = new EntityIntersection(); 1100 EntityIntersection result = new EntityIntersection();
785 1101
786 SceneObjectPart[] parts = m_parts.GetArray(); 1102 SceneObjectPart[] parts = m_parts.GetArray();
1103
1104 // Find closest hit here
1105 float idist = float.MaxValue;
1106
787 for (int i = 0; i < parts.Length; i++) 1107 for (int i = 0; i < parts.Length; i++)
788 { 1108 {
789 SceneObjectPart part = parts[i]; 1109 SceneObjectPart part = parts[i];
@@ -798,11 +1118,6 @@ namespace OpenSim.Region.Framework.Scenes
798 1118
799 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1119 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
800 1120
801 // This may need to be updated to the maximum draw distance possible..
802 // We might (and probably will) be checking for prim creation from other sims
803 // when the camera crosses the border.
804 float idist = Constants.RegionSize;
805
806 if (inter.HitTF) 1121 if (inter.HitTF)
807 { 1122 {
808 // We need to find the closest prim to return to the testcaller along the ray 1123 // We need to find the closest prim to return to the testcaller along the ray
@@ -813,10 +1128,11 @@ namespace OpenSim.Region.Framework.Scenes
813 result.obj = part; 1128 result.obj = part;
814 result.normal = inter.normal; 1129 result.normal = inter.normal;
815 result.distance = inter.distance; 1130 result.distance = inter.distance;
1131
1132 idist = inter.distance;
816 } 1133 }
817 } 1134 }
818 } 1135 }
819
820 return result; 1136 return result;
821 } 1137 }
822 1138
@@ -828,25 +1144,27 @@ namespace OpenSim.Region.Framework.Scenes
828 /// <returns></returns> 1144 /// <returns></returns>
829 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1145 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
830 { 1146 {
831 maxX = -256f; 1147 maxX = float.MinValue;
832 maxY = -256f; 1148 maxY = float.MinValue;
833 maxZ = -256f; 1149 maxZ = float.MinValue;
834 minX = 256f; 1150 minX = float.MaxValue;
835 minY = 256f; 1151 minY = float.MaxValue;
836 minZ = 8192f; 1152 minZ = float.MaxValue;
837 1153
838 SceneObjectPart[] parts = m_parts.GetArray(); 1154 SceneObjectPart[] parts = m_parts.GetArray();
839 for (int i = 0; i < parts.Length; i++) 1155 foreach (SceneObjectPart part in parts)
840 { 1156 {
841 SceneObjectPart part = parts[i];
842
843 Vector3 worldPos = part.GetWorldPosition(); 1157 Vector3 worldPos = part.GetWorldPosition();
844 Vector3 offset = worldPos - AbsolutePosition; 1158 Vector3 offset = worldPos - AbsolutePosition;
845 Quaternion worldRot; 1159 Quaternion worldRot;
846 if (part.ParentID == 0) 1160 if (part.ParentID == 0)
1161 {
847 worldRot = part.RotationOffset; 1162 worldRot = part.RotationOffset;
1163 }
848 else 1164 else
1165 {
849 worldRot = part.GetWorldRotation(); 1166 worldRot = part.GetWorldRotation();
1167 }
850 1168
851 Vector3 frontTopLeft; 1169 Vector3 frontTopLeft;
852 Vector3 frontTopRight; 1170 Vector3 frontTopRight;
@@ -858,6 +1176,8 @@ namespace OpenSim.Region.Framework.Scenes
858 Vector3 backBottomLeft; 1176 Vector3 backBottomLeft;
859 Vector3 backBottomRight; 1177 Vector3 backBottomRight;
860 1178
1179 // Vector3[] corners = new Vector3[8];
1180
861 Vector3 orig = Vector3.Zero; 1181 Vector3 orig = Vector3.Zero;
862 1182
863 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1183 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -892,6 +1212,38 @@ namespace OpenSim.Region.Framework.Scenes
892 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1212 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
893 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1213 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
894 1214
1215
1216
1217 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1218 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1219 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1220 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1221 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1222 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1223 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1224 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1225
1226 //for (int i = 0; i < 8; i++)
1227 //{
1228 // corners[i] = corners[i] * worldRot;
1229 // corners[i] += offset;
1230
1231 // if (corners[i].X > maxX)
1232 // maxX = corners[i].X;
1233 // if (corners[i].X < minX)
1234 // minX = corners[i].X;
1235
1236 // if (corners[i].Y > maxY)
1237 // maxY = corners[i].Y;
1238 // if (corners[i].Y < minY)
1239 // minY = corners[i].Y;
1240
1241 // if (corners[i].Z > maxZ)
1242 // maxZ = corners[i].Y;
1243 // if (corners[i].Z < minZ)
1244 // minZ = corners[i].Z;
1245 //}
1246
895 frontTopLeft = frontTopLeft * worldRot; 1247 frontTopLeft = frontTopLeft * worldRot;
896 frontTopRight = frontTopRight * worldRot; 1248 frontTopRight = frontTopRight * worldRot;
897 frontBottomLeft = frontBottomLeft * worldRot; 1249 frontBottomLeft = frontBottomLeft * worldRot;
@@ -913,6 +1265,15 @@ namespace OpenSim.Region.Framework.Scenes
913 backTopLeft += offset; 1265 backTopLeft += offset;
914 backTopRight += offset; 1266 backTopRight += offset;
915 1267
1268 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1269 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1270 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1271 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1272 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1273 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1274 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1275 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1276
916 if (frontTopRight.X > maxX) 1277 if (frontTopRight.X > maxX)
917 maxX = frontTopRight.X; 1278 maxX = frontTopRight.X;
918 if (frontTopLeft.X > maxX) 1279 if (frontTopLeft.X > maxX)
@@ -1056,17 +1417,118 @@ namespace OpenSim.Region.Framework.Scenes
1056 1417
1057 #endregion 1418 #endregion
1058 1419
1420 public void GetResourcesCosts(SceneObjectPart apart,
1421 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1422 {
1423 // this information may need to be cached
1424
1425 float cost;
1426 float tmpcost;
1427
1428 bool ComplexCost = false;
1429
1430 SceneObjectPart p;
1431 SceneObjectPart[] parts;
1432
1433 lock (m_parts)
1434 {
1435 parts = m_parts.GetArray();
1436 }
1437
1438 int nparts = parts.Length;
1439
1440
1441 for (int i = 0; i < nparts; i++)
1442 {
1443 p = parts[i];
1444
1445 if (p.UsesComplexCost)
1446 {
1447 ComplexCost = true;
1448 break;
1449 }
1450 }
1451
1452 if (ComplexCost)
1453 {
1454 linksetResCost = 0;
1455 linksetPhysCost = 0;
1456 partCost = 0;
1457 partPhysCost = 0;
1458
1459 for (int i = 0; i < nparts; i++)
1460 {
1461 p = parts[i];
1462
1463 cost = p.StreamingCost;
1464 tmpcost = p.SimulationCost;
1465 if (tmpcost > cost)
1466 cost = tmpcost;
1467 tmpcost = p.PhysicsCost;
1468 if (tmpcost > cost)
1469 cost = tmpcost;
1470
1471 linksetPhysCost += tmpcost;
1472 linksetResCost += cost;
1473
1474 if (p == apart)
1475 {
1476 partCost = cost;
1477 partPhysCost = tmpcost;
1478 }
1479 }
1480 }
1481 else
1482 {
1483 partPhysCost = 1.0f;
1484 partCost = 1.0f;
1485 linksetResCost = (float)nparts;
1486 linksetPhysCost = linksetResCost;
1487 }
1488 }
1489
1490 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1491 {
1492 SceneObjectPart p;
1493 SceneObjectPart[] parts;
1494
1495 lock (m_parts)
1496 {
1497 parts = m_parts.GetArray();
1498 }
1499
1500 int nparts = parts.Length;
1501
1502 PhysCost = 0;
1503 StreamCost = 0;
1504 SimulCost = 0;
1505
1506 for (int i = 0; i < nparts; i++)
1507 {
1508 p = parts[i];
1509
1510 StreamCost += p.StreamingCost;
1511 SimulCost += p.SimulationCost;
1512 PhysCost += p.PhysicsCost;
1513 }
1514 }
1515
1059 public void SaveScriptedState(XmlTextWriter writer) 1516 public void SaveScriptedState(XmlTextWriter writer)
1060 { 1517 {
1518 SaveScriptedState(writer, false);
1519 }
1520
1521 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1522 {
1061 XmlDocument doc = new XmlDocument(); 1523 XmlDocument doc = new XmlDocument();
1062 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1524 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1063 1525
1064 SceneObjectPart[] parts = m_parts.GetArray(); 1526 SceneObjectPart[] parts = m_parts.GetArray();
1065 for (int i = 0; i < parts.Length; i++) 1527 for (int i = 0; i < parts.Length; i++)
1066 { 1528 {
1067 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1529 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1068 foreach (KeyValuePair<UUID, string> kvp in pstates) 1530 foreach (KeyValuePair<UUID, string> kvp in pstates)
1069 states.Add(kvp.Key, kvp.Value); 1531 states[kvp.Key] = kvp.Value;
1070 } 1532 }
1071 1533
1072 if (states.Count > 0) 1534 if (states.Count > 0)
@@ -1086,6 +1548,169 @@ namespace OpenSim.Region.Framework.Scenes
1086 } 1548 }
1087 1549
1088 /// <summary> 1550 /// <summary>
1551 /// Add the avatar to this linkset (avatar is sat).
1552 /// </summary>
1553 /// <param name="agentID"></param>
1554 public void AddAvatar(UUID agentID)
1555 {
1556 ScenePresence presence;
1557 if (m_scene.TryGetScenePresence(agentID, out presence))
1558 {
1559 if (!m_linkedAvatars.Contains(presence))
1560 {
1561 m_linkedAvatars.Add(presence);
1562 }
1563 }
1564 }
1565
1566 /// <summary>
1567 /// Delete the avatar from this linkset (avatar is unsat).
1568 /// </summary>
1569 /// <param name="agentID"></param>
1570 public void DeleteAvatar(UUID agentID)
1571 {
1572 ScenePresence presence;
1573 if (m_scene.TryGetScenePresence(agentID, out presence))
1574 {
1575 if (m_linkedAvatars.Contains(presence))
1576 {
1577 m_linkedAvatars.Remove(presence);
1578 }
1579 }
1580 }
1581
1582 /// <summary>
1583 /// Returns the list of linked presences (avatars sat on this group)
1584 /// </summary>
1585 /// <param name="agentID"></param>
1586 public List<ScenePresence> GetLinkedAvatars()
1587 {
1588 return m_linkedAvatars;
1589 }
1590
1591 /// <summary>
1592 /// Attach this scene object to the given avatar.
1593 /// </summary>
1594 /// <param name="agentID"></param>
1595 /// <param name="attachmentpoint"></param>
1596 /// <param name="AttachOffset"></param>
1597 private void AttachToAgent(
1598 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1599 {
1600 if (avatar != null)
1601 {
1602 // don't attach attachments to child agents
1603 if (avatar.IsChildAgent) return;
1604
1605 // Remove from database and parcel prim count
1606 m_scene.DeleteFromStorage(so.UUID);
1607 m_scene.EventManager.TriggerParcelPrimCountTainted();
1608
1609 so.AttachedAvatar = avatar.UUID;
1610
1611 if (so.RootPart.PhysActor != null)
1612 {
1613 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1614 so.RootPart.PhysActor = null;
1615 }
1616
1617 so.AbsolutePosition = attachOffset;
1618 so.RootPart.AttachedPos = attachOffset;
1619 so.IsAttachment = true;
1620 so.RootPart.SetParentLocalId(avatar.LocalId);
1621 so.AttachmentPoint = attachmentpoint;
1622
1623 avatar.AddAttachment(this);
1624
1625 if (!silent)
1626 {
1627 // Killing it here will cause the client to deselect it
1628 // It then reappears on the avatar, deselected
1629 // through the full update below
1630 //
1631 if (IsSelected)
1632 {
1633 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1634 }
1635
1636 IsSelected = false; // fudge....
1637 ScheduleGroupForFullUpdate();
1638 }
1639 }
1640 else
1641 {
1642 m_log.WarnFormat(
1643 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1644 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1645 }
1646 }
1647
1648 public byte GetAttachmentPoint()
1649 {
1650 return m_rootPart.Shape.State;
1651 }
1652
1653 public void DetachToGround()
1654 {
1655 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1656 if (avatar == null)
1657 return;
1658
1659 avatar.RemoveAttachment(this);
1660
1661 Vector3 detachedpos = new Vector3(127f,127f,127f);
1662 if (avatar == null)
1663 return;
1664
1665 detachedpos = avatar.AbsolutePosition;
1666 FromItemID = UUID.Zero;
1667
1668 AbsolutePosition = detachedpos;
1669 AttachedAvatar = UUID.Zero;
1670
1671 //SceneObjectPart[] parts = m_parts.GetArray();
1672 //for (int i = 0; i < parts.Length; i++)
1673 // parts[i].AttachedAvatar = UUID.Zero;
1674
1675 m_rootPart.SetParentLocalId(0);
1676 AttachmentPoint = (byte)0;
1677 // must check if buildind should be true or false here
1678 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1679 HasGroupChanged = true;
1680 RootPart.Rezzed = DateTime.Now;
1681 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1682 AttachToBackup();
1683 m_scene.EventManager.TriggerParcelPrimCountTainted();
1684 m_rootPart.ScheduleFullUpdate();
1685 m_rootPart.ClearUndoState();
1686 }
1687
1688 public void DetachToInventoryPrep()
1689 {
1690 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1691 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1692 if (avatar != null)
1693 {
1694 //detachedpos = avatar.AbsolutePosition;
1695 avatar.RemoveAttachment(this);
1696 }
1697
1698 AttachedAvatar = UUID.Zero;
1699
1700 /*SceneObjectPart[] parts = m_parts.GetArray();
1701 for (int i = 0; i < parts.Length; i++)
1702 parts[i].AttachedAvatar = UUID.Zero;*/
1703
1704 m_rootPart.SetParentLocalId(0);
1705 //m_rootPart.SetAttachmentPoint((byte)0);
1706 IsAttachment = false;
1707 AbsolutePosition = m_rootPart.AttachedPos;
1708 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1709 //AttachToBackup();
1710 //m_rootPart.ScheduleFullUpdate();
1711 }
1712
1713 /// <summary>
1089 /// 1714 ///
1090 /// </summary> 1715 /// </summary>
1091 /// <param name="part"></param> 1716 /// <param name="part"></param>
@@ -1125,7 +1750,10 @@ namespace OpenSim.Region.Framework.Scenes
1125 public void AddPart(SceneObjectPart part) 1750 public void AddPart(SceneObjectPart part)
1126 { 1751 {
1127 part.SetParent(this); 1752 part.SetParent(this);
1128 part.LinkNum = m_parts.Add(part.UUID, part); 1753 m_parts.Add(part.UUID, part);
1754
1755 part.LinkNum = m_parts.Count;
1756
1129 if (part.LinkNum == 2) 1757 if (part.LinkNum == 2)
1130 RootPart.LinkNum = 1; 1758 RootPart.LinkNum = 1;
1131 } 1759 }
@@ -1151,6 +1779,14 @@ namespace OpenSim.Region.Framework.Scenes
1151 parts[i].UUID = UUID.Random(); 1779 parts[i].UUID = UUID.Random();
1152 } 1780 }
1153 1781
1782 // helper provided for parts.
1783 public int GetSceneMaxUndo()
1784 {
1785 if (m_scene != null)
1786 return m_scene.MaxUndoCount;
1787 return 5;
1788 }
1789
1154 // justincc: I don't believe this hack is needed any longer, especially since the physics 1790 // justincc: I don't believe this hack is needed any longer, especially since the physics
1155 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false 1791 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
1156 // this method was preventing proper reload of scene objects. 1792 // this method was preventing proper reload of scene objects.
@@ -1208,7 +1844,7 @@ namespace OpenSim.Region.Framework.Scenes
1208// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1844// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1209// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1845// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1210 1846
1211 part.StoreUndoState(); 1847// part.StoreUndoState();
1212 part.OnGrab(offsetPos, remoteClient); 1848 part.OnGrab(offsetPos, remoteClient);
1213 } 1849 }
1214 1850
@@ -1228,6 +1864,11 @@ namespace OpenSim.Region.Framework.Scenes
1228 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1864 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1229 public void DeleteGroupFromScene(bool silent) 1865 public void DeleteGroupFromScene(bool silent)
1230 { 1866 {
1867 // We need to keep track of this state in case this group is still queued for backup.
1868 IsDeleted = true;
1869
1870 DetachFromBackup();
1871
1231 SceneObjectPart[] parts = m_parts.GetArray(); 1872 SceneObjectPart[] parts = m_parts.GetArray();
1232 for (int i = 0; i < parts.Length; i++) 1873 for (int i = 0; i < parts.Length; i++)
1233 { 1874 {
@@ -1251,6 +1892,7 @@ namespace OpenSim.Region.Framework.Scenes
1251 } 1892 }
1252 }); 1893 });
1253 } 1894 }
1895
1254 } 1896 }
1255 1897
1256 public void AddScriptLPS(int count) 1898 public void AddScriptLPS(int count)
@@ -1320,28 +1962,43 @@ namespace OpenSim.Region.Framework.Scenes
1320 /// </summary> 1962 /// </summary>
1321 public void ApplyPhysics() 1963 public void ApplyPhysics()
1322 { 1964 {
1323 // Apply physics to the root prim
1324 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1325
1326 // Apply physics to child prims
1327 SceneObjectPart[] parts = m_parts.GetArray(); 1965 SceneObjectPart[] parts = m_parts.GetArray();
1328 if (parts.Length > 1) 1966 if (parts.Length > 1)
1329 { 1967 {
1968 ResetChildPrimPhysicsPositions();
1969
1970 // Apply physics to the root prim
1971 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1972
1973
1330 for (int i = 0; i < parts.Length; i++) 1974 for (int i = 0; i < parts.Length; i++)
1331 { 1975 {
1332 SceneObjectPart part = parts[i]; 1976 SceneObjectPart part = parts[i];
1333 if (part.LocalId != m_rootPart.LocalId) 1977 if (part.LocalId != m_rootPart.LocalId)
1334 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1978 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1335 } 1979 }
1336
1337 // Hack to get the physics scene geometries in the right spot 1980 // Hack to get the physics scene geometries in the right spot
1338 ResetChildPrimPhysicsPositions(); 1981// ResetChildPrimPhysicsPositions();
1982 if (m_rootPart.PhysActor != null)
1983 {
1984 m_rootPart.PhysActor.Building = false;
1985 }
1986 }
1987 else
1988 {
1989 // Apply physics to the root prim
1990 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1339 } 1991 }
1340 } 1992 }
1341 1993
1342 public void SetOwnerId(UUID userId) 1994 public void SetOwnerId(UUID userId)
1343 { 1995 {
1344 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1996 ForEachPart(delegate(SceneObjectPart part)
1997 {
1998
1999 part.OwnerID = userId;
2000
2001 });
1345 } 2002 }
1346 2003
1347 public void ForEachPart(Action<SceneObjectPart> whatToDo) 2004 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1373,11 +2030,17 @@ namespace OpenSim.Region.Framework.Scenes
1373 return; 2030 return;
1374 } 2031 }
1375 2032
2033 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
2034 return;
2035
1376 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 2036 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1377 // any exception propogate upwards. 2037 // any exception propogate upwards.
1378 try 2038 try
1379 { 2039 {
1380 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 2040 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
2041 !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things
2042 m_scene.LoadingPrims) // Land may not be valid yet
2043
1381 { 2044 {
1382 ILandObject parcel = m_scene.LandChannel.GetLandObject( 2045 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1383 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 2046 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1404,6 +2067,7 @@ namespace OpenSim.Region.Framework.Scenes
1404 } 2067 }
1405 } 2068 }
1406 } 2069 }
2070
1407 } 2071 }
1408 2072
1409 if (m_scene.UseBackup && HasGroupChanged) 2073 if (m_scene.UseBackup && HasGroupChanged)
@@ -1411,10 +2075,30 @@ namespace OpenSim.Region.Framework.Scenes
1411 // don't backup while it's selected or you're asking for changes mid stream. 2075 // don't backup while it's selected or you're asking for changes mid stream.
1412 if (isTimeToPersist() || forcedBackup) 2076 if (isTimeToPersist() || forcedBackup)
1413 { 2077 {
2078 if (m_rootPart.PhysActor != null &&
2079 (!m_rootPart.PhysActor.IsPhysical))
2080 {
2081 // Possible ghost prim
2082 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2083 {
2084 foreach (SceneObjectPart part in m_parts.GetArray())
2085 {
2086 // Re-set physics actor positions and
2087 // orientations
2088 part.GroupPosition = m_rootPart.GroupPosition;
2089 }
2090 }
2091 }
1414// m_log.DebugFormat( 2092// m_log.DebugFormat(
1415// "[SCENE]: Storing {0}, {1} in {2}", 2093// "[SCENE]: Storing {0}, {1} in {2}",
1416// Name, UUID, m_scene.RegionInfo.RegionName); 2094// Name, UUID, m_scene.RegionInfo.RegionName);
1417 2095
2096 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2097 {
2098 RootPart.Shape.State = 0;
2099 ScheduleGroupForFullUpdate();
2100 }
2101
1418 SceneObjectGroup backup_group = Copy(false); 2102 SceneObjectGroup backup_group = Copy(false);
1419 backup_group.RootPart.Velocity = RootPart.Velocity; 2103 backup_group.RootPart.Velocity = RootPart.Velocity;
1420 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2104 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1424,6 +2108,16 @@ namespace OpenSim.Region.Framework.Scenes
1424 HasGroupChangedDueToDelink = false; 2108 HasGroupChangedDueToDelink = false;
1425 2109
1426 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); 2110 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
2111/*
2112 backup_group.ForEachPart(delegate(SceneObjectPart part)
2113 {
2114 if (part.KeyframeMotion != null)
2115 {
2116 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2117// part.KeyframeMotion.UpdateSceneObject(this);
2118 }
2119 });
2120*/
1427 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); 2121 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
1428 2122
1429 backup_group.ForEachPart(delegate(SceneObjectPart part) 2123 backup_group.ForEachPart(delegate(SceneObjectPart part)
@@ -1480,10 +2174,14 @@ namespace OpenSim.Region.Framework.Scenes
1480 /// <returns></returns> 2174 /// <returns></returns>
1481 public SceneObjectGroup Copy(bool userExposed) 2175 public SceneObjectGroup Copy(bool userExposed)
1482 { 2176 {
2177 m_dupeInProgress = true;
1483 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2178 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1484 dupe.m_isBackedUp = false; 2179 dupe.m_isBackedUp = false;
1485 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2180 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1486 2181
2182 // new group as no sitting avatars
2183 dupe.m_linkedAvatars = new List<ScenePresence>();
2184
1487 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2185 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1488 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2186 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1489 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2187 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1494,7 +2192,7 @@ namespace OpenSim.Region.Framework.Scenes
1494 // This is only necessary when userExposed is false! 2192 // This is only necessary when userExposed is false!
1495 2193
1496 bool previousAttachmentStatus = dupe.IsAttachment; 2194 bool previousAttachmentStatus = dupe.IsAttachment;
1497 2195
1498 if (!userExposed) 2196 if (!userExposed)
1499 dupe.IsAttachment = true; 2197 dupe.IsAttachment = true;
1500 2198
@@ -1507,16 +2205,17 @@ namespace OpenSim.Region.Framework.Scenes
1507 2205
1508 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 2206 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1509 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 2207 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
2208
1510 2209
1511 if (userExposed) 2210 if (userExposed)
1512 dupe.m_rootPart.TrimPermissions(); 2211 dupe.m_rootPart.TrimPermissions();
1513 2212
1514 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2213 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1515 2214
1516 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2215 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1517 { 2216 {
1518 return p1.LinkNum.CompareTo(p2.LinkNum); 2217 return p1.LinkNum.CompareTo(p2.LinkNum);
1519 } 2218 }
1520 ); 2219 );
1521 2220
1522 foreach (SceneObjectPart part in partList) 2221 foreach (SceneObjectPart part in partList)
@@ -1526,41 +2225,56 @@ namespace OpenSim.Region.Framework.Scenes
1526 { 2225 {
1527 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2226 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1528 newPart.LinkNum = part.LinkNum; 2227 newPart.LinkNum = part.LinkNum;
1529 } 2228 if (userExposed)
2229 newPart.ParentID = dupe.m_rootPart.LocalId;
2230 }
1530 else 2231 else
1531 { 2232 {
1532 newPart = dupe.m_rootPart; 2233 newPart = dupe.m_rootPart;
1533 } 2234 }
2235/*
2236 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2237 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1534 2238
1535 // Need to duplicate the physics actor as well 2239 // Need to duplicate the physics actor as well
1536 PhysicsActor originalPartPa = part.PhysActor; 2240 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1537 if (originalPartPa != null && userExposed)
1538 { 2241 {
1539 PrimitiveBaseShape pbs = newPart.Shape; 2242 PrimitiveBaseShape pbs = newPart.Shape;
1540
1541 newPart.PhysActor 2243 newPart.PhysActor
1542 = m_scene.PhysicsScene.AddPrimShape( 2244 = m_scene.PhysicsScene.AddPrimShape(
1543 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2245 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1544 pbs, 2246 pbs,
1545 newPart.AbsolutePosition, 2247 newPart.AbsolutePosition,
1546 newPart.Scale, 2248 newPart.Scale,
1547 newPart.RotationOffset, 2249 newPart.GetWorldRotation(),
1548 originalPartPa.IsPhysical, 2250 isphys,
2251 isphan,
1549 newPart.LocalId); 2252 newPart.LocalId);
1550 2253
1551 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2254 newPart.DoPhysicsPropertyUpdate(isphys, true);
1552 } 2255 */
2256 if (userExposed)
2257 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2258// }
2259 // copy keyframemotion
2260 if (part.KeyframeMotion != null)
2261 newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe);
1553 } 2262 }
1554 2263
1555 if (userExposed) 2264 if (userExposed)
1556 { 2265 {
1557 dupe.UpdateParentIDs(); 2266// done above dupe.UpdateParentIDs();
2267
2268 if (dupe.m_rootPart.PhysActor != null)
2269 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2270
1558 dupe.HasGroupChanged = true; 2271 dupe.HasGroupChanged = true;
1559 dupe.AttachToBackup(); 2272 dupe.AttachToBackup();
1560 2273
1561 ScheduleGroupForFullUpdate(); 2274 ScheduleGroupForFullUpdate();
1562 } 2275 }
1563 2276
2277 m_dupeInProgress = false;
1564 return dupe; 2278 return dupe;
1565 } 2279 }
1566 2280
@@ -1572,11 +2286,24 @@ namespace OpenSim.Region.Framework.Scenes
1572 /// <param name="cGroupID"></param> 2286 /// <param name="cGroupID"></param>
1573 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2287 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1574 { 2288 {
1575 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2289 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2290 // give newpart a new local ID lettng old part keep same
2291 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2292 newpart.LocalId = m_scene.AllocateLocalId();
2293
2294 SetRootPart(newpart);
2295 if (userExposed)
2296 RootPart.Velocity = Vector3.Zero; // In case source is moving
1576 } 2297 }
1577 2298
1578 public void ScriptSetPhysicsStatus(bool usePhysics) 2299 public void ScriptSetPhysicsStatus(bool usePhysics)
1579 { 2300 {
2301 if (usePhysics)
2302 {
2303 if (RootPart.KeyframeMotion != null)
2304 RootPart.KeyframeMotion.Stop();
2305 RootPart.KeyframeMotion = null;
2306 }
1580 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2307 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1581 } 2308 }
1582 2309
@@ -1624,13 +2351,14 @@ namespace OpenSim.Region.Framework.Scenes
1624 2351
1625 if (pa != null) 2352 if (pa != null)
1626 { 2353 {
1627 pa.AddForce(impulse, true); 2354 // false to be applied as a impulse
2355 pa.AddForce(impulse, false);
1628 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2356 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1629 } 2357 }
1630 } 2358 }
1631 } 2359 }
1632 2360
1633 public void applyAngularImpulse(Vector3 impulse) 2361 public void ApplyAngularImpulse(Vector3 impulse)
1634 { 2362 {
1635 PhysicsActor pa = RootPart.PhysActor; 2363 PhysicsActor pa = RootPart.PhysActor;
1636 2364
@@ -1638,21 +2366,8 @@ namespace OpenSim.Region.Framework.Scenes
1638 { 2366 {
1639 if (!IsAttachment) 2367 if (!IsAttachment)
1640 { 2368 {
1641 pa.AddAngularForce(impulse, true); 2369 // false to be applied as a impulse
1642 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2370 pa.AddAngularForce(impulse, false);
1643 }
1644 }
1645 }
1646
1647 public void setAngularImpulse(Vector3 impulse)
1648 {
1649 PhysicsActor pa = RootPart.PhysActor;
1650
1651 if (pa != null)
1652 {
1653 if (!IsAttachment)
1654 {
1655 pa.Torque = impulse;
1656 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2371 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1657 } 2372 }
1658 } 2373 }
@@ -1660,20 +2375,10 @@ namespace OpenSim.Region.Framework.Scenes
1660 2375
1661 public Vector3 GetTorque() 2376 public Vector3 GetTorque()
1662 { 2377 {
1663 PhysicsActor pa = RootPart.PhysActor; 2378 return RootPart.Torque;
1664
1665 if (pa != null)
1666 {
1667 if (!IsAttachment)
1668 {
1669 Vector3 torque = pa.Torque;
1670 return torque;
1671 }
1672 }
1673
1674 return Vector3.Zero;
1675 } 2379 }
1676 2380
2381 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1677 public void moveToTarget(Vector3 target, float tau) 2382 public void moveToTarget(Vector3 target, float tau)
1678 { 2383 {
1679 if (IsAttachment) 2384 if (IsAttachment)
@@ -1703,8 +2408,50 @@ namespace OpenSim.Region.Framework.Scenes
1703 2408
1704 if (pa != null) 2409 if (pa != null)
1705 pa.PIDActive = false; 2410 pa.PIDActive = false;
2411
2412 RootPart.ScheduleTerseUpdate(); // send a stop information
1706 } 2413 }
1707 2414
2415 public void rotLookAt(Quaternion target, float strength, float damping)
2416 {
2417 SceneObjectPart rootpart = m_rootPart;
2418 if (rootpart != null)
2419 {
2420 if (IsAttachment)
2421 {
2422 /*
2423 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2424 if (avatar != null)
2425 {
2426 Rotate the Av?
2427 } */
2428 }
2429 else
2430 {
2431 if (rootpart.PhysActor != null)
2432 { // APID must be implemented in your physics system for this to function.
2433 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2434 rootpart.PhysActor.APIDStrength = strength;
2435 rootpart.PhysActor.APIDDamping = damping;
2436 rootpart.PhysActor.APIDActive = true;
2437 }
2438 }
2439 }
2440 }
2441
2442 public void stopLookAt()
2443 {
2444 SceneObjectPart rootpart = m_rootPart;
2445 if (rootpart != null)
2446 {
2447 if (rootpart.PhysActor != null)
2448 { // APID must be implemented in your physics system for this to function.
2449 rootpart.PhysActor.APIDActive = false;
2450 }
2451 }
2452
2453 }
2454
1708 /// <summary> 2455 /// <summary>
1709 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2456 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1710 /// </summary> 2457 /// </summary>
@@ -1721,7 +2468,7 @@ namespace OpenSim.Region.Framework.Scenes
1721 { 2468 {
1722 pa.PIDHoverHeight = height; 2469 pa.PIDHoverHeight = height;
1723 pa.PIDHoverType = hoverType; 2470 pa.PIDHoverType = hoverType;
1724 pa.PIDTau = tau; 2471 pa.PIDHoverTau = tau;
1725 pa.PIDHoverActive = true; 2472 pa.PIDHoverActive = true;
1726 } 2473 }
1727 else 2474 else
@@ -1761,7 +2508,12 @@ namespace OpenSim.Region.Framework.Scenes
1761 /// <param name="cGroupID"></param> 2508 /// <param name="cGroupID"></param>
1762 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2509 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1763 { 2510 {
1764 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2511 // give new ID to the new part, letting old keep original
2512 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2513 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2514 newPart.LocalId = m_scene.AllocateLocalId();
2515 newPart.SetParent(this);
2516
1765 AddPart(newPart); 2517 AddPart(newPart);
1766 2518
1767 SetPartAsNonRoot(newPart); 2519 SetPartAsNonRoot(newPart);
@@ -1811,6 +2563,7 @@ namespace OpenSim.Region.Framework.Scenes
1811 2563
1812 #endregion 2564 #endregion
1813 2565
2566
1814 public override void Update() 2567 public override void Update()
1815 { 2568 {
1816 // Check that the group was not deleted before the scheduled update 2569 // Check that the group was not deleted before the scheduled update
@@ -1829,19 +2582,8 @@ namespace OpenSim.Region.Framework.Scenes
1829 // check to see if the physical position or rotation warrant an update. 2582 // check to see if the physical position or rotation warrant an update.
1830 if (m_rootPart.UpdateFlag == UpdateRequired.NONE) 2583 if (m_rootPart.UpdateFlag == UpdateRequired.NONE)
1831 { 2584 {
1832 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2585 // rootpart SendScheduledUpdates will check if a update is needed
1833 2586 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1834 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
1835 {
1836 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1837 lastPhysGroupPos = AbsolutePosition;
1838 }
1839
1840 if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f))
1841 {
1842 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1843 lastPhysGroupRot = GroupRotation;
1844 }
1845 } 2587 }
1846 2588
1847 SceneObjectPart[] parts = m_parts.GetArray(); 2589 SceneObjectPart[] parts = m_parts.GetArray();
@@ -1900,11 +2642,11 @@ namespace OpenSim.Region.Framework.Scenes
1900 /// Immediately send a full update for this scene object. 2642 /// Immediately send a full update for this scene object.
1901 /// </summary> 2643 /// </summary>
1902 public void SendGroupFullUpdate() 2644 public void SendGroupFullUpdate()
1903 { 2645 {
1904 if (IsDeleted) 2646 if (IsDeleted)
1905 return; 2647 return;
1906 2648
1907// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2649// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1908 2650
1909 RootPart.SendFullUpdateToAllClients(); 2651 RootPart.SendFullUpdateToAllClients();
1910 2652
@@ -2060,6 +2802,11 @@ namespace OpenSim.Region.Framework.Scenes
2060 // 'linkPart' == the root of the group being linked into this group 2802 // 'linkPart' == the root of the group being linked into this group
2061 SceneObjectPart linkPart = objectGroup.m_rootPart; 2803 SceneObjectPart linkPart = objectGroup.m_rootPart;
2062 2804
2805 if (m_rootPart.PhysActor != null)
2806 m_rootPart.PhysActor.Building = true;
2807 if (linkPart.PhysActor != null)
2808 linkPart.PhysActor.Building = true;
2809
2063 // physics flags from group to be applied to linked parts 2810 // physics flags from group to be applied to linked parts
2064 bool grpusephys = UsesPhysics; 2811 bool grpusephys = UsesPhysics;
2065 bool grptemporary = IsTemporary; 2812 bool grptemporary = IsTemporary;
@@ -2085,12 +2832,12 @@ namespace OpenSim.Region.Framework.Scenes
2085 Vector3 axPos = linkPart.OffsetPosition; 2832 Vector3 axPos = linkPart.OffsetPosition;
2086 // Rotate the linking root SOP's position to be relative to the new root prim 2833 // Rotate the linking root SOP's position to be relative to the new root prim
2087 Quaternion parentRot = m_rootPart.RotationOffset; 2834 Quaternion parentRot = m_rootPart.RotationOffset;
2088 axPos *= Quaternion.Inverse(parentRot); 2835 axPos *= Quaternion.Conjugate(parentRot);
2089 linkPart.OffsetPosition = axPos; 2836 linkPart.OffsetPosition = axPos;
2090 2837
2091 // Make the linking root SOP's rotation relative to the new root prim 2838 // Make the linking root SOP's rotation relative to the new root prim
2092 Quaternion oldRot = linkPart.RotationOffset; 2839 Quaternion oldRot = linkPart.RotationOffset;
2093 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2840 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2094 linkPart.RotationOffset = newRot; 2841 linkPart.RotationOffset = newRot;
2095 2842
2096 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. 2843 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
@@ -2124,7 +2871,7 @@ namespace OpenSim.Region.Framework.Scenes
2124 linkPart.CreateSelected = true; 2871 linkPart.CreateSelected = true;
2125 2872
2126 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2873 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2127 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2874 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2128 2875
2129 // If the added SOP is physical, also tell the physics engine about the link relationship. 2876 // If the added SOP is physical, also tell the physics engine about the link relationship.
2130 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2877 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2134,6 +2881,7 @@ namespace OpenSim.Region.Framework.Scenes
2134 } 2881 }
2135 2882
2136 linkPart.LinkNum = linkNum++; 2883 linkPart.LinkNum = linkNum++;
2884 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2137 2885
2138 // Get a list of the SOP's in the old group in order of their linknum's. 2886 // Get a list of the SOP's in the old group in order of their linknum's.
2139 SceneObjectPart[] ogParts = objectGroup.Parts; 2887 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2152,7 +2900,7 @@ namespace OpenSim.Region.Framework.Scenes
2152 2900
2153 // Update the physics flags for the newly added SOP 2901 // Update the physics flags for the newly added SOP
2154 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) 2902 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??)
2155 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2903 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2156 2904
2157 // If the added SOP is physical, also tell the physics engine about the link relationship. 2905 // If the added SOP is physical, also tell the physics engine about the link relationship.
2158 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2906 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2170,7 +2918,7 @@ namespace OpenSim.Region.Framework.Scenes
2170 objectGroup.IsDeleted = true; 2918 objectGroup.IsDeleted = true;
2171 2919
2172 objectGroup.m_parts.Clear(); 2920 objectGroup.m_parts.Clear();
2173 2921
2174 // Can't do this yet since backup still makes use of the root part without any synchronization 2922 // Can't do this yet since backup still makes use of the root part without any synchronization
2175// objectGroup.m_rootPart = null; 2923// objectGroup.m_rootPart = null;
2176 2924
@@ -2184,6 +2932,9 @@ namespace OpenSim.Region.Framework.Scenes
2184 // unmoved prims! 2932 // unmoved prims!
2185 ResetChildPrimPhysicsPositions(); 2933 ResetChildPrimPhysicsPositions();
2186 2934
2935 if (m_rootPart.PhysActor != null)
2936 m_rootPart.PhysActor.Building = false;
2937
2187 //HasGroupChanged = true; 2938 //HasGroupChanged = true;
2188 //ScheduleGroupForFullUpdate(); 2939 //ScheduleGroupForFullUpdate();
2189 } 2940 }
@@ -2251,7 +3002,10 @@ namespace OpenSim.Region.Framework.Scenes
2251// m_log.DebugFormat( 3002// m_log.DebugFormat(
2252// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 3003// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2253// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 3004// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2254 3005
3006 if (m_rootPart.PhysActor != null)
3007 m_rootPart.PhysActor.Building = true;
3008
2255 linkPart.ClearUndoState(); 3009 linkPart.ClearUndoState();
2256 3010
2257 Vector3 worldPos = linkPart.GetWorldPosition(); 3011 Vector3 worldPos = linkPart.GetWorldPosition();
@@ -2322,6 +3076,14 @@ namespace OpenSim.Region.Framework.Scenes
2322 3076
2323 // When we delete a group, we currently have to force persist to the database if the object id has changed 3077 // When we delete a group, we currently have to force persist to the database if the object id has changed
2324 // (since delete works by deleting all rows which have a given object id) 3078 // (since delete works by deleting all rows which have a given object id)
3079
3080 // this is as it seems to be in sl now
3081 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
3082 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
3083
3084 if (m_rootPart.PhysActor != null)
3085 m_rootPart.PhysActor.Building = false;
3086
2325 objectGroup.HasGroupChangedDueToDelink = true; 3087 objectGroup.HasGroupChangedDueToDelink = true;
2326 3088
2327 return objectGroup; 3089 return objectGroup;
@@ -2333,6 +3095,8 @@ namespace OpenSim.Region.Framework.Scenes
2333 /// <param name="objectGroup"></param> 3095 /// <param name="objectGroup"></param>
2334 public virtual void DetachFromBackup() 3096 public virtual void DetachFromBackup()
2335 { 3097 {
3098 if (m_scene != null)
3099 m_scene.SceneGraph.FireDetachFromBackup(this);
2336 if (m_isBackedUp && Scene != null) 3100 if (m_isBackedUp && Scene != null)
2337 m_scene.EventManager.OnBackup -= ProcessBackup; 3101 m_scene.EventManager.OnBackup -= ProcessBackup;
2338 3102
@@ -2353,7 +3117,8 @@ namespace OpenSim.Region.Framework.Scenes
2353 Vector3 axPos = part.OffsetPosition; 3117 Vector3 axPos = part.OffsetPosition;
2354 axPos *= parentRot; 3118 axPos *= parentRot;
2355 part.OffsetPosition = axPos; 3119 part.OffsetPosition = axPos;
2356 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 3120 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
3121 part.GroupPosition = newPos;
2357 part.OffsetPosition = Vector3.Zero; 3122 part.OffsetPosition = Vector3.Zero;
2358 3123
2359 // Compution our rotation to be not relative to the old parent 3124 // Compution our rotation to be not relative to the old parent
@@ -2368,7 +3133,7 @@ namespace OpenSim.Region.Framework.Scenes
2368 part.LinkNum = linkNum; 3133 part.LinkNum = linkNum;
2369 3134
2370 // Compute the new position of this SOP relative to the group position 3135 // Compute the new position of this SOP relative to the group position
2371 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 3136 part.OffsetPosition = newPos - AbsolutePosition;
2372 3137
2373 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. 3138 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
2374 // It would have the affect of setting the physics engine position multiple 3139 // It would have the affect of setting the physics engine position multiple
@@ -2378,18 +3143,19 @@ namespace OpenSim.Region.Framework.Scenes
2378 // Rotate the relative position by the rotation of the group 3143 // Rotate the relative position by the rotation of the group
2379 Quaternion rootRotation = m_rootPart.RotationOffset; 3144 Quaternion rootRotation = m_rootPart.RotationOffset;
2380 Vector3 pos = part.OffsetPosition; 3145 Vector3 pos = part.OffsetPosition;
2381 pos *= Quaternion.Inverse(rootRotation); 3146 pos *= Quaternion.Conjugate(rootRotation);
2382 part.OffsetPosition = pos; 3147 part.OffsetPosition = pos;
2383 3148
2384 // Compute the SOP's rotation relative to the rotation of the group. 3149 // Compute the SOP's rotation relative to the rotation of the group.
2385 parentRot = m_rootPart.RotationOffset; 3150 parentRot = m_rootPart.RotationOffset;
2386 oldRot = part.RotationOffset; 3151 oldRot = part.RotationOffset;
2387 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3152 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2388 part.RotationOffset = newRot; 3153 part.RotationOffset = newRot;
2389 3154
2390 // Since this SOP's state has changed, push those changes into the physics engine 3155 // Since this SOP's state has changed, push those changes into the physics engine
2391 // and the simulator. 3156 // and the simulator.
2392 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3157 // done on caller
3158// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2393 } 3159 }
2394 3160
2395 /// <summary> 3161 /// <summary>
@@ -2411,10 +3177,14 @@ namespace OpenSim.Region.Framework.Scenes
2411 { 3177 {
2412 if (!m_rootPart.BlockGrab) 3178 if (!m_rootPart.BlockGrab)
2413 { 3179 {
2414 Vector3 llmoveforce = pos - AbsolutePosition; 3180/* Vector3 llmoveforce = pos - AbsolutePosition;
2415 Vector3 grabforce = llmoveforce; 3181 Vector3 grabforce = llmoveforce;
2416 grabforce = (grabforce / 10) * pa.Mass; 3182 grabforce = (grabforce / 10) * pa.Mass;
2417 pa.AddForce(grabforce, true); 3183 */
3184 // empirically convert distance diference to a impulse
3185 Vector3 grabforce = pos - AbsolutePosition;
3186 grabforce = grabforce * (pa.Mass/ 10.0f);
3187 pa.AddForce(grabforce, false);
2418 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3188 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2419 } 3189 }
2420 } 3190 }
@@ -2610,6 +3380,8 @@ namespace OpenSim.Region.Framework.Scenes
2610 /// <param name="SetVolumeDetect"></param> 3380 /// <param name="SetVolumeDetect"></param>
2611 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) 3381 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
2612 { 3382 {
3383 HasGroupChanged = true;
3384
2613 SceneObjectPart selectionPart = GetPart(localID); 3385 SceneObjectPart selectionPart = GetPart(localID);
2614 3386
2615 if (SetTemporary && Scene != null) 3387 if (SetTemporary && Scene != null)
@@ -2640,8 +3412,22 @@ namespace OpenSim.Region.Framework.Scenes
2640 } 3412 }
2641 } 3413 }
2642 3414
2643 for (int i = 0; i < parts.Length; i++) 3415 if (parts.Length > 1)
2644 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3416 {
3417 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3418
3419 for (int i = 0; i < parts.Length; i++)
3420 {
3421
3422 if (parts[i].UUID != m_rootPart.UUID)
3423 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3424 }
3425
3426 if (m_rootPart.PhysActor != null)
3427 m_rootPart.PhysActor.Building = false;
3428 }
3429 else
3430 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2645 } 3431 }
2646 } 3432 }
2647 3433
@@ -2654,6 +3440,17 @@ namespace OpenSim.Region.Framework.Scenes
2654 } 3440 }
2655 } 3441 }
2656 3442
3443
3444
3445 /// <summary>
3446 /// Gets the number of parts
3447 /// </summary>
3448 /// <returns></returns>
3449 public int GetPartCount()
3450 {
3451 return Parts.Count();
3452 }
3453
2657 /// <summary> 3454 /// <summary>
2658 /// Update the texture entry for this part 3455 /// Update the texture entry for this part
2659 /// </summary> 3456 /// </summary>
@@ -2670,11 +3467,20 @@ namespace OpenSim.Region.Framework.Scenes
2670 3467
2671 public void AdjustChildPrimPermissions() 3468 public void AdjustChildPrimPermissions()
2672 { 3469 {
3470 uint newOwnerMask = (uint)PermissionMask.All & 0xfffffff8; // Mask folded bits
3471 uint foldedPerms = RootPart.OwnerMask & 3;
3472
2673 ForEachPart(part => 3473 ForEachPart(part =>
2674 { 3474 {
3475 newOwnerMask &= part.BaseMask;
2675 if (part != RootPart) 3476 if (part != RootPart)
2676 part.ClonePermissions(RootPart); 3477 part.ClonePermissions(RootPart);
2677 }); 3478 });
3479
3480 uint lockMask = ~(uint)PermissionMask.Move;
3481 uint lockBit = RootPart.OwnerMask & (uint)PermissionMask.Move;
3482 RootPart.OwnerMask = (RootPart.OwnerMask & lockBit) | ((newOwnerMask | foldedPerms) & lockMask);
3483 RootPart.ScheduleFullUpdate();
2678 } 3484 }
2679 3485
2680 public void UpdatePermissions(UUID AgentID, byte field, uint localID, 3486 public void UpdatePermissions(UUID AgentID, byte field, uint localID,
@@ -2682,8 +3488,24 @@ namespace OpenSim.Region.Framework.Scenes
2682 { 3488 {
2683 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); 3489 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
2684 3490
3491 bool god = Scene.Permissions.IsGod(AgentID);
3492
3493 if (field == 1 && god)
3494 {
3495 ForEachPart(part =>
3496 {
3497 part.BaseMask = RootPart.BaseMask;
3498 });
3499 }
3500
2685 AdjustChildPrimPermissions(); 3501 AdjustChildPrimPermissions();
2686 3502
3503 if (field == 1 && god) // Base mask was set. Update all child part inventories
3504 {
3505 foreach (SceneObjectPart part in Parts)
3506 part.Inventory.ApplyGodPermissions(RootPart.BaseMask);
3507 }
3508
2687 HasGroupChanged = true; 3509 HasGroupChanged = true;
2688 3510
2689 // Send the group's properties to all clients once all parts are updated 3511 // Send the group's properties to all clients once all parts are updated
@@ -2729,8 +3551,6 @@ namespace OpenSim.Region.Framework.Scenes
2729 3551
2730 PhysicsActor pa = m_rootPart.PhysActor; 3552 PhysicsActor pa = m_rootPart.PhysActor;
2731 3553
2732 RootPart.StoreUndoState(true);
2733
2734 if (Scene != null) 3554 if (Scene != null)
2735 { 3555 {
2736 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); 3556 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
@@ -2758,7 +3578,6 @@ namespace OpenSim.Region.Framework.Scenes
2758 SceneObjectPart obPart = parts[i]; 3578 SceneObjectPart obPart = parts[i];
2759 if (obPart.UUID != m_rootPart.UUID) 3579 if (obPart.UUID != m_rootPart.UUID)
2760 { 3580 {
2761// obPart.IgnoreUndoUpdate = true;
2762 Vector3 oldSize = new Vector3(obPart.Scale); 3581 Vector3 oldSize = new Vector3(obPart.Scale);
2763 3582
2764 float f = 1.0f; 3583 float f = 1.0f;
@@ -2870,8 +3689,6 @@ namespace OpenSim.Region.Framework.Scenes
2870 z *= a; 3689 z *= a;
2871 } 3690 }
2872 } 3691 }
2873
2874// obPart.IgnoreUndoUpdate = false;
2875 } 3692 }
2876 } 3693 }
2877 } 3694 }
@@ -2881,9 +3698,7 @@ namespace OpenSim.Region.Framework.Scenes
2881 prevScale.Y *= y; 3698 prevScale.Y *= y;
2882 prevScale.Z *= z; 3699 prevScale.Z *= z;
2883 3700
2884// RootPart.IgnoreUndoUpdate = true;
2885 RootPart.Resize(prevScale); 3701 RootPart.Resize(prevScale);
2886// RootPart.IgnoreUndoUpdate = false;
2887 3702
2888 for (int i = 0; i < parts.Length; i++) 3703 for (int i = 0; i < parts.Length; i++)
2889 { 3704 {
@@ -2891,8 +3706,6 @@ namespace OpenSim.Region.Framework.Scenes
2891 3706
2892 if (obPart.UUID != m_rootPart.UUID) 3707 if (obPart.UUID != m_rootPart.UUID)
2893 { 3708 {
2894 obPart.IgnoreUndoUpdate = true;
2895
2896 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3709 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2897 currentpos.X *= x; 3710 currentpos.X *= x;
2898 currentpos.Y *= y; 3711 currentpos.Y *= y;
@@ -2905,16 +3718,12 @@ namespace OpenSim.Region.Framework.Scenes
2905 3718
2906 obPart.Resize(newSize); 3719 obPart.Resize(newSize);
2907 obPart.UpdateOffSet(currentpos); 3720 obPart.UpdateOffSet(currentpos);
2908
2909 obPart.IgnoreUndoUpdate = false;
2910 } 3721 }
2911 3722
2912// obPart.IgnoreUndoUpdate = false; 3723 HasGroupChanged = true;
2913// obPart.StoreUndoState(); 3724 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3725 ScheduleGroupForTerseUpdate();
2914 } 3726 }
2915
2916// m_log.DebugFormat(
2917// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2918 } 3727 }
2919 3728
2920 #endregion 3729 #endregion
@@ -2927,14 +3736,6 @@ namespace OpenSim.Region.Framework.Scenes
2927 /// <param name="pos"></param> 3736 /// <param name="pos"></param>
2928 public void UpdateGroupPosition(Vector3 pos) 3737 public void UpdateGroupPosition(Vector3 pos)
2929 { 3738 {
2930// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2931
2932 RootPart.StoreUndoState(true);
2933
2934// SceneObjectPart[] parts = m_parts.GetArray();
2935// for (int i = 0; i < parts.Length; i++)
2936// parts[i].StoreUndoState();
2937
2938 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3739 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2939 { 3740 {
2940 if (IsAttachment) 3741 if (IsAttachment)
@@ -2967,21 +3768,17 @@ namespace OpenSim.Region.Framework.Scenes
2967 /// </summary> 3768 /// </summary>
2968 /// <param name="pos"></param> 3769 /// <param name="pos"></param>
2969 /// <param name="localID"></param> 3770 /// <param name="localID"></param>
3771 ///
3772
2970 public void UpdateSinglePosition(Vector3 pos, uint localID) 3773 public void UpdateSinglePosition(Vector3 pos, uint localID)
2971 { 3774 {
2972 SceneObjectPart part = GetPart(localID); 3775 SceneObjectPart part = GetPart(localID);
2973 3776
2974// SceneObjectPart[] parts = m_parts.GetArray();
2975// for (int i = 0; i < parts.Length; i++)
2976// parts[i].StoreUndoState();
2977
2978 if (part != null) 3777 if (part != null)
2979 { 3778 {
2980// m_log.DebugFormat( 3779// unlock parts position change
2981// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3780 if (m_rootPart.PhysActor != null)
2982 3781 m_rootPart.PhysActor.Building = true;
2983 part.StoreUndoState(false);
2984 part.IgnoreUndoUpdate = true;
2985 3782
2986 if (part.UUID == m_rootPart.UUID) 3783 if (part.UUID == m_rootPart.UUID)
2987 { 3784 {
@@ -2992,8 +3789,10 @@ namespace OpenSim.Region.Framework.Scenes
2992 part.UpdateOffSet(pos); 3789 part.UpdateOffSet(pos);
2993 } 3790 }
2994 3791
3792 if (m_rootPart.PhysActor != null)
3793 m_rootPart.PhysActor.Building = false;
3794
2995 HasGroupChanged = true; 3795 HasGroupChanged = true;
2996 part.IgnoreUndoUpdate = false;
2997 } 3796 }
2998 } 3797 }
2999 3798
@@ -3003,13 +3802,7 @@ namespace OpenSim.Region.Framework.Scenes
3003 /// <param name="pos"></param> 3802 /// <param name="pos"></param>
3004 public void UpdateRootPosition(Vector3 pos) 3803 public void UpdateRootPosition(Vector3 pos)
3005 { 3804 {
3006// m_log.DebugFormat( 3805 // needs to be called with phys building true
3007// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
3008
3009// SceneObjectPart[] parts = m_parts.GetArray();
3010// for (int i = 0; i < parts.Length; i++)
3011// parts[i].StoreUndoState();
3012
3013 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3806 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3014 Vector3 oldPos = 3807 Vector3 oldPos =
3015 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3808 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -3032,7 +3825,14 @@ namespace OpenSim.Region.Framework.Scenes
3032 AbsolutePosition = newPos; 3825 AbsolutePosition = newPos;
3033 3826
3034 HasGroupChanged = true; 3827 HasGroupChanged = true;
3035 ScheduleGroupForTerseUpdate(); 3828 if (m_rootPart.Undoing)
3829 {
3830 ScheduleGroupForFullUpdate();
3831 }
3832 else
3833 {
3834 ScheduleGroupForTerseUpdate();
3835 }
3036 } 3836 }
3037 3837
3038 #endregion 3838 #endregion
@@ -3045,24 +3845,16 @@ namespace OpenSim.Region.Framework.Scenes
3045 /// <param name="rot"></param> 3845 /// <param name="rot"></param>
3046 public void UpdateGroupRotationR(Quaternion rot) 3846 public void UpdateGroupRotationR(Quaternion rot)
3047 { 3847 {
3048// m_log.DebugFormat(
3049// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
3050
3051// SceneObjectPart[] parts = m_parts.GetArray();
3052// for (int i = 0; i < parts.Length; i++)
3053// parts[i].StoreUndoState();
3054
3055 m_rootPart.StoreUndoState(true);
3056
3057 m_rootPart.UpdateRotation(rot); 3848 m_rootPart.UpdateRotation(rot);
3058 3849
3850/* this is done by rootpart RotationOffset set called by UpdateRotation
3059 PhysicsActor actor = m_rootPart.PhysActor; 3851 PhysicsActor actor = m_rootPart.PhysActor;
3060 if (actor != null) 3852 if (actor != null)
3061 { 3853 {
3062 actor.Orientation = m_rootPart.RotationOffset; 3854 actor.Orientation = m_rootPart.RotationOffset;
3063 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3855 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
3064 } 3856 }
3065 3857*/
3066 HasGroupChanged = true; 3858 HasGroupChanged = true;
3067 ScheduleGroupForTerseUpdate(); 3859 ScheduleGroupForTerseUpdate();
3068 } 3860 }
@@ -3074,16 +3866,6 @@ namespace OpenSim.Region.Framework.Scenes
3074 /// <param name="rot"></param> 3866 /// <param name="rot"></param>
3075 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3867 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
3076 { 3868 {
3077// m_log.DebugFormat(
3078// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
3079
3080// SceneObjectPart[] parts = m_parts.GetArray();
3081// for (int i = 0; i < parts.Length; i++)
3082// parts[i].StoreUndoState();
3083
3084 RootPart.StoreUndoState(true);
3085 RootPart.IgnoreUndoUpdate = true;
3086
3087 m_rootPart.UpdateRotation(rot); 3869 m_rootPart.UpdateRotation(rot);
3088 3870
3089 PhysicsActor actor = m_rootPart.PhysActor; 3871 PhysicsActor actor = m_rootPart.PhysActor;
@@ -3102,8 +3884,6 @@ namespace OpenSim.Region.Framework.Scenes
3102 3884
3103 HasGroupChanged = true; 3885 HasGroupChanged = true;
3104 ScheduleGroupForTerseUpdate(); 3886 ScheduleGroupForTerseUpdate();
3105
3106 RootPart.IgnoreUndoUpdate = false;
3107 } 3887 }
3108 3888
3109 /// <summary> 3889 /// <summary>
@@ -3116,13 +3896,11 @@ namespace OpenSim.Region.Framework.Scenes
3116 SceneObjectPart part = GetPart(localID); 3896 SceneObjectPart part = GetPart(localID);
3117 3897
3118 SceneObjectPart[] parts = m_parts.GetArray(); 3898 SceneObjectPart[] parts = m_parts.GetArray();
3119 for (int i = 0; i < parts.Length; i++)
3120 parts[i].StoreUndoState();
3121 3899
3122 if (part != null) 3900 if (part != null)
3123 { 3901 {
3124// m_log.DebugFormat( 3902 if (m_rootPart.PhysActor != null)
3125// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3903 m_rootPart.PhysActor.Building = true;
3126 3904
3127 if (part.UUID == m_rootPart.UUID) 3905 if (part.UUID == m_rootPart.UUID)
3128 { 3906 {
@@ -3132,6 +3910,9 @@ namespace OpenSim.Region.Framework.Scenes
3132 { 3910 {
3133 part.UpdateRotation(rot); 3911 part.UpdateRotation(rot);
3134 } 3912 }
3913
3914 if (m_rootPart.PhysActor != null)
3915 m_rootPart.PhysActor.Building = false;
3135 } 3916 }
3136 } 3917 }
3137 3918
@@ -3145,12 +3926,8 @@ namespace OpenSim.Region.Framework.Scenes
3145 SceneObjectPart part = GetPart(localID); 3926 SceneObjectPart part = GetPart(localID);
3146 if (part != null) 3927 if (part != null)
3147 { 3928 {
3148// m_log.DebugFormat( 3929 if (m_rootPart.PhysActor != null)
3149// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3930 m_rootPart.PhysActor.Building = true;
3150// part.Name, part.LocalId, rot);
3151
3152 part.StoreUndoState();
3153 part.IgnoreUndoUpdate = true;
3154 3931
3155 if (part.UUID == m_rootPart.UUID) 3932 if (part.UUID == m_rootPart.UUID)
3156 { 3933 {
@@ -3163,7 +3940,8 @@ namespace OpenSim.Region.Framework.Scenes
3163 part.OffsetPosition = pos; 3940 part.OffsetPosition = pos;
3164 } 3941 }
3165 3942
3166 part.IgnoreUndoUpdate = false; 3943 if (m_rootPart.PhysActor != null)
3944 m_rootPart.PhysActor.Building = false;
3167 } 3945 }
3168 } 3946 }
3169 3947
@@ -3173,15 +3951,12 @@ namespace OpenSim.Region.Framework.Scenes
3173 /// <param name="rot"></param> 3951 /// <param name="rot"></param>
3174 public void UpdateRootRotation(Quaternion rot) 3952 public void UpdateRootRotation(Quaternion rot)
3175 { 3953 {
3176// m_log.DebugFormat( 3954 // needs to be called with phys building true
3177// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
3178// Name, LocalId, rot);
3179
3180 Quaternion axRot = rot; 3955 Quaternion axRot = rot;
3181 Quaternion oldParentRot = m_rootPart.RotationOffset; 3956 Quaternion oldParentRot = m_rootPart.RotationOffset;
3182 3957
3183 m_rootPart.StoreUndoState(); 3958 //Don't use UpdateRotation because it schedules an update prematurely
3184 m_rootPart.UpdateRotation(rot); 3959 m_rootPart.RotationOffset = rot;
3185 3960
3186 PhysicsActor pa = m_rootPart.PhysActor; 3961 PhysicsActor pa = m_rootPart.PhysActor;
3187 3962
@@ -3197,35 +3972,145 @@ namespace OpenSim.Region.Framework.Scenes
3197 SceneObjectPart prim = parts[i]; 3972 SceneObjectPart prim = parts[i];
3198 if (prim.UUID != m_rootPart.UUID) 3973 if (prim.UUID != m_rootPart.UUID)
3199 { 3974 {
3200 prim.IgnoreUndoUpdate = true; 3975 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3976 NewRot = Quaternion.Inverse(axRot) * NewRot;
3977 prim.RotationOffset = NewRot;
3978
3201 Vector3 axPos = prim.OffsetPosition; 3979 Vector3 axPos = prim.OffsetPosition;
3980
3202 axPos *= oldParentRot; 3981 axPos *= oldParentRot;
3203 axPos *= Quaternion.Inverse(axRot); 3982 axPos *= Quaternion.Inverse(axRot);
3204 prim.OffsetPosition = axPos; 3983 prim.OffsetPosition = axPos;
3205 Quaternion primsRot = prim.RotationOffset; 3984 }
3206 Quaternion newRot = oldParentRot * primsRot; 3985 }
3207 newRot = Quaternion.Inverse(axRot) * newRot;
3208 prim.RotationOffset = newRot;
3209 prim.ScheduleTerseUpdate();
3210 prim.IgnoreUndoUpdate = false;
3211 }
3212 }
3213
3214// for (int i = 0; i < parts.Length; i++)
3215// {
3216// SceneObjectPart childpart = parts[i];
3217// if (childpart != m_rootPart)
3218// {
3219//// childpart.IgnoreUndoUpdate = false;
3220//// childpart.StoreUndoState();
3221// }
3222// }
3223 3986
3224 m_rootPart.ScheduleTerseUpdate(); 3987 HasGroupChanged = true;
3988 ScheduleGroupForFullUpdate();
3989 }
3225 3990
3226// m_log.DebugFormat( 3991 private enum updatetype :int
3227// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3992 {
3228// Name, LocalId, rot); 3993 none = 0,
3994 partterse = 1,
3995 partfull = 2,
3996 groupterse = 3,
3997 groupfull = 4
3998 }
3999
4000 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
4001 {
4002 // TODO this still as excessive *.Schedule*Update()s
4003
4004 if (part != null && part.ParentGroup != null)
4005 {
4006 ObjectChangeType change = data.change;
4007 bool togroup = ((change & ObjectChangeType.Group) != 0);
4008 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
4009
4010 SceneObjectGroup group = part.ParentGroup;
4011 PhysicsActor pha = group.RootPart.PhysActor;
4012
4013 updatetype updateType = updatetype.none;
4014
4015 if (togroup)
4016 {
4017 // related to group
4018 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
4019 {
4020 if ((change & ObjectChangeType.Rotation) != 0)
4021 {
4022 group.RootPart.UpdateRotation(data.rotation);
4023 updateType = updatetype.none;
4024 }
4025 if ((change & ObjectChangeType.Position) != 0)
4026 {
4027 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
4028 UpdateGroupPosition(data.position);
4029 updateType = updatetype.groupterse;
4030 }
4031 else
4032 // ugly rotation update of all parts
4033 {
4034 group.ResetChildPrimPhysicsPositions();
4035 }
4036
4037 }
4038 if ((change & ObjectChangeType.Scale) != 0)
4039 {
4040 if (pha != null)
4041 pha.Building = true;
4042
4043 group.GroupResize(data.scale);
4044 updateType = updatetype.none;
4045
4046 if (pha != null)
4047 pha.Building = false;
4048 }
4049 }
4050 else
4051 {
4052 // related to single prim in a link-set ( ie group)
4053 if (pha != null)
4054 pha.Building = true;
4055
4056 // root part is special
4057 // parts offset positions or rotations need to change also
4058
4059 if (part == group.RootPart)
4060 {
4061 if ((change & ObjectChangeType.Rotation) != 0)
4062 group.UpdateRootRotation(data.rotation);
4063 if ((change & ObjectChangeType.Position) != 0)
4064 group.UpdateRootPosition(data.position);
4065 if ((change & ObjectChangeType.Scale) != 0)
4066 part.Resize(data.scale);
4067 }
4068 else
4069 {
4070 if ((change & ObjectChangeType.Position) != 0)
4071 {
4072 part.OffsetPosition = data.position;
4073 updateType = updatetype.partterse;
4074 }
4075 if ((change & ObjectChangeType.Rotation) != 0)
4076 {
4077 part.UpdateRotation(data.rotation);
4078 updateType = updatetype.none;
4079 }
4080 if ((change & ObjectChangeType.Scale) != 0)
4081 {
4082 part.Resize(data.scale);
4083 updateType = updatetype.none;
4084 }
4085 }
4086
4087 if (pha != null)
4088 pha.Building = false;
4089 }
4090
4091 if (updateType != updatetype.none)
4092 {
4093 group.HasGroupChanged = true;
4094
4095 switch (updateType)
4096 {
4097 case updatetype.partterse:
4098 part.ScheduleTerseUpdate();
4099 break;
4100 case updatetype.partfull:
4101 part.ScheduleFullUpdate();
4102 break;
4103 case updatetype.groupterse:
4104 group.ScheduleGroupForTerseUpdate();
4105 break;
4106 case updatetype.groupfull:
4107 group.ScheduleGroupForFullUpdate();
4108 break;
4109 default:
4110 break;
4111 }
4112 }
4113 }
3229 } 4114 }
3230 4115
3231 #endregion 4116 #endregion
@@ -3266,6 +4151,8 @@ namespace OpenSim.Region.Framework.Scenes
3266 waypoint.handle = handle; 4151 waypoint.handle = handle;
3267 lock (m_rotTargets) 4152 lock (m_rotTargets)
3268 { 4153 {
4154 if (m_rotTargets.Count >= 8)
4155 m_rotTargets.Remove(m_rotTargets.ElementAt(0).Key);
3269 m_rotTargets.Add(handle, waypoint); 4156 m_rotTargets.Add(handle, waypoint);
3270 } 4157 }
3271 m_scene.AddGroupTarget(this); 4158 m_scene.AddGroupTarget(this);
@@ -3291,6 +4178,8 @@ namespace OpenSim.Region.Framework.Scenes
3291 waypoint.handle = handle; 4178 waypoint.handle = handle;
3292 lock (m_targets) 4179 lock (m_targets)
3293 { 4180 {
4181 if (m_targets.Count >= 8)
4182 m_targets.Remove(m_targets.ElementAt(0).Key);
3294 m_targets.Add(handle, waypoint); 4183 m_targets.Add(handle, waypoint);
3295 } 4184 }
3296 m_scene.AddGroupTarget(this); 4185 m_scene.AddGroupTarget(this);
@@ -3324,10 +4213,11 @@ namespace OpenSim.Region.Framework.Scenes
3324 scriptPosTarget target = m_targets[idx]; 4213 scriptPosTarget target = m_targets[idx];
3325 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 4214 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3326 { 4215 {
4216 at_target = true;
4217
3327 // trigger at_target 4218 // trigger at_target
3328 if (m_scriptListens_atTarget) 4219 if (m_scriptListens_atTarget)
3329 { 4220 {
3330 at_target = true;
3331 scriptPosTarget att = new scriptPosTarget(); 4221 scriptPosTarget att = new scriptPosTarget();
3332 att.targetPos = target.targetPos; 4222 att.targetPos = target.targetPos;
3333 att.tolerance = target.tolerance; 4223 att.tolerance = target.tolerance;
@@ -3445,11 +4335,50 @@ namespace OpenSim.Region.Framework.Scenes
3445 } 4335 }
3446 } 4336 }
3447 } 4337 }
3448 4338
4339 public Vector3 GetGeometricCenter()
4340 {
4341 // this is not real geometric center but a average of positions relative to root prim acording to
4342 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4343 // ignoring tortured prims details since sl also seems to ignore
4344 // so no real use in doing it on physics
4345
4346 Vector3 gc = Vector3.Zero;
4347
4348 int nparts = m_parts.Count;
4349 if (nparts <= 1)
4350 return gc;
4351
4352 SceneObjectPart[] parts = m_parts.GetArray();
4353 nparts = parts.Length; // just in case it changed
4354 if (nparts <= 1)
4355 return gc;
4356
4357 Quaternion parentRot = RootPart.RotationOffset;
4358 Vector3 pPos;
4359
4360 // average all parts positions
4361 for (int i = 0; i < nparts; i++)
4362 {
4363 // do it directly
4364 // gc += parts[i].GetWorldPosition();
4365 if (parts[i] != RootPart)
4366 {
4367 pPos = parts[i].OffsetPosition;
4368 gc += pPos;
4369 }
4370
4371 }
4372 gc /= nparts;
4373
4374 // relative to root:
4375// gc -= AbsolutePosition;
4376 return gc;
4377 }
4378
3449 public float GetMass() 4379 public float GetMass()
3450 { 4380 {
3451 float retmass = 0f; 4381 float retmass = 0f;
3452
3453 SceneObjectPart[] parts = m_parts.GetArray(); 4382 SceneObjectPart[] parts = m_parts.GetArray();
3454 for (int i = 0; i < parts.Length; i++) 4383 for (int i = 0; i < parts.Length; i++)
3455 retmass += parts[i].GetMass(); 4384 retmass += parts[i].GetMass();
@@ -3457,6 +4386,39 @@ namespace OpenSim.Region.Framework.Scenes
3457 return retmass; 4386 return retmass;
3458 } 4387 }
3459 4388
4389 // center of mass of full object
4390 public Vector3 GetCenterOfMass()
4391 {
4392 PhysicsActor pa = RootPart.PhysActor;
4393
4394 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4395 {
4396 // physics knows better about center of mass of physical prims
4397 Vector3 tmp = pa.CenterOfMass;
4398 return tmp;
4399 }
4400
4401 Vector3 Ptot = Vector3.Zero;
4402 float totmass = 0f;
4403 float m;
4404
4405 SceneObjectPart[] parts = m_parts.GetArray();
4406 for (int i = 0; i < parts.Length; i++)
4407 {
4408 m = parts[i].GetMass();
4409 Ptot += parts[i].GetPartCenterOfMass() * m;
4410 totmass += m;
4411 }
4412
4413 if (totmass == 0)
4414 totmass = 0;
4415 else
4416 totmass = 1 / totmass;
4417 Ptot *= totmass;
4418
4419 return Ptot;
4420 }
4421
3460 /// <summary> 4422 /// <summary>
3461 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4423 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3462 /// the physics engine can use it. 4424 /// the physics engine can use it.
@@ -3636,6 +4598,14 @@ namespace OpenSim.Region.Framework.Scenes
3636 FromItemID = uuid; 4598 FromItemID = uuid;
3637 } 4599 }
3638 4600
4601 public void ResetOwnerChangeFlag()
4602 {
4603 ForEachPart(delegate(SceneObjectPart part)
4604 {
4605 part.ResetOwnerChangeFlag();
4606 });
4607 }
4608
3639 #endregion 4609 #endregion
3640 } 4610 }
3641} 4611}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index a8b63fe..ffde415 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -63,7 +63,8 @@ namespace OpenSim.Region.Framework.Scenes
63 TELEPORT = 512, 63 TELEPORT = 512,
64 REGION_RESTART = 1024, 64 REGION_RESTART = 1024,
65 MEDIA = 2048, 65 MEDIA = 2048,
66 ANIMATION = 16384 66 ANIMATION = 16384,
67 POSITION = 32768
67 } 68 }
68 69
69 // I don't really know where to put this except here. 70 // I don't really know where to put this except here.
@@ -122,7 +123,18 @@ namespace OpenSim.Region.Framework.Scenes
122 /// Denote all sides of the prim 123 /// Denote all sides of the prim
123 /// </value> 124 /// </value>
124 public const int ALL_SIDES = -1; 125 public const int ALL_SIDES = -1;
125 126
127 private const scriptEvents PhysicsNeededSubsEvents = (
128 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
129 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
130 );
131 private const scriptEvents PhyscicsPhantonSubsEvents = (
132 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
133 );
134 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
135 scriptEvents.collision_start | scriptEvents.collision_end
136 );
137
126 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 138 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
127 139
128 /// <summary> 140 /// <summary>
@@ -159,7 +171,7 @@ namespace OpenSim.Region.Framework.Scenes
159 /// </remarks> 171 /// </remarks>
160 public bool IsRoot 172 public bool IsRoot
161 { 173 {
162 get { return ParentGroup.RootPart == this; } 174 get { return Object.ReferenceEquals(ParentGroup.RootPart, this); }
163 } 175 }
164 176
165 /// <summary> 177 /// <summary>
@@ -218,12 +230,25 @@ namespace OpenSim.Region.Framework.Scenes
218 230
219 public double SoundRadius; 231 public double SoundRadius;
220 232
233
221 public uint TimeStampFull; 234 public uint TimeStampFull;
222 235
223 public uint TimeStampLastActivity; // Will be used for AutoReturn 236 public uint TimeStampLastActivity; // Will be used for AutoReturn
224 237
225 public uint TimeStampTerse; 238 public uint TimeStampTerse;
226 239
240 // The following two are to hold the attachment data
241 // while an object is inworld
242 [XmlIgnore]
243 public byte AttachPoint = 0;
244
245 [XmlIgnore]
246 public Vector3 AttachOffset = Vector3.Zero;
247
248 [XmlIgnore]
249 public Quaternion AttachRotation = Quaternion.Identity;
250
251 [XmlIgnore]
227 public int STATUS_ROTATE_X; 252 public int STATUS_ROTATE_X;
228 253
229 public int STATUS_ROTATE_Y; 254 public int STATUS_ROTATE_Y;
@@ -250,8 +275,7 @@ namespace OpenSim.Region.Framework.Scenes
250 275
251 public Vector3 RotationAxis = Vector3.One; 276 public Vector3 RotationAxis = Vector3.One;
252 277
253 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 278 public bool VolumeDetectActive;
254 // Certainly this must be a persistant setting finally
255 279
256 public bool IsWaitingForFirstSpinUpdatePacket; 280 public bool IsWaitingForFirstSpinUpdatePacket;
257 281
@@ -291,10 +315,10 @@ namespace OpenSim.Region.Framework.Scenes
291 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 315 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
292 private Vector3 m_sitTargetPosition; 316 private Vector3 m_sitTargetPosition;
293 private string m_sitAnimation = "SIT"; 317 private string m_sitAnimation = "SIT";
318 private bool m_occupied; // KF if any av is sitting on this prim
294 private string m_text = String.Empty; 319 private string m_text = String.Empty;
295 private string m_touchName = String.Empty; 320 private string m_touchName = String.Empty;
296 private readonly List<UndoState> m_undo = new List<UndoState>(5); 321 private UndoRedoState m_UndoRedo = null;
297 private readonly List<UndoState> m_redo = new List<UndoState>(5);
298 322
299 private bool m_passTouches = false; 323 private bool m_passTouches = false;
300 private bool m_passCollisions = false; 324 private bool m_passCollisions = false;
@@ -322,14 +346,20 @@ namespace OpenSim.Region.Framework.Scenes
322 protected Vector3 m_lastVelocity; 346 protected Vector3 m_lastVelocity;
323 protected Vector3 m_lastAcceleration; 347 protected Vector3 m_lastAcceleration;
324 protected Vector3 m_lastAngularVelocity; 348 protected Vector3 m_lastAngularVelocity;
325 protected int m_lastTerseSent; 349 protected int m_lastUpdateSentTime;
350 protected float m_buoyancy = 0.0f;
351 protected Vector3 m_force;
352 protected Vector3 m_torque;
326 353
327 protected byte m_physicsShapeType = (byte)PhysShapeType.prim; 354 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
328 protected float m_density = 1000.0f; // in kg/m^3 355 protected float m_density = 1000.0f; // in kg/m^3
329 protected float m_gravitymod = 1.0f; 356 protected float m_gravitymod = 1.0f;
330 protected float m_friction = 0.6f; // wood 357 protected float m_friction = 0.6f; // wood
331 protected float m_bounce = 0.5f; // wood 358 protected float m_bounce = 0.5f; // wood
332 359
360
361 protected bool m_isSelected = false;
362
333 /// <summary> 363 /// <summary>
334 /// Stores media texture data 364 /// Stores media texture data
335 /// </summary> 365 /// </summary>
@@ -341,10 +371,25 @@ namespace OpenSim.Region.Framework.Scenes
341 private Vector3 m_cameraAtOffset; 371 private Vector3 m_cameraAtOffset;
342 private bool m_forceMouselook; 372 private bool m_forceMouselook;
343 373
344 // TODO: Collision sound should have default. 374
375 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
376 private sbyte m_collisionSoundType;
345 private UUID m_collisionSound; 377 private UUID m_collisionSound;
346 private float m_collisionSoundVolume; 378 private float m_collisionSoundVolume;
347 379
380 private int LastColSoundSentTime;
381
382
383 private SOPVehicle m_vehicleParams = null;
384
385 private KeyframeMotion m_keyframeMotion = null;
386
387 public KeyframeMotion KeyframeMotion
388 {
389 get; set;
390 }
391
392
348 #endregion Fields 393 #endregion Fields
349 394
350// ~SceneObjectPart() 395// ~SceneObjectPart()
@@ -374,6 +419,7 @@ namespace OpenSim.Region.Framework.Scenes
374 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 419 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
375 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log 420 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
376 m_inventory = new SceneObjectPartInventory(this); 421 m_inventory = new SceneObjectPartInventory(this);
422 LastColSoundSentTime = Util.EnvironmentTickCount();
377 } 423 }
378 424
379 /// <summary> 425 /// <summary>
@@ -388,7 +434,7 @@ namespace OpenSim.Region.Framework.Scenes
388 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 434 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
389 Quaternion rotationOffset, Vector3 offsetPosition) : this() 435 Quaternion rotationOffset, Vector3 offsetPosition) : this()
390 { 436 {
391 m_name = "Primitive"; 437 m_name = "Object";
392 438
393 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 439 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
394 LastOwnerID = CreatorID = OwnerID = ownerID; 440 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -427,7 +473,7 @@ namespace OpenSim.Region.Framework.Scenes
427 private uint _ownerMask = (uint)PermissionMask.All; 473 private uint _ownerMask = (uint)PermissionMask.All;
428 private uint _groupMask = (uint)PermissionMask.None; 474 private uint _groupMask = (uint)PermissionMask.None;
429 private uint _everyoneMask = (uint)PermissionMask.None; 475 private uint _everyoneMask = (uint)PermissionMask.None;
430 private uint _nextOwnerMask = (uint)PermissionMask.All; 476 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
431 private PrimFlags _flags = PrimFlags.None; 477 private PrimFlags _flags = PrimFlags.None;
432 private DateTime m_expires; 478 private DateTime m_expires;
433 private DateTime m_rezzed; 479 private DateTime m_rezzed;
@@ -521,12 +567,16 @@ namespace OpenSim.Region.Framework.Scenes
521 } 567 }
522 568
523 /// <value> 569 /// <value>
524 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 570 /// Get the inventory list
525 /// </value> 571 /// </value>
526 public TaskInventoryDictionary TaskInventory 572 public TaskInventoryDictionary TaskInventory
527 { 573 {
528 get { return m_inventory.Items; } 574 get {
529 set { m_inventory.Items = value; } 575 return m_inventory.Items;
576 }
577 set {
578 m_inventory.Items = value;
579 }
530 } 580 }
531 581
532 /// <summary> 582 /// <summary>
@@ -576,20 +626,6 @@ namespace OpenSim.Region.Framework.Scenes
576 } 626 }
577 } 627 }
578 628
579 public byte Material
580 {
581 get { return (byte) m_material; }
582 set
583 {
584 m_material = (Material)value;
585
586 PhysicsActor pa = PhysActor;
587
588 if (pa != null)
589 pa.SetMaterial((int)value);
590 }
591 }
592
593 [XmlIgnore] 629 [XmlIgnore]
594 public bool PassTouches 630 public bool PassTouches
595 { 631 {
@@ -615,6 +651,18 @@ namespace OpenSim.Region.Framework.Scenes
615 } 651 }
616 } 652 }
617 653
654 public bool IsSelected
655 {
656 get { return m_isSelected; }
657 set
658 {
659 m_isSelected = value;
660 if (ParentGroup != null)
661 ParentGroup.PartSelectChanged(value);
662 }
663 }
664
665
618 public Dictionary<int, string> CollisionFilter 666 public Dictionary<int, string> CollisionFilter
619 { 667 {
620 get { return m_CollisionFilter; } 668 get { return m_CollisionFilter; }
@@ -683,14 +731,12 @@ namespace OpenSim.Region.Framework.Scenes
683 set { m_LoopSoundSlavePrims = value; } 731 set { m_LoopSoundSlavePrims = value; }
684 } 732 }
685 733
686
687 public Byte[] TextureAnimation 734 public Byte[] TextureAnimation
688 { 735 {
689 get { return m_TextureAnimation; } 736 get { return m_TextureAnimation; }
690 set { m_TextureAnimation = value; } 737 set { m_TextureAnimation = value; }
691 } 738 }
692 739
693
694 public Byte[] ParticleSystem 740 public Byte[] ParticleSystem
695 { 741 {
696 get { return m_particleSystem; } 742 get { return m_particleSystem; }
@@ -727,9 +773,12 @@ namespace OpenSim.Region.Framework.Scenes
727 { 773 {
728 // If this is a linkset, we don't want the physics engine mucking up our group position here. 774 // If this is a linkset, we don't want the physics engine mucking up our group position here.
729 PhysicsActor actor = PhysActor; 775 PhysicsActor actor = PhysActor;
730 // If physical and the root prim of a linkset, the position of the group is what physics thinks. 776 if (ParentID == 0)
731 if (actor != null && ParentID == 0) 777 {
732 m_groupPosition = actor.Position; 778 if (actor != null)
779 m_groupPosition = actor.Position;
780 return m_groupPosition;
781 }
733 782
734 // If I'm an attachment, my position is reported as the position of who I'm attached to 783 // If I'm an attachment, my position is reported as the position of who I'm attached to
735 if (ParentGroup.IsAttachment) 784 if (ParentGroup.IsAttachment)
@@ -739,14 +788,16 @@ namespace OpenSim.Region.Framework.Scenes
739 return sp.AbsolutePosition; 788 return sp.AbsolutePosition;
740 } 789 }
741 790
791 // use root prim's group position. Physics may have updated it
792 if (ParentGroup.RootPart != this)
793 m_groupPosition = ParentGroup.RootPart.GroupPosition;
742 return m_groupPosition; 794 return m_groupPosition;
743 } 795 }
744 set 796 set
745 { 797 {
746 m_groupPosition = value; 798 m_groupPosition = value;
747
748 PhysicsActor actor = PhysActor; 799 PhysicsActor actor = PhysActor;
749 if (actor != null) 800 if (actor != null && ParentGroup.Scene.PhysicsScene != null)
750 { 801 {
751 try 802 try
752 { 803 {
@@ -770,16 +821,6 @@ namespace OpenSim.Region.Framework.Scenes
770 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); 821 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e);
771 } 822 }
772 } 823 }
773
774 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
775 if (SitTargetAvatar != UUID.Zero)
776 {
777 ScenePresence avatar;
778 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
779 {
780 avatar.ParentPosition = GetWorldPosition();
781 }
782 }
783 } 824 }
784 } 825 }
785 826
@@ -788,7 +829,7 @@ namespace OpenSim.Region.Framework.Scenes
788 get { return m_offsetPosition; } 829 get { return m_offsetPosition; }
789 set 830 set
790 { 831 {
791// StoreUndoState(); 832 Vector3 oldpos = m_offsetPosition;
792 m_offsetPosition = value; 833 m_offsetPosition = value;
793 834
794 if (ParentGroup != null && !ParentGroup.IsDeleted) 835 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -800,10 +841,25 @@ namespace OpenSim.Region.Framework.Scenes
800 actor.Orientation = GetWorldRotation(); 841 actor.Orientation = GetWorldRotation();
801 842
802 // Tell the physics engines that this prim changed. 843 // Tell the physics engines that this prim changed.
803 if (ParentGroup.Scene != null) 844 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
804 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 845 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
805 } 846 }
847
848 if (!m_parentGroup.m_dupeInProgress)
849 {
850 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
851 foreach (ScenePresence av in avs)
852 {
853 if (av.ParentID == m_localId)
854 {
855 Vector3 offset = (m_offsetPosition - oldpos);
856 av.AbsolutePosition += offset;
857 av.SendAvatarDataToAllAgents();
858 }
859 }
860 }
806 } 861 }
862 TriggerScriptChangedEvent(Changed.POSITION);
807 } 863 }
808 } 864 }
809 865
@@ -854,7 +910,7 @@ namespace OpenSim.Region.Framework.Scenes
854 910
855 set 911 set
856 { 912 {
857 StoreUndoState(); 913// StoreUndoState();
858 m_rotationOffset = value; 914 m_rotationOffset = value;
859 915
860 PhysicsActor actor = PhysActor; 916 PhysicsActor actor = PhysActor;
@@ -942,19 +998,36 @@ namespace OpenSim.Region.Framework.Scenes
942 get 998 get
943 { 999 {
944 PhysicsActor actor = PhysActor; 1000 PhysicsActor actor = PhysActor;
945 if ((actor != null) && actor.IsPhysical) 1001 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
946 { 1002 {
947 m_angularVelocity = actor.RotationalVelocity; 1003 m_angularVelocity = actor.RotationalVelocity;
948 } 1004 }
949 return m_angularVelocity; 1005 return m_angularVelocity;
950 } 1006 }
951 set { m_angularVelocity = value; } 1007 set
1008 {
1009 m_angularVelocity = value;
1010 PhysicsActor actor = PhysActor;
1011 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
1012 {
1013 actor.RotationalVelocity = m_angularVelocity;
1014 }
1015 }
952 } 1016 }
953 1017
954 /// <summary></summary> 1018 /// <summary></summary>
955 public Vector3 Acceleration 1019 public Vector3 Acceleration
956 { 1020 {
957 get { return m_acceleration; } 1021 get
1022 {
1023 PhysicsActor actor = PhysActor;
1024 if (actor != null)
1025 {
1026 m_acceleration = actor.Acceleration;
1027 }
1028 return m_acceleration;
1029 }
1030
958 set { m_acceleration = value; } 1031 set { m_acceleration = value; }
959 } 1032 }
960 1033
@@ -1022,7 +1095,10 @@ namespace OpenSim.Region.Framework.Scenes
1022 public PrimitiveBaseShape Shape 1095 public PrimitiveBaseShape Shape
1023 { 1096 {
1024 get { return m_shape; } 1097 get { return m_shape; }
1025 set { m_shape = value;} 1098 set
1099 {
1100 m_shape = value;
1101 }
1026 } 1102 }
1027 1103
1028 /// <summary> 1104 /// <summary>
@@ -1035,7 +1111,6 @@ namespace OpenSim.Region.Framework.Scenes
1035 { 1111 {
1036 if (m_shape != null) 1112 if (m_shape != null)
1037 { 1113 {
1038 StoreUndoState();
1039 1114
1040 m_shape.Scale = value; 1115 m_shape.Scale = value;
1041 1116
@@ -1103,10 +1178,7 @@ namespace OpenSim.Region.Framework.Scenes
1103 { 1178 {
1104 get 1179 get
1105 { 1180 {
1106 if (ParentGroup.IsAttachment) 1181 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1107 return GroupPosition;
1108
1109 return m_offsetPosition + m_groupPosition;
1110 } 1182 }
1111 } 1183 }
1112 1184
@@ -1284,6 +1356,13 @@ namespace OpenSim.Region.Framework.Scenes
1284 _flags = value; 1356 _flags = value;
1285 } 1357 }
1286 } 1358 }
1359
1360 [XmlIgnore]
1361 public bool IsOccupied // KF If an av is sittingon this prim
1362 {
1363 get { return m_occupied; }
1364 set { m_occupied = value; }
1365 }
1287 1366
1288 /// <summary> 1367 /// <summary>
1289 /// 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 1368 /// 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
@@ -1334,12 +1413,41 @@ namespace OpenSim.Region.Framework.Scenes
1334 set { m_sitAnimation = value; } 1413 set { m_sitAnimation = value; }
1335 } 1414 }
1336 1415
1416 public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
1417
1418 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
1419 // runtime thing.. do not persist
1420 [XmlIgnore]
1421 public sbyte CollisionSoundType
1422 {
1423 get
1424 {
1425 return m_collisionSoundType;
1426 }
1427 set
1428 {
1429 m_collisionSoundType = value;
1430 if (value == -1)
1431 m_collisionSound = invalidCollisionSoundUUID;
1432 else if (value == 0)
1433 m_collisionSound = UUID.Zero;
1434 }
1435 }
1436
1337 public UUID CollisionSound 1437 public UUID CollisionSound
1338 { 1438 {
1339 get { return m_collisionSound; } 1439 get { return m_collisionSound; }
1340 set 1440 set
1341 { 1441 {
1342 m_collisionSound = value; 1442 m_collisionSound = value;
1443
1444 if (value == invalidCollisionSoundUUID)
1445 m_collisionSoundType = -1;
1446 else if (value == UUID.Zero)
1447 m_collisionSoundType = 0;
1448 else
1449 m_collisionSoundType = 1;
1450
1343 aggregateScriptEvents(); 1451 aggregateScriptEvents();
1344 } 1452 }
1345 } 1453 }
@@ -1350,6 +1458,125 @@ namespace OpenSim.Region.Framework.Scenes
1350 set { m_collisionSoundVolume = value; } 1458 set { m_collisionSoundVolume = value; }
1351 } 1459 }
1352 1460
1461 public float Buoyancy
1462 {
1463 get
1464 {
1465 if (ParentGroup.RootPart == this)
1466 return m_buoyancy;
1467
1468 return ParentGroup.RootPart.Buoyancy;
1469 }
1470 set
1471 {
1472 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1473 {
1474 ParentGroup.RootPart.Buoyancy = value;
1475 return;
1476 }
1477 m_buoyancy = value;
1478 if (PhysActor != null)
1479 PhysActor.Buoyancy = value;
1480 }
1481 }
1482
1483 public Vector3 Force
1484 {
1485 get
1486 {
1487 if (ParentGroup.RootPart == this)
1488 return m_force;
1489
1490 return ParentGroup.RootPart.Force;
1491 }
1492
1493 set
1494 {
1495 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1496 {
1497 ParentGroup.RootPart.Force = value;
1498 return;
1499 }
1500 m_force = value;
1501 if (PhysActor != null)
1502 PhysActor.Force = value;
1503 }
1504 }
1505
1506 public Vector3 Torque
1507 {
1508 get
1509 {
1510 if (ParentGroup.RootPart == this)
1511 return m_torque;
1512
1513 return ParentGroup.RootPart.Torque;
1514 }
1515
1516 set
1517 {
1518 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1519 {
1520 ParentGroup.RootPart.Torque = value;
1521 return;
1522 }
1523 m_torque = value;
1524 if (PhysActor != null)
1525 PhysActor.Torque = value;
1526 }
1527 }
1528
1529 public byte Material
1530 {
1531 get { return (byte)m_material; }
1532 set
1533 {
1534 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1535 {
1536 bool update = false;
1537
1538 if (m_material != (Material)value)
1539 {
1540 update = true;
1541 m_material = (Material)value;
1542 }
1543
1544 if (m_friction != SOPMaterialData.friction(m_material))
1545 {
1546 update = true;
1547 m_friction = SOPMaterialData.friction(m_material);
1548 }
1549
1550 if (m_bounce != SOPMaterialData.bounce(m_material))
1551 {
1552 update = true;
1553 m_bounce = SOPMaterialData.bounce(m_material);
1554 }
1555
1556 if (update)
1557 {
1558 if (PhysActor != null)
1559 {
1560 PhysActor.SetMaterial((int)value);
1561 }
1562 if(ParentGroup != null)
1563 ParentGroup.HasGroupChanged = true;
1564 ScheduleFullUpdateIfNone();
1565 UpdatePhysRequired = true;
1566 }
1567 }
1568 }
1569 }
1570
1571 // not a propriety to move to methods place later
1572 private bool HasMesh()
1573 {
1574 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1575 return true;
1576 return false;
1577 }
1578
1579 // not a propriety to move to methods place later
1353 public byte DefaultPhysicsShapeType() 1580 public byte DefaultPhysicsShapeType()
1354 { 1581 {
1355 byte type; 1582 byte type;
@@ -1362,6 +1589,65 @@ namespace OpenSim.Region.Framework.Scenes
1362 return type; 1589 return type;
1363 } 1590 }
1364 1591
1592 [XmlIgnore]
1593 public bool UsesComplexCost
1594 {
1595 get
1596 {
1597 byte pst = PhysicsShapeType;
1598 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1599 return true;
1600 return false;
1601 }
1602 }
1603
1604 [XmlIgnore]
1605 public float PhysicsCost
1606 {
1607 get
1608 {
1609 if(PhysicsShapeType == (byte)PhysShapeType.none)
1610 return 0;
1611
1612 float cost = 0.1f;
1613 if (PhysActor != null)
1614 cost = PhysActor.PhysicsCost;
1615 else
1616 cost = 0.1f;
1617
1618 if ((Flags & PrimFlags.Physics) != 0)
1619 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1620 return cost;
1621 }
1622 }
1623
1624 [XmlIgnore]
1625 public float StreamingCost
1626 {
1627 get
1628 {
1629 float cost;
1630 if (PhysActor != null)
1631 cost = PhysActor.StreamCost;
1632 else
1633 cost = 1.0f;
1634 return 1.0f;
1635 }
1636 }
1637
1638 [XmlIgnore]
1639 public float SimulationCost
1640 {
1641 get
1642 {
1643 // ignoring scripts. Don't like considering them for this
1644 if((Flags & PrimFlags.Physics) != 0)
1645 return 1.0f;
1646
1647 return 0.5f;
1648 }
1649 }
1650
1365 public byte PhysicsShapeType 1651 public byte PhysicsShapeType
1366 { 1652 {
1367 get { return m_physicsShapeType; } 1653 get { return m_physicsShapeType; }
@@ -1395,11 +1681,14 @@ namespace OpenSim.Region.Framework.Scenes
1395 } 1681 }
1396 else if (PhysActor == null) 1682 else if (PhysActor == null)
1397 { 1683 {
1398 ApplyPhysics((uint)Flags, VolumeDetectActive); 1684 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1685 UpdatePhysicsSubscribedEvents();
1399 } 1686 }
1400 else 1687 else
1401 { 1688 {
1402 PhysActor.PhysicsShapeType = m_physicsShapeType; 1689 PhysActor.PhysicsShapeType = m_physicsShapeType;
1690// if (Shape.SculptEntry)
1691// CheckSculptAndLoad();
1403 } 1692 }
1404 1693
1405 if (ParentGroup != null) 1694 if (ParentGroup != null)
@@ -1501,6 +1790,7 @@ namespace OpenSim.Region.Framework.Scenes
1501 } 1790 }
1502 } 1791 }
1503 1792
1793
1504 #endregion Public Properties with only Get 1794 #endregion Public Properties with only Get
1505 1795
1506 private uint ApplyMask(uint val, bool set, uint mask) 1796 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1646,6 +1936,61 @@ namespace OpenSim.Region.Framework.Scenes
1646 } 1936 }
1647 } 1937 }
1648 1938
1939 // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future
1940 public void SetVelocity(Vector3 pVel, bool localGlobalTF)
1941 {
1942 if (ParentGroup == null || ParentGroup.IsDeleted)
1943 return;
1944
1945 if (ParentGroup.IsAttachment)
1946 return; // don't work on attachments (for now ??)
1947
1948 SceneObjectPart root = ParentGroup.RootPart;
1949
1950 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1951 return;
1952
1953 PhysicsActor pa = root.PhysActor;
1954
1955 if (pa == null || !pa.IsPhysical)
1956 return;
1957
1958 if (localGlobalTF)
1959 {
1960 pVel = pVel * GetWorldRotation();
1961 }
1962
1963 ParentGroup.Velocity = pVel;
1964 }
1965
1966 // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future
1967 public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF)
1968 {
1969 if (ParentGroup == null || ParentGroup.IsDeleted)
1970 return;
1971
1972 if (ParentGroup.IsAttachment)
1973 return; // don't work on attachments (for now ??)
1974
1975 SceneObjectPart root = ParentGroup.RootPart;
1976
1977 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1978 return;
1979
1980 PhysicsActor pa = root.PhysActor;
1981
1982 if (pa == null || !pa.IsPhysical)
1983 return;
1984
1985 if (localGlobalTF)
1986 {
1987 pAngVel = pAngVel * GetWorldRotation();
1988 }
1989
1990 root.AngularVelocity = pAngVel;
1991 }
1992
1993
1649 /// <summary> 1994 /// <summary>
1650 /// hook to the physics scene to apply angular impulse 1995 /// hook to the physics scene to apply angular impulse
1651 /// This is sent up to the group, which then finds the root prim 1996 /// This is sent up to the group, which then finds the root prim
@@ -1666,7 +2011,7 @@ namespace OpenSim.Region.Framework.Scenes
1666 impulse = newimpulse; 2011 impulse = newimpulse;
1667 } 2012 }
1668 2013
1669 ParentGroup.applyAngularImpulse(impulse); 2014 ParentGroup.ApplyAngularImpulse(impulse);
1670 } 2015 }
1671 2016
1672 /// <summary> 2017 /// <summary>
@@ -1676,20 +2021,24 @@ namespace OpenSim.Region.Framework.Scenes
1676 /// </summary> 2021 /// </summary>
1677 /// <param name="impulsei">Vector force</param> 2022 /// <param name="impulsei">Vector force</param>
1678 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 2023 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1679 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 2024
2025 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
2026 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1680 { 2027 {
1681 Vector3 impulse = impulsei; 2028 Vector3 torque = torquei;
1682 2029
1683 if (localGlobalTF) 2030 if (localGlobalTF)
1684 { 2031 {
2032/*
1685 Quaternion grot = GetWorldRotation(); 2033 Quaternion grot = GetWorldRotation();
1686 Quaternion AXgrot = grot; 2034 Quaternion AXgrot = grot;
1687 Vector3 AXimpulsei = impulsei; 2035 Vector3 AXimpulsei = impulsei;
1688 Vector3 newimpulse = AXimpulsei * AXgrot; 2036 Vector3 newimpulse = AXimpulsei * AXgrot;
1689 impulse = newimpulse; 2037 */
2038 torque *= GetWorldRotation();
1690 } 2039 }
1691 2040
1692 ParentGroup.setAngularImpulse(impulse); 2041 Torque = torque;
1693 } 2042 }
1694 2043
1695 /// <summary> 2044 /// <summary>
@@ -1697,7 +2046,9 @@ namespace OpenSim.Region.Framework.Scenes
1697 /// </summary> 2046 /// </summary>
1698 /// <param name="rootObjectFlags"></param> 2047 /// <param name="rootObjectFlags"></param>
1699 /// <param name="VolumeDetectActive"></param> 2048 /// <param name="VolumeDetectActive"></param>
1700 public void ApplyPhysics(uint rootObjectFlags, bool _VolumeDetectActive) 2049 /// <param name="building"></param>
2050
2051 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1701 { 2052 {
1702 VolumeDetectActive = _VolumeDetectActive; 2053 VolumeDetectActive = _VolumeDetectActive;
1703 2054
@@ -1707,8 +2058,8 @@ namespace OpenSim.Region.Framework.Scenes
1707 if (PhysicsShapeType == (byte)PhysShapeType.none) 2058 if (PhysicsShapeType == (byte)PhysShapeType.none)
1708 return; 2059 return;
1709 2060
1710 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 2061 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
1711 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 2062 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1712 2063
1713 if (_VolumeDetectActive) 2064 if (_VolumeDetectActive)
1714 isPhantom = true; 2065 isPhantom = true;
@@ -1722,7 +2073,8 @@ namespace OpenSim.Region.Framework.Scenes
1722 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment 2073 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1723 && !(Shape.PathCurve == (byte)Extrusion.Flexible)) 2074 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1724 { 2075 {
1725 AddToPhysics(isPhysical, isPhantom, isPhysical); 2076 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
2077 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1726 } 2078 }
1727 else 2079 else
1728 PhysActor = null; // just to be sure 2080 PhysActor = null; // just to be sure
@@ -1777,6 +2129,12 @@ namespace OpenSim.Region.Framework.Scenes
1777 dupe.Category = Category; 2129 dupe.Category = Category;
1778 dupe.m_rezzed = m_rezzed; 2130 dupe.m_rezzed = m_rezzed;
1779 2131
2132 dupe.m_UndoRedo = null;
2133 dupe.m_isSelected = false;
2134
2135 dupe.IgnoreUndoUpdate = false;
2136 dupe.Undoing = false;
2137
1780 dupe.m_inventory = new SceneObjectPartInventory(dupe); 2138 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1781 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 2139 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1782 2140
@@ -1792,6 +2150,7 @@ namespace OpenSim.Region.Framework.Scenes
1792 2150
1793 // Move afterwards ResetIDs as it clears the localID 2151 // Move afterwards ResetIDs as it clears the localID
1794 dupe.LocalId = localID; 2152 dupe.LocalId = localID;
2153
1795 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 2154 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1796 dupe.LastOwnerID = OwnerID; 2155 dupe.LastOwnerID = OwnerID;
1797 2156
@@ -1799,6 +2158,9 @@ namespace OpenSim.Region.Framework.Scenes
1799 Array.Copy(Shape.ExtraParams, extraP, extraP.Length); 2158 Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
1800 dupe.Shape.ExtraParams = extraP; 2159 dupe.Shape.ExtraParams = extraP;
1801 2160
2161 // safeguard actual copy is done in sog.copy
2162 dupe.KeyframeMotion = null;
2163
1802 dupe.DynAttrs.CopyFrom(DynAttrs); 2164 dupe.DynAttrs.CopyFrom(DynAttrs);
1803 2165
1804 if (userExposed) 2166 if (userExposed)
@@ -1812,8 +2174,12 @@ namespace OpenSim.Region.Framework.Scenes
1812*/ 2174*/
1813 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2175 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1814 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2176 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2177// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1815 } 2178 }
1816 2179
2180 if (dupe.PhysActor != null)
2181 dupe.PhysActor.LocalID = localID;
2182
1817 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2183 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1818 2184
1819// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2185// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1832,10 +2198,10 @@ namespace OpenSim.Region.Framework.Scenes
1832 { 2198 {
1833 if (asset != null) 2199 if (asset != null)
1834 SculptTextureCallback(asset); 2200 SculptTextureCallback(asset);
1835 else 2201// else
1836 m_log.WarnFormat( 2202// m_log.WarnFormat(
1837 "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", 2203// "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
1838 Name, UUID, id); 2204// Name, UUID, id);
1839 } 2205 }
1840*/ 2206*/
1841 /// <summary> 2207 /// <summary>
@@ -1934,6 +2300,7 @@ namespace OpenSim.Region.Framework.Scenes
1934 2300
1935 /// <summary> 2301 /// <summary>
1936 /// Do a physics propery update for this part. 2302 /// Do a physics propery update for this part.
2303 /// now also updates phantom and volume detector
1937 /// </summary> 2304 /// </summary>
1938 /// <param name="UsePhysics"></param> 2305 /// <param name="UsePhysics"></param>
1939 /// <param name="isNew"></param> 2306 /// <param name="isNew"></param>
@@ -1959,61 +2326,69 @@ namespace OpenSim.Region.Framework.Scenes
1959 { 2326 {
1960 if (pa.IsPhysical) // implies UsePhysics==false for this block 2327 if (pa.IsPhysical) // implies UsePhysics==false for this block
1961 { 2328 {
1962 if (!isNew) 2329 if (!isNew) // implies UsePhysics==false for this block
2330 {
1963 ParentGroup.Scene.RemovePhysicalPrim(1); 2331 ParentGroup.Scene.RemovePhysicalPrim(1);
1964 2332
1965 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2333 Velocity = new Vector3(0, 0, 0);
1966 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2334 Acceleration = new Vector3(0, 0, 0);
1967 pa.delink(); 2335 if (ParentGroup.RootPart == this)
2336 AngularVelocity = new Vector3(0, 0, 0);
1968 2337
1969 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2338 if (pa.Phantom && !VolumeDetectActive)
1970 { 2339 {
1971 // destroy all joints connected to this now deactivated body 2340 RemoveFromPhysics();
1972 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2341 return;
1973 } 2342 }
1974 2343
1975 // stop client-side interpolation of all joint proxy objects that have just been deleted 2344 pa.IsPhysical = UsePhysics;
1976 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2345 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1977 // which stops client-side interpolation of deactivated joint proxy objects. 2346 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2347 pa.delink();
2348 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2349 {
2350 // destroy all joints connected to this now deactivated body
2351 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2352 }
2353 }
1978 } 2354 }
1979 2355
1980 if (!UsePhysics && !isNew) 2356 if (pa.IsPhysical != UsePhysics)
1981 { 2357 pa.IsPhysical = UsePhysics;
1982 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1983 // prim still has velocity and continues to interpolate its position along the old
1984 // velocity-vector.
1985 Velocity = new Vector3(0, 0, 0);
1986 Acceleration = new Vector3(0, 0, 0);
1987 AngularVelocity = new Vector3(0, 0, 0);
1988 //RotationalVelocity = new Vector3(0, 0, 0);
1989 }
1990 2358
1991 pa.IsPhysical = UsePhysics; 2359 if (UsePhysics)
2360 {
2361 if (ParentGroup.RootPart.KeyframeMotion != null)
2362 ParentGroup.RootPart.KeyframeMotion.Stop();
2363 ParentGroup.RootPart.KeyframeMotion = null;
2364 ParentGroup.Scene.AddPhysicalPrim(1);
1992 2365
1993 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2366 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1994 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2367 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1995 /// that's not wholesome. Had to make Scene public
1996 //PhysActor = null;
1997 2368
1998 if ((Flags & PrimFlags.Phantom) == 0) 2369 if (ParentID != 0 && ParentID != LocalId)
1999 {
2000 if (UsePhysics)
2001 { 2370 {
2002 ParentGroup.Scene.AddPhysicalPrim(1); 2371 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
2003 2372
2004 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 2373 if (parentPa != null)
2005 pa.OnOutOfBounds += PhysicsOutOfBounds;
2006 if (ParentID != 0 && ParentID != LocalId)
2007 { 2374 {
2008 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; 2375 pa.link(parentPa);
2009
2010 if (parentPa != null)
2011 {
2012 pa.link(parentPa);
2013 }
2014 } 2376 }
2015 } 2377 }
2016 } 2378 }
2379 }
2380
2381 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2382 if (pa.Phantom != phan)
2383 pa.Phantom = phan;
2384
2385// some engines dont' have this check still
2386// if (VolumeDetectActive != pa.IsVolumeDtc)
2387 {
2388 if (VolumeDetectActive)
2389 pa.SetVolumeDetect(1);
2390 else
2391 pa.SetVolumeDetect(0);
2017 } 2392 }
2018 2393
2019 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2394 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -2132,42 +2507,63 @@ namespace OpenSim.Region.Framework.Scenes
2132 2507
2133 public Vector3 GetGeometricCenter() 2508 public Vector3 GetGeometricCenter()
2134 { 2509 {
2510 // this is not real geometric center but a average of positions relative to root prim acording to
2511 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
2512 // ignoring tortured prims details since sl also seems to ignore
2513 // so no real use in doing it on physics
2514 if (ParentGroup.IsDeleted)
2515 return new Vector3(0, 0, 0);
2516
2517 return ParentGroup.GetGeometricCenter();
2518 }
2519
2520 public float GetMass()
2521 {
2135 PhysicsActor pa = PhysActor; 2522 PhysicsActor pa = PhysActor;
2136 2523
2137 if (pa != null) 2524 if (pa != null)
2138 return new Vector3(pa.GeometricCenter.X, pa.GeometricCenter.Y, pa.GeometricCenter.Z); 2525 return pa.Mass;
2139 else 2526 else
2140 return new Vector3(0, 0, 0); 2527 return 0;
2141 } 2528 }
2142 2529
2143 public Vector3 GetCenterOfMass() 2530 public Vector3 GetCenterOfMass()
2144 { 2531 {
2532 if (ParentGroup.RootPart == this)
2533 {
2534 if (ParentGroup.IsDeleted)
2535 return AbsolutePosition;
2536 return ParentGroup.GetCenterOfMass();
2537 }
2538
2145 PhysicsActor pa = PhysActor; 2539 PhysicsActor pa = PhysActor;
2146 2540
2147 if (pa != null) 2541 if (pa != null)
2148 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 2542 {
2543 Vector3 tmp = pa.CenterOfMass;
2544 return tmp;
2545 }
2149 else 2546 else
2150 return new Vector3(0, 0, 0); 2547 return AbsolutePosition;
2151 } 2548 }
2152 2549
2153 public float GetMass() 2550 public Vector3 GetPartCenterOfMass()
2154 { 2551 {
2155 PhysicsActor pa = PhysActor; 2552 PhysicsActor pa = PhysActor;
2156 2553
2157 if (pa != null) 2554 if (pa != null)
2158 return pa.Mass; 2555 {
2556 Vector3 tmp = pa.CenterOfMass;
2557 return tmp;
2558 }
2159 else 2559 else
2160 return 0; 2560 return AbsolutePosition;
2161 } 2561 }
2162 2562
2563
2163 public Vector3 GetForce() 2564 public Vector3 GetForce()
2164 { 2565 {
2165 PhysicsActor pa = PhysActor; 2566 return Force;
2166
2167 if (pa != null)
2168 return pa.Force;
2169 else
2170 return Vector3.Zero;
2171 } 2567 }
2172 2568
2173 /// <summary> 2569 /// <summary>
@@ -2382,15 +2778,25 @@ namespace OpenSim.Region.Framework.Scenes
2382 2778
2383 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) 2779 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
2384 { 2780 {
2385 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) 2781 bool sendToRoot = true;
2386 { 2782
2387 ColliderArgs LandCollidingMessage = new ColliderArgs(); 2783 ColliderArgs LandCollidingMessage = new ColliderArgs();
2388 List<DetectedObject> colliding = new List<DetectedObject>(); 2784 List<DetectedObject> colliding = new List<DetectedObject>();
2389 2785
2390 colliding.Add(CreateDetObjectForGround()); 2786 colliding.Add(CreateDetObjectForGround());
2391 LandCollidingMessage.Colliders = colliding; 2787 LandCollidingMessage.Colliders = colliding;
2392 2788
2789 if (Inventory.ContainsScripts())
2790 {
2791 if (!PassCollisions)
2792 sendToRoot = false;
2793 }
2794 if ((ScriptEvents & ev) != 0)
2393 notify(LocalId, LandCollidingMessage); 2795 notify(LocalId, LandCollidingMessage);
2796
2797 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
2798 {
2799 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
2394 } 2800 }
2395 } 2801 }
2396 2802
@@ -2406,57 +2812,120 @@ namespace OpenSim.Region.Framework.Scenes
2406 List<uint> endedColliders = new List<uint>(); 2812 List<uint> endedColliders = new List<uint>();
2407 List<uint> startedColliders = new List<uint>(); 2813 List<uint> startedColliders = new List<uint>();
2408 2814
2409 // calculate things that started colliding this time 2815 if (collissionswith.Count == 0)
2410 // and build up list of colliders this time
2411 foreach (uint localid in collissionswith.Keys)
2412 { 2816 {
2413 thisHitColliders.Add(localid); 2817 if (m_lastColliders.Count == 0)
2414 if (!m_lastColliders.Contains(localid)) 2818 return; // nothing to do
2415 startedColliders.Add(localid);
2416 }
2417 2819
2418 // calculate things that ended colliding 2820 foreach (uint localID in m_lastColliders)
2419 foreach (uint localID in m_lastColliders) 2821 {
2420 {
2421 if (!thisHitColliders.Contains(localID))
2422 endedColliders.Add(localID); 2822 endedColliders.Add(localID);
2823 }
2824 m_lastColliders.Clear();
2423 } 2825 }
2424 2826
2425 //add the items that started colliding this time to the last colliders list. 2827 else
2426 foreach (uint localID in startedColliders) 2828 {
2427 m_lastColliders.Add(localID); 2829 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
2428 2830
2429 // remove things that ended colliding from the last colliders list 2831 // calculate things that started colliding this time
2430 foreach (uint localID in endedColliders) 2832 // and build up list of colliders this time
2431 m_lastColliders.Remove(localID); 2833 if (!VolumeDetectActive && CollisionSoundType >= 0)
2834 {
2835 CollisionForSoundInfo soundinfo;
2836 ContactPoint curcontact;
2432 2837
2433 // play the sound. 2838 foreach (uint id in collissionswith.Keys)
2434 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2839 {
2435 { 2840 thisHitColliders.Add(id);
2436 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); 2841 if (!m_lastColliders.Contains(id))
2437 if (soundModule != null) 2842 {
2843 startedColliders.Add(id);
2844
2845 curcontact = collissionswith[id];
2846 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
2847 {
2848 soundinfo = new CollisionForSoundInfo();
2849 soundinfo.colliderID = id;
2850 soundinfo.position = curcontact.Position;
2851 soundinfo.relativeVel = curcontact.RelativeSpeed;
2852 soundinfolist.Add(soundinfo);
2853 }
2854 }
2855 }
2856 }
2857 else
2858 {
2859 foreach (uint id in collissionswith.Keys)
2860 {
2861 thisHitColliders.Add(id);
2862 if (!m_lastColliders.Contains(id))
2863 startedColliders.Add(id);
2864 }
2865 }
2866
2867 // calculate things that ended colliding
2868 foreach (uint localID in m_lastColliders)
2438 { 2869 {
2439 soundModule.SendSound(UUID, CollisionSound, 2870 if (!thisHitColliders.Contains(localID))
2440 CollisionSoundVolume, true, (byte)0, 0, false, 2871 endedColliders.Add(localID);
2441 false);
2442 } 2872 }
2873
2874 //add the items that started colliding this time to the last colliders list.
2875 foreach (uint localID in startedColliders)
2876 m_lastColliders.Add(localID);
2877
2878 // remove things that ended colliding from the last colliders list
2879 foreach (uint localID in endedColliders)
2880 m_lastColliders.Remove(localID);
2881
2882 // play sounds.
2883 if (soundinfolist.Count > 0)
2884 CollisionSounds.PartCollisionSound(this, soundinfolist);
2443 } 2885 }
2444 2886
2445 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2887 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2446 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2888 if (!VolumeDetectActive)
2889 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2447 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2890 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2448 2891
2449 if (startedColliders.Contains(0)) 2892 if (startedColliders.Contains(0))
2450 { 2893 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2451 if (m_lastColliders.Contains(0)) 2894 if (m_lastColliders.Contains(0))
2452 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); 2895 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
2453 else
2454 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2455 }
2456 if (endedColliders.Contains(0)) 2896 if (endedColliders.Contains(0))
2457 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2897 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2458 } 2898 }
2459 2899
2900 // The Collision sounds code calls this
2901 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
2902 {
2903 if (soundID == UUID.Zero)
2904 return;
2905
2906 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
2907 if (soundModule == null)
2908 return;
2909
2910 if (volume > 1)
2911 volume = 1;
2912 if (volume < 0)
2913 volume = 0;
2914
2915 int now = Util.EnvironmentTickCount();
2916 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
2917 return;
2918
2919 LastColSoundSentTime = now;
2920
2921 UUID ownerID = OwnerID;
2922 UUID objectID = ParentGroup.RootPart.UUID;
2923 UUID parentID = ParentGroup.UUID;
2924 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
2925
2926 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
2927 }
2928
2460 public void PhysicsOutOfBounds(Vector3 pos) 2929 public void PhysicsOutOfBounds(Vector3 pos)
2461 { 2930 {
2462 // Note: This is only being called on the root prim at this time. 2931 // Note: This is only being called on the root prim at this time.
@@ -2478,9 +2947,9 @@ namespace OpenSim.Region.Framework.Scenes
2478 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2947 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2479 2948
2480 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2949 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2481 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2950 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2482 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2951 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2483 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2952 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2484 { 2953 {
2485 ParentGroup.AbsolutePosition = newpos; 2954 ParentGroup.AbsolutePosition = newpos;
2486 return; 2955 return;
@@ -2765,6 +3234,14 @@ namespace OpenSim.Region.Framework.Scenes
2765 if (ParentGroup == null) 3234 if (ParentGroup == null)
2766 return; 3235 return;
2767 3236
3237 // Update the "last" values
3238 m_lastPosition = OffsetPosition;
3239 m_lastRotation = RotationOffset;
3240 m_lastVelocity = Velocity;
3241 m_lastAcceleration = Acceleration;
3242 m_lastAngularVelocity = AngularVelocity;
3243 m_lastUpdateSentTime = Environment.TickCount;
3244
2768 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 3245 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
2769 { 3246 {
2770 SendFullUpdate(avatar.ControllingClient); 3247 SendFullUpdate(avatar.ControllingClient);
@@ -2823,8 +3300,8 @@ namespace OpenSim.Region.Framework.Scenes
2823 { 3300 {
2824 const float ROTATION_TOLERANCE = 0.01f; 3301 const float ROTATION_TOLERANCE = 0.01f;
2825 const float VELOCITY_TOLERANCE = 0.001f; 3302 const float VELOCITY_TOLERANCE = 0.001f;
2826 const float POSITION_TOLERANCE = 0.05f; 3303 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2827 const int TIME_MS_TOLERANCE = 3000; 3304 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2828 3305
2829 switch (UpdateFlag) 3306 switch (UpdateFlag)
2830 { 3307 {
@@ -2838,17 +3315,10 @@ namespace OpenSim.Region.Framework.Scenes
2838 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || 3315 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) ||
2839 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || 3316 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) ||
2840 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 3317 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
2841 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3318 Environment.TickCount - m_lastUpdateSentTime > TIME_MS_TOLERANCE)
2842 { 3319 {
2843 SendTerseUpdateToAllClients(); 3320 SendTerseUpdateToAllClients();
2844 3321
2845 // Update the "last" values
2846 m_lastPosition = OffsetPosition;
2847 m_lastRotation = RotationOffset;
2848 m_lastVelocity = Velocity;
2849 m_lastAcceleration = Acceleration;
2850 m_lastAngularVelocity = AngularVelocity;
2851 m_lastTerseSent = Environment.TickCount;
2852 } 3322 }
2853 break; 3323 break;
2854 } 3324 }
@@ -2866,6 +3336,17 @@ namespace OpenSim.Region.Framework.Scenes
2866 /// </summary> 3336 /// </summary>
2867 public void SendTerseUpdateToAllClients() 3337 public void SendTerseUpdateToAllClients()
2868 { 3338 {
3339 if (ParentGroup == null || ParentGroup.Scene == null)
3340 return;
3341
3342 // Update the "last" values
3343 m_lastPosition = OffsetPosition;
3344 m_lastRotation = RotationOffset;
3345 m_lastVelocity = Velocity;
3346 m_lastAcceleration = Acceleration;
3347 m_lastAngularVelocity = AngularVelocity;
3348 m_lastUpdateSentTime = Environment.TickCount;
3349
2869 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) 3350 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
2870 { 3351 {
2871 SendTerseUpdateToClient(client); 3352 SendTerseUpdateToClient(client);
@@ -2889,10 +3370,13 @@ namespace OpenSim.Region.Framework.Scenes
2889 3370
2890 public void SetBuoyancy(float fvalue) 3371 public void SetBuoyancy(float fvalue)
2891 { 3372 {
2892 PhysicsActor pa = PhysActor; 3373 Buoyancy = fvalue;
2893 3374/*
2894 if (pa != null) 3375 if (PhysActor != null)
2895 pa.Buoyancy = fvalue; 3376 {
3377 PhysActor.Buoyancy = fvalue;
3378 }
3379 */
2896 } 3380 }
2897 3381
2898 public void SetDieAtEdge(bool p) 3382 public void SetDieAtEdge(bool p)
@@ -2908,47 +3392,111 @@ namespace OpenSim.Region.Framework.Scenes
2908 PhysicsActor pa = PhysActor; 3392 PhysicsActor pa = PhysActor;
2909 3393
2910 if (pa != null) 3394 if (pa != null)
2911 pa.FloatOnWater = floatYN == 1; 3395 pa.FloatOnWater = (floatYN == 1);
2912 } 3396 }
2913 3397
2914 public void SetForce(Vector3 force) 3398 public void SetForce(Vector3 force)
2915 { 3399 {
2916 PhysicsActor pa = PhysActor; 3400 Force = force;
3401 }
2917 3402
2918 if (pa != null) 3403 public SOPVehicle VehicleParams
2919 pa.Force = force; 3404 {
3405 get
3406 {
3407 return m_vehicleParams;
3408 }
3409 set
3410 {
3411 m_vehicleParams = value;
3412 }
3413 }
3414
3415
3416 public int VehicleType
3417 {
3418 get
3419 {
3420 if (m_vehicleParams == null)
3421 return (int)Vehicle.TYPE_NONE;
3422 else
3423 return (int)m_vehicleParams.Type;
3424 }
3425 set
3426 {
3427 SetVehicleType(value);
3428 }
2920 } 3429 }
2921 3430
2922 public void SetVehicleType(int type) 3431 public void SetVehicleType(int type)
2923 { 3432 {
2924 PhysicsActor pa = PhysActor; 3433 m_vehicleParams = null;
3434
3435 if (type == (int)Vehicle.TYPE_NONE)
3436 {
3437 if (_parentID ==0 && PhysActor != null)
3438 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3439 return;
3440 }
3441 m_vehicleParams = new SOPVehicle();
3442 m_vehicleParams.ProcessTypeChange((Vehicle)type);
3443 {
3444 if (_parentID ==0 && PhysActor != null)
3445 PhysActor.VehicleType = type;
3446 return;
3447 }
3448 }
2925 3449
2926 if (pa != null) 3450 public void SetVehicleFlags(int param, bool remove)
2927 pa.VehicleType = type; 3451 {
3452 if (m_vehicleParams == null)
3453 return;
3454
3455 m_vehicleParams.ProcessVehicleFlags(param, remove);
3456
3457 if (_parentID ==0 && PhysActor != null)
3458 {
3459 PhysActor.VehicleFlags(param, remove);
3460 }
2928 } 3461 }
2929 3462
2930 public void SetVehicleFloatParam(int param, float value) 3463 public void SetVehicleFloatParam(int param, float value)
2931 { 3464 {
2932 PhysicsActor pa = PhysActor; 3465 if (m_vehicleParams == null)
3466 return;
2933 3467
2934 if (pa != null) 3468 m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value);
2935 pa.VehicleFloatParam(param, value); 3469
3470 if (_parentID == 0 && PhysActor != null)
3471 {
3472 PhysActor.VehicleFloatParam(param, value);
3473 }
2936 } 3474 }
2937 3475
2938 public void SetVehicleVectorParam(int param, Vector3 value) 3476 public void SetVehicleVectorParam(int param, Vector3 value)
2939 { 3477 {
2940 PhysicsActor pa = PhysActor; 3478 if (m_vehicleParams == null)
3479 return;
2941 3480
2942 if (pa != null) 3481 m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value);
2943 pa.VehicleVectorParam(param, value); 3482
3483 if (_parentID == 0 && PhysActor != null)
3484 {
3485 PhysActor.VehicleVectorParam(param, value);
3486 }
2944 } 3487 }
2945 3488
2946 public void SetVehicleRotationParam(int param, Quaternion rotation) 3489 public void SetVehicleRotationParam(int param, Quaternion rotation)
2947 { 3490 {
2948 PhysicsActor pa = PhysActor; 3491 if (m_vehicleParams == null)
3492 return;
2949 3493
2950 if (pa != null) 3494 m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation);
2951 pa.VehicleRotationParam(param, rotation); 3495
3496 if (_parentID == 0 && PhysActor != null)
3497 {
3498 PhysActor.VehicleRotationParam(param, rotation);
3499 }
2952 } 3500 }
2953 3501
2954 /// <summary> 3502 /// <summary>
@@ -3149,14 +3697,6 @@ namespace OpenSim.Region.Framework.Scenes
3149 hasProfileCut = hasDimple; // is it the same thing? 3697 hasProfileCut = hasDimple; // is it the same thing?
3150 } 3698 }
3151 3699
3152 public void SetVehicleFlags(int param, bool remove)
3153 {
3154 PhysicsActor pa = PhysActor;
3155
3156 if (pa != null)
3157 pa.VehicleFlags(param, remove);
3158 }
3159
3160 public void SetGroup(UUID groupID, IClientAPI client) 3700 public void SetGroup(UUID groupID, IClientAPI client)
3161 { 3701 {
3162 // Scene.AddNewPrims() calls with client == null so can't use this. 3702 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3256,71 +3796,20 @@ namespace OpenSim.Region.Framework.Scenes
3256 { 3796 {
3257 ParentGroup.stopMoveToTarget(); 3797 ParentGroup.stopMoveToTarget();
3258 3798
3259 ParentGroup.ScheduleGroupForTerseUpdate(); 3799// ParentGroup.ScheduleGroupForTerseUpdate();
3260 //ParentGroup.ScheduleGroupForFullUpdate(); 3800 //ParentGroup.ScheduleGroupForFullUpdate();
3261 } 3801 }
3262 3802
3263 public void StoreUndoState() 3803 public void StoreUndoState(ObjectChangeType change)
3264 { 3804 {
3265 StoreUndoState(false); 3805 if (m_UndoRedo == null)
3266 } 3806 m_UndoRedo = new UndoRedoState(5);
3267 3807
3268 public void StoreUndoState(bool forGroup) 3808 lock (m_UndoRedo)
3269 {
3270 if (ParentGroup == null || ParentGroup.Scene == null)
3271 return;
3272
3273 if (Undoing)
3274 {
3275// m_log.DebugFormat(
3276// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3277 return;
3278 }
3279
3280 if (IgnoreUndoUpdate)
3281 {
3282// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3283 return;
3284 }
3285
3286 lock (m_undo)
3287 { 3809 {
3288 if (m_undo.Count > 0) 3810 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3289 { 3811 {
3290 UndoState last = m_undo[m_undo.Count - 1]; 3812 m_UndoRedo.StoreUndo(this, change);
3291 if (last != null)
3292 {
3293 // TODO: May need to fix for group comparison
3294 if (last.Compare(this))
3295 {
3296// m_log.DebugFormat(
3297// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3298// Name, LocalId, m_undo.Count);
3299
3300 return;
3301 }
3302 }
3303 }
3304
3305// m_log.DebugFormat(
3306// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3307// Name, LocalId, forGroup, m_undo.Count);
3308
3309 if (ParentGroup.Scene.MaxUndoCount > 0)
3310 {
3311 UndoState nUndo = new UndoState(this, forGroup);
3312
3313 m_undo.Add(nUndo);
3314
3315 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3316 m_undo.RemoveAt(0);
3317
3318 if (m_redo.Count > 0)
3319 m_redo.Clear();
3320
3321// m_log.DebugFormat(
3322// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3323// Name, LocalId, forGroup, m_undo.Count);
3324 } 3813 }
3325 } 3814 }
3326 } 3815 }
@@ -3332,88 +3821,46 @@ namespace OpenSim.Region.Framework.Scenes
3332 { 3821 {
3333 get 3822 get
3334 { 3823 {
3335 lock (m_undo) 3824 if (m_UndoRedo == null)
3336 return m_undo.Count; 3825 return 0;
3826 return m_UndoRedo.Count;
3337 } 3827 }
3338 } 3828 }
3339 3829
3340 public void Undo() 3830 public void Undo()
3341 { 3831 {
3342 lock (m_undo) 3832 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3343 { 3833 return;
3344// m_log.DebugFormat(
3345// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3346// Name, LocalId, m_undo.Count);
3347
3348 if (m_undo.Count > 0)
3349 {
3350 UndoState goback = m_undo[m_undo.Count - 1];
3351 m_undo.RemoveAt(m_undo.Count - 1);
3352
3353 UndoState nUndo = null;
3354
3355 if (ParentGroup.Scene.MaxUndoCount > 0)
3356 {
3357 nUndo = new UndoState(this, goback.ForGroup);
3358 }
3359
3360 goback.PlaybackState(this);
3361
3362 if (nUndo != null)
3363 {
3364 m_redo.Add(nUndo);
3365
3366 if (m_redo.Count > ParentGroup.Scene.MaxUndoCount)
3367 m_redo.RemoveAt(0);
3368 }
3369 }
3370 3834
3371// m_log.DebugFormat( 3835 lock (m_UndoRedo)
3372// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3836 {
3373// Name, LocalId, m_undo.Count); 3837 Undoing = true;
3838 m_UndoRedo.Undo(this);
3839 Undoing = false;
3374 } 3840 }
3375 } 3841 }
3376 3842
3377 public void Redo() 3843 public void Redo()
3378 { 3844 {
3379 lock (m_undo) 3845 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3380 { 3846 return;
3381// m_log.DebugFormat(
3382// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3383// Name, LocalId, m_redo.Count);
3384
3385 if (m_redo.Count > 0)
3386 {
3387 UndoState gofwd = m_redo[m_redo.Count - 1];
3388 m_redo.RemoveAt(m_redo.Count - 1);
3389
3390 if (ParentGroup.Scene.MaxUndoCount > 0)
3391 {
3392 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3393
3394 m_undo.Add(nUndo);
3395
3396 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3397 m_undo.RemoveAt(0);
3398 }
3399
3400 gofwd.PlayfwdState(this);
3401 3847
3402// m_log.DebugFormat( 3848 lock (m_UndoRedo)
3403// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3849 {
3404// Name, LocalId, m_redo.Count); 3850 Undoing = true;
3405 } 3851 m_UndoRedo.Redo(this);
3852 Undoing = false;
3406 } 3853 }
3407 } 3854 }
3408 3855
3409 public void ClearUndoState() 3856 public void ClearUndoState()
3410 { 3857 {
3411// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3858 if (m_UndoRedo == null || Undoing)
3859 return;
3412 3860
3413 lock (m_undo) 3861 lock (m_UndoRedo)
3414 { 3862 {
3415 m_undo.Clear(); 3863 m_UndoRedo.Clear();
3416 m_redo.Clear();
3417 } 3864 }
3418 } 3865 }
3419 3866
@@ -3964,7 +4411,7 @@ namespace OpenSim.Region.Framework.Scenes
3964 if (god) 4411 if (god)
3965 { 4412 {
3966 BaseMask = ApplyMask(BaseMask, set, mask); 4413 BaseMask = ApplyMask(BaseMask, set, mask);
3967 Inventory.ApplyGodPermissions(_baseMask); 4414 Inventory.ApplyGodPermissions(BaseMask);
3968 } 4415 }
3969 4416
3970 break; 4417 break;
@@ -3983,7 +4430,7 @@ namespace OpenSim.Region.Framework.Scenes
3983 case 16: 4430 case 16:
3984 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & 4431 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
3985 baseMask; 4432 baseMask;
3986 // Prevent the client from creating no mod, no copy 4433 // Prevent the client from creating no copy, no transfer
3987 // objects 4434 // objects
3988 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) 4435 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0)
3989 NextOwnerMask |= (uint)PermissionMask.Transfer; 4436 NextOwnerMask |= (uint)PermissionMask.Transfer;
@@ -4001,20 +4448,20 @@ namespace OpenSim.Region.Framework.Scenes
4001 { 4448 {
4002 bool update = false; 4449 bool update = false;
4003 4450
4004 if (BaseMask != source.BaseMask || 4451 uint prevOwnerMask = OwnerMask;
4005 OwnerMask != source.OwnerMask || 4452 uint prevGroupMask = GroupMask;
4006 GroupMask != source.GroupMask || 4453 uint prevEveryoneMask = EveryoneMask;
4007 EveryoneMask != source.EveryoneMask || 4454 uint prevNextOwnerMask = NextOwnerMask;
4008 NextOwnerMask != source.NextOwnerMask)
4009 update = true;
4010 4455
4011 BaseMask = source.BaseMask; 4456 OwnerMask = source.OwnerMask & BaseMask;
4012 OwnerMask = source.OwnerMask; 4457 GroupMask = source.GroupMask & BaseMask;
4013 GroupMask = source.GroupMask; 4458 EveryoneMask = source.EveryoneMask & BaseMask;
4014 EveryoneMask = source.EveryoneMask; 4459 NextOwnerMask = source.NextOwnerMask & BaseMask;
4015 NextOwnerMask = source.NextOwnerMask;
4016 4460
4017 if (update) 4461 if (OwnerMask != prevOwnerMask ||
4462 GroupMask != prevGroupMask ||
4463 EveryoneMask != prevEveryoneMask ||
4464 NextOwnerMask != prevNextOwnerMask)
4018 SendFullUpdateToAllClients(); 4465 SendFullUpdateToAllClients();
4019 } 4466 }
4020 4467
@@ -4065,6 +4512,7 @@ namespace OpenSim.Region.Framework.Scenes
4065 } 4512 }
4066 } 4513 }
4067 4514
4515
4068 public void UpdateExtraPhysics(ExtraPhysicsData physdata) 4516 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4069 { 4517 {
4070 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) 4518 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
@@ -4092,7 +4540,7 @@ namespace OpenSim.Region.Framework.Scenes
4092 /// <param name="SetTemporary"></param> 4540 /// <param name="SetTemporary"></param>
4093 /// <param name="SetPhantom"></param> 4541 /// <param name="SetPhantom"></param>
4094 /// <param name="SetVD"></param> 4542 /// <param name="SetVD"></param>
4095 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4543 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4096 { 4544 {
4097 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4545 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4098 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4546 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -4102,116 +4550,98 @@ namespace OpenSim.Region.Framework.Scenes
4102 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4550 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4103 return; 4551 return;
4104 4552
4105 PhysicsActor pa = PhysActor; 4553 VolumeDetectActive = SetVD;
4106
4107 // Special cases for VD. VD can only be called from a script
4108 // and can't be combined with changes to other states. So we can rely
4109 // that...
4110 // ... if VD is changed, all others are not.
4111 // ... if one of the others is changed, VD is not.
4112 if (SetVD) // VD is active, special logic applies
4113 {
4114 // State machine logic for VolumeDetect
4115 // More logic below
4116 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4117
4118 if (phanReset) // Phantom changes from on to off switch VD off too
4119 {
4120 SetVD = false; // Switch it of for the course of this routine
4121 VolumeDetectActive = false; // and also permanently
4122
4123 if (pa != null)
4124 pa.SetVolumeDetect(0); // Let physics know about it too
4125 }
4126 else
4127 {
4128 // If volumedetect is active we don't want phantom to be applied.
4129 // If this is a new call to VD out of the state "phantom"
4130 // this will also cause the prim to be visible to physics
4131 SetPhantom = false;
4132 }
4133 }
4134 4554
4135 if (UsePhysics && IsJoint()) 4555 // volume detector implies phantom
4136 { 4556 if (VolumeDetectActive)
4137 SetPhantom = true; 4557 SetPhantom = true;
4138 }
4139 4558
4140 if (UsePhysics) 4559 if (UsePhysics)
4141 {
4142 AddFlag(PrimFlags.Physics); 4560 AddFlag(PrimFlags.Physics);
4143 if (!wasUsingPhysics)
4144 {
4145 DoPhysicsPropertyUpdate(UsePhysics, false);
4146 }
4147 }
4148 else 4561 else
4149 {
4150 RemFlag(PrimFlags.Physics); 4562 RemFlag(PrimFlags.Physics);
4151 if (wasUsingPhysics)
4152 {
4153 DoPhysicsPropertyUpdate(UsePhysics, false);
4154 }
4155 }
4156 4563
4157 if (SetPhantom 4564 if (SetPhantom)
4158 || ParentGroup.IsAttachment
4159 || PhysicsShapeType == (byte)PhysShapeType.none
4160 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4161 {
4162 AddFlag(PrimFlags.Phantom); 4565 AddFlag(PrimFlags.Phantom);
4566 else
4567 RemFlag(PrimFlags.Phantom);
4163 4568
4164 if (PhysActor != null) 4569 if (SetTemporary)
4570 AddFlag(PrimFlags.TemporaryOnRez);
4571 else
4572 RemFlag(PrimFlags.TemporaryOnRez);
4573
4574
4575 if (ParentGroup.Scene == null)
4576 return;
4577
4578 PhysicsActor pa = PhysActor;
4579
4580 if (pa != null && building && pa.Building != building)
4581 pa.Building = building;
4582
4583 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4584 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4585 {
4586 if (pa != null)
4165 { 4587 {
4588 if(wasUsingPhysics)
4589 ParentGroup.Scene.RemovePhysicalPrim(1);
4166 RemoveFromPhysics(); 4590 RemoveFromPhysics();
4167 pa = null;
4168 } 4591 }
4592
4593 Velocity = new Vector3(0, 0, 0);
4594 Acceleration = new Vector3(0, 0, 0);
4595 if (ParentGroup.RootPart == this)
4596 AngularVelocity = new Vector3(0, 0, 0);
4169 } 4597 }
4170 else // Not phantom 4598
4599 else
4171 { 4600 {
4172 RemFlag(PrimFlags.Phantom); 4601 if (ParentGroup.Scene.CollidablePrims)
4173
4174 if (ParentGroup.Scene == null)
4175 return;
4176
4177 if (ParentGroup.Scene.CollidablePrims && pa == null)
4178 { 4602 {
4179 AddToPhysics(UsePhysics, SetPhantom, false); 4603 if (pa == null)
4180 pa = PhysActor;
4181
4182
4183 if (pa != null)
4184 { 4604 {
4185 pa.SetMaterial(Material); 4605 AddToPhysics(UsePhysics, SetPhantom, building, false);
4186 DoPhysicsPropertyUpdate(UsePhysics, true); 4606 pa = PhysActor;
4187 4607/*
4188 if ( 4608 if (pa != null)
4189 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4190 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4191 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4192 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4193 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4194 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4195 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4196 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4197 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4198 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4199 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4200 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4201 (CollisionSound != UUID.Zero)
4202 )
4203 { 4609 {
4204 pa.OnCollisionUpdate += PhysicsCollision; 4610 if (
4205 pa.SubscribeEvents(1000); 4611// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4612// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4613// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4614// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4615// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4616// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4617 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4618 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4619 (CollisionSound != UUID.Zero)
4620 )
4621 {
4622 pa.OnCollisionUpdate += PhysicsCollision;
4623 pa.SubscribeEvents(1000);
4624 }
4206 } 4625 }
4626*/
4207 } 4627 }
4208 } 4628 else // it already has a physical representation
4209 else // it already has a physical representation 4629 {
4210 { 4630 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4211 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim 4631/* moved into DoPhysicsPropertyUpdate
4212 } 4632 if(VolumeDetectActive)
4213 } 4633 pa.SetVolumeDetect(1);
4634 else
4635 pa.SetVolumeDetect(0);
4636*/
4214 4637
4638 if (pa.Building != building)
4639 pa.Building = building;
4640 }
4641
4642 UpdatePhysicsSubscribedEvents();
4643 }
4644 }
4215 if (SetVD) 4645 if (SetVD)
4216 { 4646 {
4217 // If the above logic worked (this is urgent candidate to unit tests!) 4647 // If the above logic worked (this is urgent candidate to unit tests!)
@@ -4225,6 +4655,7 @@ namespace OpenSim.Region.Framework.Scenes
4225 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4655 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4226 VolumeDetectActive = true; 4656 VolumeDetectActive = true;
4227 } 4657 }
4658 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4228 } 4659 }
4229 else if (SetVD != wasVD) 4660 else if (SetVD != wasVD)
4230 { 4661 {
@@ -4236,61 +4667,51 @@ namespace OpenSim.Region.Framework.Scenes
4236 RemFlag(PrimFlags.Phantom); 4667 RemFlag(PrimFlags.Phantom);
4237 VolumeDetectActive = false; 4668 VolumeDetectActive = false;
4238 } 4669 }
4239 4670 // and last in case we have a new actor and not building
4240 if (SetTemporary)
4241 {
4242 AddFlag(PrimFlags.TemporaryOnRez);
4243 }
4244 else
4245 {
4246 RemFlag(PrimFlags.TemporaryOnRez);
4247 }
4248
4249 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4250 4671
4251 if (ParentGroup != null) 4672 if (ParentGroup != null)
4252 { 4673 {
4253 ParentGroup.HasGroupChanged = true; 4674 ParentGroup.HasGroupChanged = true;
4254 ScheduleFullUpdate(); 4675 ScheduleFullUpdate();
4255 } 4676 }
4256 4677
4257// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4678// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4258 } 4679 }
4259 4680
4260 /// <summary> 4681 /// <summary>
4261 /// Adds this part to the physics scene. 4682 /// Adds this part to the physics scene.
4683 /// and sets the PhysActor property
4262 /// </summary> 4684 /// </summary>
4263 /// <remarks>This method also sets the PhysActor property.</remarks> 4685 /// <param name="isPhysical">Add this prim as physical.</param>
4264 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4686 /// <param name="isPhantom">Add this prim as phantom.</param>
4265 /// <returns> 4687 /// <param name="building">tells physics to delay full construction of object</param>
4266 /// The physics actor. null if there was a failure. 4688 /// <param name="applyDynamics">applies velocities, force and torque</param>
4267 /// </returns> 4689 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4268 private void AddToPhysics(bool isPhysical, bool isPhantom, bool applyDynamics) 4690 {
4269 {
4270 PhysicsActor pa; 4691 PhysicsActor pa;
4271 4692
4272 Vector3 velocity = Velocity; 4693 Vector3 velocity = Velocity;
4273 Vector3 rotationalVelocity = AngularVelocity;; 4694 Vector3 rotationalVelocity = AngularVelocity;;
4274 4695
4275 try 4696 try
4276 { 4697 {
4277 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4698 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4278 string.Format("{0}/{1}", Name, UUID), 4699 string.Format("{0}/{1}", Name, UUID),
4279 Shape, 4700 Shape,
4280 AbsolutePosition, 4701 AbsolutePosition,
4281 Scale, 4702 Scale,
4282 GetWorldRotation(), 4703 GetWorldRotation(),
4283 isPhysical, 4704 isPhysical,
4284 isPhantom, 4705 isPhantom,
4285 PhysicsShapeType, 4706 PhysicsShapeType,
4286 m_localId); 4707 m_localId);
4287 } 4708 }
4288 catch (Exception e) 4709 catch (Exception e)
4289 { 4710 {
4290 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); 4711 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e);
4291 pa = null; 4712 pa = null;
4292 } 4713 }
4293 4714
4294 if (pa != null) 4715 if (pa != null)
4295 { 4716 {
4296 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4717 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
@@ -4303,11 +4724,21 @@ namespace OpenSim.Region.Framework.Scenes
4303 4724
4304 if (VolumeDetectActive) // change if not the default only 4725 if (VolumeDetectActive) // change if not the default only
4305 pa.SetVolumeDetect(1); 4726 pa.SetVolumeDetect(1);
4727
4728 if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId)
4729 m_vehicleParams.SetVehicle(pa);
4730
4306 // we are going to tell rest of code about physics so better have this here 4731 // we are going to tell rest of code about physics so better have this here
4307 PhysActor = pa; 4732 PhysActor = pa;
4308 4733
4734 // DoPhysicsPropertyUpdate(isPhysical, true);
4735 // lets expand it here just with what it really needs to do
4736
4309 if (isPhysical) 4737 if (isPhysical)
4310 { 4738 {
4739 if (ParentGroup.RootPart.KeyframeMotion != null)
4740 ParentGroup.RootPart.KeyframeMotion.Stop();
4741 ParentGroup.RootPart.KeyframeMotion = null;
4311 ParentGroup.Scene.AddPhysicalPrim(1); 4742 ParentGroup.Scene.AddPhysicalPrim(1);
4312 4743
4313 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 4744 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
@@ -4324,19 +4755,34 @@ namespace OpenSim.Region.Framework.Scenes
4324 } 4755 }
4325 } 4756 }
4326 4757
4327 if (applyDynamics) 4758 if (applyDynamics)
4328 // do independent of isphysical so parameters get setted (at least some) 4759 // do independent of isphysical so parameters get setted (at least some)
4329 { 4760 {
4330 Velocity = velocity; 4761 Velocity = velocity;
4331 AngularVelocity = rotationalVelocity; 4762 AngularVelocity = rotationalVelocity;
4332// pa.Velocity = velocity; 4763// pa.Velocity = velocity;
4333 pa.RotationalVelocity = rotationalVelocity; 4764 pa.RotationalVelocity = rotationalVelocity;
4765
4766 // if not vehicle and root part apply force and torque
4767 if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE)
4768 && LocalId == ParentGroup.RootPart.LocalId)
4769 {
4770 pa.Force = Force;
4771 pa.Torque = Torque;
4772 }
4334 } 4773 }
4335 4774
4336 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 4775// if (Shape.SculptEntry)
4776// CheckSculptAndLoad();
4777// else
4778 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4779
4780 if (!building)
4781 pa.Building = false;
4337 } 4782 }
4338 4783
4339 PhysActor = pa; 4784 PhysActor = pa;
4785
4340 ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this); 4786 ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this);
4341 } 4787 }
4342 4788
@@ -4345,13 +4791,21 @@ namespace OpenSim.Region.Framework.Scenes
4345 /// </summary> 4791 /// </summary>
4346 /// <remarks> 4792 /// <remarks>
4347 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4793 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4348 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4794 /// representation for collision detection.
4349 /// phantom.
4350 /// </remarks> 4795 /// </remarks>
4351 public void RemoveFromPhysics() 4796 public void RemoveFromPhysics()
4352 { 4797 {
4353 ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); 4798 PhysicsActor pa = PhysActor;
4354 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 4799 if (pa != null)
4800 {
4801 pa.OnCollisionUpdate -= PhysicsCollision;
4802 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
4803 pa.OnOutOfBounds -= PhysicsOutOfBounds;
4804
4805 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
4806
4807 ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this);
4808 }
4355 PhysActor = null; 4809 PhysActor = null;
4356 } 4810 }
4357 4811
@@ -4483,6 +4937,8 @@ namespace OpenSim.Region.Framework.Scenes
4483 { 4937 {
4484// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); 4938// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
4485 4939
4940 return;
4941
4486 if (ParentGroup.IsDeleted) 4942 if (ParentGroup.IsDeleted)
4487 return; 4943 return;
4488 4944
@@ -4580,6 +5036,44 @@ namespace OpenSim.Region.Framework.Scenes
4580 ScheduleFullUpdate(); 5036 ScheduleFullUpdate();
4581 } 5037 }
4582 5038
5039
5040 private void UpdatePhysicsSubscribedEvents()
5041 {
5042 PhysicsActor pa = PhysActor;
5043 if (pa == null)
5044 return;
5045
5046 pa.OnCollisionUpdate -= PhysicsCollision;
5047
5048 bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0));
5049
5050 scriptEvents CombinedEvents = AggregateScriptEvents;
5051
5052 // merge with root part
5053 if (ParentGroup != null && ParentGroup.RootPart != null)
5054 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
5055
5056 // submit to this part case
5057 if (VolumeDetectActive)
5058 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
5059 else if ((Flags & PrimFlags.Phantom) != 0)
5060 CombinedEvents &= PhyscicsPhantonSubsEvents;
5061 else
5062 CombinedEvents &= PhysicsNeededSubsEvents;
5063
5064 if (hassound || CombinedEvents != 0)
5065 {
5066 // subscribe to physics updates.
5067 pa.OnCollisionUpdate += PhysicsCollision;
5068 pa.SubscribeEvents(50); // 20 reports per second
5069 }
5070 else
5071 {
5072 pa.UnSubscribeEvents();
5073 }
5074 }
5075
5076
4583 public void aggregateScriptEvents() 5077 public void aggregateScriptEvents()
4584 { 5078 {
4585 if (ParentGroup == null || ParentGroup.RootPart == null) 5079 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4616,40 +5110,32 @@ namespace OpenSim.Region.Framework.Scenes
4616 { 5110 {
4617 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 5111 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4618 } 5112 }
4619 5113/*
4620 PhysicsActor pa = PhysActor; 5114 PhysicsActor pa = PhysActor;
4621 5115 if (pa != null)
4622 if (
4623 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4624 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4625 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4626 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4627 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4628 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4629 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4630 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4631 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4632 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4633 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4634 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4635 (CollisionSound != UUID.Zero)
4636 )
4637 { 5116 {
4638 // subscribe to physics updates. 5117 if (
4639 if (pa != null) 5118// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5119// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5120// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5121// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5122// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5123// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5124 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5125 )
4640 { 5126 {
5127 // subscribe to physics updates.
4641 pa.OnCollisionUpdate += PhysicsCollision; 5128 pa.OnCollisionUpdate += PhysicsCollision;
4642 pa.SubscribeEvents(1000); 5129 pa.SubscribeEvents(1000);
4643 } 5130 }
4644 } 5131 else
4645 else
4646 {
4647 if (pa != null)
4648 { 5132 {
4649 pa.UnSubscribeEvents(); 5133 pa.UnSubscribeEvents();
4650 pa.OnCollisionUpdate -= PhysicsCollision; 5134 pa.OnCollisionUpdate -= PhysicsCollision;
4651 } 5135 }
4652 } 5136 }
5137 */
5138 UpdatePhysicsSubscribedEvents();
4653 5139
4654 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5140 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4655 //{ 5141 //{
@@ -4780,6 +5266,18 @@ namespace OpenSim.Region.Framework.Scenes
4780 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5266 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4781 } 5267 }
4782 5268
5269 public void ResetOwnerChangeFlag()
5270 {
5271 List<UUID> inv = Inventory.GetInventoryList();
5272
5273 foreach (UUID itemID in inv)
5274 {
5275 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5276 item.OwnerChanged = false;
5277 Inventory.UpdateInventoryItem(item, false, false);
5278 }
5279 }
5280
4783 /// <summary> 5281 /// <summary>
4784 /// Record an avatar sitting on this part. 5282 /// Record an avatar sitting on this part.
4785 /// </summary> 5283 /// </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 6d96c93..5ed7b67 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -63,6 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
63 63
64 struct ScriptControllers 64 struct ScriptControllers
65 { 65 {
66 public UUID objectID;
66 public UUID itemID; 67 public UUID itemID;
67 public ScriptControlled ignoreControls; 68 public ScriptControlled ignoreControls;
68 public ScriptControlled eventControls; 69 public ScriptControlled eventControls;
@@ -99,7 +100,7 @@ namespace OpenSim.Region.Framework.Scenes
99 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 100 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
100 /// issue #1716 101 /// issue #1716
101 /// </summary> 102 /// </summary>
102 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 103 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
103 104
104 /// <summary> 105 /// <summary>
105 /// Movement updates for agents in neighboring regions are sent directly to clients. 106 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -139,6 +140,8 @@ namespace OpenSim.Region.Framework.Scenes
139 private Vector3 m_lastPosition; 140 private Vector3 m_lastPosition;
140 private Quaternion m_lastRotation; 141 private Quaternion m_lastRotation;
141 private Vector3 m_lastVelocity; 142 private Vector3 m_lastVelocity;
143 private Vector3 m_lastSize = new Vector3(0.45f,0.6f,1.9f);
144
142 145
143 private Vector3? m_forceToApply; 146 private Vector3? m_forceToApply;
144 private int m_userFlags; 147 private int m_userFlags;
@@ -171,6 +174,7 @@ namespace OpenSim.Region.Framework.Scenes
171// private int m_lastColCount = -1; //KF: Look for Collision chnages 174// private int m_lastColCount = -1; //KF: Look for Collision chnages
172// private int m_updateCount = 0; //KF: Update Anims for a while 175// private int m_updateCount = 0; //KF: Update Anims for a while
173// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 176// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
177 private List<uint> m_lastColliders = new List<uint>();
174 178
175 private TeleportFlags m_teleportFlags; 179 private TeleportFlags m_teleportFlags;
176 public TeleportFlags TeleportFlags 180 public TeleportFlags TeleportFlags
@@ -226,8 +230,6 @@ namespace OpenSim.Region.Framework.Scenes
226 /// </summary> 230 /// </summary>
227 public bool LandAtTarget { get; private set; } 231 public bool LandAtTarget { get; private set; }
228 232
229 private bool m_followCamAuto;
230
231 private int m_movementUpdateCount; 233 private int m_movementUpdateCount;
232 private const int NumMovementsBetweenRayCast = 5; 234 private const int NumMovementsBetweenRayCast = 5;
233 235
@@ -235,6 +237,13 @@ namespace OpenSim.Region.Framework.Scenes
235 //private int m_moveToPositionStateStatus; 237 //private int m_moveToPositionStateStatus;
236 //***************************************************** 238 //*****************************************************
237 239
240 private bool m_collisionEventFlag = false;
241 private object m_collisionEventLock = new Object();
242
243 private int m_movementAnimationUpdateCounter = 0;
244
245 private Vector3 m_prevSitOffset;
246
238 protected AvatarAppearance m_appearance; 247 protected AvatarAppearance m_appearance;
239 248
240 public AvatarAppearance Appearance 249 public AvatarAppearance Appearance
@@ -349,6 +358,9 @@ namespace OpenSim.Region.Framework.Scenes
349 /// </summary> 358 /// </summary>
350 protected Vector3 m_lastCameraPosition; 359 protected Vector3 m_lastCameraPosition;
351 360
361 private Vector4 m_lastCameraCollisionPlane = new Vector4(0f, 0f, 0f, 1);
362 private bool m_doingCamRayCast = false;
363
352 public Vector3 CameraPosition { get; set; } 364 public Vector3 CameraPosition { get; set; }
353 365
354 public Quaternion CameraRotation 366 public Quaternion CameraRotation
@@ -429,7 +441,9 @@ namespace OpenSim.Region.Framework.Scenes
429 get { return (IClientCore)ControllingClient; } 441 get { return (IClientCore)ControllingClient; }
430 } 442 }
431 443
432 public Vector3 ParentPosition { get; set; } 444 public UUID COF { get; set; }
445
446// public Vector3 ParentPosition { get; set; }
433 447
434 /// <summary> 448 /// <summary>
435 /// Position of this avatar relative to the region the avatar is in 449 /// Position of this avatar relative to the region the avatar is in
@@ -487,7 +501,7 @@ namespace OpenSim.Region.Framework.Scenes
487 if (ParentID == 0) 501 if (ParentID == 0)
488 { 502 {
489 m_pos = value; 503 m_pos = value;
490 ParentPosition = Vector3.Zero; 504// ParentPosition = Vector3.Zero;
491 } 505 }
492 506
493 //m_log.DebugFormat( 507 //m_log.DebugFormat(
@@ -556,7 +570,24 @@ namespace OpenSim.Region.Framework.Scenes
556// Scene.RegionInfo.RegionName, Name, m_velocity); 570// Scene.RegionInfo.RegionName, Name, m_velocity);
557 } 571 }
558 } 572 }
573/*
574 public override Vector3 AngularVelocity
575 {
576 get
577 {
578 if (PhysicsActor != null)
579 {
580 m_rotationalvelocity = PhysicsActor.RotationalVelocity;
559 581
582 // m_log.DebugFormat(
583 // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
584 // m_velocity, Name, Scene.RegionInfo.RegionName);
585 }
586
587 return m_rotationalvelocity;
588 }
589 }
590*/
560 private Quaternion m_bodyRot = Quaternion.Identity; 591 private Quaternion m_bodyRot = Quaternion.Identity;
561 592
562 /// <summary> 593 /// <summary>
@@ -579,8 +610,16 @@ namespace OpenSim.Region.Framework.Scenes
579 m_bodyRot = value; 610 m_bodyRot = value;
580 611
581 if (PhysicsActor != null) 612 if (PhysicsActor != null)
582 PhysicsActor.Orientation = m_bodyRot; 613 {
583 614 try
615 {
616 PhysicsActor.Orientation = m_bodyRot;
617 }
618 catch (Exception e)
619 {
620 m_log.Error("[SCENE PRESENCE]: Orientation " + e.Message);
621 }
622 }
584// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); 623// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot);
585 } 624 }
586 } 625 }
@@ -594,12 +633,20 @@ namespace OpenSim.Region.Framework.Scenes
594 } 633 }
595 634
596 public bool IsChildAgent { get; set; } 635 public bool IsChildAgent { get; set; }
636 public bool IsLoggingIn { get; set; }
597 637
598 /// <summary> 638 /// <summary>
599 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero. 639 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero.
600 /// </summary> 640 /// </summary>
601 public uint ParentID { get; set; } 641 public uint ParentID { get; set; }
602 642
643 public UUID ParentUUID
644 {
645 get { return m_parentUUID; }
646 set { m_parentUUID = value; }
647 }
648 private UUID m_parentUUID = UUID.Zero;
649
603 /// <summary> 650 /// <summary>
604 /// Are we sitting on an object? 651 /// Are we sitting on an object?
605 /// </summary> 652 /// </summary>
@@ -749,6 +796,7 @@ namespace OpenSim.Region.Framework.Scenes
749 AttachmentsSyncLock = new Object(); 796 AttachmentsSyncLock = new Object();
750 AllowMovement = true; 797 AllowMovement = true;
751 IsChildAgent = true; 798 IsChildAgent = true;
799 IsLoggingIn = false;
752 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault; 800 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault;
753 Animator = new ScenePresenceAnimator(this); 801 Animator = new ScenePresenceAnimator(this);
754 PresenceType = type; 802 PresenceType = type;
@@ -792,6 +840,33 @@ namespace OpenSim.Region.Framework.Scenes
792 Appearance = appearance; 840 Appearance = appearance;
793 } 841 }
794 842
843 private void RegionHeartbeatEnd(Scene scene)
844 {
845 if (IsChildAgent)
846 return;
847
848 m_movementAnimationUpdateCounter ++;
849 if (m_movementAnimationUpdateCounter >= 2)
850 {
851 m_movementAnimationUpdateCounter = 0;
852 if (Animator != null)
853 {
854 // If the parentID == 0 we are not sitting
855 // if !SitGournd then we are not sitting on the ground
856 // Fairly straightforward, now here comes the twist
857 // if ParentUUID is NOT UUID.Zero, we are looking to
858 // be sat on an object that isn't there yet. Should
859 // be treated as if sat.
860 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
861 Animator.UpdateMovementAnimations();
862 }
863 else
864 {
865 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
866 }
867 }
868 }
869
795 public void RegisterToEvents() 870 public void RegisterToEvents()
796 { 871 {
797 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 872 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -801,8 +876,10 @@ namespace OpenSim.Region.Framework.Scenes
801 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 876 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
802 ControllingClient.OnStartAnim += HandleStartAnim; 877 ControllingClient.OnStartAnim += HandleStartAnim;
803 ControllingClient.OnStopAnim += HandleStopAnim; 878 ControllingClient.OnStopAnim += HandleStopAnim;
879 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
804 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 880 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
805 ControllingClient.OnAutoPilotGo += MoveToTarget; 881 ControllingClient.OnAutoPilotGo += MoveToTarget;
882 ControllingClient.OnUpdateThrottles += RaiseUpdateThrottles;
806 883
807 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); 884 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
808 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); 885 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
@@ -861,10 +938,40 @@ namespace OpenSim.Region.Framework.Scenes
861 "[SCENE]: Upgrading child to root agent for {0} in {1}", 938 "[SCENE]: Upgrading child to root agent for {0} in {1}",
862 Name, m_scene.RegionInfo.RegionName); 939 Name, m_scene.RegionInfo.RegionName);
863 940
864 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
865
866 bool wasChild = IsChildAgent; 941 bool wasChild = IsChildAgent;
867 IsChildAgent = false; 942
943 if (ParentUUID != UUID.Zero)
944 {
945 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
946 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
947 if (part == null)
948 {
949 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
950 }
951 else
952 {
953 part.ParentGroup.AddAvatar(UUID);
954 if (part.SitTargetPosition != Vector3.Zero)
955 part.SitTargetAvatar = UUID;
956// ParentPosition = part.GetWorldPosition();
957 ParentID = part.LocalId;
958 ParentPart = part;
959 m_pos = m_prevSitOffset;
960// pos = ParentPosition;
961 pos = part.GetWorldPosition();
962 }
963 ParentUUID = UUID.Zero;
964
965 IsChildAgent = false;
966
967// Animator.TrySetMovementAnimation("SIT");
968 }
969 else
970 {
971 IsChildAgent = false;
972 IsLoggingIn = false;
973 }
974
868 975
869 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 976 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
870 if (gm != null) 977 if (gm != null)
@@ -874,62 +981,99 @@ namespace OpenSim.Region.Framework.Scenes
874 981
875 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 982 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
876 983
877 // Moved this from SendInitialData to ensure that Appearance is initialized 984 UUID groupUUID = UUID.Zero;
878 // before the inventory is processed in MakeRootAgent. This fixes a race condition 985 string GroupName = string.Empty;
879 // related to the handling of attachments 986 ulong groupPowers = 0;
880 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance); 987
881 if (m_scene.TestBorderCross(pos, Cardinals.E)) 988 // ----------------------------------
989 // Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status
990 try
882 { 991 {
883 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 992 if (gm != null)
884 pos.X = crossedBorder.BorderLine.Z - 1; 993 {
994 groupUUID = ControllingClient.ActiveGroupId;
995 GroupRecord record = gm.GetGroupRecord(groupUUID);
996 if (record != null)
997 GroupName = record.GroupName;
998 GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid);
999 if (groupMembershipData != null)
1000 groupPowers = groupMembershipData.GroupPowers;
1001 }
1002 ControllingClient.SendAgentDataUpdate(m_uuid, groupUUID, Firstname, Lastname, groupPowers, GroupName,
1003 Grouptitle);
885 } 1004 }
886 1005 catch (Exception e)
887 if (m_scene.TestBorderCross(pos, Cardinals.N))
888 { 1006 {
889 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 1007 m_log.Debug("[AGENTUPDATE]: " + e.ToString());
890 pos.Y = crossedBorder.BorderLine.Z - 1;
891 } 1008 }
1009 // ------------------------------------
892 1010
893 CheckAndAdjustLandingPoint(ref pos); 1011 if (ParentID == 0)
894
895 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
896 { 1012 {
897 m_log.WarnFormat( 1013 // Moved this from SendInitialData to ensure that Appearance is initialized
898 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 1014 // before the inventory is processed in MakeRootAgent. This fixes a race condition
899 pos, Name, UUID); 1015 // related to the handling of attachments
1016 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
1017 if (m_scene.TestBorderCross(pos, Cardinals.E))
1018 {
1019 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
1020 pos.X = crossedBorder.BorderLine.Z - 1;
1021 }
900 1022
901 if (pos.X < 0f) pos.X = 0f; 1023 if (m_scene.TestBorderCross(pos, Cardinals.N))
902 if (pos.Y < 0f) pos.Y = 0f; 1024 {
903 if (pos.Z < 0f) pos.Z = 0f; 1025 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
904 } 1026 pos.Y = crossedBorder.BorderLine.Z - 1;
1027 }
905 1028
906 float localAVHeight = 1.56f; 1029 CheckAndAdjustLandingPoint(ref pos);
907 if (Appearance.AvatarHeight > 0)
908 localAVHeight = Appearance.AvatarHeight;
909 1030
910 float posZLimit = 0; 1031 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
1032 {
1033 m_log.WarnFormat(
1034 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
1035 pos, Name, UUID);
911 1036
912 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 1037 if (pos.X < 0f) pos.X = 0f;
913 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 1038 if (pos.Y < 0f) pos.Y = 0f;
914 1039 if (pos.Z < 0f) pos.Z = 0f;
915 float newPosZ = posZLimit + localAVHeight / 2; 1040 }
916 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
917 {
918 pos.Z = newPosZ;
919 }
920 AbsolutePosition = pos;
921 1041
922 AddToPhysicalScene(isFlying); 1042 float localAVHeight = 1.56f;
1043 if (Appearance.AvatarHeight > 0)
1044 localAVHeight = Appearance.AvatarHeight;
923 1045
924 if (ForceFly) 1046 float posZLimit = 0;
925 { 1047
926 Flying = true; 1048 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
927 } 1049 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
928 else if (FlyDisabled) 1050
929 { 1051 float newPosZ = posZLimit + localAVHeight / 2;
930 Flying = false; 1052 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
931 } 1053 {
1054 pos.Z = newPosZ;
1055 }
1056 AbsolutePosition = pos;
932 1057
1058 if (m_teleportFlags == TeleportFlags.Default)
1059 {
1060 Vector3 vel = Velocity;
1061 AddToPhysicalScene(isFlying);
1062 if (PhysicsActor != null)
1063 PhysicsActor.SetMomentum(vel);
1064 }
1065 else
1066 AddToPhysicalScene(isFlying);
1067
1068 if (ForceFly)
1069 {
1070 Flying = true;
1071 }
1072 else if (FlyDisabled)
1073 {
1074 Flying = false;
1075 }
1076 }
933 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 1077 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
934 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 1078 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
935 // elsewhere anyway 1079 // elsewhere anyway
@@ -949,14 +1093,19 @@ namespace OpenSim.Region.Framework.Scenes
949 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); 1093 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
950 1094
951 // Resume scripts 1095 // Resume scripts
952 foreach (SceneObjectGroup sog in m_attachments) 1096 Util.FireAndForget(delegate(object x) {
953 { 1097 foreach (SceneObjectGroup sog in m_attachments)
954 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 1098 {
955 sog.ResumeScripts(); 1099 sog.ScheduleGroupForFullUpdate();
956 } 1100 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
1101 sog.ResumeScripts();
1102 }
1103 });
957 } 1104 }
958 } 1105 }
959 1106
1107 SendAvatarDataToAllAgents();
1108
960 // send the animations of the other presences to me 1109 // send the animations of the other presences to me
961 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 1110 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
962 { 1111 {
@@ -967,9 +1116,12 @@ namespace OpenSim.Region.Framework.Scenes
967 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 1116 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
968 // stall on the border crossing since the existing child agent will still have the last movement 1117 // stall on the border crossing since the existing child agent will still have the last movement
969 // recorded, which stops the input from being processed. 1118 // recorded, which stops the input from being processed.
1119
970 MovementFlag = 0; 1120 MovementFlag = 0;
971 1121
972 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1122 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1123
1124 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
973 } 1125 }
974 1126
975 public int GetStateSource() 1127 public int GetStateSource()
@@ -997,12 +1149,16 @@ namespace OpenSim.Region.Framework.Scenes
997 /// </remarks> 1149 /// </remarks>
998 public void MakeChildAgent() 1150 public void MakeChildAgent()
999 { 1151 {
1152 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1153
1000 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1154 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
1001 1155
1002 // Reset these so that teleporting in and walking out isn't seen 1156 // Reset these so that teleporting in and walking out isn't seen
1003 // as teleporting back 1157 // as teleporting back
1004 TeleportFlags = TeleportFlags.Default; 1158 TeleportFlags = TeleportFlags.Default;
1005 1159
1160 MovementFlag = 0;
1161
1006 // It looks like Animator is set to null somewhere, and MakeChild 1162 // It looks like Animator is set to null somewhere, and MakeChild
1007 // is called after that. Probably in aborted teleports. 1163 // is called after that. Probably in aborted teleports.
1008 if (Animator == null) 1164 if (Animator == null)
@@ -1010,6 +1166,7 @@ namespace OpenSim.Region.Framework.Scenes
1010 else 1166 else
1011 Animator.ResetAnimations(); 1167 Animator.ResetAnimations();
1012 1168
1169
1013// m_log.DebugFormat( 1170// m_log.DebugFormat(
1014// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1171// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
1015// Name, UUID, m_scene.RegionInfo.RegionName); 1172// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1021,6 +1178,7 @@ namespace OpenSim.Region.Framework.Scenes
1021 IsChildAgent = true; 1178 IsChildAgent = true;
1022 m_scene.SwapRootAgentCount(true); 1179 m_scene.SwapRootAgentCount(true);
1023 RemoveFromPhysicalScene(); 1180 RemoveFromPhysicalScene();
1181 ParentID = 0; // Child agents can't be sitting
1024 1182
1025 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1183 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
1026 1184
@@ -1036,9 +1194,9 @@ namespace OpenSim.Region.Framework.Scenes
1036 { 1194 {
1037// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1195// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1038 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1196 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
1039 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1040 PhysicsActor.UnSubscribeEvents();
1041 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1197 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1198 PhysicsActor.UnSubscribeEvents();
1199 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1042 PhysicsActor = null; 1200 PhysicsActor = null;
1043 } 1201 }
1044// else 1202// else
@@ -1055,7 +1213,7 @@ namespace OpenSim.Region.Framework.Scenes
1055 /// <param name="pos"></param> 1213 /// <param name="pos"></param>
1056 public void Teleport(Vector3 pos) 1214 public void Teleport(Vector3 pos)
1057 { 1215 {
1058 TeleportWithMomentum(pos, null); 1216 TeleportWithMomentum(pos, Vector3.Zero);
1059 } 1217 }
1060 1218
1061 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1219 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1079,6 +1237,41 @@ namespace OpenSim.Region.Framework.Scenes
1079 SendTerseUpdateToAllClients(); 1237 SendTerseUpdateToAllClients();
1080 } 1238 }
1081 1239
1240 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1241 {
1242 CheckLandingPoint(ref newpos);
1243 AbsolutePosition = newpos;
1244
1245 if (newvel.HasValue)
1246 {
1247 if ((Vector3)newvel == Vector3.Zero)
1248 {
1249 if (PhysicsActor != null)
1250 PhysicsActor.SetMomentum(Vector3.Zero);
1251 m_velocity = Vector3.Zero;
1252 }
1253 else
1254 {
1255 if (PhysicsActor != null)
1256 PhysicsActor.SetMomentum((Vector3)newvel);
1257 m_velocity = (Vector3)newvel;
1258
1259 if (rotateToVelXY)
1260 {
1261 Vector3 lookAt = (Vector3)newvel;
1262 lookAt.Z = 0;
1263 lookAt.Normalize();
1264 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1265 return;
1266 }
1267 }
1268 }
1269
1270 SendTerseUpdateToAllClients();
1271 }
1272
1273
1274
1082 public void StopFlying() 1275 public void StopFlying()
1083 { 1276 {
1084 ControllingClient.StopFlying(this); 1277 ControllingClient.StopFlying(this);
@@ -1248,6 +1441,13 @@ namespace OpenSim.Region.Framework.Scenes
1248 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height); 1441 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height);
1249 } 1442 }
1250 1443
1444 public void SetSize(Vector3 size, float feetoffset)
1445 {
1446 if (PhysicsActor != null && !IsChildAgent)
1447 PhysicsActor.setAvatarSize(size, feetoffset);
1448
1449 }
1450
1251 /// <summary> 1451 /// <summary>
1252 /// Complete Avatar's movement into the region. 1452 /// Complete Avatar's movement into the region.
1253 /// </summary> 1453 /// </summary>
@@ -1267,7 +1467,8 @@ namespace OpenSim.Region.Framework.Scenes
1267 1467
1268 Vector3 look = Velocity; 1468 Vector3 look = Velocity;
1269 1469
1270 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) 1470 // if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
1471 if ((Math.Abs(look.X) < 0.1) && (Math.Abs(look.Y) < 0.1) && (Math.Abs(look.Z) < 0.1))
1271 { 1472 {
1272 look = new Vector3(0.99f, 0.042f, 0); 1473 look = new Vector3(0.99f, 0.042f, 0);
1273 } 1474 }
@@ -1317,13 +1518,15 @@ namespace OpenSim.Region.Framework.Scenes
1317 // Create child agents in neighbouring regions 1518 // Create child agents in neighbouring regions
1318 if (openChildAgents && !IsChildAgent) 1519 if (openChildAgents && !IsChildAgent)
1319 { 1520 {
1521
1320 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1522 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1321 if (m_agentTransfer != null) 1523 if (m_agentTransfer != null)
1322 Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); 1524 m_agentTransfer.EnableChildAgents(this);
1323 1525
1324 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1526 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1325 if (friendsModule != null) 1527 if (friendsModule != null)
1326 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); 1528 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
1529
1327 } 1530 }
1328 1531
1329 // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region 1532 // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region
@@ -1348,36 +1551,69 @@ namespace OpenSim.Region.Framework.Scenes
1348 /// <param name="collisionPoint"></param> 1551 /// <param name="collisionPoint"></param>
1349 /// <param name="localid"></param> 1552 /// <param name="localid"></param>
1350 /// <param name="distance"></param> 1553 /// <param name="distance"></param>
1554 ///
1555
1556 private void UpdateCameraCollisionPlane(Vector4 plane)
1557 {
1558 if (m_lastCameraCollisionPlane != plane)
1559 {
1560 m_lastCameraCollisionPlane = plane;
1561 ControllingClient.SendCameraConstraint(plane);
1562 }
1563 }
1564
1351 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal) 1565 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal)
1352 { 1566 {
1353 const float POSITION_TOLERANCE = 0.02f; 1567 const float POSITION_TOLERANCE = 0.02f;
1354 const float VELOCITY_TOLERANCE = 0.02f;
1355 const float ROTATION_TOLERANCE = 0.02f; 1568 const float ROTATION_TOLERANCE = 0.02f;
1356 1569
1357 if (m_followCamAuto) 1570 m_doingCamRayCast = false;
1571 if (hitYN && localid != LocalId)
1358 { 1572 {
1359 if (hitYN) 1573 SceneObjectGroup group = m_scene.GetGroupByPrim(localid);
1574 bool IsPrim = group != null;
1575 if (IsPrim)
1360 { 1576 {
1361 CameraConstraintActive = true; 1577 SceneObjectPart part = group.GetPart(localid);
1362 //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance); 1578 if (part != null && !part.VolumeDetectActive)
1363 1579 {
1364 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint); 1580 CameraConstraintActive = true;
1365 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint))); 1581 pNormal.X = (float) Math.Round(pNormal.X, 2);
1582 pNormal.Y = (float) Math.Round(pNormal.Y, 2);
1583 pNormal.Z = (float) Math.Round(pNormal.Z, 2);
1584 pNormal.Normalize();
1585 collisionPoint.X = (float) Math.Round(collisionPoint.X, 1);
1586 collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1);
1587 collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1);
1588
1589 Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z,
1590 Vector3.Dot(collisionPoint, pNormal));
1591 UpdateCameraCollisionPlane(plane);
1592 }
1366 } 1593 }
1367 else 1594 else
1368 { 1595 {
1369 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 1596 CameraConstraintActive = true;
1370 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 1597 pNormal.X = (float) Math.Round(pNormal.X, 2);
1371 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) 1598 pNormal.Y = (float) Math.Round(pNormal.Y, 2);
1372 { 1599 pNormal.Z = (float) Math.Round(pNormal.Z, 2);
1373 if (CameraConstraintActive) 1600 pNormal.Normalize();
1374 { 1601 collisionPoint.X = (float) Math.Round(collisionPoint.X, 1);
1375 ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f)); 1602 collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1);
1376 CameraConstraintActive = false; 1603 collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1);
1377 } 1604
1378 } 1605 Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z,
1606 Vector3.Dot(collisionPoint, pNormal));
1607 UpdateCameraCollisionPlane(plane);
1379 } 1608 }
1380 } 1609 }
1610 else if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
1611 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
1612 {
1613 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -9000f); // not right...
1614 UpdateCameraCollisionPlane(plane);
1615 CameraConstraintActive = false;
1616 }
1381 } 1617 }
1382 1618
1383 /// <summary> 1619 /// <summary>
@@ -1451,12 +1687,6 @@ namespace OpenSim.Region.Framework.Scenes
1451 // DrawDistance = agentData.Far; 1687 // DrawDistance = agentData.Far;
1452 DrawDistance = Scene.DefaultDrawDistance; 1688 DrawDistance = Scene.DefaultDrawDistance;
1453 1689
1454 // Check if Client has camera in 'follow cam' or 'build' mode.
1455 Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
1456
1457 m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
1458 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
1459
1460 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; 1690 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
1461 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; 1691 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
1462 1692
@@ -1476,14 +1706,38 @@ namespace OpenSim.Region.Framework.Scenes
1476 StandUp(); 1706 StandUp();
1477 } 1707 }
1478 1708
1479 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
1480 // Raycast from the avatar's head to the camera to see if there's anything blocking the view 1709 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1481 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) 1710 // this exclude checks may not be complete
1711
1712 if (m_movementUpdateCount % NumMovementsBetweenRayCast == 0 && m_scene.PhysicsScene.SupportsRayCast())
1482 { 1713 {
1483 if (m_followCamAuto) 1714 if (!m_doingCamRayCast && !m_mouseLook && ParentID == 0)
1484 { 1715 {
1485 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1716 Vector3 posAdjusted = AbsolutePosition;
1486 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1717// posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f;
1718 posAdjusted.Z += 1.0f; // viewer current camera focus point
1719 Vector3 tocam = CameraPosition - posAdjusted;
1720 tocam.X = (float)Math.Round(tocam.X, 1);
1721 tocam.Y = (float)Math.Round(tocam.Y, 1);
1722 tocam.Z = (float)Math.Round(tocam.Z, 1);
1723
1724 float distTocamlen = tocam.Length();
1725 if (distTocamlen > 0.3f)
1726 {
1727 tocam *= (1.0f / distTocamlen);
1728 posAdjusted.X = (float)Math.Round(posAdjusted.X, 1);
1729 posAdjusted.Y = (float)Math.Round(posAdjusted.Y, 1);
1730 posAdjusted.Z = (float)Math.Round(posAdjusted.Z, 1);
1731
1732 m_doingCamRayCast = true;
1733 m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback);
1734 }
1735 }
1736 else if (CameraConstraintActive && (m_mouseLook || ParentID != 0))
1737 {
1738 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right...
1739 UpdateCameraCollisionPlane(plane);
1740 CameraConstraintActive = false;
1487 } 1741 }
1488 } 1742 }
1489 1743
@@ -1948,7 +2202,8 @@ namespace OpenSim.Region.Framework.Scenes
1948// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); 2202// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name);
1949 2203
1950 MovingToTarget = false; 2204 MovingToTarget = false;
1951 MoveToPositionTarget = Vector3.Zero; 2205// MoveToPositionTarget = Vector3.Zero;
2206 m_forceToApply = null; // cancel possible last action
1952 2207
1953 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct 2208 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct
1954 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag. 2209 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag.
@@ -1966,12 +2221,17 @@ namespace OpenSim.Region.Framework.Scenes
1966// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 2221// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1967 2222
1968 SitGround = false; 2223 SitGround = false;
2224
2225/* move this down so avatar gets physical in the new position and not where it is siting
1969 if (PhysicsActor == null) 2226 if (PhysicsActor == null)
1970 AddToPhysicalScene(false); 2227 AddToPhysicalScene(false);
2228 */
1971 2229
1972 if (ParentID != 0) 2230 if (ParentID != 0)
1973 { 2231 {
1974 SceneObjectPart part = ParentPart; 2232 SceneObjectPart part = ParentPart;
2233 UnRegisterSeatControls(part.ParentGroup.UUID);
2234
1975 TaskInventoryDictionary taskIDict = part.TaskInventory; 2235 TaskInventoryDictionary taskIDict = part.TaskInventory;
1976 if (taskIDict != null) 2236 if (taskIDict != null)
1977 { 2237 {
@@ -1987,14 +2247,22 @@ namespace OpenSim.Region.Framework.Scenes
1987 } 2247 }
1988 } 2248 }
1989 2249
1990 ParentPosition = part.GetWorldPosition(); 2250 part.ParentGroup.DeleteAvatar(UUID);
2251// ParentPosition = part.GetWorldPosition();
1991 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 2252 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1992 2253
1993 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); 2254// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1994 ParentPosition = Vector3.Zero; 2255// ParentPosition = Vector3.Zero;
2256 m_pos = part.AbsolutePosition + (m_pos * part.GetWorldRotation()) + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
2257 if (part.SitTargetAvatar == UUID)
2258 m_bodyRot = part.GetWorldRotation() * part.SitTargetOrientation;
1995 2259
1996 ParentID = 0; 2260 ParentID = 0;
1997 ParentPart = null; 2261 ParentPart = null;
2262
2263 if (PhysicsActor == null)
2264 AddToPhysicalScene(false);
2265
1998 SendAvatarDataToAllAgents(); 2266 SendAvatarDataToAllAgents();
1999 m_requestedSitTargetID = 0; 2267 m_requestedSitTargetID = 0;
2000 2268
@@ -2004,6 +2272,9 @@ namespace OpenSim.Region.Framework.Scenes
2004 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 2272 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2005 } 2273 }
2006 2274
2275 else if (PhysicsActor == null)
2276 AddToPhysicalScene(false);
2277
2007 Animator.TrySetMovementAnimation("STAND"); 2278 Animator.TrySetMovementAnimation("STAND");
2008 } 2279 }
2009 2280
@@ -2051,11 +2322,8 @@ namespace OpenSim.Region.Framework.Scenes
2051 if (part == null) 2322 if (part == null)
2052 return; 2323 return;
2053 2324
2054 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
2055 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
2056
2057 if (PhysicsActor != null) 2325 if (PhysicsActor != null)
2058 m_sitAvatarHeight = PhysicsActor.Size.Z; 2326 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
2059 2327
2060 bool canSit = false; 2328 bool canSit = false;
2061 Vector3 pos = part.AbsolutePosition + offset; 2329 Vector3 pos = part.AbsolutePosition + offset;
@@ -2072,31 +2340,31 @@ namespace OpenSim.Region.Framework.Scenes
2072 } 2340 }
2073 else 2341 else
2074 { 2342 {
2343 if (PhysicsSit(part,offset)) // physics engine
2344 return;
2345
2075 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10) 2346 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10)
2076 { 2347 {
2077// m_log.DebugFormat(
2078// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is unset and within 10m",
2079// Name, part.Name, part.LocalId);
2080 2348
2081 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 2349 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
2082 canSit = true; 2350 canSit = true;
2083 } 2351 }
2084// else
2085// {
2086// m_log.DebugFormat(
2087// "[SCENE PRESENCE]: Ignoring sit request of {0} on {1} {2} because sit target is unset and outside 10m",
2088// Name, part.Name, part.LocalId);
2089// }
2090 } 2352 }
2091 2353
2092 if (canSit) 2354 if (canSit)
2093 { 2355 {
2356
2094 if (PhysicsActor != null) 2357 if (PhysicsActor != null)
2095 { 2358 {
2096 // We can remove the physicsActor until they stand up. 2359 // We can remove the physicsActor until they stand up.
2097 RemoveFromPhysicalScene(); 2360 RemoveFromPhysicalScene();
2098 } 2361 }
2099 2362
2363 if (MovingToTarget)
2364 ResetMoveToTarget();
2365
2366 Velocity = Vector3.Zero;
2367
2100 part.AddSittingAvatar(UUID); 2368 part.AddSittingAvatar(UUID);
2101 2369
2102 cameraAtOffset = part.GetCameraAtOffset(); 2370 cameraAtOffset = part.GetCameraAtOffset();
@@ -2104,7 +2372,7 @@ namespace OpenSim.Region.Framework.Scenes
2104 forceMouselook = part.GetForceMouselook(); 2372 forceMouselook = part.GetForceMouselook();
2105 2373
2106 ControllingClient.SendSitResponse( 2374 ControllingClient.SendSitResponse(
2107 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2375 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
2108 2376
2109 m_requestedSitTargetUUID = targetID; 2377 m_requestedSitTargetUUID = targetID;
2110 2378
@@ -2118,6 +2386,9 @@ namespace OpenSim.Region.Framework.Scenes
2118 2386
2119 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2387 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
2120 { 2388 {
2389 if (IsChildAgent)
2390 return;
2391
2121 if (ParentID != 0) 2392 if (ParentID != 0)
2122 { 2393 {
2123 if (ParentPart.UUID == targetID) 2394 if (ParentPart.UUID == targetID)
@@ -2133,14 +2404,6 @@ namespace OpenSim.Region.Framework.Scenes
2133 m_requestedSitTargetID = part.LocalId; 2404 m_requestedSitTargetID = part.LocalId;
2134 m_requestedSitTargetUUID = targetID; 2405 m_requestedSitTargetUUID = targetID;
2135 2406
2136// m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
2137
2138 if (m_scene.PhysicsScene.SupportsRayCast())
2139 {
2140 //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback());
2141 //SitRayCastAvatarPosition(part);
2142 //return;
2143 }
2144 } 2407 }
2145 else 2408 else
2146 { 2409 {
@@ -2150,197 +2413,111 @@ namespace OpenSim.Region.Framework.Scenes
2150 SendSitResponse(targetID, offset, Quaternion.Identity); 2413 SendSitResponse(targetID, offset, Quaternion.Identity);
2151 } 2414 }
2152 2415
2153 /* 2416 // returns false if does not suport so older sit can be tried
2154 public void SitRayCastAvatarPosition(SceneObjectPart part) 2417 public bool PhysicsSit(SceneObjectPart part, Vector3 offset)
2155 { 2418 {
2156 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2419 if (part == null || part.ParentGroup.IsAttachment)
2157 Vector3 StartRayCastPosition = AbsolutePosition;
2158 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2159 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2160 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse);
2161 }
2162
2163 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2164 {
2165 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2166 if (part != null)
2167 {
2168 if (hitYN)
2169 {
2170 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2171 {
2172 SitRaycastFindEdge(collisionPoint, normal);
2173 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2174 }
2175 else
2176 {
2177 SitRayCastAvatarPositionCameraZ(part);
2178 }
2179 }
2180 else
2181 {
2182 SitRayCastAvatarPositionCameraZ(part);
2183 }
2184 }
2185 else
2186 { 2420 {
2187 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2421 return true;
2188 m_requestedSitTargetUUID = UUID.Zero;
2189 m_requestedSitTargetID = 0;
2190 m_requestedSitOffset = Vector3.Zero;
2191 } 2422 }
2192 2423
2193 } 2424 if ( m_scene.PhysicsScene == null)
2425 return false;
2194 2426
2195 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part) 2427 if (part.PhysActor == null)
2196 {
2197 // Next, try to raycast from the camera Z position
2198 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2199 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z;
2200 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2201 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2202 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse);
2203 }
2204
2205 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2206 {
2207 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2208 if (part != null)
2209 { 2428 {
2210 if (hitYN) 2429 // none physcis shape
2211 { 2430 if (part.PhysicsShapeType == (byte)PhysicsShapeType.None)
2212 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2431 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2213 {
2214 SitRaycastFindEdge(collisionPoint, normal);
2215 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2216 }
2217 else
2218 {
2219 SitRayCastCameraPosition(part);
2220 }
2221 }
2222 else 2432 else
2223 { 2433 { // non physical phantom TODO
2224 SitRayCastCameraPosition(part); 2434 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2435 return false;
2225 } 2436 }
2226 } 2437 return true;
2227 else
2228 {
2229 ControllingClient.SendAlertMessage("Sit position no longer exists");
2230 m_requestedSitTargetUUID = UUID.Zero;
2231 m_requestedSitTargetID = 0;
2232 m_requestedSitOffset = Vector3.Zero;
2233 } 2438 }
2234 2439
2235 }
2236 2440
2237 public void SitRayCastCameraPosition(SceneObjectPart part) 2441 // not doing autopilot
2238 { 2442 m_requestedSitTargetID = 0;
2239 // Next, try to raycast from the camera position
2240 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2241 Vector3 StartRayCastPosition = CameraPosition;
2242 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2243 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2244 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse);
2245 }
2246 2443
2247 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2444 if (m_scene.PhysicsScene.SitAvatar(part.PhysActor, AbsolutePosition, CameraPosition, offset, new Vector3(0.35f, 0, 0.65f), PhysicsSitResponse) != 0)
2248 { 2445 return true;
2249 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2250 if (part != null)
2251 {
2252 if (hitYN)
2253 {
2254 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2255 {
2256 SitRaycastFindEdge(collisionPoint, normal);
2257 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2258 }
2259 else
2260 {
2261 SitRayHorizontal(part);
2262 }
2263 }
2264 else
2265 {
2266 SitRayHorizontal(part);
2267 }
2268 }
2269 else
2270 {
2271 ControllingClient.SendAlertMessage("Sit position no longer exists");
2272 m_requestedSitTargetUUID = UUID.Zero;
2273 m_requestedSitTargetID = 0;
2274 m_requestedSitOffset = Vector3.Zero;
2275 }
2276 2446
2447 return false;
2277 } 2448 }
2278 2449
2279 public void SitRayHorizontal(SceneObjectPart part) 2450
2451 private bool CanEnterLandPosition(Vector3 testPos)
2280 { 2452 {
2281 // Next, try to raycast from the avatar position to fwd 2453 ILandObject land = m_scene.LandChannel.GetLandObject(testPos.X, testPos.Y);
2282 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2454
2283 Vector3 StartRayCastPosition = CameraPosition; 2455 if (land == null || land.LandData.Name == "NO_LAND")
2284 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2456 return true;
2285 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2457
2286 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse); 2458 return land.CanBeOnThisLand(UUID,testPos.Z);
2287 } 2459 }
2288 2460
2289 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2461 // status
2462 // < 0 ignore
2463 // 0 bad sit spot
2464 public void PhysicsSitResponse(int status, uint partID, Vector3 offset, Quaternion Orientation)
2290 { 2465 {
2291 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2466 if (status < 0)
2292 if (part != null) 2467 return;
2468
2469 if (status == 0)
2293 { 2470 {
2294 if (hitYN) 2471 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2295 { 2472 return;
2296 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2297 {
2298 SitRaycastFindEdge(collisionPoint, normal);
2299 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2300 // Next, try to raycast from the camera position
2301 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2302 Vector3 StartRayCastPosition = CameraPosition;
2303 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2304 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2305 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition);
2306 }
2307 else
2308 {
2309 ControllingClient.SendAlertMessage("Sit position not accessable.");
2310 m_requestedSitTargetUUID = UUID.Zero;
2311 m_requestedSitTargetID = 0;
2312 m_requestedSitOffset = Vector3.Zero;
2313 }
2314 }
2315 else
2316 {
2317 ControllingClient.SendAlertMessage("Sit position not accessable.");
2318 m_requestedSitTargetUUID = UUID.Zero;
2319 m_requestedSitTargetID = 0;
2320 m_requestedSitOffset = Vector3.Zero;
2321 }
2322 } 2473 }
2323 else 2474
2475 SceneObjectPart part = m_scene.GetSceneObjectPart(partID);
2476 if (part == null)
2477 return;
2478
2479 Vector3 targetPos = part.GetWorldPosition() + offset * part.GetWorldRotation();
2480 if(!CanEnterLandPosition(targetPos))
2324 { 2481 {
2325 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2482 ControllingClient.SendAlertMessage(" Sit position on restricted land, try another spot");
2326 m_requestedSitTargetUUID = UUID.Zero; 2483 return;
2327 m_requestedSitTargetID = 0;
2328 m_requestedSitOffset = Vector3.Zero;
2329 } 2484 }
2330 2485
2331 } 2486 RemoveFromPhysicalScene();
2332 2487
2333 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal) 2488 if (MovingToTarget)
2334 { 2489 ResetMoveToTarget();
2335 int i = 0; 2490
2336 //throw new NotImplementedException(); 2491 Velocity = Vector3.Zero;
2337 //m_requestedSitTargetUUID = UUID.Zero; 2492
2338 //m_requestedSitTargetID = 0; 2493 part.AddSittingAvatar(UUID);
2339 //m_requestedSitOffset = Vector3.Zero;
2340 2494
2341 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity); 2495 Vector3 cameraAtOffset = part.GetCameraAtOffset();
2496 Vector3 cameraEyeOffset = part.GetCameraEyeOffset();
2497 bool forceMouselook = part.GetForceMouselook();
2498
2499 ControllingClient.SendSitResponse(
2500 part.UUID, offset, Orientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
2501
2502 // not using autopilot
2503
2504 Rotation = Orientation;
2505 m_pos = offset;
2506
2507 m_requestedSitTargetID = 0;
2508 part.ParentGroup.AddAvatar(UUID);
2509
2510 ParentPart = part;
2511 ParentID = part.LocalId;
2512 if(status == 3)
2513 Animator.TrySetMovementAnimation("SIT_GROUND");
2514 else
2515 Animator.TrySetMovementAnimation("SIT");
2516 SendAvatarDataToAllAgents();
2517
2518 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2342 } 2519 }
2343 */ 2520
2344 2521
2345 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) 2522 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
2346 { 2523 {
@@ -2357,6 +2534,7 @@ namespace OpenSim.Region.Framework.Scenes
2357 return; 2534 return;
2358 } 2535 }
2359 2536
2537
2360 if (part.SitTargetAvatar == UUID) 2538 if (part.SitTargetAvatar == UUID)
2361 { 2539 {
2362 Vector3 sitTargetPos = part.SitTargetPosition; 2540 Vector3 sitTargetPos = part.SitTargetPosition;
@@ -2371,14 +2549,39 @@ namespace OpenSim.Region.Framework.Scenes
2371 2549
2372 //Quaternion result = (sitTargetOrient * vq) * nq; 2550 //Quaternion result = (sitTargetOrient * vq) * nq;
2373 2551
2374 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2552 double x, y, z, m;
2553
2554 Quaternion r = sitTargetOrient;
2555 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2556
2557 if (Math.Abs(1.0 - m) > 0.000001)
2558 {
2559 m = 1.0 / Math.Sqrt(m);
2560 r.X *= (float)m;
2561 r.Y *= (float)m;
2562 r.Z *= (float)m;
2563 r.W *= (float)m;
2564 }
2565
2566 x = 2 * (r.X * r.Z + r.Y * r.W);
2567 y = 2 * (-r.X * r.W + r.Y * r.Z);
2568 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2569
2570 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2571 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2572
2573 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2574
2575// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
2375 Rotation = sitTargetOrient; 2576 Rotation = sitTargetOrient;
2376 ParentPosition = part.AbsolutePosition; 2577// ParentPosition = part.AbsolutePosition;
2578 part.ParentGroup.AddAvatar(UUID);
2377 } 2579 }
2378 else 2580 else
2379 { 2581 {
2380 m_pos -= part.AbsolutePosition; 2582 m_pos -= part.AbsolutePosition;
2381 ParentPosition = part.AbsolutePosition; 2583// ParentPosition = part.AbsolutePosition;
2584 part.ParentGroup.AddAvatar(UUID);
2382 2585
2383// m_log.DebugFormat( 2586// m_log.DebugFormat(
2384// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2587// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2429,6 +2632,13 @@ namespace OpenSim.Region.Framework.Scenes
2429 Animator.RemoveAnimation(animID, false); 2632 Animator.RemoveAnimation(animID, false);
2430 } 2633 }
2431 2634
2635 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2636 {
2637 Animator.avnChangeAnim(animID, addRemove, sendPack);
2638 }
2639
2640
2641
2432 /// <summary> 2642 /// <summary>
2433 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2643 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2434 /// </summary> 2644 /// </summary>
@@ -2485,8 +2695,8 @@ namespace OpenSim.Region.Framework.Scenes
2485 direc.Z *= 2.6f; 2695 direc.Z *= 2.6f;
2486 2696
2487 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2697 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2488 Animator.TrySetMovementAnimation("PREJUMP"); 2698// Animator.TrySetMovementAnimation("PREJUMP");
2489 Animator.TrySetMovementAnimation("JUMP"); 2699// Animator.TrySetMovementAnimation("JUMP");
2490 } 2700 }
2491 } 2701 }
2492 } 2702 }
@@ -2495,6 +2705,7 @@ namespace OpenSim.Region.Framework.Scenes
2495 2705
2496 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2706 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2497 m_forceToApply = direc; 2707 m_forceToApply = direc;
2708 Animator.UpdateMovementAnimations();
2498 } 2709 }
2499 2710
2500 #endregion 2711 #endregion
@@ -2512,16 +2723,12 @@ namespace OpenSim.Region.Framework.Scenes
2512 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to 2723 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to
2513 // grab the latest PhysicsActor velocity, whereas m_velocity is often 2724 // grab the latest PhysicsActor velocity, whereas m_velocity is often
2514 // storing a requested force instead of an actual traveling velocity 2725 // storing a requested force instead of an actual traveling velocity
2726 if (Appearance.AvatarSize != m_lastSize && !IsLoggingIn)
2727 SendAvatarDataToAllAgents();
2515 2728
2516 // Throw away duplicate or insignificant updates 2729 if (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
2517 if ( 2730 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
2518 // If the velocity has become zero, send it no matter what. 2731 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
2519 (Velocity != m_lastVelocity && Velocity == Vector3.Zero)
2520 // otherwise, if things have changed reasonably, send the update
2521 || (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
2522 || !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE)
2523 || !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)))
2524
2525 { 2732 {
2526 SendTerseUpdateToAllClients(); 2733 SendTerseUpdateToAllClients();
2527 2734
@@ -2710,6 +2917,8 @@ namespace OpenSim.Region.Framework.Scenes
2710 return; 2917 return;
2711 } 2918 }
2712 2919
2920 m_lastSize = Appearance.AvatarSize;
2921
2713 int count = 0; 2922 int count = 0;
2714 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) 2923 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
2715 { 2924 {
@@ -2817,6 +3026,8 @@ namespace OpenSim.Region.Framework.Scenes
2817 3026
2818 avatar.ControllingClient.SendAppearance( 3027 avatar.ControllingClient.SendAppearance(
2819 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes()); 3028 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes());
3029
3030
2820 } 3031 }
2821 3032
2822 #endregion 3033 #endregion
@@ -2891,8 +3102,9 @@ namespace OpenSim.Region.Framework.Scenes
2891 3102
2892 // If we don't have a PhysActor, we can't cross anyway 3103 // If we don't have a PhysActor, we can't cross anyway
2893 // Also don't do this while sat, sitting avatars cross with the 3104 // Also don't do this while sat, sitting avatars cross with the
2894 // object they sit on. 3105 // object they sit on. ParentUUID denoted a pending sit, don't
2895 if (ParentID != 0 || PhysicsActor == null) 3106 // interfere with it.
3107 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
2896 return; 3108 return;
2897 3109
2898 if (!IsInTransit) 3110 if (!IsInTransit)
@@ -3153,6 +3365,10 @@ namespace OpenSim.Region.Framework.Scenes
3153 } 3365 }
3154 3366
3155 private static Vector3 marker = new Vector3(-1f, -1f, -1f); 3367 private static Vector3 marker = new Vector3(-1f, -1f, -1f);
3368 private void RaiseUpdateThrottles()
3369 {
3370 m_scene.EventManager.TriggerThrottleUpdate(this);
3371 }
3156 /// <summary> 3372 /// <summary>
3157 /// This updates important decision making data about a child agent 3373 /// This updates important decision making data about a child agent
3158 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region 3374 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
@@ -3233,6 +3449,9 @@ namespace OpenSim.Region.Framework.Scenes
3233 cAgent.AlwaysRun = SetAlwaysRun; 3449 cAgent.AlwaysRun = SetAlwaysRun;
3234 3450
3235 cAgent.Appearance = new AvatarAppearance(Appearance); 3451 cAgent.Appearance = new AvatarAppearance(Appearance);
3452
3453 cAgent.ParentPart = ParentUUID;
3454 cAgent.SitOffset = m_pos;
3236 3455
3237 lock (scriptedcontrols) 3456 lock (scriptedcontrols)
3238 { 3457 {
@@ -3241,7 +3460,7 @@ namespace OpenSim.Region.Framework.Scenes
3241 3460
3242 foreach (ScriptControllers c in scriptedcontrols.Values) 3461 foreach (ScriptControllers c in scriptedcontrols.Values)
3243 { 3462 {
3244 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3463 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3245 } 3464 }
3246 cAgent.Controllers = controls; 3465 cAgent.Controllers = controls;
3247 } 3466 }
@@ -3274,6 +3493,8 @@ namespace OpenSim.Region.Framework.Scenes
3274 CameraAtAxis = cAgent.AtAxis; 3493 CameraAtAxis = cAgent.AtAxis;
3275 CameraLeftAxis = cAgent.LeftAxis; 3494 CameraLeftAxis = cAgent.LeftAxis;
3276 CameraUpAxis = cAgent.UpAxis; 3495 CameraUpAxis = cAgent.UpAxis;
3496 ParentUUID = cAgent.ParentPart;
3497 m_prevSitOffset = cAgent.SitOffset;
3277 3498
3278 // When we get to the point of re-computing neighbors everytime this 3499 // When we get to the point of re-computing neighbors everytime this
3279 // changes, then start using the agent's drawdistance rather than the 3500 // changes, then start using the agent's drawdistance rather than the
@@ -3311,6 +3532,7 @@ namespace OpenSim.Region.Framework.Scenes
3311 foreach (ControllerData c in cAgent.Controllers) 3532 foreach (ControllerData c in cAgent.Controllers)
3312 { 3533 {
3313 ScriptControllers sc = new ScriptControllers(); 3534 ScriptControllers sc = new ScriptControllers();
3535 sc.objectID = c.ObjectID;
3314 sc.itemID = c.ItemID; 3536 sc.itemID = c.ItemID;
3315 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3537 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3316 sc.eventControls = (ScriptControlled)c.EventControls; 3538 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3378,20 +3600,27 @@ namespace OpenSim.Region.Framework.Scenes
3378 } 3600 }
3379 3601
3380 if (Appearance.AvatarHeight == 0) 3602 if (Appearance.AvatarHeight == 0)
3381 Appearance.SetHeight(); 3603// Appearance.SetHeight();
3604 Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f));
3382 3605
3383 PhysicsScene scene = m_scene.PhysicsScene; 3606 PhysicsScene scene = m_scene.PhysicsScene;
3384 3607
3385 Vector3 pVec = AbsolutePosition; 3608 Vector3 pVec = AbsolutePosition;
3386 3609
3610/*
3387 PhysicsActor = scene.AddAvatar( 3611 PhysicsActor = scene.AddAvatar(
3388 LocalId, Firstname + "." + Lastname, pVec, 3612 LocalId, Firstname + "." + Lastname, pVec,
3389 new Vector3(0f, 0f, Appearance.AvatarHeight), isFlying); 3613 new Vector3(0.45f, 0.6f, Appearance.AvatarHeight), isFlying);
3614*/
3615
3616 PhysicsActor = scene.AddAvatar(
3617 LocalId, Firstname + "." + Lastname, pVec,
3618 Appearance.AvatarBoxSize,Appearance.AvatarFeetOffset, isFlying);
3390 3619
3391 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3620 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3392 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3621 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3393 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3622 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3394 PhysicsActor.SubscribeEvents(500); 3623 PhysicsActor.SubscribeEvents(100);
3395 PhysicsActor.LocalID = LocalId; 3624 PhysicsActor.LocalID = LocalId;
3396 } 3625 }
3397 3626
@@ -3405,6 +3634,7 @@ namespace OpenSim.Region.Framework.Scenes
3405 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); 3634 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true);
3406 } 3635 }
3407 3636
3637
3408 /// <summary> 3638 /// <summary>
3409 /// Event called by the physics plugin to tell the avatar about a collision. 3639 /// Event called by the physics plugin to tell the avatar about a collision.
3410 /// </summary> 3640 /// </summary>
@@ -3418,7 +3648,7 @@ namespace OpenSim.Region.Framework.Scenes
3418 /// <param name="e"></param> 3648 /// <param name="e"></param>
3419 public void PhysicsCollisionUpdate(EventArgs e) 3649 public void PhysicsCollisionUpdate(EventArgs e)
3420 { 3650 {
3421 if (IsChildAgent) 3651 if (IsChildAgent || Animator == null)
3422 return; 3652 return;
3423 3653
3424 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3654 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
@@ -3434,7 +3664,6 @@ namespace OpenSim.Region.Framework.Scenes
3434 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3664 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3435 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3665 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3436 3666
3437 CollisionPlane = Vector4.UnitW;
3438 3667
3439// // No collisions at all means we may be flying. Update always 3668// // No collisions at all means we may be flying. Update always
3440// // to make falling work 3669// // to make falling work
@@ -3446,6 +3675,7 @@ namespace OpenSim.Region.Framework.Scenes
3446 3675
3447 if (coldata.Count != 0) 3676 if (coldata.Count != 0)
3448 { 3677 {
3678/*
3449 switch (Animator.CurrentMovementAnimation) 3679 switch (Animator.CurrentMovementAnimation)
3450 { 3680 {
3451 case "STAND": 3681 case "STAND":
@@ -3454,24 +3684,38 @@ namespace OpenSim.Region.Framework.Scenes
3454 case "CROUCH": 3684 case "CROUCH":
3455 case "CROUCHWALK": 3685 case "CROUCHWALK":
3456 { 3686 {
3687 */
3457 ContactPoint lowest; 3688 ContactPoint lowest;
3458 lowest.SurfaceNormal = Vector3.Zero; 3689 lowest.SurfaceNormal = Vector3.Zero;
3459 lowest.Position = Vector3.Zero; 3690 lowest.Position = Vector3.Zero;
3460 lowest.Position.Z = Single.NaN; 3691 lowest.Position.Z = float.MaxValue;
3461 3692
3462 foreach (ContactPoint contact in coldata.Values) 3693 foreach (ContactPoint contact in coldata.Values)
3463 { 3694 {
3464 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z) 3695
3696 if (contact.CharacterFeet && contact.Position.Z < lowest.Position.Z)
3465 { 3697 {
3466 lowest = contact; 3698 lowest = contact;
3467 } 3699 }
3468 } 3700 }
3469 3701
3470 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); 3702 if (lowest.Position.Z != float.MaxValue)
3703 {
3704 lowest.SurfaceNormal = -lowest.SurfaceNormal;
3705 CollisionPlane = new Vector4(lowest.SurfaceNormal, Vector3.Dot(lowest.Position, lowest.SurfaceNormal));
3706 }
3707 else
3708 CollisionPlane = Vector4.UnitW;
3709/*
3471 } 3710 }
3472 break; 3711 break;
3473 } 3712 }
3713*/
3474 } 3714 }
3715 else
3716 CollisionPlane = Vector4.UnitW;
3717
3718 RaiseCollisionScriptEvents(coldata);
3475 3719
3476 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3720 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3477 if (Invulnerable || GodLevel > 0) 3721 if (Invulnerable || GodLevel > 0)
@@ -3570,6 +3814,13 @@ namespace OpenSim.Region.Framework.Scenes
3570 // m_reprioritizationTimer.Dispose(); 3814 // m_reprioritizationTimer.Dispose();
3571 3815
3572 RemoveFromPhysicalScene(); 3816 RemoveFromPhysicalScene();
3817
3818 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
3819
3820// if (Animator != null)
3821// Animator.Close();
3822 Animator = null;
3823
3573 } 3824 }
3574 3825
3575 public void AddAttachment(SceneObjectGroup gobj) 3826 public void AddAttachment(SceneObjectGroup gobj)
@@ -3803,10 +4054,18 @@ namespace OpenSim.Region.Framework.Scenes
3803 4054
3804 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 4055 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3805 { 4056 {
4057 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
4058 if (p == null)
4059 return;
4060
4061 ControllingClient.SendTakeControls(controls, false, false);
4062 ControllingClient.SendTakeControls(controls, true, false);
4063
3806 ScriptControllers obj = new ScriptControllers(); 4064 ScriptControllers obj = new ScriptControllers();
3807 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 4065 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3808 obj.eventControls = ScriptControlled.CONTROL_ZERO; 4066 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3809 4067
4068 obj.objectID = p.ParentGroup.UUID;
3810 obj.itemID = Script_item_UUID; 4069 obj.itemID = Script_item_UUID;
3811 if (pass_on == 0 && accept == 0) 4070 if (pass_on == 0 && accept == 0)
3812 { 4071 {
@@ -3855,6 +4114,21 @@ namespace OpenSim.Region.Framework.Scenes
3855 ControllingClient.SendTakeControls(int.MaxValue, false, false); 4114 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3856 } 4115 }
3857 4116
4117 private void UnRegisterSeatControls(UUID obj)
4118 {
4119 List<UUID> takers = new List<UUID>();
4120
4121 foreach (ScriptControllers c in scriptedcontrols.Values)
4122 {
4123 if (c.objectID == obj)
4124 takers.Add(c.itemID);
4125 }
4126 foreach (UUID t in takers)
4127 {
4128 UnRegisterControlEventsToScript(0, t);
4129 }
4130 }
4131
3858 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 4132 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3859 { 4133 {
3860 ScriptControllers takecontrols; 4134 ScriptControllers takecontrols;
@@ -4184,6 +4458,12 @@ namespace OpenSim.Region.Framework.Scenes
4184 4458
4185 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4459 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
4186 { 4460 {
4461 string reason;
4462
4463 // Honor bans
4464 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4465 return;
4466
4187 SceneObjectGroup telehub = null; 4467 SceneObjectGroup telehub = null;
4188 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4468 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
4189 { 4469 {
@@ -4223,11 +4503,206 @@ namespace OpenSim.Region.Framework.Scenes
4223 pos = land.LandData.UserLocation; 4503 pos = land.LandData.UserLocation;
4224 } 4504 }
4225 } 4505 }
4226 4506
4227 land.SendLandUpdateToClient(ControllingClient); 4507 land.SendLandUpdateToClient(ControllingClient);
4228 } 4508 }
4229 } 4509 }
4230 4510
4511 private DetectedObject CreateDetObject(SceneObjectPart obj)
4512 {
4513 DetectedObject detobj = new DetectedObject();
4514 detobj.keyUUID = obj.UUID;
4515 detobj.nameStr = obj.Name;
4516 detobj.ownerUUID = obj.OwnerID;
4517 detobj.posVector = obj.AbsolutePosition;
4518 detobj.rotQuat = obj.GetWorldRotation();
4519 detobj.velVector = obj.Velocity;
4520 detobj.colliderType = 0;
4521 detobj.groupUUID = obj.GroupID;
4522
4523 return detobj;
4524 }
4525
4526 private DetectedObject CreateDetObject(ScenePresence av)
4527 {
4528 DetectedObject detobj = new DetectedObject();
4529 detobj.keyUUID = av.UUID;
4530 detobj.nameStr = av.ControllingClient.Name;
4531 detobj.ownerUUID = av.UUID;
4532 detobj.posVector = av.AbsolutePosition;
4533 detobj.rotQuat = av.Rotation;
4534 detobj.velVector = av.Velocity;
4535 detobj.colliderType = 0;
4536 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4537
4538 return detobj;
4539 }
4540
4541 private DetectedObject CreateDetObjectForGround()
4542 {
4543 DetectedObject detobj = new DetectedObject();
4544 detobj.keyUUID = UUID.Zero;
4545 detobj.nameStr = "";
4546 detobj.ownerUUID = UUID.Zero;
4547 detobj.posVector = AbsolutePosition;
4548 detobj.rotQuat = Quaternion.Identity;
4549 detobj.velVector = Vector3.Zero;
4550 detobj.colliderType = 0;
4551 detobj.groupUUID = UUID.Zero;
4552
4553 return detobj;
4554 }
4555
4556 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4557 {
4558 ColliderArgs colliderArgs = new ColliderArgs();
4559 List<DetectedObject> colliding = new List<DetectedObject>();
4560 foreach (uint localId in colliders)
4561 {
4562 if (localId == 0)
4563 continue;
4564
4565 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4566 if (obj != null)
4567 {
4568 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4569 colliding.Add(CreateDetObject(obj));
4570 }
4571 else
4572 {
4573 ScenePresence av = m_scene.GetScenePresence(localId);
4574 if (av != null && (!av.IsChildAgent))
4575 {
4576 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4577 colliding.Add(CreateDetObject(av));
4578 }
4579 }
4580 }
4581
4582 colliderArgs.Colliders = colliding;
4583
4584 return colliderArgs;
4585 }
4586
4587 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4588
4589 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4590 {
4591 ColliderArgs CollidingMessage;
4592
4593 if (colliders.Count > 0)
4594 {
4595 if ((dest.RootPart.ScriptEvents & ev) != 0)
4596 {
4597 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4598
4599 if (CollidingMessage.Colliders.Count > 0)
4600 notify(dest.RootPart.LocalId, CollidingMessage);
4601 }
4602 }
4603 }
4604
4605 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4606 {
4607 if ((dest.RootPart.ScriptEvents & ev) != 0)
4608 {
4609 ColliderArgs LandCollidingMessage = new ColliderArgs();
4610 List<DetectedObject> colliding = new List<DetectedObject>();
4611
4612 colliding.Add(CreateDetObjectForGround());
4613 LandCollidingMessage.Colliders = colliding;
4614
4615 notify(dest.RootPart.LocalId, LandCollidingMessage);
4616 }
4617 }
4618
4619 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4620 {
4621 try
4622 {
4623 List<uint> thisHitColliders = new List<uint>();
4624 List<uint> endedColliders = new List<uint>();
4625 List<uint> startedColliders = new List<uint>();
4626 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4627 CollisionForSoundInfo soundinfo;
4628 ContactPoint curcontact;
4629
4630 if (coldata.Count == 0)
4631 {
4632 if (m_lastColliders.Count == 0)
4633 return; // nothing to do
4634
4635 foreach (uint localID in m_lastColliders)
4636 {
4637 endedColliders.Add(localID);
4638 }
4639 m_lastColliders.Clear();
4640 }
4641
4642 else
4643 {
4644 foreach (uint id in coldata.Keys)
4645 {
4646 thisHitColliders.Add(id);
4647 if (!m_lastColliders.Contains(id))
4648 {
4649 startedColliders.Add(id);
4650 curcontact = coldata[id];
4651 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
4652 {
4653 soundinfo = new CollisionForSoundInfo();
4654 soundinfo.colliderID = id;
4655 soundinfo.position = curcontact.Position;
4656 soundinfo.relativeVel = curcontact.RelativeSpeed;
4657 soundinfolist.Add(soundinfo);
4658 }
4659 }
4660 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4661 }
4662
4663 // calculate things that ended colliding
4664 foreach (uint localID in m_lastColliders)
4665 {
4666 if (!thisHitColliders.Contains(localID))
4667 {
4668 endedColliders.Add(localID);
4669 }
4670 }
4671 //add the items that started colliding this time to the last colliders list.
4672 foreach (uint localID in startedColliders)
4673 {
4674 m_lastColliders.Add(localID);
4675 }
4676 // remove things that ended colliding from the last colliders list
4677 foreach (uint localID in endedColliders)
4678 {
4679 m_lastColliders.Remove(localID);
4680 }
4681
4682 if (soundinfolist.Count > 0)
4683 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
4684 }
4685
4686 foreach (SceneObjectGroup att in GetAttachments())
4687 {
4688 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
4689 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
4690 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
4691
4692 if (startedColliders.Contains(0))
4693 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
4694 if (m_lastColliders.Contains(0))
4695 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
4696 if (endedColliders.Contains(0))
4697 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
4698 }
4699 }
4700 finally
4701 {
4702 m_collisionEventFlag = false;
4703 }
4704 }
4705
4231 private void TeleportFlagsDebug() { 4706 private void TeleportFlagsDebug() {
4232 4707
4233 // Some temporary debugging help to show all the TeleportFlags we have... 4708 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4252,6 +4727,5 @@ namespace OpenSim.Region.Framework.Scenes
4252 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4727 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4253 4728
4254 } 4729 }
4255
4256 } 4730 }
4257} 4731}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 39420a6..ce4fb40 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -262,6 +262,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
262 sr.Close(); 262 sr.Close();
263 } 263 }
264 264
265 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
266 if (keymotion.Count > 0)
267 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
268 else
269 sceneObject.RootPart.KeyframeMotion = null;
270
265 // Script state may, or may not, exist. Not having any, is NOT 271 // Script state may, or may not, exist. Not having any, is NOT
266 // ever a problem. 272 // ever a problem.
267 sceneObject.LoadScriptState(doc); 273 sceneObject.LoadScriptState(doc);
@@ -368,11 +374,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
368 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 374 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
369 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 375 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
370 376
377 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
378 m_SOPXmlProcessors.Add("Force", ProcessForce);
379 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
380 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
381
382
383 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
384
371 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType); 385 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
372 m_SOPXmlProcessors.Add("Density", ProcessDensity); 386 m_SOPXmlProcessors.Add("Density", ProcessDensity);
373 m_SOPXmlProcessors.Add("Friction", ProcessFriction); 387 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
374 m_SOPXmlProcessors.Add("Bounce", ProcessBounce); 388 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
375 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier); 389 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
390 m_SOPXmlProcessors.Add("CameraEyeOffset", ProcessCameraEyeOffset);
391 m_SOPXmlProcessors.Add("CameraAtOffset", ProcessCameraAtOffset);
376 392
377 #endregion 393 #endregion
378 394
@@ -401,7 +417,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
401 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 417 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
402 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 418 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
403 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 419 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
404 420
405 #endregion 421 #endregion
406 422
407 #region ShapeXmlProcessors initialization 423 #region ShapeXmlProcessors initialization
@@ -626,6 +642,33 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
626 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty); 642 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
627 } 643 }
628 644
645 private static void ProcessCameraEyeOffset(SceneObjectPart obj, XmlTextReader reader)
646 {
647 obj.SetCameraEyeOffset(Util.ReadVector(reader, "CameraEyeOffset"));
648 }
649
650 private static void ProcessCameraAtOffset(SceneObjectPart obj, XmlTextReader reader)
651 {
652 obj.SetCameraAtOffset(Util.ReadVector(reader, "CameraAtOffset"));
653 }
654
655 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
656 {
657 SOPVehicle vehicle = SOPVehicle.FromXml2(reader);
658
659 if (vehicle == null)
660 {
661 obj.VehicleParams = null;
662 m_log.DebugFormat(
663 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
664 obj.Name, obj.UUID);
665 }
666 else
667 {
668 obj.VehicleParams = vehicle;
669 }
670 }
671
629 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 672 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
630 { 673 {
631 List<string> errorNodeNames; 674 List<string> errorNodeNames;
@@ -795,6 +838,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
795 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 838 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
796 } 839 }
797 840
841 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
842 {
843 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
844 }
845
846 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
847 {
848 obj.Force = Util.ReadVector(reader, "Force");
849 }
850 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
851 {
852 obj.Torque = Util.ReadVector(reader, "Torque");
853 }
854
855 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
856 {
857 obj.VolumeDetectActive = Util.ReadBoolean(reader);
858 }
859
798 #endregion 860 #endregion
799 861
800 #region TaskInventoryXmlProcessors 862 #region TaskInventoryXmlProcessors
@@ -1182,6 +1244,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1182 }); 1244 });
1183 1245
1184 writer.WriteEndElement(); 1246 writer.WriteEndElement();
1247
1248 if (sog.RootPart.KeyframeMotion != null)
1249 {
1250 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1251
1252 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1253 writer.WriteBase64(data, 0, data.Length);
1254 writer.WriteEndElement();
1255 }
1256
1185 writer.WriteEndElement(); 1257 writer.WriteEndElement();
1186 } 1258 }
1187 1259
@@ -1289,6 +1361,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1289 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1361 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1290 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1362 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1291 1363
1364 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1365
1366 WriteVector(writer, "Force", sop.Force);
1367 WriteVector(writer, "Torque", sop.Torque);
1368
1369 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1370
1371 if (sop.VehicleParams != null)
1372 sop.VehicleParams.ToXml2(writer);
1373
1292 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType()) 1374 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1293 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower()); 1375 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1294 if (sop.Density != 1000.0f) 1376 if (sop.Density != 1000.0f)
@@ -1299,6 +1381,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1299 writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower()); 1381 writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower());
1300 if (sop.GravityModifier != 1.0f) 1382 if (sop.GravityModifier != 1.0f)
1301 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower()); 1383 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1384 WriteVector(writer, "CameraEyeOffset", sop.GetCameraEyeOffset());
1385 WriteVector(writer, "CameraAtOffset", sop.GetCameraAtOffset());
1302 1386
1303 writer.WriteEndElement(); 1387 writer.WriteEndElement();
1304 } 1388 }
@@ -1524,12 +1608,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1524 { 1608 {
1525 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1609 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1526 1610
1527 if (reader.IsEmptyElement)
1528 {
1529 reader.Read();
1530 return tinv;
1531 }
1532
1533 reader.ReadStartElement(name, String.Empty); 1611 reader.ReadStartElement(name, String.Empty);
1534 1612
1535 while (reader.Name == "TaskInventoryItem") 1613 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index b9d615e..5398ab9 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -175,7 +175,7 @@ namespace OpenSim.Region.Framework.Scenes
175 175
176 // saved last reported value so there is something available for llGetRegionFPS 176 // saved last reported value so there is something available for llGetRegionFPS
177 private float lastReportedSimFPS; 177 private float lastReportedSimFPS;
178 private float[] lastReportedSimStats = new float[22]; 178 private float[] lastReportedSimStats = new float[23];
179 private float m_pfps; 179 private float m_pfps;
180 180
181 /// <summary> 181 /// <summary>
@@ -189,12 +189,13 @@ namespace OpenSim.Region.Framework.Scenes
189 private int m_objectUpdates; 189 private int m_objectUpdates;
190 190
191 private int m_frameMS; 191 private int m_frameMS;
192 private int m_spareMS; 192
193 private int m_netMS; 193 private int m_netMS;
194 private int m_agentMS; 194 private int m_agentMS;
195 private int m_physicsMS; 195 private int m_physicsMS;
196 private int m_imageMS; 196 private int m_imageMS;
197 private int m_otherMS; 197 private int m_otherMS;
198 private int m_sleeptimeMS;
198 199
199//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. 200//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
200//Ckrinke private int m_scriptMS = 0; 201//Ckrinke private int m_scriptMS = 0;
@@ -289,7 +290,7 @@ namespace OpenSim.Region.Framework.Scenes
289 290
290 private void statsHeartBeat(object sender, EventArgs e) 291 private void statsHeartBeat(object sender, EventArgs e)
291 { 292 {
292 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; 293 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
293 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 294 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
294 295
295 // Know what's not thread safe in Mono... modifying timers. 296 // Know what's not thread safe in Mono... modifying timers.
@@ -327,6 +328,35 @@ namespace OpenSim.Region.Framework.Scenes
327 physfps = 0; 328 physfps = 0;
328 329
329#endregion 330#endregion
331 float factor = 1 / m_statsUpdateFactor;
332
333 if (reportedFPS <= 0)
334 reportedFPS = 1;
335
336 float perframe = 1.0f / (float)reportedFPS;
337
338 float TotalFrameTime = m_frameMS * perframe;
339
340 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
341
342 float sparetime;
343 float sleeptime;
344
345 if (TotalFrameTime > targetframetime)
346 {
347 sparetime = 0;
348 sleeptime = 0;
349 }
350 else
351 {
352 sparetime = m_frameMS - m_physicsMS - m_agentMS;
353 sparetime *= perframe;
354 if (sparetime < 0)
355 sparetime = 0;
356 else if (sparetime > TotalFrameTime)
357 sparetime = TotalFrameTime;
358 sleeptime = m_sleeptimeMS * perframe;
359 }
330 360
331 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 361 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
332 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 362 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
@@ -338,25 +368,15 @@ namespace OpenSim.Region.Framework.Scenes
338 // so that stat numbers are always consistent. 368 // so that stat numbers are always consistent.
339 CheckStatSanity(); 369 CheckStatSanity();
340 370
341 //Our time dilation is 0.91 when we're running a full speed, 371 // other MS is actually simulation time
342 // therefore to make sure we get an appropriate range, 372 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
343 // we have to factor in our error. (0.10f * statsUpdateFactor) 373 // m_imageMS m_netMS are not included in m_frameMS
344 // multiplies the fix for the error times the amount of times it'll occur a second
345 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
346 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
347
348 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
349 // values to X-per-second values.
350 374
351 uint thisFrame = m_scene.Frame; 375 m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
352 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor; 376 if (m_otherMS < 0)
353 m_lastUpdateFrame = thisFrame; 377 m_otherMS = 0;
354 378
355 // Avoid div-by-zero if somehow we've not updated any frames. 379 for (int i = 0; i < 23; i++)
356 if (framesUpdated == 0)
357 framesUpdated = 1;
358
359 for (int i = 0; i < 22; i++)
360 { 380 {
361 sb[i] = new SimStatsPacket.StatBlock(); 381 sb[i] = new SimStatsPacket.StatBlock();
362 } 382 }
@@ -386,19 +406,19 @@ namespace OpenSim.Region.Framework.Scenes
386 sb[7].StatValue = m_activePrim; 406 sb[7].StatValue = m_activePrim;
387 407
388 sb[8].StatID = (uint)Stats.FrameMS; 408 sb[8].StatID = (uint)Stats.FrameMS;
389 sb[8].StatValue = m_frameMS / framesUpdated; 409 sb[8].StatValue = TotalFrameTime;
390 410
391 sb[9].StatID = (uint)Stats.NetMS; 411 sb[9].StatID = (uint)Stats.NetMS;
392 sb[9].StatValue = m_netMS / framesUpdated; 412 sb[9].StatValue = m_netMS * perframe;
393 413
394 sb[10].StatID = (uint)Stats.PhysicsMS; 414 sb[10].StatID = (uint)Stats.PhysicsMS;
395 sb[10].StatValue = m_physicsMS / framesUpdated; 415 sb[10].StatValue = m_physicsMS * perframe;
396 416
397 sb[11].StatID = (uint)Stats.ImageMS ; 417 sb[11].StatID = (uint)Stats.ImageMS ;
398 sb[11].StatValue = m_imageMS / framesUpdated; 418 sb[11].StatValue = m_imageMS * perframe;
399 419
400 sb[12].StatID = (uint)Stats.OtherMS; 420 sb[12].StatID = (uint)Stats.OtherMS;
401 sb[12].StatValue = m_otherMS / framesUpdated; 421 sb[12].StatValue = m_otherMS * perframe;
402 422
403 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 423 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
404 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); 424 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
@@ -410,7 +430,7 @@ namespace OpenSim.Region.Framework.Scenes
410 sb[15].StatValue = m_unAckedBytes; 430 sb[15].StatValue = m_unAckedBytes;
411 431
412 sb[16].StatID = (uint)Stats.AgentMS; 432 sb[16].StatID = (uint)Stats.AgentMS;
413 sb[16].StatValue = m_agentMS / framesUpdated; 433 sb[16].StatValue = m_agentMS * perframe;
414 434
415 sb[17].StatID = (uint)Stats.PendingDownloads; 435 sb[17].StatID = (uint)Stats.PendingDownloads;
416 sb[17].StatValue = m_pendingDownloads; 436 sb[17].StatValue = m_pendingDownloads;
@@ -425,7 +445,10 @@ namespace OpenSim.Region.Framework.Scenes
425 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; 445 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
426 446
427 sb[21].StatID = (uint)Stats.SimSpareMs; 447 sb[21].StatID = (uint)Stats.SimSpareMs;
428 sb[21].StatValue = m_spareMS / framesUpdated; 448 sb[21].StatValue = sparetime;
449
450 sb[22].StatID = (uint)Stats.SimSleepMs;
451 sb[22].StatValue = sleeptime;
429 452
430 for (int i = 0; i < 22; i++) 453 for (int i = 0; i < 22; i++)
431 { 454 {
@@ -444,28 +467,32 @@ namespace OpenSim.Region.Framework.Scenes
444 } 467 }
445 468
446 // Extra statistics that aren't currently sent to clients 469 // Extra statistics that aren't currently sent to clients
447 lock (m_lastReportedExtraSimStats) 470 if (m_scene.PhysicsScene != null)
448 { 471 {
449 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor; 472 lock (m_lastReportedExtraSimStats)
450 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
451
452 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
453
454 if (physicsStats != null)
455 { 473 {
456 foreach (KeyValuePair<string, float> tuple in physicsStats) 474 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
475 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
476
477 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
478
479 if (physicsStats != null)
457 { 480 {
458 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second 481 foreach (KeyValuePair<string, float> tuple in physicsStats)
459 // Need to change things so that stats source can indicate whether they are per second or 482 {
460 // per frame. 483 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
461 if (tuple.Key.EndsWith("MS")) 484 // Need to change things so that stats source can indicate whether they are per second or
462 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated; 485 // per frame.
463 else 486 if (tuple.Key.EndsWith("MS"))
464 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; 487 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
488 else
489 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
490 }
465 } 491 }
466 } 492 }
467 } 493 }
468 494
495// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
469 ResetValues(); 496 ResetValues();
470 } 497 }
471 } 498 }
@@ -488,7 +515,8 @@ namespace OpenSim.Region.Framework.Scenes
488 m_physicsMS = 0; 515 m_physicsMS = 0;
489 m_imageMS = 0; 516 m_imageMS = 0;
490 m_otherMS = 0; 517 m_otherMS = 0;
491 m_spareMS = 0; 518// m_spareMS = 0;
519 m_sleeptimeMS = 0;
492 520
493//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 521//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
494//Ckrinke m_scriptMS = 0; 522//Ckrinke m_scriptMS = 0;
@@ -572,11 +600,6 @@ namespace OpenSim.Region.Framework.Scenes
572 SlowFramesStat.Value++; 600 SlowFramesStat.Value++;
573 } 601 }
574 602
575 public void AddSpareMS(int ms)
576 {
577 m_spareMS += ms;
578 }
579
580 public void addNetMS(int ms) 603 public void addNetMS(int ms)
581 { 604 {
582 m_netMS += ms; 605 m_netMS += ms;
@@ -602,6 +625,11 @@ namespace OpenSim.Region.Framework.Scenes
602 m_otherMS += ms; 625 m_otherMS += ms;
603 } 626 }
604 627
628 public void addSleepMS(int ms)
629 {
630 m_sleeptimeMS += ms;
631 }
632
605 public void AddPendingDownloads(int count) 633 public void AddPendingDownloads(int count)
606 { 634 {
607 m_pendingDownloads += count; 635 m_pendingDownloads += count;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
index c264433..1182c96 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
@@ -62,6 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2)); 62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2));
63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3)); 63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3));
64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4)); 64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4));
65
66 Assert.That(g1Post.RootPart.UndoCount, Is.EqualTo(1));
65 } 67 }
66 68
67 /// <summary> 69 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
deleted file mode 100644
index 4883ae7..0000000
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
+++ /dev/null
@@ -1,184 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Reflection;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Framework.Communications;
34using OpenSim.Region.Framework.Scenes;
35using OpenSim.Tests.Common;
36using OpenSim.Tests.Common.Mock;
37
38namespace OpenSim.Region.Framework.Scenes.Tests
39{
40 /// <summary>
41 /// Tests for undo/redo
42 /// </summary>
43 public class SceneObjectUndoRedoTests : OpenSimTestCase
44 {
45 [Test]
46 public void TestUndoRedoResizeSceneObject()
47 {
48 TestHelpers.InMethod();
49// TestHelpers.EnableLogging();
50
51 Vector3 firstSize = new Vector3(2, 3, 4);
52 Vector3 secondSize = new Vector3(5, 6, 7);
53
54 Scene scene = new SceneHelpers().SetupScene();
55 scene.MaxUndoCount = 20;
56 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
57
58 // TODO: It happens to be the case that we are not storing undo states for SOPs which are not yet in a SOG,
59 // which is the way that AddSceneObject() sets up the object (i.e. it creates the SOP first). However,
60 // this is somewhat by chance. Really, we shouldn't be storing undo states at all if the object is not
61 // in a scene.
62 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
63
64 g1.GroupResize(firstSize);
65 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
66
67 g1.GroupResize(secondSize);
68 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
69
70 g1.RootPart.Undo();
71 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
72 Assert.That(g1.GroupScale, Is.EqualTo(firstSize));
73
74 g1.RootPart.Redo();
75 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
76 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
77 }
78
79 [Test]
80 public void TestUndoLimit()
81 {
82 TestHelpers.InMethod();
83
84 Vector3 firstSize = new Vector3(2, 3, 4);
85 Vector3 secondSize = new Vector3(5, 6, 7);
86 Vector3 thirdSize = new Vector3(8, 9, 10);
87 Vector3 fourthSize = new Vector3(11, 12, 13);
88
89 Scene scene = new SceneHelpers().SetupScene();
90 scene.MaxUndoCount = 2;
91 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
92
93 g1.GroupResize(firstSize);
94 g1.GroupResize(secondSize);
95 g1.GroupResize(thirdSize);
96 g1.GroupResize(fourthSize);
97
98 g1.RootPart.Undo();
99 g1.RootPart.Undo();
100 g1.RootPart.Undo();
101
102 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
103 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
104 }
105
106 [Test]
107 public void TestNoUndoOnObjectsNotInScene()
108 {
109 TestHelpers.InMethod();
110
111 Vector3 firstSize = new Vector3(2, 3, 4);
112 Vector3 secondSize = new Vector3(5, 6, 7);
113// Vector3 thirdSize = new Vector3(8, 9, 10);
114// Vector3 fourthSize = new Vector3(11, 12, 13);
115
116 Scene scene = new SceneHelpers().SetupScene();
117 scene.MaxUndoCount = 20;
118 SceneObjectGroup g1 = SceneHelpers.CreateSceneObject(1, TestHelpers.ParseTail(0x1));
119
120 g1.GroupResize(firstSize);
121 g1.GroupResize(secondSize);
122
123 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
124
125 g1.RootPart.Undo();
126
127 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
128 }
129
130 [Test]
131 public void TestUndoBeyondAvailable()
132 {
133 TestHelpers.InMethod();
134
135 Vector3 newSize = new Vector3(2, 3, 4);
136
137 Scene scene = new SceneHelpers().SetupScene();
138 scene.MaxUndoCount = 20;
139 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
140 Vector3 originalSize = g1.GroupScale;
141
142 g1.RootPart.Undo();
143
144 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
145 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
146
147 g1.GroupResize(newSize);
148 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
149 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
150
151 g1.RootPart.Undo();
152 g1.RootPart.Undo();
153
154 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
155 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
156 }
157
158 [Test]
159 public void TestRedoBeyondAvailable()
160 {
161 TestHelpers.InMethod();
162
163 Vector3 newSize = new Vector3(2, 3, 4);
164
165 Scene scene = new SceneHelpers().SetupScene();
166 scene.MaxUndoCount = 20;
167 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
168 Vector3 originalSize = g1.GroupScale;
169
170 g1.RootPart.Redo();
171
172 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
173 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
174
175 g1.GroupResize(newSize);
176 g1.RootPart.Undo();
177 g1.RootPart.Redo();
178 g1.RootPart.Redo();
179
180 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
181 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
182 }
183 }
184} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
index 2b79271..c7eaff9 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
@@ -44,7 +44,7 @@ using OpenSim.Tests.Common.Mock;
44namespace OpenSim.Region.Framework.Scenes.Tests 44namespace OpenSim.Region.Framework.Scenes.Tests
45{ 45{
46 [TestFixture] 46 [TestFixture]
47 public class SceneObjectUserGroupTests : OpenSimTestCase 47 public class SceneObjectUserGroupTests
48 { 48 {
49 /// <summary> 49 /// <summary>
50 /// Test share with group object functionality 50 /// Test share with group object functionality
@@ -54,6 +54,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
54 public void TestShareWithGroup() 54 public void TestShareWithGroup()
55 { 55 {
56 TestHelpers.InMethod(); 56 TestHelpers.InMethod();
57// log4net.Config.XmlConfigurator.Configure();
57 58
58 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 59 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
59 60
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index ad33607..b09ae39 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -84,10 +84,6 @@ namespace OpenSim.Region.Framework.Scenes
84 /// <param name="assetUuids">The assets gathered</param> 84 /// <param name="assetUuids">The assets gathered</param>
85 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 85 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
86 { 86 {
87 // avoid infinite loops
88 if (assetUuids.ContainsKey(assetUuid))
89 return;
90
91 try 87 try
92 { 88 {
93 assetUuids[assetUuid] = assetType; 89 assetUuids[assetUuid] = assetType;