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-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs359
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Permissions.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs490
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs44
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs224
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs556
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs219
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs806
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs322
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs28
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs87
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
18 files changed, 2417 insertions, 791 deletions
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 4a4d98f..547e693 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -788,6 +792,26 @@ namespace OpenSim.Region.Framework.Scenes
788 } 792 }
789 } 793 }
790 } 794 }
795 public void TriggerTerrainUpdate()
796 {
797 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
798 if (handlerTerrainUpdate != null)
799 {
800 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
801 {
802 try
803 {
804 d();
805 }
806 catch (Exception e)
807 {
808 m_log.ErrorFormat(
809 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
810 e.Message, e.StackTrace);
811 }
812 }
813 }
814 }
791 815
792 public void TriggerTerrainTick() 816 public void TriggerTerrainTick()
793 { 817 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index b62023b..1746cfe 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -117,34 +117,22 @@ namespace OpenSim.Region.Framework.Scenes
117 /// <param name="item"></param> 117 /// <param name="item"></param>
118 public bool AddInventoryItem(InventoryItemBase item) 118 public bool AddInventoryItem(InventoryItemBase item)
119 { 119 {
120 if (UUID.Zero == item.Folder) 120 InventoryFolderBase folder;
121
122 if (item.Folder == UUID.Zero)
121 { 123 {
122 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 124 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
123 if (f != null) 125 if (folder == null)
124 { 126 {
125// m_log.DebugFormat( 127 folder = InventoryService.GetRootFolder(item.Owner);
126// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}", 128
127// f.Name, (AssetType)f.Type, item.Name); 129 if (folder == null)
128
129 item.Folder = f.ID;
130 }
131 else
132 {
133 f = InventoryService.GetRootFolder(item.Owner);
134 if (f != null)
135 {
136 item.Folder = f.ID;
137 }
138 else
139 {
140 m_log.WarnFormat(
141 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
142 item.Owner, item.Name);
143 return false; 130 return false;
144 }
145 } 131 }
132
133 item.Folder = folder.ID;
146 } 134 }
147 135
148 if (InventoryService.AddItem(item)) 136 if (InventoryService.AddItem(item))
149 { 137 {
150 int userlevel = 0; 138 int userlevel = 0;
@@ -264,8 +252,7 @@ namespace OpenSim.Region.Framework.Scenes
264 252
265 // Update item with new asset 253 // Update item with new asset
266 item.AssetID = asset.FullID; 254 item.AssetID = asset.FullID;
267 if (group.UpdateInventoryItem(item)) 255 group.UpdateInventoryItem(item);
268 remoteClient.SendAgentAlertMessage("Script saved", false);
269 256
270 part.SendPropertiesToClient(remoteClient); 257 part.SendPropertiesToClient(remoteClient);
271 258
@@ -276,12 +263,7 @@ namespace OpenSim.Region.Framework.Scenes
276 { 263 {
277 // Needs to determine which engine was running it and use that 264 // Needs to determine which engine was running it and use that
278 // 265 //
279 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 266 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
280 errors = part.Inventory.GetScriptErrors(item.ItemID);
281 }
282 else
283 {
284 remoteClient.SendAgentAlertMessage("Script saved", false);
285 } 267 }
286 part.ParentGroup.ResumeScripts(); 268 part.ParentGroup.ResumeScripts();
287 return errors; 269 return errors;
@@ -345,6 +327,7 @@ namespace OpenSim.Region.Framework.Scenes
345 327
346 if (UUID.Zero == transactionID) 328 if (UUID.Zero == transactionID)
347 { 329 {
330 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
348 item.Name = itemUpd.Name; 331 item.Name = itemUpd.Name;
349 item.Description = itemUpd.Description; 332 item.Description = itemUpd.Description;
350 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) 333 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
@@ -723,6 +706,8 @@ namespace OpenSim.Region.Framework.Scenes
723 return; 706 return;
724 } 707 }
725 708
709 if (newName == null) newName = item.Name;
710
726 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 711 AssetBase asset = AssetService.Get(item.AssetID.ToString());
727 712
728 if (asset != null) 713 if (asset != null)
@@ -779,6 +764,24 @@ namespace OpenSim.Region.Framework.Scenes
779 } 764 }
780 765
781 /// <summary> 766 /// <summary>
767 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
768 /// </summary>
769 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
770 {
771 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
772 foreach (InventoryItemBase b in items)
773 {
774 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
775 InventoryItemBase n = InventoryService.GetItem(b);
776 n.Folder = destfolder;
777 moveitems.Add(n);
778 remoteClient.SendInventoryItemCreateUpdate(n, 0);
779 }
780
781 MoveInventoryItem(remoteClient, moveitems);
782 }
783
784 /// <summary>
782 /// Move an item within the agent's inventory. 785 /// Move an item within the agent's inventory.
783 /// </summary> 786 /// </summary>
784 /// <param name="remoteClient"></param> 787 /// <param name="remoteClient"></param>
@@ -979,25 +982,29 @@ namespace OpenSim.Region.Framework.Scenes
979 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 982 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
980 { 983 {
981 SceneObjectPart part = GetSceneObjectPart(localID); 984 SceneObjectPart part = GetSceneObjectPart(localID);
982 if (part == null) 985 SceneObjectGroup group = null;
983 return; 986 if (part != null)
987 {
988 group = part.ParentGroup;
989 }
990 if (part != null && group != null)
991 {
992 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
993 return;
984 994
985 SceneObjectGroup group = part.ParentGroup; 995 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
986 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 996 if (item == null)
987 return; 997 return;
988
989 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
990 if (item == null)
991 return;
992 998
993 if (item.Type == 10) 999 if (item.Type == 10)
994 { 1000 {
995 part.RemoveScriptEvents(itemID); 1001 part.RemoveScriptEvents(itemID);
996 EventManager.TriggerRemoveScript(localID, itemID); 1002 EventManager.TriggerRemoveScript(localID, itemID);
1003 }
1004
1005 group.RemoveInventoryItem(localID, itemID);
1006 part.SendPropertiesToClient(remoteClient);
997 } 1007 }
998
999 group.RemoveInventoryItem(localID, itemID);
1000 part.SendPropertiesToClient(remoteClient);
1001 } 1008 }
1002 1009
1003 private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId) 1010 private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId)
@@ -1098,6 +1105,10 @@ namespace OpenSim.Region.Framework.Scenes
1098 { 1105 {
1099 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1106 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1100 1107
1108 // Can't move a null item
1109 if (itemId == UUID.Zero)
1110 return;
1111
1101 if (null == part) 1112 if (null == part)
1102 { 1113 {
1103 m_log.WarnFormat( 1114 m_log.WarnFormat(
@@ -1208,6 +1219,10 @@ namespace OpenSim.Region.Framework.Scenes
1208 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) 1219 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
1209 return; 1220 return;
1210 1221
1222 bool overrideNoMod = false;
1223 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1224 overrideNoMod = true;
1225
1211 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) 1226 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1212 { 1227 {
1213 // object cannot copy items to an object owned by a different owner 1228 // object cannot copy items to an object owned by a different owner
@@ -1217,7 +1232,7 @@ namespace OpenSim.Region.Framework.Scenes
1217 } 1232 }
1218 1233
1219 // must have both move and modify permission to put an item in an object 1234 // must have both move and modify permission to put an item in an object
1220 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1235 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1221 { 1236 {
1222 return; 1237 return;
1223 } 1238 }
@@ -1276,6 +1291,14 @@ namespace OpenSim.Region.Framework.Scenes
1276 1291
1277 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1292 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1278 { 1293 {
1294 SceneObjectPart destPart = GetSceneObjectPart(destID);
1295 if (destPart != null) // Move into a prim
1296 {
1297 foreach(UUID itemID in items)
1298 MoveTaskInventoryItem(destID, host, itemID);
1299 return destID; // Prim folder ID == prim ID
1300 }
1301
1279 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1302 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1280 1303
1281 UUID newFolderID = UUID.Random(); 1304 UUID newFolderID = UUID.Random();
@@ -1455,13 +1478,6 @@ namespace OpenSim.Region.Framework.Scenes
1455 { 1478 {
1456 agentTransactions.HandleTaskItemUpdateFromTransaction( 1479 agentTransactions.HandleTaskItemUpdateFromTransaction(
1457 remoteClient, part, transactionID, currentItem); 1480 remoteClient, part, transactionID, currentItem);
1458
1459 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1460 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1461 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1462 remoteClient.SendAgentAlertMessage("Script saved", false);
1463 else
1464 remoteClient.SendAgentAlertMessage("Item saved", false);
1465 } 1481 }
1466 1482
1467 // Base ALWAYS has move 1483 // Base ALWAYS has move
@@ -1602,7 +1618,7 @@ namespace OpenSim.Region.Framework.Scenes
1602 return; 1618 return;
1603 1619
1604 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1620 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1605 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1621 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1606 remoteClient.AgentId); 1622 remoteClient.AgentId);
1607 AssetService.Store(asset); 1623 AssetService.Store(asset);
1608 1624
@@ -1755,23 +1771,32 @@ namespace OpenSim.Region.Framework.Scenes
1755 // build a list of eligible objects 1771 // build a list of eligible objects
1756 List<uint> deleteIDs = new List<uint>(); 1772 List<uint> deleteIDs = new List<uint>();
1757 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1773 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1758 1774 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1759 // Start with true for both, then remove the flags if objects
1760 // that we can't derez are part of the selection
1761 bool permissionToTake = true;
1762 bool permissionToTakeCopy = true;
1763 bool permissionToDelete = true;
1764 1775
1765 foreach (uint localID in localIDs) 1776 foreach (uint localID in localIDs)
1766 { 1777 {
1778 // Start with true for both, then remove the flags if objects
1779 // that we can't derez are part of the selection
1780 bool permissionToTake = true;
1781 bool permissionToTakeCopy = true;
1782 bool permissionToDelete = true;
1783
1767 // Invalid id 1784 // Invalid id
1768 SceneObjectPart part = GetSceneObjectPart(localID); 1785 SceneObjectPart part = GetSceneObjectPart(localID);
1769 if (part == null) 1786 if (part == null)
1787 {
1788 //Client still thinks the object exists, kill it
1789 deleteIDs.Add(localID);
1770 continue; 1790 continue;
1791 }
1771 1792
1772 // Already deleted by someone else 1793 // Already deleted by someone else
1773 if (part.ParentGroup.IsDeleted) 1794 if (part.ParentGroup.IsDeleted)
1795 {
1796 //Client still thinks the object exists, kill it
1797 deleteIDs.Add(localID);
1774 continue; 1798 continue;
1799 }
1775 1800
1776 // Can't delete child prims 1801 // Can't delete child prims
1777 if (part != part.ParentGroup.RootPart) 1802 if (part != part.ParentGroup.RootPart)
@@ -1779,9 +1804,6 @@ namespace OpenSim.Region.Framework.Scenes
1779 1804
1780 SceneObjectGroup grp = part.ParentGroup; 1805 SceneObjectGroup grp = part.ParentGroup;
1781 1806
1782 deleteIDs.Add(localID);
1783 deleteGroups.Add(grp);
1784
1785 if (remoteClient == null) 1807 if (remoteClient == null)
1786 { 1808 {
1787 // Autoreturn has a null client. Nothing else does. So 1809 // Autoreturn has a null client. Nothing else does. So
@@ -1798,83 +1820,195 @@ namespace OpenSim.Region.Framework.Scenes
1798 } 1820 }
1799 else 1821 else
1800 { 1822 {
1801 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1823 if (action == DeRezAction.TakeCopy)
1824 {
1825 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1826 permissionToTakeCopy = false;
1827 }
1828 else
1829 {
1802 permissionToTakeCopy = false; 1830 permissionToTakeCopy = false;
1803 1831 }
1804 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1832 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1805 permissionToTake = false; 1833 permissionToTake = false;
1806 1834
1807 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1835 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1808 permissionToDelete = false; 1836 permissionToDelete = false;
1809 } 1837 }
1810 }
1811 1838
1812 // Handle god perms 1839 // Handle god perms
1813 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1840 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1814 { 1841 {
1815 permissionToTake = true; 1842 permissionToTake = true;
1816 permissionToTakeCopy = true; 1843 permissionToTakeCopy = true;
1817 permissionToDelete = true; 1844 permissionToDelete = true;
1818 } 1845 }
1819 1846
1820 // If we're re-saving, we don't even want to delete 1847 // If we're re-saving, we don't even want to delete
1821 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1848 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1822 permissionToDelete = false; 1849 permissionToDelete = false;
1823 1850
1824 // if we want to take a copy, we also don't want to delete 1851 // if we want to take a copy, we also don't want to delete
1825 // Note: after this point, the permissionToTakeCopy flag 1852 // Note: after this point, the permissionToTakeCopy flag
1826 // becomes irrelevant. It already includes the permissionToTake 1853 // becomes irrelevant. It already includes the permissionToTake
1827 // permission and after excluding no copy items here, we can 1854 // permission and after excluding no copy items here, we can
1828 // just use that. 1855 // just use that.
1829 if (action == DeRezAction.TakeCopy) 1856 if (action == DeRezAction.TakeCopy)
1830 { 1857 {
1831 // If we don't have permission, stop right here 1858 // If we don't have permission, stop right here
1832 if (!permissionToTakeCopy) 1859 if (!permissionToTakeCopy)
1833 return; 1860 return;
1834 1861
1835 permissionToTake = true; 1862 permissionToTake = true;
1836 // Don't delete 1863 // Don't delete
1837 permissionToDelete = false; 1864 permissionToDelete = false;
1838 } 1865 }
1839 1866
1840 if (action == DeRezAction.Return) 1867 if (action == DeRezAction.Return)
1841 {
1842 if (remoteClient != null)
1843 { 1868 {
1844 if (Permissions.CanReturnObjects( 1869 if (remoteClient != null)
1845 null,
1846 remoteClient.AgentId,
1847 deleteGroups))
1848 { 1870 {
1849 permissionToTake = true; 1871 if (Permissions.CanReturnObjects(
1850 permissionToDelete = true; 1872 null,
1851 1873 remoteClient.AgentId,
1852 foreach (SceneObjectGroup g in deleteGroups) 1874 deleteGroups))
1853 { 1875 {
1854 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1876 permissionToTake = true;
1877 permissionToDelete = true;
1878
1879 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1855 } 1880 }
1856 } 1881 }
1882 else // Auto return passes through here with null agent
1883 {
1884 permissionToTake = true;
1885 permissionToDelete = true;
1886 }
1857 } 1887 }
1858 else // Auto return passes through here with null agent 1888
1889 if (permissionToTake && (!permissionToDelete))
1890 takeGroups.Add(grp);
1891
1892 if (permissionToDelete)
1859 { 1893 {
1860 permissionToTake = true; 1894 if (permissionToTake)
1861 permissionToDelete = true; 1895 deleteGroups.Add(grp);
1896 deleteIDs.Add(grp.LocalId);
1862 } 1897 }
1863 } 1898 }
1864 1899
1865 if (permissionToTake) 1900 SendKillObject(deleteIDs);
1901
1902 if (deleteGroups.Count > 0)
1866 { 1903 {
1904 foreach (SceneObjectGroup g in deleteGroups)
1905 deleteIDs.Remove(g.LocalId);
1906
1867 m_asyncSceneObjectDeleter.DeleteToInventory( 1907 m_asyncSceneObjectDeleter.DeleteToInventory(
1868 action, destinationID, deleteGroups, remoteClient, 1908 action, destinationID, deleteGroups, remoteClient,
1869 permissionToDelete); 1909 true);
1870 } 1910 }
1871 else if (permissionToDelete) 1911 if (takeGroups.Count > 0)
1912 {
1913 m_asyncSceneObjectDeleter.DeleteToInventory(
1914 action, destinationID, takeGroups, remoteClient,
1915 false);
1916 }
1917 if (deleteIDs.Count > 0)
1872 { 1918 {
1873 foreach (SceneObjectGroup g in deleteGroups) 1919 foreach (SceneObjectGroup g in deleteGroups)
1874 DeleteSceneObject(g, false); 1920 DeleteSceneObject(g, true);
1875 } 1921 }
1876 } 1922 }
1877 1923
1924 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
1925 {
1926 itemID = UUID.Zero;
1927 if (grp != null)
1928 {
1929 Vector3 inventoryStoredPosition = new Vector3
1930 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
1931 ? 250
1932 : grp.AbsolutePosition.X)
1933 ,
1934 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
1935 ? 250
1936 : grp.AbsolutePosition.X,
1937 grp.AbsolutePosition.Z);
1938
1939 Vector3 originalPosition = grp.AbsolutePosition;
1940
1941 grp.AbsolutePosition = inventoryStoredPosition;
1942
1943 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
1944
1945 grp.AbsolutePosition = originalPosition;
1946
1947 AssetBase asset = CreateAsset(
1948 grp.GetPartName(grp.LocalId),
1949 grp.GetPartDescription(grp.LocalId),
1950 (sbyte)AssetType.Object,
1951 Utils.StringToBytes(sceneObjectXml),
1952 remoteClient.AgentId);
1953 AssetService.Store(asset);
1954
1955 InventoryItemBase item = new InventoryItemBase();
1956 item.CreatorId = grp.RootPart.CreatorID.ToString();
1957 item.CreatorData = grp.RootPart.CreatorData;
1958 item.Owner = remoteClient.AgentId;
1959 item.ID = UUID.Random();
1960 item.AssetID = asset.FullID;
1961 item.Description = asset.Description;
1962 item.Name = asset.Name;
1963 item.AssetType = asset.Type;
1964 item.InvType = (int)InventoryType.Object;
1965
1966 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
1967 if (folder != null)
1968 item.Folder = folder.ID;
1969 else // oopsies
1970 item.Folder = UUID.Zero;
1971
1972 // Set up base perms properly
1973 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
1974 permsBase &= grp.RootPart.BaseMask;
1975 permsBase |= (uint)PermissionMask.Move;
1976
1977 // Make sure we don't lock it
1978 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
1979
1980 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
1981 {
1982 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
1983 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
1984 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1985 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
1986 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
1987 }
1988 else
1989 {
1990 item.BasePermissions = permsBase;
1991 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
1992 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1993 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
1994 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
1995 }
1996 item.CreationDate = Util.UnixTimeSinceEpoch();
1997
1998 // sets itemID so client can show item as 'attached' in inventory
1999 grp.SetFromItemID(item.ID);
2000
2001 if (AddInventoryItem(item))
2002 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2003 else
2004 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2005
2006 itemID = item.ID;
2007 return item.AssetID;
2008 }
2009 return UUID.Zero;
2010 }
2011
1878 /// <summary> 2012 /// <summary>
1879 /// Event Handler Rez an object into a scene 2013 /// Event Handler Rez an object into a scene
1880 /// Calls the non-void event handler 2014 /// Calls the non-void event handler
@@ -2001,6 +2135,9 @@ namespace OpenSim.Region.Framework.Scenes
2001 2135
2002 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2136 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2003 { 2137 {
2138 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2139 return;
2140
2004 SceneObjectPart part = GetSceneObjectPart(objectID); 2141 SceneObjectPart part = GetSceneObjectPart(objectID);
2005 if (part == null) 2142 if (part == null)
2006 return; 2143 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 6ba74c7..59170df 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -374,7 +374,10 @@ namespace OpenSim.Region.Framework.Scenes
374 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query); 374 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query);
375 375
376 if (accounts == null) 376 if (accounts == null)
377 {
378 m_log.DebugFormat("[LLCIENT]: ProcessAvatarPickerRequest: returned null result");
377 return; 379 return;
380 }
378 381
379 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply); 382 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply);
380 // TODO: don't create new blocks if recycling an old packet 383 // TODO: don't create new blocks if recycling an old packet
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index e1fedf4..48beb9c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -49,6 +49,7 @@ namespace OpenSim.Region.Framework.Scenes
49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition); 49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition);
50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene); 50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene);
51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene); 51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool ViewObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene); 53 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene);
53 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene); 54 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene);
54 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene); 55 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene);
@@ -116,6 +117,7 @@ namespace OpenSim.Region.Framework.Scenes
116 public event DuplicateObjectHandler OnDuplicateObject; 117 public event DuplicateObjectHandler OnDuplicateObject;
117 public event EditObjectHandler OnEditObject; 118 public event EditObjectHandler OnEditObject;
118 public event EditObjectInventoryHandler OnEditObjectInventory; 119 public event EditObjectInventoryHandler OnEditObjectInventory;
120 public event ViewObjectInventoryHandler OnViewObjectInventory;
119 public event MoveObjectHandler OnMoveObject; 121 public event MoveObjectHandler OnMoveObject;
120 public event ObjectEntryHandler OnObjectEntry; 122 public event ObjectEntryHandler OnObjectEntry;
121 public event ReturnObjectsHandler OnReturnObjects; 123 public event ReturnObjectsHandler OnReturnObjects;
@@ -401,6 +403,21 @@ namespace OpenSim.Region.Framework.Scenes
401 return true; 403 return true;
402 } 404 }
403 405
406 public bool CanViewObjectInventory(UUID objectID, UUID editorID)
407 {
408 ViewObjectInventoryHandler handler = OnViewObjectInventory;
409 if (handler != null)
410 {
411 Delegate[] list = handler.GetInvocationList();
412 foreach (ViewObjectInventoryHandler h in list)
413 {
414 if (h(objectID, editorID, m_scene) == false)
415 return false;
416 }
417 }
418 return true;
419 }
420
404 #endregion 421 #endregion
405 422
406 #region MOVE OBJECT 423 #region MOVE OBJECT
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 4ab6fe4..bfabcc2 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -95,6 +95,7 @@ namespace OpenSim.Region.Framework.Scenes
95 // TODO: need to figure out how allow client agents but deny 95 // TODO: need to figure out how allow client agents but deny
96 // root agents when ACL denies access to root agent 96 // root agents when ACL denies access to root agent
97 public bool m_strictAccessControl = true; 97 public bool m_strictAccessControl = true;
98 public bool m_seeIntoBannedRegion = false;
98 public int MaxUndoCount = 5; 99 public int MaxUndoCount = 5;
99 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 100 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
100 public bool LoginLock = false; 101 public bool LoginLock = false;
@@ -110,12 +111,14 @@ namespace OpenSim.Region.Framework.Scenes
110 111
111 protected int m_splitRegionID; 112 protected int m_splitRegionID;
112 protected Timer m_restartWaitTimer = new Timer(); 113 protected Timer m_restartWaitTimer = new Timer();
114 protected Timer m_timerWatchdog = new Timer();
113 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 115 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
114 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 116 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
115 protected string m_simulatorVersion = "OpenSimulator Server"; 117 protected string m_simulatorVersion = "OpenSimulator Server";
116 protected ModuleLoader m_moduleLoader; 118 protected ModuleLoader m_moduleLoader;
117 protected AgentCircuitManager m_authenticateHandler; 119 protected AgentCircuitManager m_authenticateHandler;
118 protected SceneCommunicationService m_sceneGridService; 120 protected SceneCommunicationService m_sceneGridService;
121 protected ISnmpModule m_snmpService = null;
119 122
120 protected ISimulationDataService m_SimulationDataService; 123 protected ISimulationDataService m_SimulationDataService;
121 protected IEstateDataService m_EstateDataService; 124 protected IEstateDataService m_EstateDataService;
@@ -167,7 +170,7 @@ namespace OpenSim.Region.Framework.Scenes
167 private int m_update_events = 1; 170 private int m_update_events = 1;
168 private int m_update_backup = 200; 171 private int m_update_backup = 200;
169 private int m_update_terrain = 50; 172 private int m_update_terrain = 50;
170// private int m_update_land = 1; 173 private int m_update_land = 10;
171 private int m_update_coarse_locations = 50; 174 private int m_update_coarse_locations = 50;
172 175
173 private int agentMS; 176 private int agentMS;
@@ -182,6 +185,7 @@ namespace OpenSim.Region.Framework.Scenes
182 private int landMS; 185 private int landMS;
183 private int lastCompletedFrame; 186 private int lastCompletedFrame;
184 187
188 public bool CombineRegions = false;
185 /// <summary> 189 /// <summary>
186 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched 190 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
187 /// asynchronously from the update loop. 191 /// asynchronously from the update loop.
@@ -204,11 +208,14 @@ namespace OpenSim.Region.Framework.Scenes
204 private bool m_scripts_enabled = true; 208 private bool m_scripts_enabled = true;
205 private string m_defaultScriptEngine; 209 private string m_defaultScriptEngine;
206 private int m_LastLogin; 210 private int m_LastLogin;
207 private Thread HeartbeatThread; 211 private Thread HeartbeatThread = null;
208 private volatile bool shuttingdown; 212 private volatile bool shuttingdown;
209 213
210 private int m_lastUpdate; 214 private int m_lastUpdate;
215 private int m_lastIncoming;
216 private int m_lastOutgoing;
211 private bool m_firstHeartbeat = true; 217 private bool m_firstHeartbeat = true;
218 private int m_hbRestarts = 0;
212 219
213 private object m_deleting_scene_object = new object(); 220 private object m_deleting_scene_object = new object();
214 221
@@ -255,6 +262,19 @@ namespace OpenSim.Region.Framework.Scenes
255 get { return m_sceneGridService; } 262 get { return m_sceneGridService; }
256 } 263 }
257 264
265 public ISnmpModule SnmpService
266 {
267 get
268 {
269 if (m_snmpService == null)
270 {
271 m_snmpService = RequestModuleInterface<ISnmpModule>();
272 }
273
274 return m_snmpService;
275 }
276 }
277
258 public ISimulationDataService SimulationDataService 278 public ISimulationDataService SimulationDataService
259 { 279 {
260 get 280 get
@@ -536,6 +556,9 @@ namespace OpenSim.Region.Framework.Scenes
536 m_EstateDataService = estateDataService; 556 m_EstateDataService = estateDataService;
537 m_regionHandle = m_regInfo.RegionHandle; 557 m_regionHandle = m_regInfo.RegionHandle;
538 m_regionName = m_regInfo.RegionName; 558 m_regionName = m_regInfo.RegionName;
559 m_lastUpdate = Util.EnvironmentTickCount();
560 m_lastIncoming = 0;
561 m_lastOutgoing = 0;
539 562
540 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 563 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
541 m_asyncSceneObjectDeleter.Enabled = true; 564 m_asyncSceneObjectDeleter.Enabled = true;
@@ -652,6 +675,7 @@ namespace OpenSim.Region.Framework.Scenes
652 m_physicalPrim = startupConfig.GetBoolean("physical_prim", true); 675 m_physicalPrim = startupConfig.GetBoolean("physical_prim", true);
653 676
654 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 677 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
678
655 if (RegionInfo.NonphysPrimMax > 0) 679 if (RegionInfo.NonphysPrimMax > 0)
656 { 680 {
657 m_maxNonphys = RegionInfo.NonphysPrimMax; 681 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -683,6 +707,7 @@ namespace OpenSim.Region.Framework.Scenes
683 m_persistAfter *= 10000000; 707 m_persistAfter *= 10000000;
684 708
685 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 709 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
710 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
686 711
687 IConfig packetConfig = m_config.Configs["PacketPool"]; 712 IConfig packetConfig = m_config.Configs["PacketPool"];
688 if (packetConfig != null) 713 if (packetConfig != null)
@@ -692,6 +717,8 @@ namespace OpenSim.Region.Framework.Scenes
692 } 717 }
693 718
694 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 719 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
720 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
721 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
695 722
696 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 723 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
697 if (m_generateMaptiles) 724 if (m_generateMaptiles)
@@ -727,9 +754,9 @@ namespace OpenSim.Region.Framework.Scenes
727 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 754 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
728 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 755 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
729 } 756 }
730 catch 757 catch (Exception e)
731 { 758 {
732 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 759 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
733 } 760 }
734 761
735 #endregion Region Config 762 #endregion Region Config
@@ -1140,7 +1167,22 @@ namespace OpenSim.Region.Framework.Scenes
1140 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1167 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1141 if (HeartbeatThread != null) 1168 if (HeartbeatThread != null)
1142 { 1169 {
1170 m_hbRestarts++;
1171 if(m_hbRestarts > 10)
1172 Environment.Exit(1);
1173 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1174
1175//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1176//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1177//proc.EnableRaisingEvents=false;
1178//proc.StartInfo.FileName = "/bin/kill";
1179//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1180//proc.Start();
1181//proc.WaitForExit();
1182//Thread.Sleep(1000);
1183//Environment.Exit(1);
1143 HeartbeatThread.Abort(); 1184 HeartbeatThread.Abort();
1185 Watchdog.AbortThread(HeartbeatThread.ManagedThreadId);
1144 HeartbeatThread = null; 1186 HeartbeatThread = null;
1145 } 1187 }
1146 m_lastUpdate = Util.EnvironmentTickCount(); 1188 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1185,9 +1227,6 @@ namespace OpenSim.Region.Framework.Scenes
1185 { 1227 {
1186 while (!shuttingdown) 1228 while (!shuttingdown)
1187 Update(); 1229 Update();
1188
1189 m_lastUpdate = Util.EnvironmentTickCount();
1190 m_firstHeartbeat = false;
1191 } 1230 }
1192 catch (ThreadAbortException) 1231 catch (ThreadAbortException)
1193 { 1232 {
@@ -1285,6 +1324,13 @@ namespace OpenSim.Region.Framework.Scenes
1285 eventMS = Util.EnvironmentTickCountSubtract(evMS); ; 1324 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1286 } 1325 }
1287 1326
1327 // if (Frame % m_update_land == 0)
1328 // {
1329 // int ldMS = Util.EnvironmentTickCount();
1330 // UpdateLand();
1331 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1332 // }
1333
1288 if (Frame % m_update_backup == 0) 1334 if (Frame % m_update_backup == 0)
1289 { 1335 {
1290 int backMS = Util.EnvironmentTickCount(); 1336 int backMS = Util.EnvironmentTickCount();
@@ -1392,12 +1438,16 @@ namespace OpenSim.Region.Framework.Scenes
1392 maintc = Util.EnvironmentTickCountSubtract(maintc); 1438 maintc = Util.EnvironmentTickCountSubtract(maintc);
1393 maintc = (int)(MinFrameTime * 1000) - maintc; 1439 maintc = (int)(MinFrameTime * 1000) - maintc;
1394 1440
1441
1442 m_lastUpdate = Util.EnvironmentTickCount();
1443 m_firstHeartbeat = false;
1444
1395 if (maintc > 0) 1445 if (maintc > 0)
1396 Thread.Sleep(maintc); 1446 Thread.Sleep(maintc);
1397 1447
1398 // Tell the watchdog that this thread is still alive 1448 // Tell the watchdog that this thread is still alive
1399 Watchdog.UpdateThread(); 1449 Watchdog.UpdateThread();
1400 } 1450 }
1401 1451
1402 public void AddGroupTarget(SceneObjectGroup grp) 1452 public void AddGroupTarget(SceneObjectGroup grp)
1403 { 1453 {
@@ -1413,9 +1463,9 @@ namespace OpenSim.Region.Framework.Scenes
1413 1463
1414 private void CheckAtTargets() 1464 private void CheckAtTargets()
1415 { 1465 {
1416 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1466 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1417 lock (m_groupsWithTargets) 1467 lock (m_groupsWithTargets)
1418 objs = m_groupsWithTargets.Values; 1468 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1419 1469
1420 foreach (SceneObjectGroup entry in objs) 1470 foreach (SceneObjectGroup entry in objs)
1421 entry.checkAtTargets(); 1471 entry.checkAtTargets();
@@ -1497,7 +1547,7 @@ namespace OpenSim.Region.Framework.Scenes
1497 msg.fromAgentName = "Server"; 1547 msg.fromAgentName = "Server";
1498 msg.dialog = (byte)19; // Object msg 1548 msg.dialog = (byte)19; // Object msg
1499 msg.fromGroup = false; 1549 msg.fromGroup = false;
1500 msg.offline = (byte)0; 1550 msg.offline = (byte)1;
1501 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1551 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1502 msg.Position = Vector3.Zero; 1552 msg.Position = Vector3.Zero;
1503 msg.RegionID = RegionInfo.RegionID.Guid; 1553 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1732,14 +1782,24 @@ namespace OpenSim.Region.Framework.Scenes
1732 /// <returns></returns> 1782 /// <returns></returns>
1733 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1783 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1734 { 1784 {
1785
1786 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1787 Vector3 wpos = Vector3.Zero;
1788 // Check for water surface intersection from above
1789 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1790 {
1791 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1792 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1793 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1794 wpos.Z = wheight;
1795 }
1796
1735 Vector3 pos = Vector3.Zero; 1797 Vector3 pos = Vector3.Zero;
1736 if (RayEndIsIntersection == (byte)1) 1798 if (RayEndIsIntersection == (byte)1)
1737 { 1799 {
1738 pos = RayEnd; 1800 pos = RayEnd;
1739 return pos;
1740 } 1801 }
1741 1802 else if (RayTargetID != UUID.Zero)
1742 if (RayTargetID != UUID.Zero)
1743 { 1803 {
1744 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1804 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1745 1805
@@ -1761,7 +1821,7 @@ namespace OpenSim.Region.Framework.Scenes
1761 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1821 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1762 1822
1763 // Un-comment out the following line to Get Raytrace results printed to the console. 1823 // Un-comment out the following line to Get Raytrace results printed to the console.
1764 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1824 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1765 float ScaleOffset = 0.5f; 1825 float ScaleOffset = 0.5f;
1766 1826
1767 // If we hit something 1827 // If we hit something
@@ -1784,13 +1844,10 @@ namespace OpenSim.Region.Framework.Scenes
1784 //pos.Z -= 0.25F; 1844 //pos.Z -= 0.25F;
1785 1845
1786 } 1846 }
1787
1788 return pos;
1789 } 1847 }
1790 else 1848 else
1791 { 1849 {
1792 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1850 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1793
1794 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1851 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1795 1852
1796 // Un-comment the following line to print the raytrace results to the console. 1853 // Un-comment the following line to print the raytrace results to the console.
@@ -1799,13 +1856,12 @@ namespace OpenSim.Region.Framework.Scenes
1799 if (ei.HitTF) 1856 if (ei.HitTF)
1800 { 1857 {
1801 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1858 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1802 } else 1859 }
1860 else
1803 { 1861 {
1804 // fall back to our stupid functionality 1862 // fall back to our stupid functionality
1805 pos = RayEnd; 1863 pos = RayEnd;
1806 } 1864 }
1807
1808 return pos;
1809 } 1865 }
1810 } 1866 }
1811 else 1867 else
@@ -1816,8 +1872,12 @@ namespace OpenSim.Region.Framework.Scenes
1816 //increase height so its above the ground. 1872 //increase height so its above the ground.
1817 //should be getting the normal of the ground at the rez point and using that? 1873 //should be getting the normal of the ground at the rez point and using that?
1818 pos.Z += scale.Z / 2f; 1874 pos.Z += scale.Z / 2f;
1819 return pos; 1875// return pos;
1820 } 1876 }
1877
1878 // check against posible water intercept
1879 if (wpos.Z > pos.Z) pos = wpos;
1880 return pos;
1821 } 1881 }
1822 1882
1823 1883
@@ -1901,7 +1961,10 @@ namespace OpenSim.Region.Framework.Scenes
1901 public bool AddRestoredSceneObject( 1961 public bool AddRestoredSceneObject(
1902 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1962 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1903 { 1963 {
1904 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1964 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1965 if (result)
1966 sceneObject.IsDeleted = false;
1967 return result;
1905 } 1968 }
1906 1969
1907 /// <summary> 1970 /// <summary>
@@ -1991,6 +2054,15 @@ namespace OpenSim.Region.Framework.Scenes
1991 /// </summary> 2054 /// </summary>
1992 public void DeleteAllSceneObjects() 2055 public void DeleteAllSceneObjects()
1993 { 2056 {
2057 DeleteAllSceneObjects(false);
2058 }
2059
2060 /// <summary>
2061 /// Delete every object from the scene. This does not include attachments worn by avatars.
2062 /// </summary>
2063 public void DeleteAllSceneObjects(bool exceptNoCopy)
2064 {
2065 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
1994 lock (Entities) 2066 lock (Entities)
1995 { 2067 {
1996 EntityBase[] entities = Entities.GetEntities(); 2068 EntityBase[] entities = Entities.GetEntities();
@@ -1999,11 +2071,24 @@ namespace OpenSim.Region.Framework.Scenes
1999 if (e is SceneObjectGroup) 2071 if (e is SceneObjectGroup)
2000 { 2072 {
2001 SceneObjectGroup sog = (SceneObjectGroup)e; 2073 SceneObjectGroup sog = (SceneObjectGroup)e;
2002 if (!sog.IsAttachment) 2074 if (sog != null && !sog.IsAttachment)
2003 DeleteSceneObject((SceneObjectGroup)e, false); 2075 {
2076 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2077 {
2078 DeleteSceneObject((SceneObjectGroup)e, false);
2079 }
2080 else
2081 {
2082 toReturn.Add((SceneObjectGroup)e);
2083 }
2084 }
2004 } 2085 }
2005 } 2086 }
2006 } 2087 }
2088 if (toReturn.Count > 0)
2089 {
2090 returnObjects(toReturn.ToArray(), UUID.Zero);
2091 }
2007 } 2092 }
2008 2093
2009 /// <summary> 2094 /// <summary>
@@ -2051,6 +2136,8 @@ namespace OpenSim.Region.Framework.Scenes
2051 } 2136 }
2052 2137
2053 group.DeleteGroupFromScene(silent); 2138 group.DeleteGroupFromScene(silent);
2139 if (!silent)
2140 SendKillObject(new List<uint>() { group.LocalId });
2054 2141
2055// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2142// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2056 } 2143 }
@@ -2405,10 +2492,17 @@ namespace OpenSim.Region.Framework.Scenes
2405 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2492 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2406 public bool AddSceneObject(SceneObjectGroup sceneObject) 2493 public bool AddSceneObject(SceneObjectGroup sceneObject)
2407 { 2494 {
2495 if (sceneObject.OwnerID == UUID.Zero)
2496 {
2497 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2498 return false;
2499 }
2500
2408 // If the user is banned, we won't let any of their objects 2501 // If the user is banned, we won't let any of their objects
2409 // enter. Period. 2502 // enter. Period.
2410 // 2503 //
2411 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2504 int flags = GetUserFlags(sceneObject.OwnerID);
2505 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2412 { 2506 {
2413 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2507 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2414 2508
@@ -2454,12 +2548,23 @@ namespace OpenSim.Region.Framework.Scenes
2454 } 2548 }
2455 else 2549 else
2456 { 2550 {
2551 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2457 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2552 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2458 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2553 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2459 } 2554 }
2555 if (sceneObject.OwnerID == UUID.Zero)
2556 {
2557 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2558 return false;
2559 }
2460 } 2560 }
2461 else 2561 else
2462 { 2562 {
2563 if (sceneObject.OwnerID == UUID.Zero)
2564 {
2565 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2566 return false;
2567 }
2463 AddRestoredSceneObject(sceneObject, true, false); 2568 AddRestoredSceneObject(sceneObject, true, false);
2464 2569
2465 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2570 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2488,6 +2593,24 @@ namespace OpenSim.Region.Framework.Scenes
2488 return 2; // StateSource.PrimCrossing 2593 return 2; // StateSource.PrimCrossing
2489 } 2594 }
2490 2595
2596 public int GetUserFlags(UUID user)
2597 {
2598 //Unfortunately the SP approach means that the value is cached until region is restarted
2599 /*
2600 ScenePresence sp;
2601 if (TryGetScenePresence(user, out sp))
2602 {
2603 return sp.UserFlags;
2604 }
2605 else
2606 {
2607 */
2608 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2609 if (uac == null)
2610 return 0;
2611 return uac.UserFlags;
2612 //}
2613 }
2491 #endregion 2614 #endregion
2492 2615
2493 #region Add/Remove Avatar Methods 2616 #region Add/Remove Avatar Methods
@@ -2502,6 +2625,7 @@ namespace OpenSim.Region.Framework.Scenes
2502 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2625 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2503 2626
2504 CheckHeartbeat(); 2627 CheckHeartbeat();
2628 ScenePresence presence;
2505 2629
2506 ScenePresence sp = GetScenePresence(client.AgentId); 2630 ScenePresence sp = GetScenePresence(client.AgentId);
2507 2631
@@ -2550,7 +2674,13 @@ namespace OpenSim.Region.Framework.Scenes
2550 2674
2551 EventManager.TriggerOnNewClient(client); 2675 EventManager.TriggerOnNewClient(client);
2552 if (vialogin) 2676 if (vialogin)
2677 {
2553 EventManager.TriggerOnClientLogin(client); 2678 EventManager.TriggerOnClientLogin(client);
2679 // Send initial parcel data
2680 Vector3 pos = sp.AbsolutePosition;
2681 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2682 land.SendLandUpdateToClient(client);
2683 }
2554 2684
2555 return sp; 2685 return sp;
2556 } 2686 }
@@ -2640,19 +2770,12 @@ namespace OpenSim.Region.Framework.Scenes
2640 // and the scene presence and the client, if they exist 2770 // and the scene presence and the client, if they exist
2641 try 2771 try
2642 { 2772 {
2643 // We need to wait for the client to make UDP contact first. 2773 ScenePresence sp = GetScenePresence(agentID);
2644 // It's the UDP contact that creates the scene presence 2774 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2645 ScenePresence sp = WaitGetScenePresence(agentID); 2775
2646 if (sp != null) 2776 if (sp != null)
2647 {
2648 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2649
2650 sp.ControllingClient.Close(); 2777 sp.ControllingClient.Close();
2651 } 2778
2652 else
2653 {
2654 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2655 }
2656 // BANG! SLASH! 2779 // BANG! SLASH!
2657 m_authenticateHandler.RemoveCircuit(agentID); 2780 m_authenticateHandler.RemoveCircuit(agentID);
2658 2781
@@ -2752,6 +2875,7 @@ namespace OpenSim.Region.Framework.Scenes
2752 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 2875 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2753 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2876 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2754 client.OnCopyInventoryItem += CopyInventoryItem; 2877 client.OnCopyInventoryItem += CopyInventoryItem;
2878 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2755 client.OnMoveInventoryItem += MoveInventoryItem; 2879 client.OnMoveInventoryItem += MoveInventoryItem;
2756 client.OnRemoveInventoryItem += RemoveInventoryItem; 2880 client.OnRemoveInventoryItem += RemoveInventoryItem;
2757 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2881 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2929,15 +3053,16 @@ namespace OpenSim.Region.Framework.Scenes
2929 /// </summary> 3053 /// </summary>
2930 /// <param name="agentId">The avatar's Unique ID</param> 3054 /// <param name="agentId">The avatar's Unique ID</param>
2931 /// <param name="client">The IClientAPI for the client</param> 3055 /// <param name="client">The IClientAPI for the client</param>
2932 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3056 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2933 { 3057 {
2934 if (m_teleportModule != null) 3058 if (m_teleportModule != null)
2935 m_teleportModule.TeleportHome(agentId, client); 3059 return m_teleportModule.TeleportHome(agentId, client);
2936 else 3060 else
2937 { 3061 {
2938 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3062 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2939 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3063 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2940 } 3064 }
3065 return false;
2941 } 3066 }
2942 3067
2943 /// <summary> 3068 /// <summary>
@@ -3029,6 +3154,16 @@ namespace OpenSim.Region.Framework.Scenes
3029 /// <param name="flags"></param> 3154 /// <param name="flags"></param>
3030 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3155 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3031 { 3156 {
3157 //Add half the avatar's height so that the user doesn't fall through prims
3158 ScenePresence presence;
3159 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3160 {
3161 if (presence.Appearance != null)
3162 {
3163 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3164 }
3165 }
3166
3032 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3167 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3033 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3168 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3034 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3169 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3097,8 +3232,9 @@ namespace OpenSim.Region.Framework.Scenes
3097 regions.Remove(RegionInfo.RegionHandle); 3232 regions.Remove(RegionInfo.RegionHandle);
3098 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3233 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3099 } 3234 }
3100 3235 m_log.Debug("[Scene] Beginning ClientClosed");
3101 m_eventManager.TriggerClientClosed(agentID, this); 3236 m_eventManager.TriggerClientClosed(agentID, this);
3237 m_log.Debug("[Scene] Finished ClientClosed");
3102 } 3238 }
3103 catch (NullReferenceException) 3239 catch (NullReferenceException)
3104 { 3240 {
@@ -3150,9 +3286,10 @@ namespace OpenSim.Region.Framework.Scenes
3150 { 3286 {
3151 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace); 3287 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3152 } 3288 }
3153 3289 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3154 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3290 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3155// CleanDroppedAttachments(); 3291// CleanDroppedAttachments();
3292 m_log.Debug("[Scene] The avatar has left the building");
3156 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3293 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3157 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3294 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3158 } 3295 }
@@ -3271,13 +3408,16 @@ namespace OpenSim.Region.Framework.Scenes
3271 sp = null; 3408 sp = null;
3272 } 3409 }
3273 3410
3274 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3275 3411
3276 //On login test land permisions 3412 //On login test land permisions
3277 if (vialogin) 3413 if (vialogin)
3278 { 3414 {
3279 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3415 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3416 if (cache != null)
3417 cache.Remove(agent.firstname + " " + agent.lastname);
3418 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3280 { 3419 {
3420 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3281 return false; 3421 return false;
3282 } 3422 }
3283 } 3423 }
@@ -3301,8 +3441,13 @@ namespace OpenSim.Region.Framework.Scenes
3301 3441
3302 try 3442 try
3303 { 3443 {
3304 if (!AuthorizeUser(agent, out reason)) 3444 // Always check estate if this is a login. Always
3305 return false; 3445 // check if banned regions are to be blacked out.
3446 if (vialogin || (!m_seeIntoBannedRegion))
3447 {
3448 if (!AuthorizeUser(agent, out reason))
3449 return false;
3450 }
3306 } 3451 }
3307 catch (Exception e) 3452 catch (Exception e)
3308 { 3453 {
@@ -3405,6 +3550,8 @@ namespace OpenSim.Region.Framework.Scenes
3405 } 3550 }
3406 } 3551 }
3407 // Honor parcel landing type and position. 3552 // Honor parcel landing type and position.
3553 /*
3554 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3408 if (land != null) 3555 if (land != null)
3409 { 3556 {
3410 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3557 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3412,26 +3559,34 @@ namespace OpenSim.Region.Framework.Scenes
3412 agent.startpos = land.LandData.UserLocation; 3559 agent.startpos = land.LandData.UserLocation;
3413 } 3560 }
3414 } 3561 }
3562 */// This is now handled properly in ScenePresence.MakeRootAgent
3415 } 3563 }
3416 3564
3417 return true; 3565 return true;
3418 } 3566 }
3419 3567
3420 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3568 private bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3421 { 3569 {
3422 3570 reason = String.Empty;
3423 bool banned = land.IsBannedFromLand(agent.AgentID); 3571 if (Permissions.IsGod(agentID))
3424 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3572 return true;
3573
3574 ILandObject land = LandChannel.GetLandObject(posX, posY);
3575 if (land == null)
3576 return false;
3577
3578 bool banned = land.IsBannedFromLand(agentID);
3579 bool restricted = land.IsRestrictedFromLand(agentID);
3425 3580
3426 if (banned || restricted) 3581 if (banned || restricted)
3427 { 3582 {
3428 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3583 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3429 if (nearestParcel != null) 3584 if (nearestParcel != null)
3430 { 3585 {
3431 //Move agent to nearest allowed 3586 //Move agent to nearest allowed
3432 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3587 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3433 agent.startpos.X = newPosition.X; 3588 posX = newPosition.X;
3434 agent.startpos.Y = newPosition.Y; 3589 posY = newPosition.Y;
3435 } 3590 }
3436 else 3591 else
3437 { 3592 {
@@ -3493,7 +3648,7 @@ namespace OpenSim.Region.Framework.Scenes
3493 3648
3494 if (!m_strictAccessControl) return true; 3649 if (!m_strictAccessControl) return true;
3495 if (Permissions.IsGod(agent.AgentID)) return true; 3650 if (Permissions.IsGod(agent.AgentID)) return true;
3496 3651
3497 if (AuthorizationService != null) 3652 if (AuthorizationService != null)
3498 { 3653 {
3499 if (!AuthorizationService.IsAuthorizedForRegion( 3654 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3501,14 +3656,14 @@ namespace OpenSim.Region.Framework.Scenes
3501 { 3656 {
3502 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3657 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3503 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3658 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3504 3659
3505 return false; 3660 return false;
3506 } 3661 }
3507 } 3662 }
3508 3663
3509 if (m_regInfo.EstateSettings != null) 3664 if (m_regInfo.EstateSettings != null)
3510 { 3665 {
3511 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3666 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3512 { 3667 {
3513 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3668 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3514 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3669 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3704,6 +3859,13 @@ namespace OpenSim.Region.Framework.Scenes
3704 3859
3705 // We have to wait until the viewer contacts this region after receiving EAC. 3860 // We have to wait until the viewer contacts this region after receiving EAC.
3706 // That calls AddNewClient, which finally creates the ScenePresence 3861 // That calls AddNewClient, which finally creates the ScenePresence
3862 int flags = GetUserFlags(cAgentData.AgentID);
3863 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3864 {
3865 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3866 return false;
3867 }
3868
3707 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3869 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3708 if (nearestParcel == null) 3870 if (nearestParcel == null)
3709 { 3871 {
@@ -3785,12 +3947,22 @@ namespace OpenSim.Region.Framework.Scenes
3785 return false; 3947 return false;
3786 } 3948 }
3787 3949
3950 public bool IncomingCloseAgent(UUID agentID)
3951 {
3952 return IncomingCloseAgent(agentID, false);
3953 }
3954
3955 public bool IncomingCloseChildAgent(UUID agentID)
3956 {
3957 return IncomingCloseAgent(agentID, true);
3958 }
3959
3788 /// <summary> 3960 /// <summary>
3789 /// Tell a single agent to disconnect from the region. 3961 /// Tell a single agent to disconnect from the region.
3790 /// </summary> 3962 /// </summary>
3791 /// <param name="regionHandle"></param>
3792 /// <param name="agentID"></param> 3963 /// <param name="agentID"></param>
3793 public bool IncomingCloseAgent(UUID agentID) 3964 /// <param name="childOnly"></param>
3965 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3794 { 3966 {
3795 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3967 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3796 3968
@@ -3802,7 +3974,7 @@ namespace OpenSim.Region.Framework.Scenes
3802 { 3974 {
3803 m_sceneGraph.removeUserCount(false); 3975 m_sceneGraph.removeUserCount(false);
3804 } 3976 }
3805 else 3977 else if (!childOnly)
3806 { 3978 {
3807 m_sceneGraph.removeUserCount(true); 3979 m_sceneGraph.removeUserCount(true);
3808 } 3980 }
@@ -3818,9 +3990,12 @@ namespace OpenSim.Region.Framework.Scenes
3818 } 3990 }
3819 else 3991 else
3820 presence.ControllingClient.SendShutdownConnectionNotice(); 3992 presence.ControllingClient.SendShutdownConnectionNotice();
3993 presence.ControllingClient.Close(false);
3994 }
3995 else if (!childOnly)
3996 {
3997 presence.ControllingClient.Close(true);
3821 } 3998 }
3822
3823 presence.ControllingClient.Close();
3824 return true; 3999 return true;
3825 } 4000 }
3826 4001
@@ -4403,34 +4578,78 @@ namespace OpenSim.Region.Framework.Scenes
4403 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4578 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4404 } 4579 }
4405 4580
4406 public int GetHealth() 4581 public int GetHealth(out int flags, out string message)
4407 { 4582 {
4408 // Returns: 4583 // Returns:
4409 // 1 = sim is up and accepting http requests. The heartbeat has 4584 // 1 = sim is up and accepting http requests. The heartbeat has
4410 // stopped and the sim is probably locked up, but a remote 4585 // stopped and the sim is probably locked up, but a remote
4411 // admin restart may succeed 4586 // admin restart may succeed
4412 // 4587 //
4413 // 2 = Sim is up and the heartbeat is running. The sim is likely 4588 // 2 = Sim is up and the heartbeat is running. The sim is likely
4414 // usable for people within and logins _may_ work 4589 // usable for people within
4590 //
4591 // 3 = Sim is up and one packet thread is running. Sim is
4592 // unstable and will not accept new logins
4593 //
4594 // 4 = Sim is up and both packet threads are running. Sim is
4595 // likely usable
4415 // 4596 //
4416 // 3 = We have seen a new user enter within the past 4 minutes 4597 // 5 = We have seen a new user enter within the past 4 minutes
4417 // which can be seen as positive confirmation of sim health 4598 // which can be seen as positive confirmation of sim health
4418 // 4599 //
4600
4601 flags = 0;
4602 message = String.Empty;
4603
4604 CheckHeartbeat();
4605
4606 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4607 {
4608 // We're still starting
4609 // 0 means "in startup", it can't happen another way, since
4610 // to get here, we must be able to accept http connections
4611 return 0;
4612 }
4613
4419 int health=1; // Start at 1, means we're up 4614 int health=1; // Start at 1, means we're up
4420 4615
4421 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4616 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4617 {
4618 health+=1;
4619 flags |= 1;
4620 }
4621
4622 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4623 {
4624 health+=1;
4625 flags |= 2;
4626 }
4627
4628 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4629 {
4422 health+=1; 4630 health+=1;
4631 flags |= 4;
4632 }
4423 else 4633 else
4634 {
4635int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4636System.Diagnostics.Process proc = new System.Diagnostics.Process();
4637proc.EnableRaisingEvents=false;
4638proc.StartInfo.FileName = "/bin/kill";
4639proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4640proc.Start();
4641proc.WaitForExit();
4642Thread.Sleep(1000);
4643Environment.Exit(1);
4644 }
4645
4646 if (flags != 7)
4424 return health; 4647 return health;
4425 4648
4426 // A login in the last 4 mins? We can't be doing too badly 4649 // A login in the last 4 mins? We can't be doing too badly
4427 // 4650 //
4428 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4651 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4429 health++; 4652 health++;
4430 else
4431 return health;
4432
4433 CheckHeartbeat();
4434 4653
4435 return health; 4654 return health;
4436 } 4655 }
@@ -4623,7 +4842,7 @@ namespace OpenSim.Region.Framework.Scenes
4623 if (m_firstHeartbeat) 4842 if (m_firstHeartbeat)
4624 return; 4843 return;
4625 4844
4626 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4845 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
4627 StartTimer(); 4846 StartTimer();
4628 } 4847 }
4629 4848
@@ -5033,6 +5252,54 @@ namespace OpenSim.Region.Framework.Scenes
5033 mapModule.GenerateMaptile(); 5252 mapModule.GenerateMaptile();
5034 } 5253 }
5035 5254
5255// public void CleanDroppedAttachments()
5256// {
5257// List<SceneObjectGroup> objectsToDelete =
5258// new List<SceneObjectGroup>();
5259//
5260// lock (m_cleaningAttachments)
5261// {
5262// ForEachSOG(delegate (SceneObjectGroup grp)
5263// {
5264// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5265// {
5266// UUID agentID = grp.OwnerID;
5267// if (agentID == UUID.Zero)
5268// {
5269// objectsToDelete.Add(grp);
5270// return;
5271// }
5272//
5273// ScenePresence sp = GetScenePresence(agentID);
5274// if (sp == null)
5275// {
5276// objectsToDelete.Add(grp);
5277// return;
5278// }
5279// }
5280// });
5281// }
5282//
5283// foreach (SceneObjectGroup grp in objectsToDelete)
5284// {
5285// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5286// DeleteSceneObject(grp, true);
5287// }
5288// }
5289
5290 public void ThreadAlive(int threadCode)
5291 {
5292 switch(threadCode)
5293 {
5294 case 1: // Incoming
5295 m_lastIncoming = Util.EnvironmentTickCount();
5296 break;
5297 case 2: // Incoming
5298 m_lastOutgoing = Util.EnvironmentTickCount();
5299 break;
5300 }
5301 }
5302
5036 // This method is called across the simulation connector to 5303 // This method is called across the simulation connector to
5037 // determine if a given agent is allowed in this region 5304 // determine if a given agent is allowed in this region
5038 // AS A ROOT AGENT. Returning false here will prevent them 5305 // AS A ROOT AGENT. Returning false here will prevent them
@@ -5041,6 +5308,14 @@ namespace OpenSim.Region.Framework.Scenes
5041 // child agent creation, thereby emulating the SL behavior. 5308 // child agent creation, thereby emulating the SL behavior.
5042 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5309 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5043 { 5310 {
5311 reason = "You are banned from the region";
5312
5313 if (Permissions.IsGod(agentID))
5314 {
5315 reason = String.Empty;
5316 return true;
5317 }
5318
5044 int num = m_sceneGraph.GetNumberOfScenePresences(); 5319 int num = m_sceneGraph.GetNumberOfScenePresences();
5045 5320
5046 if (num >= RegionInfo.RegionSettings.AgentLimit) 5321 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5052,11 +5327,82 @@ namespace OpenSim.Region.Framework.Scenes
5052 } 5327 }
5053 } 5328 }
5054 5329
5330 ScenePresence presence = GetScenePresence(agentID);
5331 IClientAPI client = null;
5332 AgentCircuitData aCircuit = null;
5333
5334 if (presence != null)
5335 {
5336 client = presence.ControllingClient;
5337 if (client != null)
5338 aCircuit = client.RequestClientInfo();
5339 }
5340
5341 // We may be called before there is a presence or a client.
5342 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5343 if (client == null)
5344 {
5345 aCircuit = new AgentCircuitData();
5346 aCircuit.AgentID = agentID;
5347 aCircuit.firstname = String.Empty;
5348 aCircuit.lastname = String.Empty;
5349 }
5350
5351 try
5352 {
5353 if (!AuthorizeUser(aCircuit, out reason))
5354 {
5355 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5356 return false;
5357 }
5358 }
5359 catch (Exception e)
5360 {
5361 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5362 return false;
5363 }
5364
5365 if (position == Vector3.Zero) // Teleport
5366 {
5367 float posX = 128.0f;
5368 float posY = 128.0f;
5369
5370 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5371 {
5372 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5373 return false;
5374 }
5375 }
5376 else // Walking
5377 {
5378 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5379 if (land == null)
5380 return false;
5381
5382 bool banned = land.IsBannedFromLand(agentID);
5383 bool restricted = land.IsRestrictedFromLand(agentID);
5384
5385 if (banned || restricted)
5386 return false;
5387 }
5388
5055 reason = String.Empty; 5389 reason = String.Empty;
5056 return true; 5390 return true;
5057 } 5391 }
5058 5392
5059 /// <summary> 5393 public void StartTimerWatchdog()
5394 {
5395 m_timerWatchdog.Interval = 1000;
5396 m_timerWatchdog.Elapsed += TimerWatchdog;
5397 m_timerWatchdog.AutoReset = true;
5398 m_timerWatchdog.Start();
5399 }
5400
5401 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5402 {
5403 CheckHeartbeat();
5404 }
5405
5060 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5406 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5061 /// autopilot that moves an avatar to a sit target!. 5407 /// autopilot that moves an avatar to a sit target!.
5062 /// </summary> 5408 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 712e094..da3b4dd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index d76ed3e..27833e8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes
88 88
89 if (neighbour != null) 89 if (neighbour != null)
90 { 90 {
91 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 91 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
92 m_scene.EventManager.TriggerOnRegionUp(neighbour); 92 m_scene.EventManager.TriggerOnRegionUp(neighbour);
93 } 93 }
94 else 94 else
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
103 103
104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
105 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 105 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
106 foreach (GridRegion n in neighbours) 106 foreach (GridRegion n in neighbours)
107 { 107 {
108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -176,10 +176,13 @@ namespace OpenSim.Region.Framework.Scenes
176 } 176 }
177 } 177 }
178 178
179 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
180
179 /// <summary> 181 /// <summary>
180 /// Closes a child agent on a given region 182 /// This Closes child agents on neighboring regions
183 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
181 /// </summary> 184 /// </summary>
182 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 185 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
183 { 186 {
184 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 187 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
185 188
@@ -188,34 +191,29 @@ namespace OpenSim.Region.Framework.Scenes
188 Utils.LongToUInts(regionHandle, out x, out y); 191 Utils.LongToUInts(regionHandle, out x, out y);
189 192
190 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 193 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
194 m_scene.SimulationService.CloseChildAgent(destination, agentID);
195 }
191 196
192 m_log.DebugFormat( 197 private void SendCloseChildAgentCompleted(IAsyncResult iar)
193 "[INTERGRID]: Sending close agent {0} to region at {1}-{2}", 198 {
194 agentID, destination.RegionCoordX, destination.RegionCoordY); 199 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
195 200 icon.EndInvoke(iar);
196 m_scene.SimulationService.CloseAgent(destination, agentID);
197 } 201 }
198 202
199 /// <summary>
200 /// Closes a child agents in a collection of regions. Does so asynchronously
201 /// so that the caller doesn't wait.
202 /// </summary>
203 /// <param name="agentID"></param>
204 /// <param name="regionslst"></param>
205 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 203 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
206 { 204 {
207 Util.FireAndForget(delegate 205 foreach (ulong handle in regionslst)
208 { 206 {
209 foreach (ulong handle in regionslst) 207 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
210 { 208 d.BeginInvoke(agentID, handle,
211 SendCloseChildAgent(agentID, handle); 209 SendCloseChildAgentCompleted,
212 } 210 d);
213 }); 211 }
214 } 212 }
215 213
216 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 214 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
217 { 215 {
218 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 216 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
219 } 217 }
220 } 218 }
221} \ No newline at end of file 219}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index af95c28..c16038c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -130,13 +139,18 @@ namespace OpenSim.Region.Framework.Scenes
130 139
131 protected internal void Close() 140 protected internal void Close()
132 { 141 {
133 lock (m_presenceLock) 142 m_scenePresencesLock.EnterWriteLock();
143 try
134 { 144 {
135 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 145 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
136 List<ScenePresence> newlist = new List<ScenePresence>(); 146 List<ScenePresence> newlist = new List<ScenePresence>();
137 m_scenePresenceMap = newmap; 147 m_scenePresenceMap = newmap;
138 m_scenePresenceArray = newlist; 148 m_scenePresenceArray = newlist;
139 } 149 }
150 finally
151 {
152 m_scenePresencesLock.ExitWriteLock();
153 }
140 154
141 lock (SceneObjectGroupsByFullID) 155 lock (SceneObjectGroupsByFullID)
142 SceneObjectGroupsByFullID.Clear(); 156 SceneObjectGroupsByFullID.Clear();
@@ -275,6 +289,33 @@ namespace OpenSim.Region.Framework.Scenes
275 protected internal bool AddRestoredSceneObject( 289 protected internal bool AddRestoredSceneObject(
276 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 290 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
277 { 291 {
292 if (!m_parentScene.CombineRegions)
293 {
294 // KF: Check for out-of-region, move inside and make static.
295 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
296 sceneObject.RootPart.GroupPosition.Y,
297 sceneObject.RootPart.GroupPosition.Z);
298 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 ||
299 npos.X > Constants.RegionSize ||
300 npos.Y > Constants.RegionSize))
301 {
302 if (npos.X < 0.0) npos.X = 1.0f;
303 if (npos.Y < 0.0) npos.Y = 1.0f;
304 if (npos.Z < 0.0) npos.Z = 0.0f;
305 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
306 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
307
308 foreach (SceneObjectPart part in sceneObject.Parts)
309 {
310 part.GroupPosition = npos;
311 }
312 sceneObject.RootPart.Velocity = Vector3.Zero;
313 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
314 sceneObject.RootPart.Acceleration = Vector3.Zero;
315 sceneObject.RootPart.Velocity = Vector3.Zero;
316 }
317 }
318
278 if (attachToBackup && (!alreadyPersisted)) 319 if (attachToBackup && (!alreadyPersisted))
279 { 320 {
280 sceneObject.ForceInventoryPersistence(); 321 sceneObject.ForceInventoryPersistence();
@@ -492,6 +533,30 @@ namespace OpenSim.Region.Framework.Scenes
492 m_updateList[obj.UUID] = obj; 533 m_updateList[obj.UUID] = obj;
493 } 534 }
494 535
536 public void FireAttachToBackup(SceneObjectGroup obj)
537 {
538 if (OnAttachToBackup != null)
539 {
540 OnAttachToBackup(obj);
541 }
542 }
543
544 public void FireDetachFromBackup(SceneObjectGroup obj)
545 {
546 if (OnDetachFromBackup != null)
547 {
548 OnDetachFromBackup(obj);
549 }
550 }
551
552 public void FireChangeBackup(SceneObjectGroup obj)
553 {
554 if (OnChangeBackup != null)
555 {
556 OnChangeBackup(obj);
557 }
558 }
559
495 /// <summary> 560 /// <summary>
496 /// Process all pending updates 561 /// Process all pending updates
497 /// </summary> 562 /// </summary>
@@ -623,7 +688,8 @@ namespace OpenSim.Region.Framework.Scenes
623 688
624 Entities[presence.UUID] = presence; 689 Entities[presence.UUID] = presence;
625 690
626 lock (m_presenceLock) 691 m_scenePresencesLock.EnterWriteLock();
692 try
627 { 693 {
628 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 694 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
629 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 695 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -647,6 +713,10 @@ namespace OpenSim.Region.Framework.Scenes
647 m_scenePresenceMap = newmap; 713 m_scenePresenceMap = newmap;
648 m_scenePresenceArray = newlist; 714 m_scenePresenceArray = newlist;
649 } 715 }
716 finally
717 {
718 m_scenePresencesLock.ExitWriteLock();
719 }
650 } 720 }
651 721
652 /// <summary> 722 /// <summary>
@@ -661,7 +731,8 @@ namespace OpenSim.Region.Framework.Scenes
661 agentID); 731 agentID);
662 } 732 }
663 733
664 lock (m_presenceLock) 734 m_scenePresencesLock.EnterWriteLock();
735 try
665 { 736 {
666 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 737 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
667 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 738 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -683,6 +754,10 @@ namespace OpenSim.Region.Framework.Scenes
683 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 754 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
684 } 755 }
685 } 756 }
757 finally
758 {
759 m_scenePresencesLock.ExitWriteLock();
760 }
686 } 761 }
687 762
688 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 763 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1396,8 +1471,13 @@ namespace OpenSim.Region.Framework.Scenes
1396 { 1471 {
1397 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1472 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1398 { 1473 {
1399 if (m_parentScene.AttachmentsModule != null) 1474 // Set the new attachment point data in the object
1400 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1475 byte attachmentPoint = group.GetAttachmentPoint();
1476 group.UpdateGroupPosition(pos);
1477 group.IsAttachment = false;
1478 group.AbsolutePosition = group.RootPart.AttachedPos;
1479 group.AttachmentPoint = attachmentPoint;
1480 group.HasGroupChanged = true;
1401 } 1481 }
1402 else 1482 else
1403 { 1483 {
@@ -1669,8 +1749,11 @@ namespace OpenSim.Region.Framework.Scenes
1669 return; 1749 return;
1670 1750
1671 Monitor.Enter(m_updateLock); 1751 Monitor.Enter(m_updateLock);
1752
1672 try 1753 try
1673 { 1754 {
1755 parentGroup.areUpdatesSuspended = true;
1756
1674 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1757 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1675 1758
1676 // We do this in reverse to get the link order of the prims correct 1759 // We do this in reverse to get the link order of the prims correct
@@ -1681,9 +1764,13 @@ namespace OpenSim.Region.Framework.Scenes
1681 // Make sure no child prim is set for sale 1764 // Make sure no child prim is set for sale
1682 // So that, on delink, no prims are unwittingly 1765 // So that, on delink, no prims are unwittingly
1683 // left for sale and sold off 1766 // left for sale and sold off
1684 child.RootPart.ObjectSaleType = 0; 1767
1685 child.RootPart.SalePrice = 10; 1768 if (child != null)
1686 childGroups.Add(child); 1769 {
1770 child.RootPart.ObjectSaleType = 0;
1771 child.RootPart.SalePrice = 10;
1772 childGroups.Add(child);
1773 }
1687 } 1774 }
1688 1775
1689 foreach (SceneObjectGroup child in childGroups) 1776 foreach (SceneObjectGroup child in childGroups)
@@ -1702,12 +1789,19 @@ namespace OpenSim.Region.Framework.Scenes
1702 // occur on link to invoke this elsewhere (such as object selection) 1789 // occur on link to invoke this elsewhere (such as object selection)
1703 parentGroup.RootPart.CreateSelected = true; 1790 parentGroup.RootPart.CreateSelected = true;
1704 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1791 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1705 parentGroup.HasGroupChanged = true;
1706 parentGroup.ScheduleGroupForFullUpdate();
1707
1708 } 1792 }
1709 finally 1793 finally
1710 { 1794 {
1795 lock (SceneObjectGroupsByLocalPartID)
1796 {
1797 foreach (SceneObjectPart part in parentGroup.Parts)
1798 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1799 }
1800
1801 parentGroup.areUpdatesSuspended = false;
1802 parentGroup.HasGroupChanged = true;
1803 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1804 parentGroup.ScheduleGroupForFullUpdate();
1711 Monitor.Exit(m_updateLock); 1805 Monitor.Exit(m_updateLock);
1712 } 1806 }
1713 } 1807 }
@@ -1744,21 +1838,24 @@ namespace OpenSim.Region.Framework.Scenes
1744 1838
1745 SceneObjectGroup group = part.ParentGroup; 1839 SceneObjectGroup group = part.ParentGroup;
1746 if (!affectedGroups.Contains(group)) 1840 if (!affectedGroups.Contains(group))
1841 {
1842 group.areUpdatesSuspended = true;
1747 affectedGroups.Add(group); 1843 affectedGroups.Add(group);
1844 }
1748 } 1845 }
1749 } 1846 }
1750 } 1847 }
1751 1848
1752 foreach (SceneObjectPart child in childParts) 1849 if (childParts.Count > 0)
1753 { 1850 {
1754 // Unlink all child parts from their groups 1851 foreach (SceneObjectPart child in childParts)
1755 // 1852 {
1756 child.ParentGroup.DelinkFromGroup(child, true); 1853 // Unlink all child parts from their groups
1757 1854 //
1758 // These are not in affected groups and will not be 1855 child.ParentGroup.DelinkFromGroup(child, true);
1759 // handled further. Do the honors here. 1856 child.ParentGroup.HasGroupChanged = true;
1760 child.ParentGroup.HasGroupChanged = true; 1857 child.ParentGroup.ScheduleGroupForFullUpdate();
1761 child.ParentGroup.ScheduleGroupForFullUpdate(); 1858 }
1762 } 1859 }
1763 1860
1764 foreach (SceneObjectPart root in rootParts) 1861 foreach (SceneObjectPart root in rootParts)
@@ -1768,56 +1865,68 @@ namespace OpenSim.Region.Framework.Scenes
1768 // However, editing linked parts and unlinking may be different 1865 // However, editing linked parts and unlinking may be different
1769 // 1866 //
1770 SceneObjectGroup group = root.ParentGroup; 1867 SceneObjectGroup group = root.ParentGroup;
1868 group.areUpdatesSuspended = true;
1771 1869
1772 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1870 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1773 int numChildren = newSet.Count; 1871 int numChildren = newSet.Count;
1774 1872
1873 if (numChildren == 1)
1874 break;
1875
1775 // If there are prims left in a link set, but the root is 1876 // If there are prims left in a link set, but the root is
1776 // slated for unlink, we need to do this 1877 // slated for unlink, we need to do this
1878 // Unlink the remaining set
1777 // 1879 //
1778 if (numChildren != 1) 1880 bool sendEventsToRemainder = true;
1779 { 1881 if (numChildren > 1)
1780 // Unlink the remaining set 1882 sendEventsToRemainder = false;
1781 //
1782 bool sendEventsToRemainder = true;
1783 if (numChildren > 1)
1784 sendEventsToRemainder = false;
1785 1883
1786 foreach (SceneObjectPart p in newSet) 1884 foreach (SceneObjectPart p in newSet)
1885 {
1886 if (p != group.RootPart)
1787 { 1887 {
1788 if (p != group.RootPart) 1888 group.DelinkFromGroup(p, sendEventsToRemainder);
1789 group.DelinkFromGroup(p, sendEventsToRemainder); 1889 if (numChildren > 2)
1890 {
1891 p.ParentGroup.areUpdatesSuspended = true;
1892 }
1893 else
1894 {
1895 p.ParentGroup.HasGroupChanged = true;
1896 p.ParentGroup.ScheduleGroupForFullUpdate();
1897 }
1790 } 1898 }
1899 }
1900
1901 // If there is more than one prim remaining, we
1902 // need to re-link
1903 //
1904 if (numChildren > 2)
1905 {
1906 // Remove old root
1907 //
1908 if (newSet.Contains(root))
1909 newSet.Remove(root);
1791 1910
1792 // If there is more than one prim remaining, we 1911 // Preserve link ordering
1793 // need to re-link
1794 // 1912 //
1795 if (numChildren > 2) 1913 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1796 { 1914 {
1797 // Remove old root 1915 return a.LinkNum.CompareTo(b.LinkNum);
1798 // 1916 });
1799 if (newSet.Contains(root))
1800 newSet.Remove(root);
1801
1802 // Preserve link ordering
1803 //
1804 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1805 {
1806 return a.LinkNum.CompareTo(b.LinkNum);
1807 });
1808 1917
1809 // Determine new root 1918 // Determine new root
1810 // 1919 //
1811 SceneObjectPart newRoot = newSet[0]; 1920 SceneObjectPart newRoot = newSet[0];
1812 newSet.RemoveAt(0); 1921 newSet.RemoveAt(0);
1813 1922
1814 foreach (SceneObjectPart newChild in newSet) 1923 foreach (SceneObjectPart newChild in newSet)
1815 newChild.ClearUpdateSchedule(); 1924 newChild.ClearUpdateSchedule();
1816 1925
1817 LinkObjects(newRoot, newSet); 1926 newRoot.ParentGroup.areUpdatesSuspended = true;
1818 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1927 LinkObjects(newRoot, newSet);
1819 affectedGroups.Add(newRoot.ParentGroup); 1928 if (!affectedGroups.Contains(newRoot.ParentGroup))
1820 } 1929 affectedGroups.Add(newRoot.ParentGroup);
1821 } 1930 }
1822 } 1931 }
1823 1932
@@ -1825,8 +1934,14 @@ namespace OpenSim.Region.Framework.Scenes
1825 // 1934 //
1826 foreach (SceneObjectGroup g in affectedGroups) 1935 foreach (SceneObjectGroup g in affectedGroups)
1827 { 1936 {
1937 // Child prims that have been unlinked and deleted will
1938 // return unless the root is deleted. This will remove them
1939 // from the database. They will be rewritten immediately,
1940 // minus the rows for the unlinked child prims.
1941 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1828 g.TriggerScriptChangedEvent(Changed.LINK); 1942 g.TriggerScriptChangedEvent(Changed.LINK);
1829 g.HasGroupChanged = true; // Persist 1943 g.HasGroupChanged = true; // Persist
1944 g.areUpdatesSuspended = false;
1830 g.ScheduleGroupForFullUpdate(); 1945 g.ScheduleGroupForFullUpdate();
1831 } 1946 }
1832 } 1947 }
@@ -1944,9 +2059,6 @@ namespace OpenSim.Region.Framework.Scenes
1944 child.ApplyNextOwnerPermissions(); 2059 child.ApplyNextOwnerPermissions();
1945 } 2060 }
1946 } 2061 }
1947
1948 copy.RootPart.ObjectSaleType = 0;
1949 copy.RootPart.SalePrice = 10;
1950 } 2062 }
1951 2063
1952 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2064 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index d73a959..e4eaf3a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -356,7 +356,7 @@ namespace OpenSim.Region.Framework.Scenes
356 356
357 public bool TrySetCurrentScene(UUID regionID) 357 public bool TrySetCurrentScene(UUID regionID)
358 { 358 {
359 m_log.Debug("Searching for Region: '" + regionID + "'"); 359// m_log.Debug("Searching for Region: '" + regionID + "'");
360 360
361 lock (m_localScenes) 361 lock (m_localScenes)
362 { 362 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 905ecc9..c7da4f4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -234,6 +230,11 @@ namespace OpenSim.Region.Framework.Scenes
234 230
235 public uint GetEffectivePermissions() 231 public uint GetEffectivePermissions()
236 { 232 {
233 return GetEffectivePermissions(false);
234 }
235
236 public uint GetEffectivePermissions(bool useBase)
237 {
237 uint perms=(uint)(PermissionMask.Modify | 238 uint perms=(uint)(PermissionMask.Modify |
238 PermissionMask.Copy | 239 PermissionMask.Copy |
239 PermissionMask.Move | 240 PermissionMask.Move |
@@ -245,7 +246,10 @@ namespace OpenSim.Region.Framework.Scenes
245 for (int i = 0; i < parts.Length; i++) 246 for (int i = 0; i < parts.Length; i++)
246 { 247 {
247 SceneObjectPart part = parts[i]; 248 SceneObjectPart part = parts[i];
248 ownerMask &= part.OwnerMask; 249 if (useBase)
250 ownerMask &= part.BaseMask;
251 else
252 ownerMask &= part.OwnerMask;
249 perms &= part.Inventory.MaskEffectivePermissions(); 253 perms &= part.Inventory.MaskEffectivePermissions();
250 } 254 }
251 255
@@ -385,6 +389,9 @@ namespace OpenSim.Region.Framework.Scenes
385 389
386 public void ResumeScripts() 390 public void ResumeScripts()
387 { 391 {
392 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
393 return;
394
388 SceneObjectPart[] parts = m_parts.GetArray(); 395 SceneObjectPart[] parts = m_parts.GetArray();
389 for (int i = 0; i < parts.Length; i++) 396 for (int i = 0; i < parts.Length; i++)
390 parts[i].Inventory.ResumeScripts(); 397 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index f9e0b83..67eafd5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -105,8 +106,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 106 /// since the group's last persistent backup
106 /// </summary> 107 /// </summary>
107 private bool m_hasGroupChanged = false; 108 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 109 private long timeFirstChanged = 0;
109 private long timeLastChanged; 110 private long timeLastChanged = 0;
111 private long m_maxPersistTime = 0;
112 private long m_minPersistTime = 0;
113 private Random m_rand;
114 private bool m_suspendUpdates;
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
110 132
111 public bool HasGroupChanged 133 public bool HasGroupChanged
112 { 134 {
@@ -114,9 +136,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 136 {
115 if (value) 137 if (value)
116 { 138 {
139 if (m_isBackedUp)
140 {
141 m_scene.SceneGraph.FireChangeBackup(this);
142 }
117 timeLastChanged = DateTime.Now.Ticks; 143 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 144 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 145 timeFirstChanged = DateTime.Now.Ticks;
146 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
147 {
148 if (m_rand == null)
149 {
150 byte[] val = new byte[16];
151 m_rootPart.UUID.ToBytes(val, 0);
152 m_rand = new Random(BitConverter.ToInt32(val, 0));
153 }
154
155 if (m_scene.GetRootAgentCount() == 0)
156 {
157 //If the region is empty, this change has been made by an automated process
158 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
159
160 float factor = 1.5f + (float)(m_rand.NextDouble());
161 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
162 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
163 }
164 else
165 {
166 //If the region is not empty, we want to obey the minimum and maximum persist times
167 //but add a random factor so we stagger the object persistance a little
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
170 }
171 }
120 } 172 }
121 m_hasGroupChanged = value; 173 m_hasGroupChanged = value;
122 174
@@ -131,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 183 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 184 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 185 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 186 public bool HasGroupChangedDueToDelink { get; set; }
135 187
136 private bool isTimeToPersist() 188 private bool isTimeToPersist()
137 { 189 {
@@ -141,8 +193,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 193 return false;
142 if (m_scene.ShuttingDown) 194 if (m_scene.ShuttingDown)
143 return true; 195 return true;
196
197 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
198 {
199 m_maxPersistTime = m_scene.m_persistAfter;
200 m_minPersistTime = m_scene.m_dontPersistBefore;
201 }
202
144 long currentTime = DateTime.Now.Ticks; 203 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 204
205 if (timeLastChanged == 0) timeLastChanged = currentTime;
206 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
207
208 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 209 return true;
147 return false; 210 return false;
148 } 211 }
@@ -247,10 +310,10 @@ namespace OpenSim.Region.Framework.Scenes
247 310
248 private bool m_scriptListens_atTarget; 311 private bool m_scriptListens_atTarget;
249 private bool m_scriptListens_notAtTarget; 312 private bool m_scriptListens_notAtTarget;
250
251 private bool m_scriptListens_atRotTarget; 313 private bool m_scriptListens_atRotTarget;
252 private bool m_scriptListens_notAtRotTarget; 314 private bool m_scriptListens_notAtRotTarget;
253 315
316 public bool m_dupeInProgress = false;
254 internal Dictionary<UUID, string> m_savedScriptState; 317 internal Dictionary<UUID, string> m_savedScriptState;
255 318
256 #region Properties 319 #region Properties
@@ -281,6 +344,16 @@ namespace OpenSim.Region.Framework.Scenes
281 get { return m_parts.Count; } 344 get { return m_parts.Count; }
282 } 345 }
283 346
347// protected Quaternion m_rotation = Quaternion.Identity;
348//
349// public virtual Quaternion Rotation
350// {
351// get { return m_rotation; }
352// set {
353// m_rotation = value;
354// }
355// }
356
284 public Quaternion GroupRotation 357 public Quaternion GroupRotation
285 { 358 {
286 get { return m_rootPart.RotationOffset; } 359 get { return m_rootPart.RotationOffset; }
@@ -389,7 +462,11 @@ namespace OpenSim.Region.Framework.Scenes
389 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 462 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
390 } 463 }
391 } 464 }
392 465
466 foreach (SceneObjectPart part in m_parts.GetArray())
467 {
468 part.IgnoreUndoUpdate = true;
469 }
393 if (RootPart.GetStatusSandbox()) 470 if (RootPart.GetStatusSandbox())
394 { 471 {
395 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 472 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -403,10 +480,29 @@ namespace OpenSim.Region.Framework.Scenes
403 return; 480 return;
404 } 481 }
405 } 482 }
406
407 SceneObjectPart[] parts = m_parts.GetArray(); 483 SceneObjectPart[] parts = m_parts.GetArray();
408 for (int i = 0; i < parts.Length; i++) 484 foreach (SceneObjectPart part in parts)
409 parts[i].GroupPosition = val; 485 {
486 part.GroupPosition = val;
487 if (!m_dupeInProgress)
488 {
489 part.TriggerScriptChangedEvent(Changed.POSITION);
490 }
491 }
492 if (!m_dupeInProgress)
493 {
494 foreach (ScenePresence av in m_linkedAvatars)
495 {
496 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
497 if (m_parts.TryGetValue(p.UUID, out p))
498 {
499 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
500 av.AbsolutePosition += offset;
501 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
502 av.SendAvatarDataToAllAgents();
503 }
504 }
505 }
410 506
411 //if (m_rootPart.PhysActor != null) 507 //if (m_rootPart.PhysActor != null)
412 //{ 508 //{
@@ -565,6 +661,7 @@ namespace OpenSim.Region.Framework.Scenes
565 /// </summary> 661 /// </summary>
566 public SceneObjectGroup() 662 public SceneObjectGroup()
567 { 663 {
664
568 } 665 }
569 666
570 /// <summary> 667 /// <summary>
@@ -581,7 +678,7 @@ namespace OpenSim.Region.Framework.Scenes
581 /// Constructor. This object is added to the scene later via AttachToScene() 678 /// Constructor. This object is added to the scene later via AttachToScene()
582 /// </summary> 679 /// </summary>
583 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 680 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
584 { 681 {
585 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 682 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
586 } 683 }
587 684
@@ -629,6 +726,9 @@ namespace OpenSim.Region.Framework.Scenes
629 /// </summary> 726 /// </summary>
630 public virtual void AttachToBackup() 727 public virtual void AttachToBackup()
631 { 728 {
729 if (IsAttachment) return;
730 m_scene.SceneGraph.FireAttachToBackup(this);
731
632 if (InSceneBackup) 732 if (InSceneBackup)
633 { 733 {
634 //m_log.DebugFormat( 734 //m_log.DebugFormat(
@@ -671,6 +771,9 @@ namespace OpenSim.Region.Framework.Scenes
671 771
672 ApplyPhysics(m_scene.m_physicalPrim); 772 ApplyPhysics(m_scene.m_physicalPrim);
673 773
774 if (RootPart.PhysActor != null)
775 RootPart.Buoyancy = RootPart.Buoyancy;
776
674 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 777 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
675 // for the same object with very different properties. The caller must schedule the update. 778 // for the same object with very different properties. The caller must schedule the update.
676 //ScheduleGroupForFullUpdate(); 779 //ScheduleGroupForFullUpdate();
@@ -716,9 +819,9 @@ namespace OpenSim.Region.Framework.Scenes
716 result.normal = inter.normal; 819 result.normal = inter.normal;
717 result.distance = inter.distance; 820 result.distance = inter.distance;
718 } 821 }
822
719 } 823 }
720 } 824 }
721
722 return result; 825 return result;
723 } 826 }
724 827
@@ -738,17 +841,19 @@ namespace OpenSim.Region.Framework.Scenes
738 minZ = 8192f; 841 minZ = 8192f;
739 842
740 SceneObjectPart[] parts = m_parts.GetArray(); 843 SceneObjectPart[] parts = m_parts.GetArray();
741 for (int i = 0; i < parts.Length; i++) 844 foreach (SceneObjectPart part in parts)
742 { 845 {
743 SceneObjectPart part = parts[i];
744
745 Vector3 worldPos = part.GetWorldPosition(); 846 Vector3 worldPos = part.GetWorldPosition();
746 Vector3 offset = worldPos - AbsolutePosition; 847 Vector3 offset = worldPos - AbsolutePosition;
747 Quaternion worldRot; 848 Quaternion worldRot;
748 if (part.ParentID == 0) 849 if (part.ParentID == 0)
850 {
749 worldRot = part.RotationOffset; 851 worldRot = part.RotationOffset;
852 }
750 else 853 else
854 {
751 worldRot = part.GetWorldRotation(); 855 worldRot = part.GetWorldRotation();
856 }
752 857
753 Vector3 frontTopLeft; 858 Vector3 frontTopLeft;
754 Vector3 frontTopRight; 859 Vector3 frontTopRight;
@@ -760,6 +865,8 @@ namespace OpenSim.Region.Framework.Scenes
760 Vector3 backBottomLeft; 865 Vector3 backBottomLeft;
761 Vector3 backBottomRight; 866 Vector3 backBottomRight;
762 867
868 // Vector3[] corners = new Vector3[8];
869
763 Vector3 orig = Vector3.Zero; 870 Vector3 orig = Vector3.Zero;
764 871
765 frontTopLeft.X = orig.X - (part.Scale.X / 2); 872 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -794,6 +901,38 @@ namespace OpenSim.Region.Framework.Scenes
794 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 901 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
795 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 902 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
796 903
904
905
906 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
907 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
908 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
909 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
910 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
911 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
912 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
913 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
914
915 //for (int i = 0; i < 8; i++)
916 //{
917 // corners[i] = corners[i] * worldRot;
918 // corners[i] += offset;
919
920 // if (corners[i].X > maxX)
921 // maxX = corners[i].X;
922 // if (corners[i].X < minX)
923 // minX = corners[i].X;
924
925 // if (corners[i].Y > maxY)
926 // maxY = corners[i].Y;
927 // if (corners[i].Y < minY)
928 // minY = corners[i].Y;
929
930 // if (corners[i].Z > maxZ)
931 // maxZ = corners[i].Y;
932 // if (corners[i].Z < minZ)
933 // minZ = corners[i].Z;
934 //}
935
797 frontTopLeft = frontTopLeft * worldRot; 936 frontTopLeft = frontTopLeft * worldRot;
798 frontTopRight = frontTopRight * worldRot; 937 frontTopRight = frontTopRight * worldRot;
799 frontBottomLeft = frontBottomLeft * worldRot; 938 frontBottomLeft = frontBottomLeft * worldRot;
@@ -815,6 +954,15 @@ namespace OpenSim.Region.Framework.Scenes
815 backTopLeft += offset; 954 backTopLeft += offset;
816 backTopRight += offset; 955 backTopRight += offset;
817 956
957 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
958 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
959 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
960 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
961 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
962 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
963 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
964 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
965
818 if (frontTopRight.X > maxX) 966 if (frontTopRight.X > maxX)
819 maxX = frontTopRight.X; 967 maxX = frontTopRight.X;
820 if (frontTopLeft.X > maxX) 968 if (frontTopLeft.X > maxX)
@@ -960,15 +1108,20 @@ namespace OpenSim.Region.Framework.Scenes
960 1108
961 public void SaveScriptedState(XmlTextWriter writer) 1109 public void SaveScriptedState(XmlTextWriter writer)
962 { 1110 {
1111 SaveScriptedState(writer, false);
1112 }
1113
1114 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1115 {
963 XmlDocument doc = new XmlDocument(); 1116 XmlDocument doc = new XmlDocument();
964 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1117 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
965 1118
966 SceneObjectPart[] parts = m_parts.GetArray(); 1119 SceneObjectPart[] parts = m_parts.GetArray();
967 for (int i = 0; i < parts.Length; i++) 1120 for (int i = 0; i < parts.Length; i++)
968 { 1121 {
969 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1122 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
970 foreach (KeyValuePair<UUID, string> kvp in pstates) 1123 foreach (KeyValuePair<UUID, string> kvp in pstates)
971 states.Add(kvp.Key, kvp.Value); 1124 states[kvp.Key] = kvp.Value;
972 } 1125 }
973 1126
974 if (states.Count > 0) 1127 if (states.Count > 0)
@@ -988,6 +1141,168 @@ namespace OpenSim.Region.Framework.Scenes
988 } 1141 }
989 1142
990 /// <summary> 1143 /// <summary>
1144 /// Add the avatar to this linkset (avatar is sat).
1145 /// </summary>
1146 /// <param name="agentID"></param>
1147 public void AddAvatar(UUID agentID)
1148 {
1149 ScenePresence presence;
1150 if (m_scene.TryGetScenePresence(agentID, out presence))
1151 {
1152 if (!m_linkedAvatars.Contains(presence))
1153 {
1154 m_linkedAvatars.Add(presence);
1155 }
1156 }
1157 }
1158
1159 /// <summary>
1160 /// Delete the avatar from this linkset (avatar is unsat).
1161 /// </summary>
1162 /// <param name="agentID"></param>
1163 public void DeleteAvatar(UUID agentID)
1164 {
1165 ScenePresence presence;
1166 if (m_scene.TryGetScenePresence(agentID, out presence))
1167 {
1168 if (m_linkedAvatars.Contains(presence))
1169 {
1170 m_linkedAvatars.Remove(presence);
1171 }
1172 }
1173 }
1174
1175 /// <summary>
1176 /// Returns the list of linked presences (avatars sat on this group)
1177 /// </summary>
1178 /// <param name="agentID"></param>
1179 public List<ScenePresence> GetLinkedAvatars()
1180 {
1181 return m_linkedAvatars;
1182 }
1183
1184 /// <summary>
1185 /// Attach this scene object to the given avatar.
1186 /// </summary>
1187 /// <param name="agentID"></param>
1188 /// <param name="attachmentpoint"></param>
1189 /// <param name="AttachOffset"></param>
1190 private void AttachToAgent(
1191 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1192 {
1193 if (avatar != null)
1194 {
1195 // don't attach attachments to child agents
1196 if (avatar.IsChildAgent) return;
1197
1198 // Remove from database and parcel prim count
1199 m_scene.DeleteFromStorage(so.UUID);
1200 m_scene.EventManager.TriggerParcelPrimCountTainted();
1201
1202 so.AttachedAvatar = avatar.UUID;
1203
1204 if (so.RootPart.PhysActor != null)
1205 {
1206 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1207 so.RootPart.PhysActor = null;
1208 }
1209
1210 so.AbsolutePosition = attachOffset;
1211 so.RootPart.AttachedPos = attachOffset;
1212 so.IsAttachment = true;
1213 so.RootPart.SetParentLocalId(avatar.LocalId);
1214 so.AttachmentPoint = attachmentpoint;
1215
1216 avatar.AddAttachment(this);
1217
1218 if (!silent)
1219 {
1220 // Killing it here will cause the client to deselect it
1221 // It then reappears on the avatar, deselected
1222 // through the full update below
1223 //
1224 if (IsSelected)
1225 {
1226 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1227 }
1228
1229 IsSelected = false; // fudge....
1230 ScheduleGroupForFullUpdate();
1231 }
1232 }
1233 else
1234 {
1235 m_log.WarnFormat(
1236 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1237 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1238 }
1239 }
1240
1241 public byte GetAttachmentPoint()
1242 {
1243 return m_rootPart.Shape.State;
1244 }
1245
1246 public void DetachToGround()
1247 {
1248 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1249 if (avatar == null)
1250 return;
1251
1252 avatar.RemoveAttachment(this);
1253
1254 Vector3 detachedpos = new Vector3(127f,127f,127f);
1255 if (avatar == null)
1256 return;
1257
1258 detachedpos = avatar.AbsolutePosition;
1259 RootPart.FromItemID = UUID.Zero;
1260
1261 AbsolutePosition = detachedpos;
1262 AttachedAvatar = UUID.Zero;
1263
1264 //SceneObjectPart[] parts = m_parts.GetArray();
1265 //for (int i = 0; i < parts.Length; i++)
1266 // parts[i].AttachedAvatar = UUID.Zero;
1267
1268 m_rootPart.SetParentLocalId(0);
1269 AttachmentPoint = (byte)0;
1270 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1271 HasGroupChanged = true;
1272 RootPart.Rezzed = DateTime.Now;
1273 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1274 AttachToBackup();
1275 m_scene.EventManager.TriggerParcelPrimCountTainted();
1276 m_rootPart.ScheduleFullUpdate();
1277 m_rootPart.ClearUndoState();
1278 }
1279
1280 public void DetachToInventoryPrep()
1281 {
1282 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1283 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1284 if (avatar != null)
1285 {
1286 //detachedpos = avatar.AbsolutePosition;
1287 avatar.RemoveAttachment(this);
1288 }
1289
1290 AttachedAvatar = UUID.Zero;
1291
1292 /*SceneObjectPart[] parts = m_parts.GetArray();
1293 for (int i = 0; i < parts.Length; i++)
1294 parts[i].AttachedAvatar = UUID.Zero;*/
1295
1296 m_rootPart.SetParentLocalId(0);
1297 //m_rootPart.SetAttachmentPoint((byte)0);
1298 IsAttachment = false;
1299 AbsolutePosition = m_rootPart.AttachedPos;
1300 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1301 //AttachToBackup();
1302 //m_rootPart.ScheduleFullUpdate();
1303 }
1304
1305 /// <summary>
991 /// 1306 ///
992 /// </summary> 1307 /// </summary>
993 /// <param name="part"></param> 1308 /// <param name="part"></param>
@@ -1037,7 +1352,10 @@ namespace OpenSim.Region.Framework.Scenes
1037 public void AddPart(SceneObjectPart part) 1352 public void AddPart(SceneObjectPart part)
1038 { 1353 {
1039 part.SetParent(this); 1354 part.SetParent(this);
1040 part.LinkNum = m_parts.Add(part.UUID, part); 1355 m_parts.Add(part.UUID, part);
1356
1357 part.LinkNum = m_parts.Count;
1358
1041 if (part.LinkNum == 2) 1359 if (part.LinkNum == 2)
1042 RootPart.LinkNum = 1; 1360 RootPart.LinkNum = 1;
1043 } 1361 }
@@ -1145,6 +1463,11 @@ namespace OpenSim.Region.Framework.Scenes
1145 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1463 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1146 public void DeleteGroupFromScene(bool silent) 1464 public void DeleteGroupFromScene(bool silent)
1147 { 1465 {
1466 // We need to keep track of this state in case this group is still queued for backup.
1467 IsDeleted = true;
1468
1469 DetachFromBackup();
1470
1148 SceneObjectPart[] parts = m_parts.GetArray(); 1471 SceneObjectPart[] parts = m_parts.GetArray();
1149 for (int i = 0; i < parts.Length; i++) 1472 for (int i = 0; i < parts.Length; i++)
1150 { 1473 {
@@ -1167,6 +1490,8 @@ namespace OpenSim.Region.Framework.Scenes
1167 } 1490 }
1168 }); 1491 });
1169 } 1492 }
1493
1494
1170 } 1495 }
1171 1496
1172 public void AddScriptLPS(int count) 1497 public void AddScriptLPS(int count)
@@ -1263,7 +1588,12 @@ namespace OpenSim.Region.Framework.Scenes
1263 1588
1264 public void SetOwnerId(UUID userId) 1589 public void SetOwnerId(UUID userId)
1265 { 1590 {
1266 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1591 ForEachPart(delegate(SceneObjectPart part)
1592 {
1593
1594 part.OwnerID = userId;
1595
1596 });
1267 } 1597 }
1268 1598
1269 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1599 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1295,11 +1625,17 @@ namespace OpenSim.Region.Framework.Scenes
1295 return; 1625 return;
1296 } 1626 }
1297 1627
1628 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1629 return;
1630
1298 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1631 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1299 // any exception propogate upwards. 1632 // any exception propogate upwards.
1300 try 1633 try
1301 { 1634 {
1302 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1635 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1636 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1637 m_scene.LoadingPrims) // Land may not be valid yet
1638
1303 { 1639 {
1304 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1640 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1305 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1641 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1326,6 +1662,7 @@ namespace OpenSim.Region.Framework.Scenes
1326 } 1662 }
1327 } 1663 }
1328 } 1664 }
1665
1329 } 1666 }
1330 1667
1331 if (m_scene.UseBackup && HasGroupChanged) 1668 if (m_scene.UseBackup && HasGroupChanged)
@@ -1333,6 +1670,20 @@ namespace OpenSim.Region.Framework.Scenes
1333 // don't backup while it's selected or you're asking for changes mid stream. 1670 // don't backup while it's selected or you're asking for changes mid stream.
1334 if (isTimeToPersist() || forcedBackup) 1671 if (isTimeToPersist() || forcedBackup)
1335 { 1672 {
1673 if (m_rootPart.PhysActor != null &&
1674 (!m_rootPart.PhysActor.IsPhysical))
1675 {
1676 // Possible ghost prim
1677 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1678 {
1679 foreach (SceneObjectPart part in m_parts.GetArray())
1680 {
1681 // Re-set physics actor positions and
1682 // orientations
1683 part.GroupPosition = m_rootPart.GroupPosition;
1684 }
1685 }
1686 }
1336// m_log.DebugFormat( 1687// m_log.DebugFormat(
1337// "[SCENE]: Storing {0}, {1} in {2}", 1688// "[SCENE]: Storing {0}, {1} in {2}",
1338// Name, UUID, m_scene.RegionInfo.RegionName); 1689// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1412,7 +1763,7 @@ namespace OpenSim.Region.Framework.Scenes
1412 // This is only necessary when userExposed is false! 1763 // This is only necessary when userExposed is false!
1413 1764
1414 bool previousAttachmentStatus = dupe.IsAttachment; 1765 bool previousAttachmentStatus = dupe.IsAttachment;
1415 1766
1416 if (!userExposed) 1767 if (!userExposed)
1417 dupe.IsAttachment = true; 1768 dupe.IsAttachment = true;
1418 1769
@@ -1430,11 +1781,11 @@ namespace OpenSim.Region.Framework.Scenes
1430 dupe.m_rootPart.TrimPermissions(); 1781 dupe.m_rootPart.TrimPermissions();
1431 1782
1432 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1783 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1433 1784
1434 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1785 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1435 { 1786 {
1436 return p1.LinkNum.CompareTo(p2.LinkNum); 1787 return p1.LinkNum.CompareTo(p2.LinkNum);
1437 } 1788 }
1438 ); 1789 );
1439 1790
1440 foreach (SceneObjectPart part in partList) 1791 foreach (SceneObjectPart part in partList)
@@ -1454,7 +1805,7 @@ namespace OpenSim.Region.Framework.Scenes
1454 if (part.PhysActor != null && userExposed) 1805 if (part.PhysActor != null && userExposed)
1455 { 1806 {
1456 PrimitiveBaseShape pbs = newPart.Shape; 1807 PrimitiveBaseShape pbs = newPart.Shape;
1457 1808
1458 newPart.PhysActor 1809 newPart.PhysActor
1459 = m_scene.PhysicsScene.AddPrimShape( 1810 = m_scene.PhysicsScene.AddPrimShape(
1460 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 1811 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
@@ -1464,11 +1815,11 @@ namespace OpenSim.Region.Framework.Scenes
1464 newPart.RotationOffset, 1815 newPart.RotationOffset,
1465 part.PhysActor.IsPhysical, 1816 part.PhysActor.IsPhysical,
1466 newPart.LocalId); 1817 newPart.LocalId);
1467 1818
1468 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1819 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1469 } 1820 }
1470 } 1821 }
1471 1822
1472 if (userExposed) 1823 if (userExposed)
1473 { 1824 {
1474 dupe.UpdateParentIDs(); 1825 dupe.UpdateParentIDs();
@@ -1583,6 +1934,7 @@ namespace OpenSim.Region.Framework.Scenes
1583 return Vector3.Zero; 1934 return Vector3.Zero;
1584 } 1935 }
1585 1936
1937 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1586 public void moveToTarget(Vector3 target, float tau) 1938 public void moveToTarget(Vector3 target, float tau)
1587 { 1939 {
1588 if (IsAttachment) 1940 if (IsAttachment)
@@ -1610,10 +1962,44 @@ namespace OpenSim.Region.Framework.Scenes
1610 RootPart.PhysActor.PIDActive = false; 1962 RootPart.PhysActor.PIDActive = false;
1611 } 1963 }
1612 1964
1965 public void rotLookAt(Quaternion target, float strength, float damping)
1966 {
1967 SceneObjectPart rootpart = m_rootPart;
1968 if (rootpart != null)
1969 {
1970 if (IsAttachment)
1971 {
1972 /*
1973 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1974 if (avatar != null)
1975 {
1976 Rotate the Av?
1977 } */
1978 }
1979 else
1980 {
1981 if (rootpart.PhysActor != null)
1982 { // APID must be implemented in your physics system for this to function.
1983 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1984 rootpart.PhysActor.APIDStrength = strength;
1985 rootpart.PhysActor.APIDDamping = damping;
1986 rootpart.PhysActor.APIDActive = true;
1987 }
1988 }
1989 }
1990 }
1991
1613 public void stopLookAt() 1992 public void stopLookAt()
1614 { 1993 {
1615 if (RootPart.PhysActor != null) 1994 SceneObjectPart rootpart = m_rootPart;
1616 RootPart.PhysActor.APIDActive = false; 1995 if (rootpart != null)
1996 {
1997 if (rootpart.PhysActor != null)
1998 { // APID must be implemented in your physics system for this to function.
1999 rootpart.PhysActor.APIDActive = false;
2000 }
2001 }
2002
1617 } 2003 }
1618 2004
1619 /// <summary> 2005 /// <summary>
@@ -1671,6 +2057,8 @@ namespace OpenSim.Region.Framework.Scenes
1671 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2057 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1672 { 2058 {
1673 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2059 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2060 newPart.SetParent(this);
2061
1674 AddPart(newPart); 2062 AddPart(newPart);
1675 2063
1676 SetPartAsNonRoot(newPart); 2064 SetPartAsNonRoot(newPart);
@@ -1798,11 +2186,11 @@ namespace OpenSim.Region.Framework.Scenes
1798 /// Immediately send a full update for this scene object. 2186 /// Immediately send a full update for this scene object.
1799 /// </summary> 2187 /// </summary>
1800 public void SendGroupFullUpdate() 2188 public void SendGroupFullUpdate()
1801 { 2189 {
1802 if (IsDeleted) 2190 if (IsDeleted)
1803 return; 2191 return;
1804 2192
1805// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2193// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1806 2194
1807 RootPart.SendFullUpdateToAllClients(); 2195 RootPart.SendFullUpdateToAllClients();
1808 2196
@@ -2003,7 +2391,7 @@ namespace OpenSim.Region.Framework.Scenes
2003 objectGroup.IsDeleted = true; 2391 objectGroup.IsDeleted = true;
2004 2392
2005 objectGroup.m_parts.Clear(); 2393 objectGroup.m_parts.Clear();
2006 2394
2007 // Can't do this yet since backup still makes use of the root part without any synchronization 2395 // Can't do this yet since backup still makes use of the root part without any synchronization
2008// objectGroup.m_rootPart = null; 2396// objectGroup.m_rootPart = null;
2009 2397
@@ -2137,6 +2525,7 @@ namespace OpenSim.Region.Framework.Scenes
2137 /// <param name="objectGroup"></param> 2525 /// <param name="objectGroup"></param>
2138 public virtual void DetachFromBackup() 2526 public virtual void DetachFromBackup()
2139 { 2527 {
2528 m_scene.SceneGraph.FireDetachFromBackup(this);
2140 if (m_isBackedUp && Scene != null) 2529 if (m_isBackedUp && Scene != null)
2141 m_scene.EventManager.OnBackup -= ProcessBackup; 2530 m_scene.EventManager.OnBackup -= ProcessBackup;
2142 2531
@@ -2155,7 +2544,8 @@ namespace OpenSim.Region.Framework.Scenes
2155 2544
2156 axPos *= parentRot; 2545 axPos *= parentRot;
2157 part.OffsetPosition = axPos; 2546 part.OffsetPosition = axPos;
2158 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2547 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2548 part.GroupPosition = newPos;
2159 part.OffsetPosition = Vector3.Zero; 2549 part.OffsetPosition = Vector3.Zero;
2160 part.RotationOffset = worldRot; 2550 part.RotationOffset = worldRot;
2161 2551
@@ -2166,7 +2556,7 @@ namespace OpenSim.Region.Framework.Scenes
2166 2556
2167 part.LinkNum = linkNum; 2557 part.LinkNum = linkNum;
2168 2558
2169 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2559 part.OffsetPosition = newPos - AbsolutePosition;
2170 2560
2171 Quaternion rootRotation = m_rootPart.RotationOffset; 2561 Quaternion rootRotation = m_rootPart.RotationOffset;
2172 2562
@@ -2176,7 +2566,7 @@ namespace OpenSim.Region.Framework.Scenes
2176 2566
2177 parentRot = m_rootPart.RotationOffset; 2567 parentRot = m_rootPart.RotationOffset;
2178 oldRot = part.RotationOffset; 2568 oldRot = part.RotationOffset;
2179 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2569 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2180 part.RotationOffset = newRot; 2570 part.RotationOffset = newRot;
2181 } 2571 }
2182 2572
@@ -2423,8 +2813,12 @@ namespace OpenSim.Region.Framework.Scenes
2423 } 2813 }
2424 } 2814 }
2425 2815
2816 RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2426 for (int i = 0; i < parts.Length; i++) 2817 for (int i = 0; i < parts.Length; i++)
2427 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2818 {
2819 if (parts[i] != RootPart)
2820 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2821 }
2428 } 2822 }
2429 } 2823 }
2430 2824
@@ -2437,6 +2831,17 @@ namespace OpenSim.Region.Framework.Scenes
2437 } 2831 }
2438 } 2832 }
2439 2833
2834
2835
2836 /// <summary>
2837 /// Gets the number of parts
2838 /// </summary>
2839 /// <returns></returns>
2840 public int GetPartCount()
2841 {
2842 return Parts.Count();
2843 }
2844
2440 /// <summary> 2845 /// <summary>
2441 /// Update the texture entry for this part 2846 /// Update the texture entry for this part
2442 /// </summary> 2847 /// </summary>
@@ -2498,7 +2903,6 @@ namespace OpenSim.Region.Framework.Scenes
2498 { 2903 {
2499// m_log.DebugFormat( 2904// m_log.DebugFormat(
2500// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 2905// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2501
2502 RootPart.StoreUndoState(true); 2906 RootPart.StoreUndoState(true);
2503 2907
2504 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 2908 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
@@ -2599,7 +3003,6 @@ namespace OpenSim.Region.Framework.Scenes
2599 prevScale.X *= x; 3003 prevScale.X *= x;
2600 prevScale.Y *= y; 3004 prevScale.Y *= y;
2601 prevScale.Z *= z; 3005 prevScale.Z *= z;
2602
2603// RootPart.IgnoreUndoUpdate = true; 3006// RootPart.IgnoreUndoUpdate = true;
2604 RootPart.Resize(prevScale); 3007 RootPart.Resize(prevScale);
2605// RootPart.IgnoreUndoUpdate = false; 3008// RootPart.IgnoreUndoUpdate = false;
@@ -2630,7 +3033,9 @@ namespace OpenSim.Region.Framework.Scenes
2630 } 3033 }
2631 3034
2632// obPart.IgnoreUndoUpdate = false; 3035// obPart.IgnoreUndoUpdate = false;
2633// obPart.StoreUndoState(); 3036 HasGroupChanged = true;
3037 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3038 ScheduleGroupForTerseUpdate();
2634 } 3039 }
2635 3040
2636// m_log.DebugFormat( 3041// m_log.DebugFormat(
@@ -2690,9 +3095,9 @@ namespace OpenSim.Region.Framework.Scenes
2690 { 3095 {
2691 SceneObjectPart part = GetChildPart(localID); 3096 SceneObjectPart part = GetChildPart(localID);
2692 3097
2693// SceneObjectPart[] parts = m_parts.GetArray(); 3098 SceneObjectPart[] parts = m_parts.GetArray();
2694// for (int i = 0; i < parts.Length; i++) 3099 for (int i = 0; i < parts.Length; i++)
2695// parts[i].StoreUndoState(); 3100 parts[i].StoreUndoState();
2696 3101
2697 if (part != null) 3102 if (part != null)
2698 { 3103 {
@@ -2748,10 +3153,27 @@ namespace OpenSim.Region.Framework.Scenes
2748 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3153 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2749 } 3154 }
2750 3155
2751 AbsolutePosition = newPos; 3156 //We have to set undoing here because otherwise an undo state will be saved
3157 if (!m_rootPart.Undoing)
3158 {
3159 m_rootPart.Undoing = true;
3160 AbsolutePosition = newPos;
3161 m_rootPart.Undoing = false;
3162 }
3163 else
3164 {
3165 AbsolutePosition = newPos;
3166 }
2752 3167
2753 HasGroupChanged = true; 3168 HasGroupChanged = true;
2754 ScheduleGroupForTerseUpdate(); 3169 if (m_rootPart.Undoing)
3170 {
3171 ScheduleGroupForFullUpdate();
3172 }
3173 else
3174 {
3175 ScheduleGroupForTerseUpdate();
3176 }
2755 } 3177 }
2756 3178
2757 #endregion 3179 #endregion
@@ -2828,10 +3250,7 @@ namespace OpenSim.Region.Framework.Scenes
2828 public void UpdateSingleRotation(Quaternion rot, uint localID) 3250 public void UpdateSingleRotation(Quaternion rot, uint localID)
2829 { 3251 {
2830 SceneObjectPart part = GetChildPart(localID); 3252 SceneObjectPart part = GetChildPart(localID);
2831
2832 SceneObjectPart[] parts = m_parts.GetArray(); 3253 SceneObjectPart[] parts = m_parts.GetArray();
2833 for (int i = 0; i < parts.Length; i++)
2834 parts[i].StoreUndoState();
2835 3254
2836 if (part != null) 3255 if (part != null)
2837 { 3256 {
@@ -2869,7 +3288,16 @@ namespace OpenSim.Region.Framework.Scenes
2869 if (part.UUID == m_rootPart.UUID) 3288 if (part.UUID == m_rootPart.UUID)
2870 { 3289 {
2871 UpdateRootRotation(rot); 3290 UpdateRootRotation(rot);
2872 AbsolutePosition = pos; 3291 if (!m_rootPart.Undoing)
3292 {
3293 m_rootPart.Undoing = true;
3294 AbsolutePosition = pos;
3295 m_rootPart.Undoing = false;
3296 }
3297 else
3298 {
3299 AbsolutePosition = pos;
3300 }
2873 } 3301 }
2874 else 3302 else
2875 { 3303 {
@@ -2893,9 +3321,10 @@ namespace OpenSim.Region.Framework.Scenes
2893 3321
2894 Quaternion axRot = rot; 3322 Quaternion axRot = rot;
2895 Quaternion oldParentRot = m_rootPart.RotationOffset; 3323 Quaternion oldParentRot = m_rootPart.RotationOffset;
2896
2897 m_rootPart.StoreUndoState(); 3324 m_rootPart.StoreUndoState();
2898 m_rootPart.UpdateRotation(rot); 3325
3326 //Don't use UpdateRotation because it schedules an update prematurely
3327 m_rootPart.RotationOffset = rot;
2899 if (m_rootPart.PhysActor != null) 3328 if (m_rootPart.PhysActor != null)
2900 { 3329 {
2901 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3330 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2909,15 +3338,17 @@ namespace OpenSim.Region.Framework.Scenes
2909 if (prim.UUID != m_rootPart.UUID) 3338 if (prim.UUID != m_rootPart.UUID)
2910 { 3339 {
2911 prim.IgnoreUndoUpdate = true; 3340 prim.IgnoreUndoUpdate = true;
3341
3342 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3343 NewRot = Quaternion.Inverse(axRot) * NewRot;
3344 prim.RotationOffset = NewRot;
3345
2912 Vector3 axPos = prim.OffsetPosition; 3346 Vector3 axPos = prim.OffsetPosition;
3347
2913 axPos *= oldParentRot; 3348 axPos *= oldParentRot;
2914 axPos *= Quaternion.Inverse(axRot); 3349 axPos *= Quaternion.Inverse(axRot);
2915 prim.OffsetPosition = axPos; 3350 prim.OffsetPosition = axPos;
2916 Quaternion primsRot = prim.RotationOffset; 3351
2917 Quaternion newRot = oldParentRot * primsRot;
2918 newRot = Quaternion.Inverse(axRot) * newRot;
2919 prim.RotationOffset = newRot;
2920 prim.ScheduleTerseUpdate();
2921 prim.IgnoreUndoUpdate = false; 3352 prim.IgnoreUndoUpdate = false;
2922 } 3353 }
2923 } 3354 }
@@ -2931,8 +3362,8 @@ namespace OpenSim.Region.Framework.Scenes
2931//// childpart.StoreUndoState(); 3362//// childpart.StoreUndoState();
2932// } 3363// }
2933// } 3364// }
2934 3365 HasGroupChanged = true;
2935 m_rootPart.ScheduleTerseUpdate(); 3366 ScheduleGroupForFullUpdate();
2936 3367
2937// m_log.DebugFormat( 3368// m_log.DebugFormat(
2938// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3369// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
@@ -3160,7 +3591,6 @@ namespace OpenSim.Region.Framework.Scenes
3160 public float GetMass() 3591 public float GetMass()
3161 { 3592 {
3162 float retmass = 0f; 3593 float retmass = 0f;
3163
3164 SceneObjectPart[] parts = m_parts.GetArray(); 3594 SceneObjectPart[] parts = m_parts.GetArray();
3165 for (int i = 0; i < parts.Length; i++) 3595 for (int i = 0; i < parts.Length; i++)
3166 retmass += parts[i].GetMass(); 3596 retmass += parts[i].GetMass();
@@ -3254,6 +3684,14 @@ namespace OpenSim.Region.Framework.Scenes
3254 SetFromItemID(uuid); 3684 SetFromItemID(uuid);
3255 } 3685 }
3256 3686
3687 public void ResetOwnerChangeFlag()
3688 {
3689 ForEachPart(delegate(SceneObjectPart part)
3690 {
3691 part.ResetOwnerChangeFlag();
3692 });
3693 }
3694
3257 #endregion 3695 #endregion
3258 } 3696 }
3259} 3697}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index f5a00d7..666ce2a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -184,6 +185,15 @@ namespace OpenSim.Region.Framework.Scenes
184 185
185 public UUID FromFolderID; 186 public UUID FromFolderID;
186 187
188 // The following two are to hold the attachment data
189 // while an object is inworld
190 [XmlIgnore]
191 public byte AttachPoint = 0;
192
193 [XmlIgnore]
194 public Vector3 AttachOffset = Vector3.Zero;
195
196 [XmlIgnore]
187 public int STATUS_ROTATE_X; 197 public int STATUS_ROTATE_X;
188 198
189 public int STATUS_ROTATE_Y; 199 public int STATUS_ROTATE_Y;
@@ -210,8 +220,7 @@ namespace OpenSim.Region.Framework.Scenes
210 220
211 public Vector3 RotationAxis = Vector3.One; 221 public Vector3 RotationAxis = Vector3.One;
212 222
213 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 223 public bool VolumeDetectActive;
214 // Certainly this must be a persistant setting finally
215 224
216 public bool IsWaitingForFirstSpinUpdatePacket; 225 public bool IsWaitingForFirstSpinUpdatePacket;
217 226
@@ -252,6 +261,7 @@ namespace OpenSim.Region.Framework.Scenes
252 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 261 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
253 private Vector3 m_sitTargetPosition; 262 private Vector3 m_sitTargetPosition;
254 private string m_sitAnimation = "SIT"; 263 private string m_sitAnimation = "SIT";
264 private bool m_occupied; // KF if any av is sitting on this prim
255 private string m_text = String.Empty; 265 private string m_text = String.Empty;
256 private string m_touchName = String.Empty; 266 private string m_touchName = String.Empty;
257 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 267 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
@@ -284,6 +294,7 @@ namespace OpenSim.Region.Framework.Scenes
284 protected Vector3 m_lastAcceleration; 294 protected Vector3 m_lastAcceleration;
285 protected Vector3 m_lastAngularVelocity; 295 protected Vector3 m_lastAngularVelocity;
286 protected int m_lastTerseSent; 296 protected int m_lastTerseSent;
297 protected float m_buoyancy = 0.0f;
287 298
288 /// <summary> 299 /// <summary>
289 /// Stores media texture data 300 /// Stores media texture data
@@ -339,7 +350,7 @@ namespace OpenSim.Region.Framework.Scenes
339 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 350 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
340 Quaternion rotationOffset, Vector3 offsetPosition) : this() 351 Quaternion rotationOffset, Vector3 offsetPosition) : this()
341 { 352 {
342 m_name = "Primitive"; 353 m_name = "Object";
343 354
344 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 355 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
345 LastOwnerID = CreatorID = OwnerID = ownerID; 356 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -379,7 +390,7 @@ namespace OpenSim.Region.Framework.Scenes
379 private uint _ownerMask = (uint)PermissionMask.All; 390 private uint _ownerMask = (uint)PermissionMask.All;
380 private uint _groupMask = (uint)PermissionMask.None; 391 private uint _groupMask = (uint)PermissionMask.None;
381 private uint _everyoneMask = (uint)PermissionMask.None; 392 private uint _everyoneMask = (uint)PermissionMask.None;
382 private uint _nextOwnerMask = (uint)PermissionMask.All; 393 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
383 private PrimFlags _flags = PrimFlags.None; 394 private PrimFlags _flags = PrimFlags.None;
384 private DateTime m_expires; 395 private DateTime m_expires;
385 private DateTime m_rezzed; 396 private DateTime m_rezzed;
@@ -473,12 +484,16 @@ namespace OpenSim.Region.Framework.Scenes
473 } 484 }
474 485
475 /// <value> 486 /// <value>
476 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 487 /// Get the inventory list
477 /// </value> 488 /// </value>
478 public TaskInventoryDictionary TaskInventory 489 public TaskInventoryDictionary TaskInventory
479 { 490 {
480 get { return m_inventory.Items; } 491 get {
481 set { m_inventory.Items = value; } 492 return m_inventory.Items;
493 }
494 set {
495 m_inventory.Items = value;
496 }
482 } 497 }
483 498
484 /// <summary> 499 /// <summary>
@@ -623,14 +638,12 @@ namespace OpenSim.Region.Framework.Scenes
623 set { m_LoopSoundSlavePrims = value; } 638 set { m_LoopSoundSlavePrims = value; }
624 } 639 }
625 640
626
627 public Byte[] TextureAnimation 641 public Byte[] TextureAnimation
628 { 642 {
629 get { return m_TextureAnimation; } 643 get { return m_TextureAnimation; }
630 set { m_TextureAnimation = value; } 644 set { m_TextureAnimation = value; }
631 } 645 }
632 646
633
634 public Byte[] ParticleSystem 647 public Byte[] ParticleSystem
635 { 648 {
636 get { return m_particleSystem; } 649 get { return m_particleSystem; }
@@ -667,9 +680,11 @@ namespace OpenSim.Region.Framework.Scenes
667 { 680 {
668 // If this is a linkset, we don't want the physics engine mucking up our group position here. 681 // If this is a linkset, we don't want the physics engine mucking up our group position here.
669 PhysicsActor actor = PhysActor; 682 PhysicsActor actor = PhysActor;
670 if (actor != null && ParentID == 0) 683 if (ParentID == 0)
671 { 684 {
672 m_groupPosition = actor.Position; 685 if (actor != null)
686 m_groupPosition = actor.Position;
687 return m_groupPosition;
673 } 688 }
674 689
675 if (ParentGroup.IsAttachment) 690 if (ParentGroup.IsAttachment)
@@ -679,12 +694,14 @@ namespace OpenSim.Region.Framework.Scenes
679 return sp.AbsolutePosition; 694 return sp.AbsolutePosition;
680 } 695 }
681 696
697 // use root prim's group position. Physics may have updated it
698 if (ParentGroup.RootPart != this)
699 m_groupPosition = ParentGroup.RootPart.GroupPosition;
682 return m_groupPosition; 700 return m_groupPosition;
683 } 701 }
684 set 702 set
685 { 703 {
686 m_groupPosition = value; 704 m_groupPosition = value;
687
688 PhysicsActor actor = PhysActor; 705 PhysicsActor actor = PhysActor;
689 if (actor != null) 706 if (actor != null)
690 { 707 {
@@ -710,16 +727,6 @@ namespace OpenSim.Region.Framework.Scenes
710 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 727 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
711 } 728 }
712 } 729 }
713
714 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
715 if (SitTargetAvatar != UUID.Zero)
716 {
717 ScenePresence avatar;
718 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
719 {
720 avatar.ParentPosition = GetWorldPosition();
721 }
722 }
723 } 730 }
724 } 731 }
725 732
@@ -728,7 +735,7 @@ namespace OpenSim.Region.Framework.Scenes
728 get { return m_offsetPosition; } 735 get { return m_offsetPosition; }
729 set 736 set
730 { 737 {
731// StoreUndoState(); 738 Vector3 oldpos = m_offsetPosition;
732 m_offsetPosition = value; 739 m_offsetPosition = value;
733 740
734 if (ParentGroup != null && !ParentGroup.IsDeleted) 741 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -743,7 +750,22 @@ namespace OpenSim.Region.Framework.Scenes
743 if (ParentGroup.Scene != null) 750 if (ParentGroup.Scene != null)
744 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 751 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
745 } 752 }
753
754 if (!m_parentGroup.m_dupeInProgress)
755 {
756 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
757 foreach (ScenePresence av in avs)
758 {
759 if (av.ParentID == m_localId)
760 {
761 Vector3 offset = (m_offsetPosition - oldpos);
762 av.AbsolutePosition += offset;
763 av.SendAvatarDataToAllAgents();
764 }
765 }
766 }
746 } 767 }
768 TriggerScriptChangedEvent(Changed.POSITION);
747 } 769 }
748 } 770 }
749 771
@@ -892,7 +914,16 @@ namespace OpenSim.Region.Framework.Scenes
892 /// <summary></summary> 914 /// <summary></summary>
893 public Vector3 Acceleration 915 public Vector3 Acceleration
894 { 916 {
895 get { return m_acceleration; } 917 get
918 {
919 PhysicsActor actor = PhysActor;
920 if (actor != null)
921 {
922 m_acceleration = actor.Acceleration;
923 }
924 return m_acceleration;
925 }
926
896 set { m_acceleration = value; } 927 set { m_acceleration = value; }
897 } 928 }
898 929
@@ -1043,10 +1074,7 @@ namespace OpenSim.Region.Framework.Scenes
1043 { 1074 {
1044 get 1075 get
1045 { 1076 {
1046 if (ParentGroup.IsAttachment) 1077 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1047 return GroupPosition;
1048
1049 return m_offsetPosition + m_groupPosition;
1050 } 1078 }
1051 } 1079 }
1052 1080
@@ -1216,6 +1244,13 @@ namespace OpenSim.Region.Framework.Scenes
1216 _flags = value; 1244 _flags = value;
1217 } 1245 }
1218 } 1246 }
1247
1248 [XmlIgnore]
1249 public bool IsOccupied // KF If an av is sittingon this prim
1250 {
1251 get { return m_occupied; }
1252 set { m_occupied = value; }
1253 }
1219 1254
1220 /// <summary> 1255 /// <summary>
1221 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1256 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1275,6 +1310,19 @@ namespace OpenSim.Region.Framework.Scenes
1275 set { m_collisionSoundVolume = value; } 1310 set { m_collisionSoundVolume = value; }
1276 } 1311 }
1277 1312
1313 public float Buoyancy
1314 {
1315 get { return m_buoyancy; }
1316 set
1317 {
1318 m_buoyancy = value;
1319 if (PhysActor != null)
1320 {
1321 PhysActor.Buoyancy = value;
1322 }
1323 }
1324 }
1325
1278 #endregion Public Properties with only Get 1326 #endregion Public Properties with only Get
1279 1327
1280 private uint ApplyMask(uint val, bool set, uint mask) 1328 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1596,6 +1644,9 @@ namespace OpenSim.Region.Framework.Scenes
1596 1644
1597 // Move afterwards ResetIDs as it clears the localID 1645 // Move afterwards ResetIDs as it clears the localID
1598 dupe.LocalId = localID; 1646 dupe.LocalId = localID;
1647 if(dupe.PhysActor != null)
1648 dupe.PhysActor.LocalID = localID;
1649
1599 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1650 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1600 dupe.LastOwnerID = OwnerID; 1651 dupe.LastOwnerID = OwnerID;
1601 1652
@@ -1957,19 +2008,17 @@ namespace OpenSim.Region.Framework.Scenes
1957 public Vector3 GetWorldPosition() 2008 public Vector3 GetWorldPosition()
1958 { 2009 {
1959 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2010 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
1960
1961 Vector3 axPos = OffsetPosition; 2011 Vector3 axPos = OffsetPosition;
1962
1963 axPos *= parentRot; 2012 axPos *= parentRot;
1964 Vector3 translationOffsetPosition = axPos; 2013 Vector3 translationOffsetPosition = axPos;
1965 2014 if(_parentID == 0)
1966// m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name); 2015 {
1967 2016 return GroupPosition;
1968 Vector3 worldPos = GroupPosition + translationOffsetPosition; 2017 }
1969 2018 else
1970// m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name); 2019 {
1971 2020 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
1972 return worldPos; 2021 }
1973 } 2022 }
1974 2023
1975 /// <summary> 2024 /// <summary>
@@ -2607,17 +2656,18 @@ namespace OpenSim.Region.Framework.Scenes
2607 //Trys to fetch sound id from prim's inventory. 2656 //Trys to fetch sound id from prim's inventory.
2608 //Prim's inventory doesn't support non script items yet 2657 //Prim's inventory doesn't support non script items yet
2609 2658
2610 lock (TaskInventory) 2659 TaskInventory.LockItemsForRead(true);
2660
2661 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2611 { 2662 {
2612 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2663 if (item.Value.Name == sound)
2613 { 2664 {
2614 if (item.Value.Name == sound) 2665 soundID = item.Value.ItemID;
2615 { 2666 break;
2616 soundID = item.Value.ItemID;
2617 break;
2618 }
2619 } 2667 }
2620 } 2668 }
2669
2670 TaskInventory.LockItemsForRead(false);
2621 } 2671 }
2622 2672
2623 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2673 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2700,7 +2750,7 @@ namespace OpenSim.Region.Framework.Scenes
2700 2750
2701 public void RotLookAt(Quaternion target, float strength, float damping) 2751 public void RotLookAt(Quaternion target, float strength, float damping)
2702 { 2752 {
2703 rotLookAt(target, strength, damping); 2753 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2704 } 2754 }
2705 2755
2706 public void rotLookAt(Quaternion target, float strength, float damping) 2756 public void rotLookAt(Quaternion target, float strength, float damping)
@@ -2936,8 +2986,8 @@ namespace OpenSim.Region.Framework.Scenes
2936 { 2986 {
2937 const float ROTATION_TOLERANCE = 0.01f; 2987 const float ROTATION_TOLERANCE = 0.01f;
2938 const float VELOCITY_TOLERANCE = 0.001f; 2988 const float VELOCITY_TOLERANCE = 0.001f;
2939 const float POSITION_TOLERANCE = 0.05f; 2989 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2940 const int TIME_MS_TOLERANCE = 3000; 2990 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2941 2991
2942 switch (UpdateFlag) 2992 switch (UpdateFlag)
2943 { 2993 {
@@ -2999,17 +3049,16 @@ namespace OpenSim.Region.Framework.Scenes
2999 if (!UUID.TryParse(sound, out soundID)) 3049 if (!UUID.TryParse(sound, out soundID))
3000 { 3050 {
3001 // search sound file from inventory 3051 // search sound file from inventory
3002 lock (TaskInventory) 3052 TaskInventory.LockItemsForRead(true);
3053 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3003 { 3054 {
3004 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3055 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3005 { 3056 {
3006 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3057 soundID = item.Value.ItemID;
3007 { 3058 break;
3008 soundID = item.Value.ItemID;
3009 break;
3010 }
3011 } 3059 }
3012 } 3060 }
3061 TaskInventory.LockItemsForRead(false);
3013 } 3062 }
3014 3063
3015 if (soundID == UUID.Zero) 3064 if (soundID == UUID.Zero)
@@ -3478,10 +3527,10 @@ namespace OpenSim.Region.Framework.Scenes
3478 // TODO: May need to fix for group comparison 3527 // TODO: May need to fix for group comparison
3479 if (last.Compare(this)) 3528 if (last.Compare(this))
3480 { 3529 {
3481 // m_log.DebugFormat( 3530 // m_log.DebugFormat(
3482 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", 3531 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3483 // Name, LocalId, m_undo.Count); 3532 // Name, LocalId, m_undo.Count);
3484 3533
3485 return; 3534 return;
3486 } 3535 }
3487 } 3536 }
@@ -3494,29 +3543,29 @@ namespace OpenSim.Region.Framework.Scenes
3494 if (ParentGroup.GetSceneMaxUndo() > 0) 3543 if (ParentGroup.GetSceneMaxUndo() > 0)
3495 { 3544 {
3496 UndoState nUndo = new UndoState(this, forGroup); 3545 UndoState nUndo = new UndoState(this, forGroup);
3497 3546
3498 m_undo.Push(nUndo); 3547 m_undo.Push(nUndo);
3499 3548
3500 if (m_redo.Count > 0) 3549 if (m_redo.Count > 0)
3501 m_redo.Clear(); 3550 m_redo.Clear();
3502 3551
3503 // m_log.DebugFormat( 3552 // m_log.DebugFormat(
3504 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3553 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3505 // Name, LocalId, forGroup, m_undo.Count); 3554 // Name, LocalId, forGroup, m_undo.Count);
3506 } 3555 }
3507 } 3556 }
3508 } 3557 }
3509 } 3558 }
3510// else 3559 // else
3511// { 3560 // {
3512// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); 3561 // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3513// } 3562 // }
3514 } 3563 }
3515// else 3564 // else
3516// { 3565 // {
3517// m_log.DebugFormat( 3566 // m_log.DebugFormat(
3518// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); 3567 // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3519// } 3568 // }
3520 } 3569 }
3521 3570
3522 /// <summary> 3571 /// <summary>
@@ -4247,6 +4296,9 @@ namespace OpenSim.Region.Framework.Scenes
4247 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); 4296 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
4248 bool wasVD = VolumeDetectActive; 4297 bool wasVD = VolumeDetectActive;
4249 4298
4299// m_log.DebugFormat("[SOP]: Old states: phys: {0} temp: {1} phan: {2} vd: {3}", wasUsingPhysics, wasTemporary, wasPhantom, wasVD);
4300// m_log.DebugFormat("[SOP]: New states: phys: {0} temp: {1} phan: {2} vd: {3}", UsePhysics, SetTemporary, SetPhantom, SetVD);
4301
4250 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4302 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4251 return; 4303 return;
4252 4304
@@ -4276,6 +4328,11 @@ namespace OpenSim.Region.Framework.Scenes
4276 SetPhantom = false; 4328 SetPhantom = false;
4277 } 4329 }
4278 } 4330 }
4331 else if (wasVD)
4332 {
4333 // Correspondingly, if VD is turned off, also turn off phantom
4334 SetPhantom = false;
4335 }
4279 4336
4280 if (UsePhysics && IsJoint()) 4337 if (UsePhysics && IsJoint())
4281 { 4338 {
@@ -4770,5 +4827,17 @@ namespace OpenSim.Region.Framework.Scenes
4770 Color color = Color; 4827 Color color = Color;
4771 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4828 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4772 } 4829 }
4830
4831 public void ResetOwnerChangeFlag()
4832 {
4833 List<UUID> inv = Inventory.GetInventoryList();
4834
4835 foreach (UUID itemID in inv)
4836 {
4837 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4838 item.OwnerChanged = false;
4839 Inventory.UpdateInventoryItem(item, false, false);
4840 }
4841 }
4773 } 4842 }
4774} 4843}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index daddb90..2335ad5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -123,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
123 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
124 { 130 {
125 if (null == m_part) 131 if (null == m_part)
126 return; 132 m_items.LockItemsForWrite(true);
127 133
128 lock (m_items) 134 if (Items.Count == 0)
129 { 135 {
130 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
131 return; 137 return;
138 }
132 139
133 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
134 m_items.Clear(); 141 Items.Clear();
135 142
136 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
137 { 144 {
138 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
139 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
140 }
141 } 147 }
148 m_items.LockItemsForWrite(false);
142 } 149 }
143 150
144 public void ResetObjectID() 151 public void ResetObjectID()
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
147 { 156 {
148 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
149 Items.Clear(); 158 return;
150
151 foreach (TaskInventoryItem item in items)
152 {
153 item.ParentPartID = m_part.UUID;
154 item.ParentID = m_part.UUID;
155 Items.Add(item.ItemID, item);
156 }
157 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
158 } 171 }
159 172
160 /// <summary> 173 /// <summary>
@@ -163,12 +176,11 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
164 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
165 { 178 {
166 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
167 { 181 {
168 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
169 { 183 return;
170 return;
171 }
172 } 184 }
173 185
174 HasInventoryChanged = true; 186 HasInventoryChanged = true;
@@ -184,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 196 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 197 item.OwnerChanged = true;
186 } 198 }
199 m_items.LockItemsForWrite(false);
187 } 200 }
188 201
189 /// <summary> 202 /// <summary>
@@ -192,12 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 205 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 206 public void ChangeInventoryGroup(UUID groupID)
194 { 207 {
195 lock (Items) 208 m_items.LockItemsForWrite(true);
209 if (0 == Items.Count)
196 { 210 {
197 if (0 == Items.Count) 211 m_items.LockItemsForWrite(false);
198 { 212 return;
199 return;
200 }
201 } 213 }
202 214
203 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +221,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
210 } 222 }
211 223
212 List<TaskInventoryItem> items = GetInventoryItems(); 224 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 225 foreach (TaskInventoryItem item in items)
214 { 226 {
215 if (groupID != item.GroupID) 227 if (groupID != item.GroupID)
228 {
216 item.GroupID = groupID; 229 item.GroupID = groupID;
230 }
231 }
232 m_items.LockItemsForWrite(false);
233 }
234
235 private void QueryScriptStates()
236 {
237 if (m_part == null || m_part.ParentGroup == null)
238 return;
239
240 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
241 if (engines == null) // No engine at all
242 return;
243
244 Items.LockItemsForRead(true);
245 foreach (TaskInventoryItem item in Items.Values)
246 {
247 if (item.InvType == (int)InventoryType.LSL)
248 {
249 foreach (IScriptModule e in engines)
250 {
251 bool running;
252
253 if (e.HasScript(item.ItemID, out running))
254 {
255 item.ScriptRunning = running;
256 break;
257 }
258 }
259 }
217 } 260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -222,9 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
222 /// </summary> 267 /// </summary>
223 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 268 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
224 { 269 {
225 List<TaskInventoryItem> scripts = GetInventoryScripts(); 270 Items.LockItemsForRead(true);
226 foreach (TaskInventoryItem item in scripts) 271 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
227 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 272 Items.LockItemsForRead(false);
273 foreach (TaskInventoryItem item in items)
274 {
275 if ((int)InventoryType.LSL == item.InvType)
276 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
277 }
228 } 278 }
229 279
230 public ArrayList GetScriptErrors(UUID itemID) 280 public ArrayList GetScriptErrors(UUID itemID)
@@ -255,9 +305,18 @@ namespace OpenSim.Region.Framework.Scenes
255 /// </param> 305 /// </param>
256 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 306 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
257 { 307 {
258 List<TaskInventoryItem> scripts = GetInventoryScripts(); 308 Items.LockItemsForRead(true);
259 foreach (TaskInventoryItem item in scripts) 309 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 310 Items.LockItemsForRead(false);
311
312 foreach (TaskInventoryItem item in items)
313 {
314 if ((int)InventoryType.LSL == item.InvType)
315 {
316 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
317 m_part.RemoveScriptEvents(item.ItemID);
318 }
319 }
261 } 320 }
262 321
263 /// <summary> 322 /// <summary>
@@ -273,7 +332,10 @@ namespace OpenSim.Region.Framework.Scenes
273 // item.Name, item.ItemID, Name, UUID); 332 // item.Name, item.ItemID, Name, UUID);
274 333
275 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 334 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
335 {
336 StoreScriptError(item.ItemID, "no permission");
276 return; 337 return;
338 }
277 339
278 m_part.AddFlag(PrimFlags.Scripted); 340 m_part.AddFlag(PrimFlags.Scripted);
279 341
@@ -282,14 +344,13 @@ namespace OpenSim.Region.Framework.Scenes
282 if (stateSource == 2 && // Prim crossing 344 if (stateSource == 2 && // Prim crossing
283 m_part.ParentGroup.Scene.m_trustBinaries) 345 m_part.ParentGroup.Scene.m_trustBinaries)
284 { 346 {
285 lock (m_items) 347 m_items.LockItemsForWrite(true);
286 { 348 m_items[item.ItemID].PermsMask = 0;
287 m_items[item.ItemID].PermsMask = 0; 349 m_items[item.ItemID].PermsGranter = UUID.Zero;
288 m_items[item.ItemID].PermsGranter = UUID.Zero; 350 m_items.LockItemsForWrite(false);
289 }
290
291 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 351 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
292 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 352 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
353 StoreScriptErrors(item.ItemID, null);
293 m_part.ParentGroup.AddActiveScriptCount(1); 354 m_part.ParentGroup.AddActiveScriptCount(1);
294 m_part.ScheduleFullUpdate(); 355 m_part.ScheduleFullUpdate();
295 return; 356 return;
@@ -298,6 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
298 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 359 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
299 if (null == asset) 360 if (null == asset)
300 { 361 {
362 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
363 StoreScriptError(item.ItemID, msg);
301 m_log.ErrorFormat( 364 m_log.ErrorFormat(
302 "[PRIM INVENTORY]: " + 365 "[PRIM INVENTORY]: " +
303 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 366 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -309,15 +372,20 @@ namespace OpenSim.Region.Framework.Scenes
309 if (m_part.ParentGroup.m_savedScriptState != null) 372 if (m_part.ParentGroup.m_savedScriptState != null)
310 RestoreSavedScriptState(item.OldItemID, item.ItemID); 373 RestoreSavedScriptState(item.OldItemID, item.ItemID);
311 374
312 lock (m_items) 375 m_items.LockItemsForWrite(true);
313 { 376
314 m_items[item.ItemID].PermsMask = 0; 377 m_items[item.ItemID].PermsMask = 0;
315 m_items[item.ItemID].PermsGranter = UUID.Zero; 378 m_items[item.ItemID].PermsGranter = UUID.Zero;
316 } 379
380 m_items.LockItemsForWrite(false);
317 381
318 string script = Utils.BytesToString(asset.Data); 382 string script = Utils.BytesToString(asset.Data);
319 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 383 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
320 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 384 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
385 StoreScriptErrors(item.ItemID, null);
386 if (!item.ScriptRunning)
387 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
388 m_part.LocalId, item.ItemID);
321 m_part.ParentGroup.AddActiveScriptCount(1); 389 m_part.ParentGroup.AddActiveScriptCount(1);
322 m_part.ScheduleFullUpdate(); 390 m_part.ScheduleFullUpdate();
323 } 391 }
@@ -383,21 +451,145 @@ namespace OpenSim.Region.Framework.Scenes
383 451
384 /// <summary> 452 /// <summary>
385 /// Start a script which is in this prim's inventory. 453 /// Start a script which is in this prim's inventory.
454 /// Some processing may occur in the background, but this routine returns asap.
386 /// </summary> 455 /// </summary>
387 /// <param name="itemId"> 456 /// <param name="itemId">
388 /// A <see cref="UUID"/> 457 /// A <see cref="UUID"/>
389 /// </param> 458 /// </param>
390 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 459 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
391 { 460 {
392 TaskInventoryItem item = GetInventoryItem(itemId); 461 lock (m_scriptErrors)
393 if (item != null) 462 {
394 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 463 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
464 m_scriptErrors.Remove(itemId);
465 }
466 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
467 }
468
469 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
470 {
471 m_items.LockItemsForRead(true);
472 if (m_items.ContainsKey(itemId))
473 {
474 if (m_items.ContainsKey(itemId))
475 {
476 m_items.LockItemsForRead(false);
477 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
478 }
479 else
480 {
481 m_items.LockItemsForRead(false);
482 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
483 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
484 StoreScriptError(itemId, msg);
485 m_log.ErrorFormat(
486 "[PRIM INVENTORY]: " +
487 "Couldn't start script with ID {0} since it {1}", itemId, msg);
488 }
489 }
395 else 490 else
491 {
492 m_items.LockItemsForRead(false);
493 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
494 StoreScriptError(itemId, msg);
396 m_log.ErrorFormat( 495 m_log.ErrorFormat(
397 "[PRIM INVENTORY]: " + 496 "[PRIM INVENTORY]: " +
398 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 497 "Couldn't start script with ID {0} since it {1}", itemId, msg);
399 itemId, m_part.Name, m_part.UUID, 498 }
400 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 499
500 }
501
502 /// <summary>
503 /// Start a script which is in this prim's inventory and return any compilation error messages.
504 /// </summary>
505 /// <param name="itemId">
506 /// A <see cref="UUID"/>
507 /// </param>
508 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
509 {
510 ArrayList errors;
511
512 // Indicate to CreateScriptInstanceInternal() we want it to
513 // post any compilation/loading error messages
514 lock (m_scriptErrors)
515 {
516 m_scriptErrors[itemId] = null;
517 }
518
519 // Perform compilation/loading
520 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
521
522 // Wait for and retrieve any errors
523 lock (m_scriptErrors)
524 {
525 while ((errors = m_scriptErrors[itemId]) == null)
526 {
527 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
528 {
529 m_log.ErrorFormat(
530 "[PRIM INVENTORY]: " +
531 "timedout waiting for script {0} errors", itemId);
532 errors = m_scriptErrors[itemId];
533 if (errors == null)
534 {
535 errors = new ArrayList(1);
536 errors.Add("timedout waiting for errors");
537 }
538 break;
539 }
540 }
541 m_scriptErrors.Remove(itemId);
542 }
543 return errors;
544 }
545
546 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
547 private void StoreScriptErrors(UUID itemId, ArrayList errors)
548 {
549 lock (m_scriptErrors)
550 {
551 // If compilation/loading initiated via CreateScriptInstance(),
552 // it does not want the errors, so just get out
553 if (!m_scriptErrors.ContainsKey(itemId))
554 {
555 return;
556 }
557
558 // Initiated via CreateScriptInstanceEr(), if we know what the
559 // errors are, save them and wake CreateScriptInstanceEr().
560 if (errors != null)
561 {
562 m_scriptErrors[itemId] = errors;
563 System.Threading.Monitor.PulseAll(m_scriptErrors);
564 return;
565 }
566 }
567
568 // Initiated via CreateScriptInstanceEr() but we don't know what
569 // the errors are yet, so retrieve them from the script engine.
570 // This may involve some waiting internal to GetScriptErrors().
571 errors = GetScriptErrors(itemId);
572
573 // Get a default non-null value to indicate success.
574 if (errors == null)
575 {
576 errors = new ArrayList();
577 }
578
579 // Post to CreateScriptInstanceEr() and wake it up
580 lock (m_scriptErrors)
581 {
582 m_scriptErrors[itemId] = errors;
583 System.Threading.Monitor.PulseAll(m_scriptErrors);
584 }
585 }
586
587 // Like StoreScriptErrors(), but just posts a single string message
588 private void StoreScriptError(UUID itemId, string message)
589 {
590 ArrayList errors = new ArrayList(1);
591 errors.Add(message);
592 StoreScriptErrors(itemId, errors);
401 } 593 }
402 594
403 /// <summary> 595 /// <summary>
@@ -410,15 +602,7 @@ namespace OpenSim.Region.Framework.Scenes
410 /// </param> 602 /// </param>
411 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 603 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
412 { 604 {
413 bool scriptPresent = false; 605 if (m_items.ContainsKey(itemId))
414
415 lock (m_items)
416 {
417 if (m_items.ContainsKey(itemId))
418 scriptPresent = true;
419 }
420
421 if (scriptPresent)
422 { 606 {
423 if (!sceneObjectBeingDeleted) 607 if (!sceneObjectBeingDeleted)
424 m_part.RemoveScriptEvents(itemId); 608 m_part.RemoveScriptEvents(itemId);
@@ -443,14 +627,16 @@ namespace OpenSim.Region.Framework.Scenes
443 /// <returns></returns> 627 /// <returns></returns>
444 private bool InventoryContainsName(string name) 628 private bool InventoryContainsName(string name)
445 { 629 {
446 lock (m_items) 630 m_items.LockItemsForRead(true);
631 foreach (TaskInventoryItem item in m_items.Values)
447 { 632 {
448 foreach (TaskInventoryItem item in m_items.Values) 633 if (item.Name == name)
449 { 634 {
450 if (item.Name == name) 635 m_items.LockItemsForRead(false);
451 return true; 636 return true;
452 } 637 }
453 } 638 }
639 m_items.LockItemsForRead(false);
454 return false; 640 return false;
455 } 641 }
456 642
@@ -492,8 +678,9 @@ namespace OpenSim.Region.Framework.Scenes
492 /// <param name="item"></param> 678 /// <param name="item"></param>
493 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 679 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
494 { 680 {
495 List<TaskInventoryItem> il = GetInventoryItems(); 681 m_items.LockItemsForRead(true);
496 682 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
683 m_items.LockItemsForRead(false);
497 foreach (TaskInventoryItem i in il) 684 foreach (TaskInventoryItem i in il)
498 { 685 {
499 if (i.Name == item.Name) 686 if (i.Name == item.Name)
@@ -531,14 +718,14 @@ namespace OpenSim.Region.Framework.Scenes
531 item.Name = name; 718 item.Name = name;
532 item.GroupID = m_part.GroupID; 719 item.GroupID = m_part.GroupID;
533 720
534 lock (m_items) 721 m_items.LockItemsForWrite(true);
535 m_items.Add(item.ItemID, item); 722 m_items.Add(item.ItemID, item);
536 723 m_items.LockItemsForWrite(false);
537 if (allowedDrop) 724 if (allowedDrop)
538 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 725 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
539 else 726 else
540 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 727 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
541 728
542 m_inventorySerial++; 729 m_inventorySerial++;
543 //m_inventorySerial += 2; 730 //m_inventorySerial += 2;
544 HasInventoryChanged = true; 731 HasInventoryChanged = true;
@@ -554,15 +741,15 @@ namespace OpenSim.Region.Framework.Scenes
554 /// <param name="items"></param> 741 /// <param name="items"></param>
555 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 742 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
556 { 743 {
557 lock (m_items) 744 m_items.LockItemsForWrite(true);
745 foreach (TaskInventoryItem item in items)
558 { 746 {
559 foreach (TaskInventoryItem item in items) 747 m_items.Add(item.ItemID, item);
560 { 748// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
561 m_items.Add(item.ItemID, item);
562// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 }
564 m_inventorySerial++;
565 } 749 }
750 m_items.LockItemsForWrite(false);
751
752 m_inventorySerial++;
566 } 753 }
567 754
568 /// <summary> 755 /// <summary>
@@ -573,10 +760,9 @@ namespace OpenSim.Region.Framework.Scenes
573 public TaskInventoryItem GetInventoryItem(UUID itemId) 760 public TaskInventoryItem GetInventoryItem(UUID itemId)
574 { 761 {
575 TaskInventoryItem item; 762 TaskInventoryItem item;
576 763 m_items.LockItemsForRead(true);
577 lock (m_items) 764 m_items.TryGetValue(itemId, out item);
578 m_items.TryGetValue(itemId, out item); 765 m_items.LockItemsForRead(false);
579
580 return item; 766 return item;
581 } 767 }
582 768
@@ -592,15 +778,16 @@ namespace OpenSim.Region.Framework.Scenes
592 { 778 {
593 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 779 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
594 780
595 lock (m_items) 781 m_items.LockItemsForRead(true);
782
783 foreach (TaskInventoryItem item in m_items.Values)
596 { 784 {
597 foreach (TaskInventoryItem item in m_items.Values) 785 if (item.Name == name)
598 { 786 items.Add(item);
599 if (item.Name == name)
600 items.Add(item);
601 }
602 } 787 }
603 788
789 m_items.LockItemsForRead(false);
790
604 return items; 791 return items;
605 } 792 }
606 793
@@ -619,6 +806,9 @@ namespace OpenSim.Region.Framework.Scenes
619 string xmlData = Utils.BytesToString(rezAsset.Data); 806 string xmlData = Utils.BytesToString(rezAsset.Data);
620 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 807 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
621 808
809 group.RootPart.AttachPoint = group.RootPart.Shape.State;
810 group.RootPart.AttachOffset = group.AbsolutePosition;
811
622 group.ResetIDs(); 812 group.ResetIDs();
623 813
624 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 814 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
@@ -693,8 +883,9 @@ namespace OpenSim.Region.Framework.Scenes
693 883
694 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 884 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
695 { 885 {
696 TaskInventoryItem it = GetInventoryItem(item.ItemID); 886 m_items.LockItemsForWrite(true);
697 if (it != null) 887
888 if (m_items.ContainsKey(item.ItemID))
698 { 889 {
699// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 890// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
700 891
@@ -707,14 +898,10 @@ namespace OpenSim.Region.Framework.Scenes
707 item.GroupID = m_part.GroupID; 898 item.GroupID = m_part.GroupID;
708 899
709 if (item.AssetID == UUID.Zero) 900 if (item.AssetID == UUID.Zero)
710 item.AssetID = it.AssetID; 901 item.AssetID = m_items[item.ItemID].AssetID;
711 902
712 lock (m_items) 903 m_items[item.ItemID] = item;
713 { 904 m_inventorySerial++;
714 m_items[item.ItemID] = item;
715 m_inventorySerial++;
716 }
717
718 if (fireScriptEvents) 905 if (fireScriptEvents)
719 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 906 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
720 907
@@ -723,7 +910,7 @@ namespace OpenSim.Region.Framework.Scenes
723 HasInventoryChanged = true; 910 HasInventoryChanged = true;
724 m_part.ParentGroup.HasGroupChanged = true; 911 m_part.ParentGroup.HasGroupChanged = true;
725 } 912 }
726 913 m_items.LockItemsForWrite(false);
727 return true; 914 return true;
728 } 915 }
729 else 916 else
@@ -734,8 +921,9 @@ namespace OpenSim.Region.Framework.Scenes
734 item.ItemID, m_part.Name, m_part.UUID, 921 item.ItemID, m_part.Name, m_part.UUID,
735 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 922 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
736 } 923 }
737 return false; 924 m_items.LockItemsForWrite(false);
738 925
926 return false;
739 } 927 }
740 928
741 /// <summary> 929 /// <summary>
@@ -746,43 +934,59 @@ namespace OpenSim.Region.Framework.Scenes
746 /// in this prim's inventory.</returns> 934 /// in this prim's inventory.</returns>
747 public int RemoveInventoryItem(UUID itemID) 935 public int RemoveInventoryItem(UUID itemID)
748 { 936 {
749 TaskInventoryItem item = GetInventoryItem(itemID); 937 m_items.LockItemsForRead(true);
750 if (item != null) 938
939 if (m_items.ContainsKey(itemID))
751 { 940 {
752 int type = m_items[itemID].InvType; 941 int type = m_items[itemID].InvType;
942 m_items.LockItemsForRead(false);
753 if (type == 10) // Script 943 if (type == 10) // Script
754 { 944 {
755 m_part.RemoveScriptEvents(itemID);
756 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 945 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
757 } 946 }
947 m_items.LockItemsForWrite(true);
758 m_items.Remove(itemID); 948 m_items.Remove(itemID);
949 m_items.LockItemsForWrite(false);
759 m_inventorySerial++; 950 m_inventorySerial++;
760 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 951 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
761 952
762 HasInventoryChanged = true; 953 HasInventoryChanged = true;
763 m_part.ParentGroup.HasGroupChanged = true; 954 m_part.ParentGroup.HasGroupChanged = true;
764 955
765 if (!ContainsScripts()) 956 int scriptcount = 0;
957 m_items.LockItemsForRead(true);
958 foreach (TaskInventoryItem item in m_items.Values)
959 {
960 if (item.Type == 10)
961 {
962 scriptcount++;
963 }
964 }
965 m_items.LockItemsForRead(false);
966
967
968 if (scriptcount <= 0)
969 {
766 m_part.RemFlag(PrimFlags.Scripted); 970 m_part.RemFlag(PrimFlags.Scripted);
971 }
767 972
768 m_part.ScheduleFullUpdate(); 973 m_part.ScheduleFullUpdate();
769 974
770 return type; 975 return type;
771
772 } 976 }
773 else 977 else
774 { 978 {
979 m_items.LockItemsForRead(false);
775 m_log.ErrorFormat( 980 m_log.ErrorFormat(
776 "[PRIM INVENTORY]: " + 981 "[PRIM INVENTORY]: " +
777 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 982 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
778 itemID, m_part.Name, m_part.UUID, 983 itemID, m_part.Name, m_part.UUID);
779 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
780 } 984 }
781 985
782 return -1; 986 return -1;
783 } 987 }
784 988
785 private bool CreateInventoryFile() 989 private bool CreateInventoryFileName()
786 { 990 {
787// m_log.DebugFormat( 991// m_log.DebugFormat(
788// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 992// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -791,116 +995,125 @@ namespace OpenSim.Region.Framework.Scenes
791 if (m_inventoryFileName == String.Empty || 995 if (m_inventoryFileName == String.Empty ||
792 m_inventoryFileNameSerial < m_inventorySerial) 996 m_inventoryFileNameSerial < m_inventorySerial)
793 { 997 {
794 // Something changed, we need to create a new file
795 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 998 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
796 m_inventoryFileNameSerial = m_inventorySerial; 999 m_inventoryFileNameSerial = m_inventorySerial;
797 1000
798 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 1001 return true;
1002 }
1003
1004 return false;
1005 }
1006
1007 /// <summary>
1008 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1009 /// </summary>
1010 /// <param name="xferManager"></param>
1011 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1012 {
1013 bool changed = CreateInventoryFileName();
1014
1015 bool includeAssets = false;
1016 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1017 includeAssets = true;
1018
1019 if (m_inventoryPrivileged != includeAssets)
1020 changed = true;
1021
1022 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1023
1024 Items.LockItemsForRead(true);
1025
1026 if (m_inventorySerial == 0) // No inventory
1027 {
1028 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1029 Items.LockItemsForRead(false);
1030 return;
1031 }
799 1032
800 lock (m_items) 1033 if (m_items.Count == 0) // No inventory
1034 {
1035 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1036 Items.LockItemsForRead(false);
1037 return;
1038 }
1039
1040 if (!changed)
1041 {
1042 if (m_inventoryFileData.Length > 2)
801 { 1043 {
802 foreach (TaskInventoryItem item in m_items.Values) 1044 xferManager.AddNewFile(m_inventoryFileName,
803 { 1045 m_inventoryFileData);
804// m_log.DebugFormat( 1046 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
805// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1047 Util.StringToBytes256(m_inventoryFileName));
806// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
807 1048
808 UUID ownerID = item.OwnerID; 1049 Items.LockItemsForRead(false);
809 uint everyoneMask = 0; 1050 return;
810 uint baseMask = item.BasePermissions; 1051 }
811 uint ownerMask = item.CurrentPermissions; 1052 }
812 uint groupMask = item.GroupPermissions;
813 1053
814 invString.AddItemStart(); 1054 m_inventoryPrivileged = includeAssets;
815 invString.AddNameValueLine("item_id", item.ItemID.ToString());
816 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
817 1055
818 invString.AddPermissionsStart(); 1056 foreach (TaskInventoryItem item in m_items.Values)
1057 {
1058 UUID ownerID = item.OwnerID;
1059 uint everyoneMask = 0;
1060 uint baseMask = item.BasePermissions;
1061 uint ownerMask = item.CurrentPermissions;
1062 uint groupMask = item.GroupPermissions;
819 1063
820 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1064 invString.AddItemStart();
821 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1065 invString.AddNameValueLine("item_id", item.ItemID.ToString());
822 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1066 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
823 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
824 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
825 1067
826 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1068 invString.AddPermissionsStart();
827 invString.AddNameValueLine("owner_id", ownerID.ToString());
828 1069
829 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1070 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1071 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1072 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1073 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1074 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
830 1075
831 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1076 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
832 invString.AddSectionEnd(); 1077 invString.AddNameValueLine("owner_id", ownerID.ToString());
833 1078
834 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1079 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
835 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
836 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
837 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
838 1080
839 invString.AddSaleStart(); 1081 invString.AddNameValueLine("group_id", item.GroupID.ToString());
840 invString.AddNameValueLine("sale_type", "not"); 1082 invString.AddSectionEnd();
841 invString.AddNameValueLine("sale_price", "0");
842 invString.AddSectionEnd();
843 1083
844 invString.AddNameValueLine("name", item.Name + "|"); 1084 if (includeAssets)
845 invString.AddNameValueLine("desc", item.Description + "|"); 1085 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1086 else
1087 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1088 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1089 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1090 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
846 1091
847 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1092 invString.AddSaleStart();
848 invString.AddSectionEnd(); 1093 invString.AddNameValueLine("sale_type", "not");
849 } 1094 invString.AddNameValueLine("sale_price", "0");
850 } 1095 invString.AddSectionEnd();
851 1096
852 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1097 invString.AddNameValueLine("name", item.Name + "|");
1098 invString.AddNameValueLine("desc", item.Description + "|");
853 1099
854 return true; 1100 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1101 invString.AddSectionEnd();
855 } 1102 }
856 1103
857 // No need to recreate, the existing file is fine 1104 Items.LockItemsForRead(false);
858 return false;
859 }
860 1105
861 /// <summary> 1106 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
862 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
863 /// </summary>
864 /// <param name="xferManager"></param>
865 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
866 {
867 lock (m_items)
868 {
869 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
870 // a new script if any previous deletion has left the prim inventory empty.
871 if (m_items.Count == 0) // No inventory
872 {
873// m_log.DebugFormat(
874// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
875// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
876 1107
877 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1108 if (m_inventoryFileData.Length > 2)
878 return; 1109 {
879 } 1110 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
880 1111 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
881 CreateInventoryFile(); 1112 Util.StringToBytes256(m_inventoryFileName));
882 1113 return;
883 // In principle, we should only do the rest if the inventory changed;
884 // by sending m_inventorySerial to the client, it ought to know
885 // that nothing changed and that it doesn't need to request the file.
886 // Unfortunately, it doesn't look like the client optimizes this;
887 // the client seems to always come back and request the Xfer,
888 // no matter what value m_inventorySerial has.
889 // FIXME: Could probably be > 0 here rather than > 2
890 if (m_inventoryFileData.Length > 2)
891 {
892 // Add the file for Xfer
893 // m_log.DebugFormat(
894 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
895 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
896
897 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
898 }
899
900 // Tell the client we're ready to Xfer the file
901 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
902 Util.StringToBytes256(m_inventoryFileName));
903 } 1114 }
1115
1116 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
904 } 1117 }
905 1118
906 /// <summary> 1119 /// <summary>
@@ -909,13 +1122,19 @@ namespace OpenSim.Region.Framework.Scenes
909 /// <param name="datastore"></param> 1122 /// <param name="datastore"></param>
910 public void ProcessInventoryBackup(ISimulationDataService datastore) 1123 public void ProcessInventoryBackup(ISimulationDataService datastore)
911 { 1124 {
912 if (HasInventoryChanged) 1125// Removed this because linking will cause an immediate delete of the new
913 { 1126// child prim from the database and the subsequent storing of the prim sees
914 HasInventoryChanged = false; 1127// the inventory of it as unchanged and doesn't store it at all. The overhead
915 List<TaskInventoryItem> items = GetInventoryItems(); 1128// of storing prim inventory needlessly is much less than the aggravation
916 datastore.StorePrimInventory(m_part.UUID, items); 1129// of prim inventory loss.
1130// if (HasInventoryChanged)
1131// {
1132 Items.LockItemsForRead(true);
1133 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1134 Items.LockItemsForRead(false);
917 1135
918 } 1136 HasInventoryChanged = false;
1137// }
919 } 1138 }
920 1139
921 public class InventoryStringBuilder 1140 public class InventoryStringBuilder
@@ -981,82 +1200,63 @@ namespace OpenSim.Region.Framework.Scenes
981 { 1200 {
982 uint mask=0x7fffffff; 1201 uint mask=0x7fffffff;
983 1202
984 lock (m_items) 1203 foreach (TaskInventoryItem item in m_items.Values)
985 { 1204 {
986 foreach (TaskInventoryItem item in m_items.Values) 1205 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1206 mask &= ~((uint)PermissionMask.Copy >> 13);
1207 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1208 mask &= ~((uint)PermissionMask.Transfer >> 13);
1209 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1210 mask &= ~((uint)PermissionMask.Modify >> 13);
1211
1212 if (item.InvType == (int)InventoryType.Object)
987 { 1213 {
988 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1214 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
989 mask &= ~((uint)PermissionMask.Copy >> 13); 1215 mask &= ~((uint)PermissionMask.Copy >> 13);
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1216 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Transfer >> 13); 1217 mask &= ~((uint)PermissionMask.Transfer >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1218 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Modify >> 13); 1219 mask &= ~((uint)PermissionMask.Modify >> 13);
994
995 if (item.InvType != (int)InventoryType.Object)
996 {
997 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
998 mask &= ~((uint)PermissionMask.Copy >> 13);
999 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1000 mask &= ~((uint)PermissionMask.Transfer >> 13);
1001 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1002 mask &= ~((uint)PermissionMask.Modify >> 13);
1003 }
1004 else
1005 {
1006 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1007 mask &= ~((uint)PermissionMask.Copy >> 13);
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1009 mask &= ~((uint)PermissionMask.Transfer >> 13);
1010 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1011 mask &= ~((uint)PermissionMask.Modify >> 13);
1012 }
1013
1014 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1015 mask &= ~(uint)PermissionMask.Copy;
1016 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1017 mask &= ~(uint)PermissionMask.Transfer;
1018 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1019 mask &= ~(uint)PermissionMask.Modify;
1020 } 1220 }
1221
1222 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1223 mask &= ~(uint)PermissionMask.Copy;
1224 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1225 mask &= ~(uint)PermissionMask.Transfer;
1226 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1227 mask &= ~(uint)PermissionMask.Modify;
1021 } 1228 }
1022
1023 return mask; 1229 return mask;
1024 } 1230 }
1025 1231
1026 public void ApplyNextOwnerPermissions() 1232 public void ApplyNextOwnerPermissions()
1027 { 1233 {
1028 lock (m_items) 1234 foreach (TaskInventoryItem item in m_items.Values)
1029 { 1235 {
1030 foreach (TaskInventoryItem item in m_items.Values) 1236 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1031 { 1237 {
1032 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1238 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1033 { 1239 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1034 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1240 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1035 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1241 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1242 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1243 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1039 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1040 }
1041 item.CurrentPermissions &= item.NextPermissions;
1042 item.BasePermissions &= item.NextPermissions;
1043 item.EveryonePermissions &= item.NextPermissions;
1044 item.OwnerChanged = true;
1045 item.PermsMask = 0;
1046 item.PermsGranter = UUID.Zero;
1047 } 1244 }
1245 item.OwnerChanged = true;
1246 item.CurrentPermissions &= item.NextPermissions;
1247 item.BasePermissions &= item.NextPermissions;
1248 item.EveryonePermissions &= item.NextPermissions;
1249 item.PermsMask = 0;
1250 item.PermsGranter = UUID.Zero;
1048 } 1251 }
1049 } 1252 }
1050 1253
1051 public void ApplyGodPermissions(uint perms) 1254 public void ApplyGodPermissions(uint perms)
1052 { 1255 {
1053 lock (m_items) 1256 foreach (TaskInventoryItem item in m_items.Values)
1054 { 1257 {
1055 foreach (TaskInventoryItem item in m_items.Values) 1258 item.CurrentPermissions = perms;
1056 { 1259 item.BasePermissions = perms;
1057 item.CurrentPermissions = perms;
1058 item.BasePermissions = perms;
1059 }
1060 } 1260 }
1061 1261
1062 m_inventorySerial++; 1262 m_inventorySerial++;
@@ -1069,17 +1269,13 @@ namespace OpenSim.Region.Framework.Scenes
1069 /// <returns></returns> 1269 /// <returns></returns>
1070 public bool ContainsScripts() 1270 public bool ContainsScripts()
1071 { 1271 {
1072 lock (m_items) 1272 foreach (TaskInventoryItem item in m_items.Values)
1073 { 1273 {
1074 foreach (TaskInventoryItem item in m_items.Values) 1274 if (item.InvType == (int)InventoryType.LSL)
1075 { 1275 {
1076 if (item.InvType == (int)InventoryType.LSL) 1276 return true;
1077 {
1078 return true;
1079 }
1080 } 1277 }
1081 } 1278 }
1082
1083 return false; 1279 return false;
1084 } 1280 }
1085 1281
@@ -1087,11 +1283,8 @@ namespace OpenSim.Region.Framework.Scenes
1087 { 1283 {
1088 List<UUID> ret = new List<UUID>(); 1284 List<UUID> ret = new List<UUID>();
1089 1285
1090 lock (m_items) 1286 foreach (TaskInventoryItem item in m_items.Values)
1091 { 1287 ret.Add(item.ItemID);
1092 foreach (TaskInventoryItem item in m_items.Values)
1093 ret.Add(item.ItemID);
1094 }
1095 1288
1096 return ret; 1289 return ret;
1097 } 1290 }
@@ -1122,6 +1315,11 @@ namespace OpenSim.Region.Framework.Scenes
1122 1315
1123 public Dictionary<UUID, string> GetScriptStates() 1316 public Dictionary<UUID, string> GetScriptStates()
1124 { 1317 {
1318 return GetScriptStates(false);
1319 }
1320
1321 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1322 {
1125 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1323 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1126 1324
1127 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1325 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1132,25 +1330,35 @@ namespace OpenSim.Region.Framework.Scenes
1132 if (engines.Length == 0) // No engine at all 1330 if (engines.Length == 0) // No engine at all
1133 return ret; 1331 return ret;
1134 1332
1135 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1333 Items.LockItemsForRead(true);
1136 1334 foreach (TaskInventoryItem item in m_items.Values)
1137 foreach (TaskInventoryItem item in scripts)
1138 { 1335 {
1139 foreach (IScriptModule e in engines) 1336 if (item.InvType == (int)InventoryType.LSL)
1140 { 1337 {
1141 if (e != null) 1338 foreach (IScriptModule e in engines)
1142 { 1339 {
1143 string n = e.GetXMLState(item.ItemID); 1340 if (e != null)
1144 if (n != String.Empty)
1145 { 1341 {
1146 if (!ret.ContainsKey(item.ItemID)) 1342 string n = e.GetXMLState(item.ItemID);
1147 ret[item.ItemID] = n; 1343 if (n != String.Empty)
1148 break; 1344 {
1345 if (oldIDs)
1346 {
1347 if (!ret.ContainsKey(item.OldItemID))
1348 ret[item.OldItemID] = n;
1349 }
1350 else
1351 {
1352 if (!ret.ContainsKey(item.ItemID))
1353 ret[item.ItemID] = n;
1354 }
1355 break;
1356 }
1149 } 1357 }
1150 } 1358 }
1151 } 1359 }
1152 } 1360 }
1153 1361 Items.LockItemsForRead(false);
1154 return ret; 1362 return ret;
1155 } 1363 }
1156 1364
@@ -1160,21 +1368,27 @@ namespace OpenSim.Region.Framework.Scenes
1160 if (engines.Length == 0) 1368 if (engines.Length == 0)
1161 return; 1369 return;
1162 1370
1163 List<TaskInventoryItem> scripts = GetInventoryScripts();
1164 1371
1165 foreach (TaskInventoryItem item in scripts) 1372 Items.LockItemsForRead(true);
1373
1374 foreach (TaskInventoryItem item in m_items.Values)
1166 { 1375 {
1167 foreach (IScriptModule engine in engines) 1376 if (item.InvType == (int)InventoryType.LSL)
1168 { 1377 {
1169 if (engine != null) 1378 foreach (IScriptModule engine in engines)
1170 { 1379 {
1171 if (item.OwnerChanged) 1380 if (engine != null)
1172 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1381 {
1173 item.OwnerChanged = false; 1382 if (item.OwnerChanged)
1174 engine.ResumeScript(item.ItemID); 1383 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1384 item.OwnerChanged = false;
1385 engine.ResumeScript(item.ItemID);
1386 }
1175 } 1387 }
1176 } 1388 }
1177 } 1389 }
1390
1391 Items.LockItemsForRead(false);
1178 } 1392 }
1179 } 1393 }
1180} 1394}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index beff239..49acc02 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -118,7 +118,7 @@ namespace OpenSim.Region.Framework.Scenes
118 /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is 118 /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is
119 /// necessary. 119 /// necessary.
120 /// </remarks> 120 /// </remarks>
121 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); 121 private List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
122 122
123 public Object AttachmentsSyncLock { get; private set; } 123 public Object AttachmentsSyncLock { get; private set; }
124 124
@@ -167,6 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
167// private int m_lastColCount = -1; //KF: Look for Collision chnages 167// private int m_lastColCount = -1; //KF: Look for Collision chnages
168// private int m_updateCount = 0; //KF: Update Anims for a while 168// private int m_updateCount = 0; //KF: Update Anims for a while
169// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 169// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
170 private List<uint> m_lastColliders = new List<uint>();
170 171
171 private TeleportFlags m_teleportFlags; 172 private TeleportFlags m_teleportFlags;
172 public TeleportFlags TeleportFlags 173 public TeleportFlags TeleportFlags
@@ -228,6 +229,9 @@ namespace OpenSim.Region.Framework.Scenes
228 //private int m_moveToPositionStateStatus; 229 //private int m_moveToPositionStateStatus;
229 //***************************************************** 230 //*****************************************************
230 231
232 private bool m_collisionEventFlag = false;
233 private object m_collisionEventLock = new Object();
234
231 protected AvatarAppearance m_appearance; 235 protected AvatarAppearance m_appearance;
232 236
233 public AvatarAppearance Appearance 237 public AvatarAppearance Appearance
@@ -557,8 +561,12 @@ namespace OpenSim.Region.Framework.Scenes
557 } 561 }
558 } 562 }
559 563
560 m_pos = value; 564 // Don't update while sitting
561 ParentPosition = Vector3.Zero; 565 if (ParentID == 0)
566 {
567 m_pos = value;
568 ParentPosition = Vector3.Zero;
569 }
562 570
563// m_log.DebugFormat( 571// m_log.DebugFormat(
564// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", 572// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}",
@@ -573,6 +581,13 @@ namespace OpenSim.Region.Framework.Scenes
573 public Vector3 OffsetPosition 581 public Vector3 OffsetPosition
574 { 582 {
575 get { return m_pos; } 583 get { return m_pos; }
584 set
585 {
586 // There is no offset position when not seated
587 if (ParentID == 0)
588 return;
589 m_pos = value;
590 }
576 } 591 }
577 592
578 /// <summary> 593 /// <summary>
@@ -892,6 +907,8 @@ namespace OpenSim.Region.Framework.Scenes
892 pos.Y = crossedBorder.BorderLine.Z - 1; 907 pos.Y = crossedBorder.BorderLine.Z - 1;
893 } 908 }
894 909
910 CheckAndAdjustLandingPoint(ref pos);
911
895 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 912 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
896 { 913 {
897 m_log.WarnFormat( 914 m_log.WarnFormat(
@@ -1055,6 +1072,7 @@ namespace OpenSim.Region.Framework.Scenes
1055 bool isFlying = Flying; 1072 bool isFlying = Flying;
1056 RemoveFromPhysicalScene(); 1073 RemoveFromPhysicalScene();
1057 Velocity = Vector3.Zero; 1074 Velocity = Vector3.Zero;
1075 CheckLandingPoint(ref pos);
1058 AbsolutePosition = pos; 1076 AbsolutePosition = pos;
1059 AddToPhysicalScene(isFlying); 1077 AddToPhysicalScene(isFlying);
1060 1078
@@ -1065,6 +1083,7 @@ namespace OpenSim.Region.Framework.Scenes
1065 { 1083 {
1066 bool isFlying = Flying; 1084 bool isFlying = Flying;
1067 RemoveFromPhysicalScene(); 1085 RemoveFromPhysicalScene();
1086 CheckLandingPoint(ref pos);
1068 AbsolutePosition = pos; 1087 AbsolutePosition = pos;
1069 AddToPhysicalScene(isFlying); 1088 AddToPhysicalScene(isFlying);
1070 1089
@@ -1832,6 +1851,7 @@ namespace OpenSim.Region.Framework.Scenes
1832 if (part.SitTargetAvatar == UUID) 1851 if (part.SitTargetAvatar == UUID)
1833 part.SitTargetAvatar = UUID.Zero; 1852 part.SitTargetAvatar = UUID.Zero;
1834 1853
1854 part.ParentGroup.DeleteAvatar(UUID);
1835 ParentPosition = part.GetWorldPosition(); 1855 ParentPosition = part.GetWorldPosition();
1836 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1856 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1837 } 1857 }
@@ -2255,11 +2275,13 @@ namespace OpenSim.Region.Framework.Scenes
2255 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2275 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT;
2256 Rotation = sitTargetOrient; 2276 Rotation = sitTargetOrient;
2257 ParentPosition = part.AbsolutePosition; 2277 ParentPosition = part.AbsolutePosition;
2278 part.ParentGroup.AddAvatar(UUID);
2258 } 2279 }
2259 else 2280 else
2260 { 2281 {
2261 m_pos -= part.AbsolutePosition; 2282 m_pos -= part.AbsolutePosition;
2262 ParentPosition = part.AbsolutePosition; 2283 ParentPosition = part.AbsolutePosition;
2284 part.ParentGroup.AddAvatar(UUID);
2263 2285
2264// m_log.DebugFormat( 2286// m_log.DebugFormat(
2265// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2287// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2749,6 +2771,9 @@ namespace OpenSim.Region.Framework.Scenes
2749 if (IsChildAgent) 2771 if (IsChildAgent)
2750 return; 2772 return;
2751 2773
2774 if (ParentID != 0)
2775 return;
2776
2752 Vector3 pos2 = AbsolutePosition; 2777 Vector3 pos2 = AbsolutePosition;
2753 Vector3 vel = Velocity; 2778 Vector3 vel = Velocity;
2754 int neighbor = 0; 2779 int neighbor = 0;
@@ -3110,30 +3135,28 @@ namespace OpenSim.Region.Framework.Scenes
3110 catch { } 3135 catch { }
3111 3136
3112 // Attachment objects 3137 // Attachment objects
3113 lock (m_attachments) 3138 List<SceneObjectGroup> attachments = GetAttachments();
3139 if (attachments.Count > 0)
3114 { 3140 {
3115 if (m_attachments.Count > 0) 3141 cAgent.AttachmentObjects = new List<ISceneObject>();
3116 { 3142 cAgent.AttachmentObjectStates = new List<string>();
3117 cAgent.AttachmentObjects = new List<ISceneObject>(); 3143// IScriptModule se = m_scene.RequestModuleInterface<IScriptModule>();
3118 cAgent.AttachmentObjectStates = new List<string>(); 3144 InTransitScriptStates.Clear();
3119 // IScriptModule se = m_scene.RequestModuleInterface<IScriptModule>();
3120 InTransitScriptStates.Clear();
3121 3145
3122 foreach (SceneObjectGroup sog in m_attachments) 3146 foreach (SceneObjectGroup sog in attachments)
3123 { 3147 {
3124 // We need to make a copy and pass that copy 3148 // We need to make a copy and pass that copy
3125 // because of transfers withn the same sim 3149 // because of transfers withn the same sim
3126 ISceneObject clone = sog.CloneForNewScene(); 3150 ISceneObject clone = sog.CloneForNewScene();
3127 // Attachment module assumes that GroupPosition holds the offsets...! 3151 // Attachment module assumes that GroupPosition holds the offsets...!
3128 ((SceneObjectGroup)clone).RootPart.GroupPosition = sog.RootPart.AttachedPos; 3152 ((SceneObjectGroup)clone).RootPart.GroupPosition = sog.RootPart.AttachedPos;
3129 ((SceneObjectGroup)clone).IsAttachment = false; 3153 ((SceneObjectGroup)clone).IsAttachment = false;
3130 cAgent.AttachmentObjects.Add(clone); 3154 cAgent.AttachmentObjects.Add(clone);
3131 string state = sog.GetStateSnapshot(); 3155 string state = sog.GetStateSnapshot();
3132 cAgent.AttachmentObjectStates.Add(state); 3156 cAgent.AttachmentObjectStates.Add(state);
3133 InTransitScriptStates.Add(state); 3157 InTransitScriptStates.Add(state);
3134 // Let's remove the scripts of the original object here 3158 // Let's remove the scripts of the original object here
3135 sog.RemoveScriptInstances(true); 3159 sog.RemoveScriptInstances(true);
3136 }
3137 } 3160 }
3138 } 3161 }
3139 } 3162 }
@@ -3352,6 +3375,8 @@ namespace OpenSim.Region.Framework.Scenes
3352 } 3375 }
3353 } 3376 }
3354 3377
3378 RaiseCollisionScriptEvents(coldata);
3379
3355 if (Invulnerable) 3380 if (Invulnerable)
3356 return; 3381 return;
3357 3382
@@ -3537,26 +3562,29 @@ namespace OpenSim.Region.Framework.Scenes
3537 /// <param name="args">The arguments for the event</param> 3562 /// <param name="args">The arguments for the event</param>
3538 public void SendScriptEventToAttachments(string eventName, Object[] args) 3563 public void SendScriptEventToAttachments(string eventName, Object[] args)
3539 { 3564 {
3540 if (m_scriptEngines.Length == 0) 3565 Util.FireAndForget(delegate(object x)
3541 return;
3542
3543 lock (m_attachments)
3544 { 3566 {
3545 foreach (SceneObjectGroup grp in m_attachments) 3567 if (m_scriptEngines.Length == 0)
3568 return;
3569
3570 lock (m_attachments)
3546 { 3571 {
3547 // 16384 is CHANGED_ANIMATION 3572 foreach (SceneObjectGroup grp in m_attachments)
3548 //
3549 // Send this to all attachment root prims
3550 //
3551 foreach (IScriptModule m in m_scriptEngines)
3552 { 3573 {
3553 if (m == null) // No script engine loaded 3574 // 16384 is CHANGED_ANIMATION
3554 continue; 3575 //
3576 // Send this to all attachment root prims
3577 //
3578 foreach (IScriptModule m in m_scriptEngines)
3579 {
3580 if (m == null) // No script engine loaded
3581 continue;
3555 3582
3556 m.PostObjectEvent(grp.RootPart.UUID, "changed", new Object[] { (int)Changed.ANIMATION }); 3583 m.PostObjectEvent(grp.RootPart.UUID, "changed", new Object[] { (int)Changed.ANIMATION });
3584 }
3557 } 3585 }
3558 } 3586 }
3559 } 3587 });
3560 } 3588 }
3561 3589
3562 internal void PushForce(Vector3 impulse) 3590 internal void PushForce(Vector3 impulse)
@@ -3788,5 +3816,221 @@ namespace OpenSim.Region.Framework.Scenes
3788 m_reprioritization_called = false; 3816 m_reprioritization_called = false;
3789 } 3817 }
3790 } 3818 }
3819
3820 private void CheckLandingPoint(ref Vector3 pos)
3821 {
3822 // Never constrain lures
3823 if ((TeleportFlags & TeleportFlags.ViaLure) != 0)
3824 return;
3825
3826 if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport)
3827 return;
3828
3829 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
3830
3831 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
3832 land.LandData.UserLocation != Vector3.Zero &&
3833 land.LandData.OwnerID != m_uuid &&
3834 (!m_scene.Permissions.IsGod(m_uuid)) &&
3835 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid)))
3836 {
3837 float curr = Vector3.Distance(AbsolutePosition, pos);
3838 if (Vector3.Distance(land.LandData.UserLocation, pos) < curr)
3839 pos = land.LandData.UserLocation;
3840 else
3841 ControllingClient.SendAlertMessage("Can't teleport closer to destination");
3842 }
3843 }
3844
3845 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3846 {
3847 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
3848 if (land != null)
3849 {
3850 // If we come in via login, landmark or map, we want to
3851 // honor landing points. If we come in via Lure, we want
3852 // to ignore them.
3853 if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) ||
3854 (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 ||
3855 (m_teleportFlags & TeleportFlags.ViaLocation) != 0)
3856 {
3857 // Don't restrict gods, estate managers, or land owners to
3858 // the TP point. This behaviour mimics agni.
3859 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
3860 land.LandData.UserLocation != Vector3.Zero &&
3861 GodLevel < 200 &&
3862 ((land.LandData.OwnerID != m_uuid &&
3863 (!m_scene.Permissions.IsGod(m_uuid)) &&
3864 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0))
3865 {
3866 pos = land.LandData.UserLocation;
3867 }
3868 }
3869
3870 land.SendLandUpdateToClient(ControllingClient);
3871 }
3872 }
3873
3874 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
3875 {
3876 lock(m_collisionEventLock)
3877 {
3878 if (m_collisionEventFlag)
3879 return;
3880 m_collisionEventFlag = true;
3881 }
3882
3883 Util.FireAndForget(delegate(object x)
3884 {
3885 try
3886 {
3887 List<uint> thisHitColliders = new List<uint>();
3888 List<uint> endedColliders = new List<uint>();
3889 List<uint> startedColliders = new List<uint>();
3890
3891 foreach (uint localid in coldata.Keys)
3892 {
3893 thisHitColliders.Add(localid);
3894 if (!m_lastColliders.Contains(localid))
3895 {
3896 startedColliders.Add(localid);
3897 }
3898 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3899 }
3900
3901 // calculate things that ended colliding
3902 foreach (uint localID in m_lastColliders)
3903 {
3904 if (!thisHitColliders.Contains(localID))
3905 {
3906 endedColliders.Add(localID);
3907 }
3908 }
3909 //add the items that started colliding this time to the last colliders list.
3910 foreach (uint localID in startedColliders)
3911 {
3912 m_lastColliders.Add(localID);
3913 }
3914 // remove things that ended colliding from the last colliders list
3915 foreach (uint localID in endedColliders)
3916 {
3917 m_lastColliders.Remove(localID);
3918 }
3919
3920 // do event notification
3921 if (startedColliders.Count > 0)
3922 {
3923 ColliderArgs StartCollidingMessage = new ColliderArgs();
3924 List<DetectedObject> colliding = new List<DetectedObject>();
3925 foreach (uint localId in startedColliders)
3926 {
3927 if (localId == 0)
3928 continue;
3929
3930 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3931 string data = "";
3932 if (obj != null)
3933 {
3934 DetectedObject detobj = new DetectedObject();
3935 detobj.keyUUID = obj.UUID;
3936 detobj.nameStr = obj.Name;
3937 detobj.ownerUUID = obj.OwnerID;
3938 detobj.posVector = obj.AbsolutePosition;
3939 detobj.rotQuat = obj.GetWorldRotation();
3940 detobj.velVector = obj.Velocity;
3941 detobj.colliderType = 0;
3942 detobj.groupUUID = obj.GroupID;
3943 colliding.Add(detobj);
3944 }
3945 }
3946
3947 if (colliding.Count > 0)
3948 {
3949 StartCollidingMessage.Colliders = colliding;
3950
3951 foreach (SceneObjectGroup att in GetAttachments())
3952 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3953 }
3954 }
3955
3956 if (endedColliders.Count > 0)
3957 {
3958 ColliderArgs EndCollidingMessage = new ColliderArgs();
3959 List<DetectedObject> colliding = new List<DetectedObject>();
3960 foreach (uint localId in endedColliders)
3961 {
3962 if (localId == 0)
3963 continue;
3964
3965 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3966 string data = "";
3967 if (obj != null)
3968 {
3969 DetectedObject detobj = new DetectedObject();
3970 detobj.keyUUID = obj.UUID;
3971 detobj.nameStr = obj.Name;
3972 detobj.ownerUUID = obj.OwnerID;
3973 detobj.posVector = obj.AbsolutePosition;
3974 detobj.rotQuat = obj.GetWorldRotation();
3975 detobj.velVector = obj.Velocity;
3976 detobj.colliderType = 0;
3977 detobj.groupUUID = obj.GroupID;
3978 colliding.Add(detobj);
3979 }
3980 }
3981
3982 if (colliding.Count > 0)
3983 {
3984 EndCollidingMessage.Colliders = colliding;
3985
3986 foreach (SceneObjectGroup att in GetAttachments())
3987 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3988 }
3989 }
3990
3991 if (thisHitColliders.Count > 0)
3992 {
3993 ColliderArgs CollidingMessage = new ColliderArgs();
3994 List<DetectedObject> colliding = new List<DetectedObject>();
3995 foreach (uint localId in thisHitColliders)
3996 {
3997 if (localId == 0)
3998 continue;
3999
4000 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4001 string data = "";
4002 if (obj != null)
4003 {
4004 DetectedObject detobj = new DetectedObject();
4005 detobj.keyUUID = obj.UUID;
4006 detobj.nameStr = obj.Name;
4007 detobj.ownerUUID = obj.OwnerID;
4008 detobj.posVector = obj.AbsolutePosition;
4009 detobj.rotQuat = obj.GetWorldRotation();
4010 detobj.velVector = obj.Velocity;
4011 detobj.colliderType = 0;
4012 detobj.groupUUID = obj.GroupID;
4013 colliding.Add(detobj);
4014 }
4015 }
4016
4017 if (colliding.Count > 0)
4018 {
4019 CollidingMessage.Colliders = colliding;
4020
4021 lock (m_attachments)
4022 {
4023 foreach (SceneObjectGroup att in m_attachments)
4024 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4025 }
4026 }
4027 }
4028 }
4029 finally
4030 {
4031 m_collisionEventFlag = false;
4032 }
4033 });
4034 }
3791 } 4035 }
3792} 4036}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 60cc788..5f2f7d8 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -345,6 +345,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
345 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 345 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
346 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 346 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
347 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 347 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
348
349 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
350 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
348 #endregion 351 #endregion
349 352
350 #region TaskInventoryXmlProcessors initialization 353 #region TaskInventoryXmlProcessors initialization
@@ -729,6 +732,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
729 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 732 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
730 } 733 }
731 734
735 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
736 {
737 obj.Buoyancy = (int)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
738 }
739
740 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
741 {
742 obj.VolumeDetectActive = Util.ReadBoolean(reader);
743 }
744
732 #endregion 745 #endregion
733 746
734 #region TaskInventoryXmlProcessors 747 #region TaskInventoryXmlProcessors
@@ -1212,6 +1225,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1212 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1225 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1213 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1226 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1214 1227
1228 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1229 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1230
1215 writer.WriteEndElement(); 1231 writer.WriteEndElement();
1216 } 1232 }
1217 1233
@@ -1496,12 +1512,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1496 { 1512 {
1497 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1513 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1498 1514
1499 if (reader.IsEmptyElement)
1500 {
1501 reader.Read();
1502 return tinv;
1503 }
1504
1505 reader.ReadStartElement(name, String.Empty); 1515 reader.ReadStartElement(name, String.Empty);
1506 1516
1507 while (reader.Name == "TaskInventoryItem") 1517 while (reader.Name == "TaskInventoryItem")
@@ -1544,12 +1554,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1544 1554
1545 PrimitiveBaseShape shape = new PrimitiveBaseShape(); 1555 PrimitiveBaseShape shape = new PrimitiveBaseShape();
1546 1556
1547 if (reader.IsEmptyElement)
1548 {
1549 reader.Read();
1550 return shape;
1551 }
1552
1553 reader.ReadStartElement(name, String.Empty); // Shape 1557 reader.ReadStartElement(name, String.Empty); // Shape
1554 1558
1555 string nodeName = string.Empty; 1559 string nodeName = string.Empty;
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..5ed3c79 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -30,12 +30,27 @@ using System.Reflection;
30using log4net; 30using log4net;
31using OpenMetaverse; 31using OpenMetaverse;
32using OpenSim.Region.Framework.Interfaces; 32using OpenSim.Region.Framework.Interfaces;
33using System;
33 34
34namespace OpenSim.Region.Framework.Scenes 35namespace OpenSim.Region.Framework.Scenes
35{ 36{
37 [Flags]
38 public enum UndoType
39 {
40 STATE_PRIM_POSITION = 1,
41 STATE_PRIM_ROTATION = 2,
42 STATE_PRIM_SCALE = 4,
43 STATE_PRIM_ALL = 7,
44 STATE_GROUP_POSITION = 8,
45 STATE_GROUP_ROTATION = 16,
46 STATE_GROUP_SCALE = 32,
47 STATE_GROUP_ALL = 56,
48 STATE_ALL = 63
49 }
50
36 public class UndoState 51 public class UndoState
37 { 52 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 53 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
39 54
40 public Vector3 Position = Vector3.Zero; 55 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero; 56 public Vector3 Scale = Vector3.Zero;
@@ -57,37 +72,37 @@ namespace OpenSim.Region.Framework.Scenes
57 { 72 {
58 ForGroup = forGroup; 73 ForGroup = forGroup;
59 74
60// if (ForGroup) 75 // if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition; 76 Position = part.ParentGroup.AbsolutePosition;
62// else 77 // else
63// Position = part.OffsetPosition; 78 // Position = part.OffsetPosition;
64 79
65// m_log.DebugFormat( 80 // m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position); 81 // "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 82
68 Rotation = part.RotationOffset; 83 Rotation = part.RotationOffset;
69 84
70// m_log.DebugFormat( 85 // m_log.DebugFormat(
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 86 // "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
72 87
73 Scale = part.Shape.Scale; 88 Scale = part.Shape.Scale;
74 89
75// m_log.DebugFormat( 90 // m_log.DebugFormat(
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale); 91 // "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 92 }
78 else 93 else
79 { 94 {
80 Position = part.OffsetPosition; 95 Position = part.OffsetPosition;
81// m_log.DebugFormat( 96 // m_log.DebugFormat(
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 97 // "[UNDO STATE]: Storing undo position {0} for child part", Position);
83 98
84 Rotation = part.RotationOffset; 99 Rotation = part.RotationOffset;
85// m_log.DebugFormat( 100 // m_log.DebugFormat(
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 101 // "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
87 102
88 Scale = part.Shape.Scale; 103 Scale = part.Shape.Scale;
89// m_log.DebugFormat( 104 // m_log.DebugFormat(
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 105 // "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
91 } 106 }
92 } 107 }
93 108
@@ -121,9 +136,9 @@ namespace OpenSim.Region.Framework.Scenes
121 136
122 if (part.ParentID == 0) 137 if (part.ParentID == 0)
123 { 138 {
124// m_log.DebugFormat( 139 // m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}", 140 // "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId); 141 // Position, part.Name, part.LocalId);
127 142
128 if (Position != Vector3.Zero) 143 if (Position != Vector3.Zero)
129 { 144 {
@@ -133,9 +148,9 @@ namespace OpenSim.Region.Framework.Scenes
133 part.ParentGroup.UpdateRootPosition(Position); 148 part.ParentGroup.UpdateRootPosition(Position);
134 } 149 }
135 150
136// m_log.DebugFormat( 151 // m_log.DebugFormat(
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 152 // "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 153 // part.RotationOffset, Rotation, part.Name, part.LocalId);
139 154
140 if (ForGroup) 155 if (ForGroup)
141 part.UpdateRotation(Rotation); 156 part.UpdateRotation(Rotation);
@@ -144,9 +159,9 @@ namespace OpenSim.Region.Framework.Scenes
144 159
145 if (Scale != Vector3.Zero) 160 if (Scale != Vector3.Zero)
146 { 161 {
147// m_log.DebugFormat( 162 // m_log.DebugFormat(
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 163 // "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
149// part.Shape.Scale, Scale, part.Name, part.LocalId); 164 // part.Shape.Scale, Scale, part.Name, part.LocalId);
150 165
151 if (ForGroup) 166 if (ForGroup)
152 part.ParentGroup.GroupResize(Scale); 167 part.ParentGroup.GroupResize(Scale);
@@ -161,24 +176,24 @@ namespace OpenSim.Region.Framework.Scenes
161 // Note: Updating these properties on sop automatically schedules an update if needed 176 // Note: Updating these properties on sop automatically schedules an update if needed
162 if (Position != Vector3.Zero) 177 if (Position != Vector3.Zero)
163 { 178 {
164// m_log.DebugFormat( 179 // m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}", 180 // "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId); 181 // part.OffsetPosition, Position, part.Name, part.LocalId);
167 182
168 part.OffsetPosition = Position; 183 part.OffsetPosition = Position;
169 } 184 }
170 185
171// m_log.DebugFormat( 186 // m_log.DebugFormat(
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 187 // "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}",
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 188 // part.RotationOffset, Rotation, part.Name, part.LocalId);
174 189
175 part.UpdateRotation(Rotation); 190 part.UpdateRotation(Rotation);
176 191
177 if (Scale != Vector3.Zero) 192 if (Scale != Vector3.Zero)
178 { 193 {
179// m_log.DebugFormat( 194 // m_log.DebugFormat(
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 195 // "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}",
181// part.Shape.Scale, Scale, part.Name, part.LocalId); 196 // part.Shape.Scale, Scale, part.Name, part.LocalId);
182 197
183 part.Resize(Scale); 198 part.Resize(Scale);
184 } 199 }
@@ -247,4 +262,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 262 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 263 }
249 } 264 }
250} \ No newline at end of file 265}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;