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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.cs355
-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.cs481
-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/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs556
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs212
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs806
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs227
-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
17 files changed, 2342 insertions, 749 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 26eb729..245f258 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;
@@ -344,6 +326,7 @@ namespace OpenSim.Region.Framework.Scenes
344 { 326 {
345 if (UUID.Zero == transactionID) 327 if (UUID.Zero == transactionID)
346 { 328 {
329 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
347 item.Name = itemUpd.Name; 330 item.Name = itemUpd.Name;
348 item.Description = itemUpd.Description; 331 item.Description = itemUpd.Description;
349 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) 332 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
@@ -721,6 +704,8 @@ namespace OpenSim.Region.Framework.Scenes
721 return; 704 return;
722 } 705 }
723 706
707 if (newName == null) newName = item.Name;
708
724 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 709 AssetBase asset = AssetService.Get(item.AssetID.ToString());
725 710
726 if (asset != null) 711 if (asset != null)
@@ -777,6 +762,24 @@ namespace OpenSim.Region.Framework.Scenes
777 } 762 }
778 763
779 /// <summary> 764 /// <summary>
765 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
766 /// </summary>
767 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
768 {
769 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
770 foreach (InventoryItemBase b in items)
771 {
772 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
773 InventoryItemBase n = InventoryService.GetItem(b);
774 n.Folder = destfolder;
775 moveitems.Add(n);
776 remoteClient.SendInventoryItemCreateUpdate(n, 0);
777 }
778
779 MoveInventoryItem(remoteClient, moveitems);
780 }
781
782 /// <summary>
780 /// Move an item within the agent's inventory. 783 /// Move an item within the agent's inventory.
781 /// </summary> 784 /// </summary>
782 /// <param name="remoteClient"></param> 785 /// <param name="remoteClient"></param>
@@ -977,25 +980,29 @@ namespace OpenSim.Region.Framework.Scenes
977 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 980 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
978 { 981 {
979 SceneObjectPart part = GetSceneObjectPart(localID); 982 SceneObjectPart part = GetSceneObjectPart(localID);
980 if (part == null) 983 SceneObjectGroup group = null;
981 return; 984 if (part != null)
985 {
986 group = part.ParentGroup;
987 }
988 if (part != null && group != null)
989 {
990 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
991 return;
982 992
983 SceneObjectGroup group = part.ParentGroup; 993 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
984 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 994 if (item == null)
985 return; 995 return;
986
987 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
988 if (item == null)
989 return;
990 996
991 if (item.Type == 10) 997 if (item.Type == 10)
992 { 998 {
993 part.RemoveScriptEvents(itemID); 999 part.RemoveScriptEvents(itemID);
994 EventManager.TriggerRemoveScript(localID, itemID); 1000 EventManager.TriggerRemoveScript(localID, itemID);
1001 }
1002
1003 group.RemoveInventoryItem(localID, itemID);
1004 part.SendPropertiesToClient(remoteClient);
995 } 1005 }
996
997 group.RemoveInventoryItem(localID, itemID);
998 part.SendPropertiesToClient(remoteClient);
999 } 1006 }
1000 1007
1001 private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId) 1008 private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId)
@@ -1206,6 +1213,10 @@ namespace OpenSim.Region.Framework.Scenes
1206 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) 1213 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
1207 return; 1214 return;
1208 1215
1216 bool overrideNoMod = false;
1217 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1218 overrideNoMod = true;
1219
1209 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) 1220 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1210 { 1221 {
1211 // object cannot copy items to an object owned by a different owner 1222 // object cannot copy items to an object owned by a different owner
@@ -1215,7 +1226,7 @@ namespace OpenSim.Region.Framework.Scenes
1215 } 1226 }
1216 1227
1217 // must have both move and modify permission to put an item in an object 1228 // must have both move and modify permission to put an item in an object
1218 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1229 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1219 { 1230 {
1220 return; 1231 return;
1221 } 1232 }
@@ -1274,6 +1285,14 @@ namespace OpenSim.Region.Framework.Scenes
1274 1285
1275 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1286 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1276 { 1287 {
1288 SceneObjectPart destPart = GetSceneObjectPart(destID);
1289 if (destPart != null) // Move into a prim
1290 {
1291 foreach(UUID itemID in items)
1292 MoveTaskInventoryItem(destID, host, itemID);
1293 return destID; // Prim folder ID == prim ID
1294 }
1295
1277 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1296 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1278 1297
1279 UUID newFolderID = UUID.Random(); 1298 UUID newFolderID = UUID.Random();
@@ -1453,13 +1472,6 @@ namespace OpenSim.Region.Framework.Scenes
1453 { 1472 {
1454 agentTransactions.HandleTaskItemUpdateFromTransaction( 1473 agentTransactions.HandleTaskItemUpdateFromTransaction(
1455 remoteClient, part, transactionID, currentItem); 1474 remoteClient, part, transactionID, currentItem);
1456
1457 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1458 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1459 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1460 remoteClient.SendAgentAlertMessage("Script saved", false);
1461 else
1462 remoteClient.SendAgentAlertMessage("Item saved", false);
1463 } 1475 }
1464 1476
1465 // Base ALWAYS has move 1477 // Base ALWAYS has move
@@ -1600,7 +1612,7 @@ namespace OpenSim.Region.Framework.Scenes
1600 return; 1612 return;
1601 1613
1602 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1614 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1603 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1615 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1604 remoteClient.AgentId); 1616 remoteClient.AgentId);
1605 AssetService.Store(asset); 1617 AssetService.Store(asset);
1606 1618
@@ -1753,23 +1765,32 @@ namespace OpenSim.Region.Framework.Scenes
1753 // build a list of eligible objects 1765 // build a list of eligible objects
1754 List<uint> deleteIDs = new List<uint>(); 1766 List<uint> deleteIDs = new List<uint>();
1755 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1767 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1756 1768 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1757 // Start with true for both, then remove the flags if objects
1758 // that we can't derez are part of the selection
1759 bool permissionToTake = true;
1760 bool permissionToTakeCopy = true;
1761 bool permissionToDelete = true;
1762 1769
1763 foreach (uint localID in localIDs) 1770 foreach (uint localID in localIDs)
1764 { 1771 {
1772 // Start with true for both, then remove the flags if objects
1773 // that we can't derez are part of the selection
1774 bool permissionToTake = true;
1775 bool permissionToTakeCopy = true;
1776 bool permissionToDelete = true;
1777
1765 // Invalid id 1778 // Invalid id
1766 SceneObjectPart part = GetSceneObjectPart(localID); 1779 SceneObjectPart part = GetSceneObjectPart(localID);
1767 if (part == null) 1780 if (part == null)
1781 {
1782 //Client still thinks the object exists, kill it
1783 deleteIDs.Add(localID);
1768 continue; 1784 continue;
1785 }
1769 1786
1770 // Already deleted by someone else 1787 // Already deleted by someone else
1771 if (part.ParentGroup.IsDeleted) 1788 if (part.ParentGroup.IsDeleted)
1789 {
1790 //Client still thinks the object exists, kill it
1791 deleteIDs.Add(localID);
1772 continue; 1792 continue;
1793 }
1773 1794
1774 // Can't delete child prims 1795 // Can't delete child prims
1775 if (part != part.ParentGroup.RootPart) 1796 if (part != part.ParentGroup.RootPart)
@@ -1777,9 +1798,6 @@ namespace OpenSim.Region.Framework.Scenes
1777 1798
1778 SceneObjectGroup grp = part.ParentGroup; 1799 SceneObjectGroup grp = part.ParentGroup;
1779 1800
1780 deleteIDs.Add(localID);
1781 deleteGroups.Add(grp);
1782
1783 if (remoteClient == null) 1801 if (remoteClient == null)
1784 { 1802 {
1785 // Autoreturn has a null client. Nothing else does. So 1803 // Autoreturn has a null client. Nothing else does. So
@@ -1796,81 +1814,193 @@ namespace OpenSim.Region.Framework.Scenes
1796 } 1814 }
1797 else 1815 else
1798 { 1816 {
1799 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1817 if (action == DeRezAction.TakeCopy)
1818 {
1819 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1820 permissionToTakeCopy = false;
1821 }
1822 else
1823 {
1800 permissionToTakeCopy = false; 1824 permissionToTakeCopy = false;
1801 1825 }
1802 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1826 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1803 permissionToTake = false; 1827 permissionToTake = false;
1804 1828
1805 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1829 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1806 permissionToDelete = false; 1830 permissionToDelete = false;
1807 } 1831 }
1808 }
1809 1832
1810 // Handle god perms 1833 // Handle god perms
1811 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1834 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1812 { 1835 {
1813 permissionToTake = true; 1836 permissionToTake = true;
1814 permissionToTakeCopy = true; 1837 permissionToTakeCopy = true;
1815 permissionToDelete = true; 1838 permissionToDelete = true;
1816 } 1839 }
1817 1840
1818 // If we're re-saving, we don't even want to delete 1841 // If we're re-saving, we don't even want to delete
1819 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1842 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1820 permissionToDelete = false; 1843 permissionToDelete = false;
1821 1844
1822 // if we want to take a copy, we also don't want to delete 1845 // if we want to take a copy, we also don't want to delete
1823 // Note: after this point, the permissionToTakeCopy flag 1846 // Note: after this point, the permissionToTakeCopy flag
1824 // becomes irrelevant. It already includes the permissionToTake 1847 // becomes irrelevant. It already includes the permissionToTake
1825 // permission and after excluding no copy items here, we can 1848 // permission and after excluding no copy items here, we can
1826 // just use that. 1849 // just use that.
1827 if (action == DeRezAction.TakeCopy) 1850 if (action == DeRezAction.TakeCopy)
1828 { 1851 {
1829 // If we don't have permission, stop right here 1852 // If we don't have permission, stop right here
1830 if (!permissionToTakeCopy) 1853 if (!permissionToTakeCopy)
1831 return; 1854 return;
1832 1855
1833 permissionToTake = true; 1856 permissionToTake = true;
1834 // Don't delete 1857 // Don't delete
1835 permissionToDelete = false; 1858 permissionToDelete = false;
1836 } 1859 }
1837 1860
1838 if (action == DeRezAction.Return) 1861 if (action == DeRezAction.Return)
1839 {
1840 if (remoteClient != null)
1841 { 1862 {
1842 if (Permissions.CanReturnObjects( 1863 if (remoteClient != null)
1843 null,
1844 remoteClient.AgentId,
1845 deleteGroups))
1846 { 1864 {
1847 permissionToTake = true; 1865 if (Permissions.CanReturnObjects(
1848 permissionToDelete = true; 1866 null,
1849 1867 remoteClient.AgentId,
1850 foreach (SceneObjectGroup g in deleteGroups) 1868 deleteGroups))
1851 { 1869 {
1852 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1870 permissionToTake = true;
1871 permissionToDelete = true;
1872
1873 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1853 } 1874 }
1854 } 1875 }
1876 else // Auto return passes through here with null agent
1877 {
1878 permissionToTake = true;
1879 permissionToDelete = true;
1880 }
1855 } 1881 }
1856 else // Auto return passes through here with null agent 1882
1883 if (permissionToTake && (!permissionToDelete))
1884 takeGroups.Add(grp);
1885
1886 if (permissionToDelete)
1857 { 1887 {
1858 permissionToTake = true; 1888 if (permissionToTake)
1859 permissionToDelete = true; 1889 deleteGroups.Add(grp);
1890 deleteIDs.Add(grp.LocalId);
1860 } 1891 }
1861 } 1892 }
1862 1893
1863 if (permissionToTake) 1894 SendKillObject(deleteIDs);
1895
1896 if (deleteGroups.Count > 0)
1864 { 1897 {
1898 foreach (SceneObjectGroup g in deleteGroups)
1899 deleteIDs.Remove(g.LocalId);
1900
1865 m_asyncSceneObjectDeleter.DeleteToInventory( 1901 m_asyncSceneObjectDeleter.DeleteToInventory(
1866 action, destinationID, deleteGroups, remoteClient, 1902 action, destinationID, deleteGroups, remoteClient,
1867 permissionToDelete); 1903 true);
1868 } 1904 }
1869 else if (permissionToDelete) 1905 if (takeGroups.Count > 0)
1906 {
1907 m_asyncSceneObjectDeleter.DeleteToInventory(
1908 action, destinationID, takeGroups, remoteClient,
1909 false);
1910 }
1911 if (deleteIDs.Count > 0)
1870 { 1912 {
1871 foreach (SceneObjectGroup g in deleteGroups) 1913 foreach (SceneObjectGroup g in deleteGroups)
1872 DeleteSceneObject(g, false); 1914 DeleteSceneObject(g, true);
1915 }
1916 }
1917
1918 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
1919 {
1920 itemID = UUID.Zero;
1921 if (grp != null)
1922 {
1923 Vector3 inventoryStoredPosition = new Vector3
1924 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
1925 ? 250
1926 : grp.AbsolutePosition.X)
1927 ,
1928 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
1929 ? 250
1930 : grp.AbsolutePosition.X,
1931 grp.AbsolutePosition.Z);
1932
1933 Vector3 originalPosition = grp.AbsolutePosition;
1934
1935 grp.AbsolutePosition = inventoryStoredPosition;
1936
1937 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
1938
1939 grp.AbsolutePosition = originalPosition;
1940
1941 AssetBase asset = CreateAsset(
1942 grp.GetPartName(grp.LocalId),
1943 grp.GetPartDescription(grp.LocalId),
1944 (sbyte)AssetType.Object,
1945 Utils.StringToBytes(sceneObjectXml),
1946 remoteClient.AgentId);
1947 AssetService.Store(asset);
1948
1949 InventoryItemBase item = new InventoryItemBase();
1950 item.CreatorId = grp.RootPart.CreatorID.ToString();
1951 item.CreatorData = grp.RootPart.CreatorData;
1952 item.Owner = remoteClient.AgentId;
1953 item.ID = UUID.Random();
1954 item.AssetID = asset.FullID;
1955 item.Description = asset.Description;
1956 item.Name = asset.Name;
1957 item.AssetType = asset.Type;
1958 item.InvType = (int)InventoryType.Object;
1959
1960 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
1961 if (folder != null)
1962 item.Folder = folder.ID;
1963 else // oopsies
1964 item.Folder = UUID.Zero;
1965
1966 // Set up base perms properly
1967 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
1968 permsBase &= grp.RootPart.BaseMask;
1969 permsBase |= (uint)PermissionMask.Move;
1970
1971 // Make sure we don't lock it
1972 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
1973
1974 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
1975 {
1976 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
1977 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
1978 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1979 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
1980 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
1981 }
1982 else
1983 {
1984 item.BasePermissions = permsBase;
1985 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
1986 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1987 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
1988 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
1989 }
1990 item.CreationDate = Util.UnixTimeSinceEpoch();
1991
1992 // sets itemID so client can show item as 'attached' in inventory
1993 grp.SetFromItemID(item.ID);
1994
1995 if (AddInventoryItem(item))
1996 remoteClient.SendInventoryItemCreateUpdate(item, 0);
1997 else
1998 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
1999
2000 itemID = item.ID;
2001 return item.AssetID;
1873 } 2002 }
2003 return UUID.Zero;
1874 } 2004 }
1875 2005
1876 /// <summary> 2006 /// <summary>
@@ -1999,6 +2129,9 @@ namespace OpenSim.Region.Framework.Scenes
1999 2129
2000 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2130 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2001 { 2131 {
2132 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2133 return;
2134
2002 SceneObjectPart part = GetSceneObjectPart(objectID); 2135 SceneObjectPart part = GetSceneObjectPart(objectID);
2003 if (part == null) 2136 if (part == null)
2004 return; 2137 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 87af206..f9ae39c 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 int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1175
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();
@@ -1386,12 +1432,16 @@ namespace OpenSim.Region.Framework.Scenes
1386 maintc = Util.EnvironmentTickCountSubtract(maintc); 1432 maintc = Util.EnvironmentTickCountSubtract(maintc);
1387 maintc = (int)(MinFrameTime * 1000) - maintc; 1433 maintc = (int)(MinFrameTime * 1000) - maintc;
1388 1434
1435
1436 m_lastUpdate = Util.EnvironmentTickCount();
1437 m_firstHeartbeat = false;
1438
1389 if (maintc > 0) 1439 if (maintc > 0)
1390 Thread.Sleep(maintc); 1440 Thread.Sleep(maintc);
1391 1441
1392 // Tell the watchdog that this thread is still alive 1442 // Tell the watchdog that this thread is still alive
1393 Watchdog.UpdateThread(); 1443 Watchdog.UpdateThread();
1394 } 1444 }
1395 1445
1396 public void AddGroupTarget(SceneObjectGroup grp) 1446 public void AddGroupTarget(SceneObjectGroup grp)
1397 { 1447 {
@@ -1407,9 +1457,9 @@ namespace OpenSim.Region.Framework.Scenes
1407 1457
1408 private void CheckAtTargets() 1458 private void CheckAtTargets()
1409 { 1459 {
1410 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1460 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1411 lock (m_groupsWithTargets) 1461 lock (m_groupsWithTargets)
1412 objs = m_groupsWithTargets.Values; 1462 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1413 1463
1414 foreach (SceneObjectGroup entry in objs) 1464 foreach (SceneObjectGroup entry in objs)
1415 entry.checkAtTargets(); 1465 entry.checkAtTargets();
@@ -1491,7 +1541,7 @@ namespace OpenSim.Region.Framework.Scenes
1491 msg.fromAgentName = "Server"; 1541 msg.fromAgentName = "Server";
1492 msg.dialog = (byte)19; // Object msg 1542 msg.dialog = (byte)19; // Object msg
1493 msg.fromGroup = false; 1543 msg.fromGroup = false;
1494 msg.offline = (byte)0; 1544 msg.offline = (byte)1;
1495 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1545 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1496 msg.Position = Vector3.Zero; 1546 msg.Position = Vector3.Zero;
1497 msg.RegionID = RegionInfo.RegionID.Guid; 1547 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1724,14 +1774,24 @@ namespace OpenSim.Region.Framework.Scenes
1724 /// <returns></returns> 1774 /// <returns></returns>
1725 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1775 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1726 { 1776 {
1777
1778 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1779 Vector3 wpos = Vector3.Zero;
1780 // Check for water surface intersection from above
1781 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1782 {
1783 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1784 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1785 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1786 wpos.Z = wheight;
1787 }
1788
1727 Vector3 pos = Vector3.Zero; 1789 Vector3 pos = Vector3.Zero;
1728 if (RayEndIsIntersection == (byte)1) 1790 if (RayEndIsIntersection == (byte)1)
1729 { 1791 {
1730 pos = RayEnd; 1792 pos = RayEnd;
1731 return pos;
1732 } 1793 }
1733 1794 else if (RayTargetID != UUID.Zero)
1734 if (RayTargetID != UUID.Zero)
1735 { 1795 {
1736 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1796 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1737 1797
@@ -1753,7 +1813,7 @@ namespace OpenSim.Region.Framework.Scenes
1753 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1813 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1754 1814
1755 // Un-comment out the following line to Get Raytrace results printed to the console. 1815 // Un-comment out the following line to Get Raytrace results printed to the console.
1756 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1816 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1757 float ScaleOffset = 0.5f; 1817 float ScaleOffset = 0.5f;
1758 1818
1759 // If we hit something 1819 // If we hit something
@@ -1776,13 +1836,10 @@ namespace OpenSim.Region.Framework.Scenes
1776 //pos.Z -= 0.25F; 1836 //pos.Z -= 0.25F;
1777 1837
1778 } 1838 }
1779
1780 return pos;
1781 } 1839 }
1782 else 1840 else
1783 { 1841 {
1784 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1842 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1785
1786 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1843 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1787 1844
1788 // Un-comment the following line to print the raytrace results to the console. 1845 // Un-comment the following line to print the raytrace results to the console.
@@ -1791,13 +1848,12 @@ namespace OpenSim.Region.Framework.Scenes
1791 if (ei.HitTF) 1848 if (ei.HitTF)
1792 { 1849 {
1793 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1850 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1794 } else 1851 }
1852 else
1795 { 1853 {
1796 // fall back to our stupid functionality 1854 // fall back to our stupid functionality
1797 pos = RayEnd; 1855 pos = RayEnd;
1798 } 1856 }
1799
1800 return pos;
1801 } 1857 }
1802 } 1858 }
1803 else 1859 else
@@ -1808,8 +1864,12 @@ namespace OpenSim.Region.Framework.Scenes
1808 //increase height so its above the ground. 1864 //increase height so its above the ground.
1809 //should be getting the normal of the ground at the rez point and using that? 1865 //should be getting the normal of the ground at the rez point and using that?
1810 pos.Z += scale.Z / 2f; 1866 pos.Z += scale.Z / 2f;
1811 return pos; 1867// return pos;
1812 } 1868 }
1869
1870 // check against posible water intercept
1871 if (wpos.Z > pos.Z) pos = wpos;
1872 return pos;
1813 } 1873 }
1814 1874
1815 1875
@@ -1893,7 +1953,10 @@ namespace OpenSim.Region.Framework.Scenes
1893 public bool AddRestoredSceneObject( 1953 public bool AddRestoredSceneObject(
1894 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1954 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1895 { 1955 {
1896 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1956 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1957 if (result)
1958 sceneObject.IsDeleted = false;
1959 return result;
1897 } 1960 }
1898 1961
1899 /// <summary> 1962 /// <summary>
@@ -1983,6 +2046,15 @@ namespace OpenSim.Region.Framework.Scenes
1983 /// </summary> 2046 /// </summary>
1984 public void DeleteAllSceneObjects() 2047 public void DeleteAllSceneObjects()
1985 { 2048 {
2049 DeleteAllSceneObjects(false);
2050 }
2051
2052 /// <summary>
2053 /// Delete every object from the scene. This does not include attachments worn by avatars.
2054 /// </summary>
2055 public void DeleteAllSceneObjects(bool exceptNoCopy)
2056 {
2057 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
1986 lock (Entities) 2058 lock (Entities)
1987 { 2059 {
1988 EntityBase[] entities = Entities.GetEntities(); 2060 EntityBase[] entities = Entities.GetEntities();
@@ -1991,11 +2063,24 @@ namespace OpenSim.Region.Framework.Scenes
1991 if (e is SceneObjectGroup) 2063 if (e is SceneObjectGroup)
1992 { 2064 {
1993 SceneObjectGroup sog = (SceneObjectGroup)e; 2065 SceneObjectGroup sog = (SceneObjectGroup)e;
1994 if (!sog.IsAttachment) 2066 if (sog != null && !sog.IsAttachment)
1995 DeleteSceneObject((SceneObjectGroup)e, false); 2067 {
2068 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2069 {
2070 DeleteSceneObject((SceneObjectGroup)e, false);
2071 }
2072 else
2073 {
2074 toReturn.Add((SceneObjectGroup)e);
2075 }
2076 }
1996 } 2077 }
1997 } 2078 }
1998 } 2079 }
2080 if (toReturn.Count > 0)
2081 {
2082 returnObjects(toReturn.ToArray(), UUID.Zero);
2083 }
1999 } 2084 }
2000 2085
2001 /// <summary> 2086 /// <summary>
@@ -2043,6 +2128,8 @@ namespace OpenSim.Region.Framework.Scenes
2043 } 2128 }
2044 2129
2045 group.DeleteGroupFromScene(silent); 2130 group.DeleteGroupFromScene(silent);
2131 if (!silent)
2132 SendKillObject(new List<uint>() { group.LocalId });
2046 2133
2047// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2134// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2048 } 2135 }
@@ -2397,10 +2484,17 @@ namespace OpenSim.Region.Framework.Scenes
2397 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2484 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2398 public bool AddSceneObject(SceneObjectGroup sceneObject) 2485 public bool AddSceneObject(SceneObjectGroup sceneObject)
2399 { 2486 {
2487 if (sceneObject.OwnerID == UUID.Zero)
2488 {
2489 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2490 return false;
2491 }
2492
2400 // If the user is banned, we won't let any of their objects 2493 // If the user is banned, we won't let any of their objects
2401 // enter. Period. 2494 // enter. Period.
2402 // 2495 //
2403 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2496 int flags = GetUserFlags(sceneObject.OwnerID);
2497 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2404 { 2498 {
2405 m_log.Info("[INTERREGION]: Denied prim crossing for " + 2499 m_log.Info("[INTERREGION]: Denied prim crossing for " +
2406 "banned avatar"); 2500 "banned avatar");
@@ -2447,12 +2541,23 @@ namespace OpenSim.Region.Framework.Scenes
2447 } 2541 }
2448 else 2542 else
2449 { 2543 {
2544 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2450 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2545 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2451 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2546 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2452 } 2547 }
2548 if (sceneObject.OwnerID == UUID.Zero)
2549 {
2550 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2551 return false;
2552 }
2453 } 2553 }
2454 else 2554 else
2455 { 2555 {
2556 if (sceneObject.OwnerID == UUID.Zero)
2557 {
2558 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2559 return false;
2560 }
2456 AddRestoredSceneObject(sceneObject, true, false); 2561 AddRestoredSceneObject(sceneObject, true, false);
2457 2562
2458 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2563 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2482,6 +2587,24 @@ namespace OpenSim.Region.Framework.Scenes
2482 return 2; // StateSource.PrimCrossing 2587 return 2; // StateSource.PrimCrossing
2483 } 2588 }
2484 2589
2590 public int GetUserFlags(UUID user)
2591 {
2592 //Unfortunately the SP approach means that the value is cached until region is restarted
2593 /*
2594 ScenePresence sp;
2595 if (TryGetScenePresence(user, out sp))
2596 {
2597 return sp.UserFlags;
2598 }
2599 else
2600 {
2601 */
2602 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2603 if (uac == null)
2604 return 0;
2605 return uac.UserFlags;
2606 //}
2607 }
2485 #endregion 2608 #endregion
2486 2609
2487 #region Add/Remove Avatar Methods 2610 #region Add/Remove Avatar Methods
@@ -2503,6 +2626,7 @@ namespace OpenSim.Region.Framework.Scenes
2503 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2626 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2504 2627
2505 CheckHeartbeat(); 2628 CheckHeartbeat();
2629 ScenePresence presence;
2506 2630
2507 if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here 2631 if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here
2508 { 2632 {
@@ -2538,7 +2662,14 @@ namespace OpenSim.Region.Framework.Scenes
2538 2662
2539 EventManager.TriggerOnNewClient(client); 2663 EventManager.TriggerOnNewClient(client);
2540 if (vialogin) 2664 if (vialogin)
2665 {
2541 EventManager.TriggerOnClientLogin(client); 2666 EventManager.TriggerOnClientLogin(client);
2667
2668 // Send initial parcel data
2669 Vector3 pos = createdSp.AbsolutePosition;
2670 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2671 land.SendLandUpdateToClient(client);
2672 }
2542 } 2673 }
2543 2674
2544 // Send all scene object to the new client 2675 // Send all scene object to the new client
@@ -2638,19 +2769,12 @@ namespace OpenSim.Region.Framework.Scenes
2638 // and the scene presence and the client, if they exist 2769 // and the scene presence and the client, if they exist
2639 try 2770 try
2640 { 2771 {
2641 // We need to wait for the client to make UDP contact first. 2772 ScenePresence sp = GetScenePresence(agentID);
2642 // It's the UDP contact that creates the scene presence 2773 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2643 ScenePresence sp = WaitGetScenePresence(agentID); 2774
2644 if (sp != null) 2775 if (sp != null)
2645 {
2646 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2647
2648 sp.ControllingClient.Close(); 2776 sp.ControllingClient.Close();
2649 } 2777
2650 else
2651 {
2652 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2653 }
2654 // BANG! SLASH! 2778 // BANG! SLASH!
2655 m_authenticateHandler.RemoveCircuit(agentID); 2779 m_authenticateHandler.RemoveCircuit(agentID);
2656 2780
@@ -2750,6 +2874,7 @@ namespace OpenSim.Region.Framework.Scenes
2750 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 2874 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2751 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2875 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2752 client.OnCopyInventoryItem += CopyInventoryItem; 2876 client.OnCopyInventoryItem += CopyInventoryItem;
2877 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2753 client.OnMoveInventoryItem += MoveInventoryItem; 2878 client.OnMoveInventoryItem += MoveInventoryItem;
2754 client.OnRemoveInventoryItem += RemoveInventoryItem; 2879 client.OnRemoveInventoryItem += RemoveInventoryItem;
2755 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2880 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2927,15 +3052,16 @@ namespace OpenSim.Region.Framework.Scenes
2927 /// </summary> 3052 /// </summary>
2928 /// <param name="agentId">The avatar's Unique ID</param> 3053 /// <param name="agentId">The avatar's Unique ID</param>
2929 /// <param name="client">The IClientAPI for the client</param> 3054 /// <param name="client">The IClientAPI for the client</param>
2930 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3055 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2931 { 3056 {
2932 if (m_teleportModule != null) 3057 if (m_teleportModule != null)
2933 m_teleportModule.TeleportHome(agentId, client); 3058 return m_teleportModule.TeleportHome(agentId, client);
2934 else 3059 else
2935 { 3060 {
2936 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3061 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2937 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3062 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2938 } 3063 }
3064 return false;
2939 } 3065 }
2940 3066
2941 /// <summary> 3067 /// <summary>
@@ -3027,6 +3153,16 @@ namespace OpenSim.Region.Framework.Scenes
3027 /// <param name="flags"></param> 3153 /// <param name="flags"></param>
3028 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3154 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3029 { 3155 {
3156 //Add half the avatar's height so that the user doesn't fall through prims
3157 ScenePresence presence;
3158 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3159 {
3160 if (presence.Appearance != null)
3161 {
3162 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3163 }
3164 }
3165
3030 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3166 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3031 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3167 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3032 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3168 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3095,8 +3231,9 @@ namespace OpenSim.Region.Framework.Scenes
3095 regions.Remove(RegionInfo.RegionHandle); 3231 regions.Remove(RegionInfo.RegionHandle);
3096 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3232 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3097 } 3233 }
3098 3234 m_log.Debug("[Scene] Beginning ClientClosed");
3099 m_eventManager.TriggerClientClosed(agentID, this); 3235 m_eventManager.TriggerClientClosed(agentID, this);
3236 m_log.Debug("[Scene] Finished ClientClosed");
3100 } 3237 }
3101 catch (NullReferenceException) 3238 catch (NullReferenceException)
3102 { 3239 {
@@ -3148,9 +3285,10 @@ namespace OpenSim.Region.Framework.Scenes
3148 { 3285 {
3149 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3286 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3150 } 3287 }
3151 3288 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3152 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3289 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3153// CleanDroppedAttachments(); 3290// CleanDroppedAttachments();
3291 m_log.Debug("[Scene] The avatar has left the building");
3154 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3292 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3155 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3293 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3156 } 3294 }
@@ -3269,13 +3407,16 @@ namespace OpenSim.Region.Framework.Scenes
3269 sp = null; 3407 sp = null;
3270 } 3408 }
3271 3409
3272 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3273 3410
3274 //On login test land permisions 3411 //On login test land permisions
3275 if (vialogin) 3412 if (vialogin)
3276 { 3413 {
3277 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3414 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3415 if (cache != null)
3416 cache.Remove(agent.firstname + " " + agent.lastname);
3417 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3278 { 3418 {
3419 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3279 return false; 3420 return false;
3280 } 3421 }
3281 } 3422 }
@@ -3298,8 +3439,13 @@ namespace OpenSim.Region.Framework.Scenes
3298 3439
3299 try 3440 try
3300 { 3441 {
3301 if (!AuthorizeUser(agent, out reason)) 3442 // Always check estate if this is a login. Always
3302 return false; 3443 // check if banned regions are to be blacked out.
3444 if (vialogin || (!m_seeIntoBannedRegion))
3445 {
3446 if (!AuthorizeUser(agent, out reason))
3447 return false;
3448 }
3303 } 3449 }
3304 catch (Exception e) 3450 catch (Exception e)
3305 { 3451 {
@@ -3401,6 +3547,8 @@ namespace OpenSim.Region.Framework.Scenes
3401 } 3547 }
3402 } 3548 }
3403 // Honor parcel landing type and position. 3549 // Honor parcel landing type and position.
3550 /*
3551 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3404 if (land != null) 3552 if (land != null)
3405 { 3553 {
3406 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3554 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3408,26 +3556,34 @@ namespace OpenSim.Region.Framework.Scenes
3408 agent.startpos = land.LandData.UserLocation; 3556 agent.startpos = land.LandData.UserLocation;
3409 } 3557 }
3410 } 3558 }
3559 */// This is now handled properly in ScenePresence.MakeRootAgent
3411 } 3560 }
3412 3561
3413 return true; 3562 return true;
3414 } 3563 }
3415 3564
3416 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3565 private bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3417 { 3566 {
3418 3567 reason = String.Empty;
3419 bool banned = land.IsBannedFromLand(agent.AgentID); 3568 if (Permissions.IsGod(agentID))
3420 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3569 return true;
3570
3571 ILandObject land = LandChannel.GetLandObject(posX, posY);
3572 if (land == null)
3573 return false;
3574
3575 bool banned = land.IsBannedFromLand(agentID);
3576 bool restricted = land.IsRestrictedFromLand(agentID);
3421 3577
3422 if (banned || restricted) 3578 if (banned || restricted)
3423 { 3579 {
3424 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3580 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3425 if (nearestParcel != null) 3581 if (nearestParcel != null)
3426 { 3582 {
3427 //Move agent to nearest allowed 3583 //Move agent to nearest allowed
3428 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3584 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3429 agent.startpos.X = newPosition.X; 3585 posX = newPosition.X;
3430 agent.startpos.Y = newPosition.Y; 3586 posY = newPosition.Y;
3431 } 3587 }
3432 else 3588 else
3433 { 3589 {
@@ -3489,7 +3645,7 @@ namespace OpenSim.Region.Framework.Scenes
3489 3645
3490 if (!m_strictAccessControl) return true; 3646 if (!m_strictAccessControl) return true;
3491 if (Permissions.IsGod(agent.AgentID)) return true; 3647 if (Permissions.IsGod(agent.AgentID)) return true;
3492 3648
3493 if (AuthorizationService != null) 3649 if (AuthorizationService != null)
3494 { 3650 {
3495 if (!AuthorizationService.IsAuthorizedForRegion( 3651 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3497,14 +3653,14 @@ namespace OpenSim.Region.Framework.Scenes
3497 { 3653 {
3498 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3654 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3499 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3655 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3500 3656
3501 return false; 3657 return false;
3502 } 3658 }
3503 } 3659 }
3504 3660
3505 if (m_regInfo.EstateSettings != null) 3661 if (m_regInfo.EstateSettings != null)
3506 { 3662 {
3507 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3663 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3508 { 3664 {
3509 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3665 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3510 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3666 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3694,6 +3850,13 @@ namespace OpenSim.Region.Framework.Scenes
3694 3850
3695 // We have to wait until the viewer contacts this region after receiving EAC. 3851 // We have to wait until the viewer contacts this region after receiving EAC.
3696 // That calls AddNewClient, which finally creates the ScenePresence 3852 // That calls AddNewClient, which finally creates the ScenePresence
3853 int flags = GetUserFlags(cAgentData.AgentID);
3854 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3855 {
3856 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3857 return false;
3858 }
3859
3697 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3860 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3698 if (nearestParcel == null) 3861 if (nearestParcel == null)
3699 { 3862 {
@@ -3775,12 +3938,22 @@ namespace OpenSim.Region.Framework.Scenes
3775 return false; 3938 return false;
3776 } 3939 }
3777 3940
3941 public bool IncomingCloseAgent(UUID agentID)
3942 {
3943 return IncomingCloseAgent(agentID, false);
3944 }
3945
3946 public bool IncomingCloseChildAgent(UUID agentID)
3947 {
3948 return IncomingCloseAgent(agentID, true);
3949 }
3950
3778 /// <summary> 3951 /// <summary>
3779 /// Tell a single agent to disconnect from the region. 3952 /// Tell a single agent to disconnect from the region.
3780 /// </summary> 3953 /// </summary>
3781 /// <param name="regionHandle"></param>
3782 /// <param name="agentID"></param> 3954 /// <param name="agentID"></param>
3783 public bool IncomingCloseAgent(UUID agentID) 3955 /// <param name="childOnly"></param>
3956 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3784 { 3957 {
3785 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3958 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3786 3959
@@ -3792,7 +3965,7 @@ namespace OpenSim.Region.Framework.Scenes
3792 { 3965 {
3793 m_sceneGraph.removeUserCount(false); 3966 m_sceneGraph.removeUserCount(false);
3794 } 3967 }
3795 else 3968 else if (!childOnly)
3796 { 3969 {
3797 m_sceneGraph.removeUserCount(true); 3970 m_sceneGraph.removeUserCount(true);
3798 } 3971 }
@@ -3808,9 +3981,12 @@ namespace OpenSim.Region.Framework.Scenes
3808 } 3981 }
3809 else 3982 else
3810 presence.ControllingClient.SendShutdownConnectionNotice(); 3983 presence.ControllingClient.SendShutdownConnectionNotice();
3984 presence.ControllingClient.Close(false);
3985 }
3986 else if (!childOnly)
3987 {
3988 presence.ControllingClient.Close(true);
3811 } 3989 }
3812
3813 presence.ControllingClient.Close();
3814 return true; 3990 return true;
3815 } 3991 }
3816 3992
@@ -4405,34 +4581,66 @@ namespace OpenSim.Region.Framework.Scenes
4405 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4581 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4406 } 4582 }
4407 4583
4408 public int GetHealth() 4584 public int GetHealth(out int flags, out string message)
4409 { 4585 {
4410 // Returns: 4586 // Returns:
4411 // 1 = sim is up and accepting http requests. The heartbeat has 4587 // 1 = sim is up and accepting http requests. The heartbeat has
4412 // stopped and the sim is probably locked up, but a remote 4588 // stopped and the sim is probably locked up, but a remote
4413 // admin restart may succeed 4589 // admin restart may succeed
4414 // 4590 //
4415 // 2 = Sim is up and the heartbeat is running. The sim is likely 4591 // 2 = Sim is up and the heartbeat is running. The sim is likely
4416 // usable for people within and logins _may_ work 4592 // usable for people within
4417 // 4593 //
4418 // 3 = We have seen a new user enter within the past 4 minutes 4594 // 3 = Sim is up and one packet thread is running. Sim is
4595 // unstable and will not accept new logins
4596 //
4597 // 4 = Sim is up and both packet threads are running. Sim is
4598 // likely usable
4599 //
4600 // 5 = We have seen a new user enter within the past 4 minutes
4419 // which can be seen as positive confirmation of sim health 4601 // which can be seen as positive confirmation of sim health
4420 // 4602 //
4603
4604 flags = 0;
4605 message = String.Empty;
4606
4607 CheckHeartbeat();
4608
4609 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4610 {
4611 // We're still starting
4612 // 0 means "in startup", it can't happen another way, since
4613 // to get here, we must be able to accept http connections
4614 return 0;
4615 }
4616
4421 int health=1; // Start at 1, means we're up 4617 int health=1; // Start at 1, means we're up
4422 4618
4423 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4619 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4620 {
4424 health+=1; 4621 health+=1;
4425 else 4622 flags |= 1;
4623 }
4624
4625 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4626 {
4627 health+=1;
4628 flags |= 2;
4629 }
4630
4631 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4632 {
4633 health+=1;
4634 flags |= 4;
4635 }
4636
4637 if (flags != 7)
4426 return health; 4638 return health;
4427 4639
4428 // A login in the last 4 mins? We can't be doing too badly 4640 // A login in the last 4 mins? We can't be doing too badly
4429 // 4641 //
4430 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4642 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4431 health++; 4643 health++;
4432 else
4433 return health;
4434
4435 CheckHeartbeat();
4436 4644
4437 return health; 4645 return health;
4438 } 4646 }
@@ -4625,7 +4833,7 @@ namespace OpenSim.Region.Framework.Scenes
4625 if (m_firstHeartbeat) 4833 if (m_firstHeartbeat)
4626 return; 4834 return;
4627 4835
4628 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4836 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
4629 StartTimer(); 4837 StartTimer();
4630 } 4838 }
4631 4839
@@ -5035,6 +5243,54 @@ namespace OpenSim.Region.Framework.Scenes
5035 mapModule.GenerateMaptile(); 5243 mapModule.GenerateMaptile();
5036 } 5244 }
5037 5245
5246// public void CleanDroppedAttachments()
5247// {
5248// List<SceneObjectGroup> objectsToDelete =
5249// new List<SceneObjectGroup>();
5250//
5251// lock (m_cleaningAttachments)
5252// {
5253// ForEachSOG(delegate (SceneObjectGroup grp)
5254// {
5255// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5256// {
5257// UUID agentID = grp.OwnerID;
5258// if (agentID == UUID.Zero)
5259// {
5260// objectsToDelete.Add(grp);
5261// return;
5262// }
5263//
5264// ScenePresence sp = GetScenePresence(agentID);
5265// if (sp == null)
5266// {
5267// objectsToDelete.Add(grp);
5268// return;
5269// }
5270// }
5271// });
5272// }
5273//
5274// foreach (SceneObjectGroup grp in objectsToDelete)
5275// {
5276// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5277// DeleteSceneObject(grp, true);
5278// }
5279// }
5280
5281 public void ThreadAlive(int threadCode)
5282 {
5283 switch(threadCode)
5284 {
5285 case 1: // Incoming
5286 m_lastIncoming = Util.EnvironmentTickCount();
5287 break;
5288 case 2: // Incoming
5289 m_lastOutgoing = Util.EnvironmentTickCount();
5290 break;
5291 }
5292 }
5293
5038 // This method is called across the simulation connector to 5294 // This method is called across the simulation connector to
5039 // determine if a given agent is allowed in this region 5295 // determine if a given agent is allowed in this region
5040 // AS A ROOT AGENT. Returning false here will prevent them 5296 // AS A ROOT AGENT. Returning false here will prevent them
@@ -5043,6 +5299,14 @@ namespace OpenSim.Region.Framework.Scenes
5043 // child agent creation, thereby emulating the SL behavior. 5299 // child agent creation, thereby emulating the SL behavior.
5044 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5300 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5045 { 5301 {
5302 reason = "You are banned from the region";
5303
5304 if (Permissions.IsGod(agentID))
5305 {
5306 reason = String.Empty;
5307 return true;
5308 }
5309
5046 int num = m_sceneGraph.GetNumberOfScenePresences(); 5310 int num = m_sceneGraph.GetNumberOfScenePresences();
5047 5311
5048 if (num >= RegionInfo.RegionSettings.AgentLimit) 5312 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5054,11 +5318,82 @@ namespace OpenSim.Region.Framework.Scenes
5054 } 5318 }
5055 } 5319 }
5056 5320
5321 ScenePresence presence = GetScenePresence(agentID);
5322 IClientAPI client = null;
5323 AgentCircuitData aCircuit = null;
5324
5325 if (presence != null)
5326 {
5327 client = presence.ControllingClient;
5328 if (client != null)
5329 aCircuit = client.RequestClientInfo();
5330 }
5331
5332 // We may be called before there is a presence or a client.
5333 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5334 if (client == null)
5335 {
5336 aCircuit = new AgentCircuitData();
5337 aCircuit.AgentID = agentID;
5338 aCircuit.firstname = String.Empty;
5339 aCircuit.lastname = String.Empty;
5340 }
5341
5342 try
5343 {
5344 if (!AuthorizeUser(aCircuit, out reason))
5345 {
5346 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5347 return false;
5348 }
5349 }
5350 catch (Exception e)
5351 {
5352 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5353 return false;
5354 }
5355
5356 if (position == Vector3.Zero) // Teleport
5357 {
5358 float posX = 128.0f;
5359 float posY = 128.0f;
5360
5361 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5362 {
5363 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5364 return false;
5365 }
5366 }
5367 else // Walking
5368 {
5369 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5370 if (land == null)
5371 return false;
5372
5373 bool banned = land.IsBannedFromLand(agentID);
5374 bool restricted = land.IsRestrictedFromLand(agentID);
5375
5376 if (banned || restricted)
5377 return false;
5378 }
5379
5057 reason = String.Empty; 5380 reason = String.Empty;
5058 return true; 5381 return true;
5059 } 5382 }
5060 5383
5061 /// <summary> 5384 public void StartTimerWatchdog()
5385 {
5386 m_timerWatchdog.Interval = 1000;
5387 m_timerWatchdog.Elapsed += TimerWatchdog;
5388 m_timerWatchdog.AutoReset = true;
5389 m_timerWatchdog.Start();
5390 }
5391
5392 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5393 {
5394 CheckHeartbeat();
5395 }
5396
5062 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5397 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5063 /// autopilot that moves an avatar to a sit target!. 5398 /// autopilot that moves an avatar to a sit target!.
5064 /// </summary> 5399 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index a633c72..29ab071 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/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 9587d5f..cf2161a 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);
@@ -1410,7 +1761,7 @@ namespace OpenSim.Region.Framework.Scenes
1410 // This is only necessary when userExposed is false! 1761 // This is only necessary when userExposed is false!
1411 1762
1412 bool previousAttachmentStatus = dupe.IsAttachment; 1763 bool previousAttachmentStatus = dupe.IsAttachment;
1413 1764
1414 if (!userExposed) 1765 if (!userExposed)
1415 dupe.IsAttachment = true; 1766 dupe.IsAttachment = true;
1416 1767
@@ -1428,11 +1779,11 @@ namespace OpenSim.Region.Framework.Scenes
1428 dupe.m_rootPart.TrimPermissions(); 1779 dupe.m_rootPart.TrimPermissions();
1429 1780
1430 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1781 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1431 1782
1432 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1783 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1433 { 1784 {
1434 return p1.LinkNum.CompareTo(p2.LinkNum); 1785 return p1.LinkNum.CompareTo(p2.LinkNum);
1435 } 1786 }
1436 ); 1787 );
1437 1788
1438 foreach (SceneObjectPart part in partList) 1789 foreach (SceneObjectPart part in partList)
@@ -1452,7 +1803,7 @@ namespace OpenSim.Region.Framework.Scenes
1452 if (part.PhysActor != null && userExposed) 1803 if (part.PhysActor != null && userExposed)
1453 { 1804 {
1454 PrimitiveBaseShape pbs = newPart.Shape; 1805 PrimitiveBaseShape pbs = newPart.Shape;
1455 1806
1456 newPart.PhysActor 1807 newPart.PhysActor
1457 = m_scene.PhysicsScene.AddPrimShape( 1808 = m_scene.PhysicsScene.AddPrimShape(
1458 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 1809 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
@@ -1462,11 +1813,11 @@ namespace OpenSim.Region.Framework.Scenes
1462 newPart.RotationOffset, 1813 newPart.RotationOffset,
1463 part.PhysActor.IsPhysical, 1814 part.PhysActor.IsPhysical,
1464 newPart.LocalId); 1815 newPart.LocalId);
1465 1816
1466 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1817 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1467 } 1818 }
1468 } 1819 }
1469 1820
1470 if (userExposed) 1821 if (userExposed)
1471 { 1822 {
1472 dupe.UpdateParentIDs(); 1823 dupe.UpdateParentIDs();
@@ -1581,6 +1932,7 @@ namespace OpenSim.Region.Framework.Scenes
1581 return Vector3.Zero; 1932 return Vector3.Zero;
1582 } 1933 }
1583 1934
1935 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1584 public void moveToTarget(Vector3 target, float tau) 1936 public void moveToTarget(Vector3 target, float tau)
1585 { 1937 {
1586 if (IsAttachment) 1938 if (IsAttachment)
@@ -1608,10 +1960,44 @@ namespace OpenSim.Region.Framework.Scenes
1608 RootPart.PhysActor.PIDActive = false; 1960 RootPart.PhysActor.PIDActive = false;
1609 } 1961 }
1610 1962
1963 public void rotLookAt(Quaternion target, float strength, float damping)
1964 {
1965 SceneObjectPart rootpart = m_rootPart;
1966 if (rootpart != null)
1967 {
1968 if (IsAttachment)
1969 {
1970 /*
1971 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1972 if (avatar != null)
1973 {
1974 Rotate the Av?
1975 } */
1976 }
1977 else
1978 {
1979 if (rootpart.PhysActor != null)
1980 { // APID must be implemented in your physics system for this to function.
1981 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1982 rootpart.PhysActor.APIDStrength = strength;
1983 rootpart.PhysActor.APIDDamping = damping;
1984 rootpart.PhysActor.APIDActive = true;
1985 }
1986 }
1987 }
1988 }
1989
1611 public void stopLookAt() 1990 public void stopLookAt()
1612 { 1991 {
1613 if (RootPart.PhysActor != null) 1992 SceneObjectPart rootpart = m_rootPart;
1614 RootPart.PhysActor.APIDActive = false; 1993 if (rootpart != null)
1994 {
1995 if (rootpart.PhysActor != null)
1996 { // APID must be implemented in your physics system for this to function.
1997 rootpart.PhysActor.APIDActive = false;
1998 }
1999 }
2000
1615 } 2001 }
1616 2002
1617 /// <summary> 2003 /// <summary>
@@ -1669,6 +2055,8 @@ namespace OpenSim.Region.Framework.Scenes
1669 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2055 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1670 { 2056 {
1671 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2057 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2058 newPart.SetParent(this);
2059
1672 AddPart(newPart); 2060 AddPart(newPart);
1673 2061
1674 SetPartAsNonRoot(newPart); 2062 SetPartAsNonRoot(newPart);
@@ -1796,11 +2184,11 @@ namespace OpenSim.Region.Framework.Scenes
1796 /// Immediately send a full update for this scene object. 2184 /// Immediately send a full update for this scene object.
1797 /// </summary> 2185 /// </summary>
1798 public void SendGroupFullUpdate() 2186 public void SendGroupFullUpdate()
1799 { 2187 {
1800 if (IsDeleted) 2188 if (IsDeleted)
1801 return; 2189 return;
1802 2190
1803// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2191// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1804 2192
1805 RootPart.SendFullUpdateToAllClients(); 2193 RootPart.SendFullUpdateToAllClients();
1806 2194
@@ -2001,7 +2389,7 @@ namespace OpenSim.Region.Framework.Scenes
2001 objectGroup.IsDeleted = true; 2389 objectGroup.IsDeleted = true;
2002 2390
2003 objectGroup.m_parts.Clear(); 2391 objectGroup.m_parts.Clear();
2004 2392
2005 // Can't do this yet since backup still makes use of the root part without any synchronization 2393 // Can't do this yet since backup still makes use of the root part without any synchronization
2006// objectGroup.m_rootPart = null; 2394// objectGroup.m_rootPart = null;
2007 2395
@@ -2135,6 +2523,7 @@ namespace OpenSim.Region.Framework.Scenes
2135 /// <param name="objectGroup"></param> 2523 /// <param name="objectGroup"></param>
2136 public virtual void DetachFromBackup() 2524 public virtual void DetachFromBackup()
2137 { 2525 {
2526 m_scene.SceneGraph.FireDetachFromBackup(this);
2138 if (m_isBackedUp && Scene != null) 2527 if (m_isBackedUp && Scene != null)
2139 m_scene.EventManager.OnBackup -= ProcessBackup; 2528 m_scene.EventManager.OnBackup -= ProcessBackup;
2140 2529
@@ -2153,7 +2542,8 @@ namespace OpenSim.Region.Framework.Scenes
2153 2542
2154 axPos *= parentRot; 2543 axPos *= parentRot;
2155 part.OffsetPosition = axPos; 2544 part.OffsetPosition = axPos;
2156 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2545 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2546 part.GroupPosition = newPos;
2157 part.OffsetPosition = Vector3.Zero; 2547 part.OffsetPosition = Vector3.Zero;
2158 part.RotationOffset = worldRot; 2548 part.RotationOffset = worldRot;
2159 2549
@@ -2164,7 +2554,7 @@ namespace OpenSim.Region.Framework.Scenes
2164 2554
2165 part.LinkNum = linkNum; 2555 part.LinkNum = linkNum;
2166 2556
2167 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2557 part.OffsetPosition = newPos - AbsolutePosition;
2168 2558
2169 Quaternion rootRotation = m_rootPart.RotationOffset; 2559 Quaternion rootRotation = m_rootPart.RotationOffset;
2170 2560
@@ -2174,7 +2564,7 @@ namespace OpenSim.Region.Framework.Scenes
2174 2564
2175 parentRot = m_rootPart.RotationOffset; 2565 parentRot = m_rootPart.RotationOffset;
2176 oldRot = part.RotationOffset; 2566 oldRot = part.RotationOffset;
2177 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2567 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2178 part.RotationOffset = newRot; 2568 part.RotationOffset = newRot;
2179 } 2569 }
2180 2570
@@ -2421,8 +2811,12 @@ namespace OpenSim.Region.Framework.Scenes
2421 } 2811 }
2422 } 2812 }
2423 2813
2814 RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2424 for (int i = 0; i < parts.Length; i++) 2815 for (int i = 0; i < parts.Length; i++)
2425 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2816 {
2817 if (parts[i] != RootPart)
2818 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2819 }
2426 } 2820 }
2427 } 2821 }
2428 2822
@@ -2435,6 +2829,17 @@ namespace OpenSim.Region.Framework.Scenes
2435 } 2829 }
2436 } 2830 }
2437 2831
2832
2833
2834 /// <summary>
2835 /// Gets the number of parts
2836 /// </summary>
2837 /// <returns></returns>
2838 public int GetPartCount()
2839 {
2840 return Parts.Count();
2841 }
2842
2438 /// <summary> 2843 /// <summary>
2439 /// Update the texture entry for this part 2844 /// Update the texture entry for this part
2440 /// </summary> 2845 /// </summary>
@@ -2496,7 +2901,6 @@ namespace OpenSim.Region.Framework.Scenes
2496 { 2901 {
2497// m_log.DebugFormat( 2902// m_log.DebugFormat(
2498// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 2903// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2499
2500 RootPart.StoreUndoState(true); 2904 RootPart.StoreUndoState(true);
2501 2905
2502 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 2906 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
@@ -2597,7 +3001,6 @@ namespace OpenSim.Region.Framework.Scenes
2597 prevScale.X *= x; 3001 prevScale.X *= x;
2598 prevScale.Y *= y; 3002 prevScale.Y *= y;
2599 prevScale.Z *= z; 3003 prevScale.Z *= z;
2600
2601// RootPart.IgnoreUndoUpdate = true; 3004// RootPart.IgnoreUndoUpdate = true;
2602 RootPart.Resize(prevScale); 3005 RootPart.Resize(prevScale);
2603// RootPart.IgnoreUndoUpdate = false; 3006// RootPart.IgnoreUndoUpdate = false;
@@ -2628,7 +3031,9 @@ namespace OpenSim.Region.Framework.Scenes
2628 } 3031 }
2629 3032
2630// obPart.IgnoreUndoUpdate = false; 3033// obPart.IgnoreUndoUpdate = false;
2631// obPart.StoreUndoState(); 3034 HasGroupChanged = true;
3035 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3036 ScheduleGroupForTerseUpdate();
2632 } 3037 }
2633 3038
2634// m_log.DebugFormat( 3039// m_log.DebugFormat(
@@ -2688,9 +3093,9 @@ namespace OpenSim.Region.Framework.Scenes
2688 { 3093 {
2689 SceneObjectPart part = GetChildPart(localID); 3094 SceneObjectPart part = GetChildPart(localID);
2690 3095
2691// SceneObjectPart[] parts = m_parts.GetArray(); 3096 SceneObjectPart[] parts = m_parts.GetArray();
2692// for (int i = 0; i < parts.Length; i++) 3097 for (int i = 0; i < parts.Length; i++)
2693// parts[i].StoreUndoState(); 3098 parts[i].StoreUndoState();
2694 3099
2695 if (part != null) 3100 if (part != null)
2696 { 3101 {
@@ -2746,10 +3151,27 @@ namespace OpenSim.Region.Framework.Scenes
2746 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3151 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2747 } 3152 }
2748 3153
2749 AbsolutePosition = newPos; 3154 //We have to set undoing here because otherwise an undo state will be saved
3155 if (!m_rootPart.Undoing)
3156 {
3157 m_rootPart.Undoing = true;
3158 AbsolutePosition = newPos;
3159 m_rootPart.Undoing = false;
3160 }
3161 else
3162 {
3163 AbsolutePosition = newPos;
3164 }
2750 3165
2751 HasGroupChanged = true; 3166 HasGroupChanged = true;
2752 ScheduleGroupForTerseUpdate(); 3167 if (m_rootPart.Undoing)
3168 {
3169 ScheduleGroupForFullUpdate();
3170 }
3171 else
3172 {
3173 ScheduleGroupForTerseUpdate();
3174 }
2753 } 3175 }
2754 3176
2755 #endregion 3177 #endregion
@@ -2826,10 +3248,7 @@ namespace OpenSim.Region.Framework.Scenes
2826 public void UpdateSingleRotation(Quaternion rot, uint localID) 3248 public void UpdateSingleRotation(Quaternion rot, uint localID)
2827 { 3249 {
2828 SceneObjectPart part = GetChildPart(localID); 3250 SceneObjectPart part = GetChildPart(localID);
2829
2830 SceneObjectPart[] parts = m_parts.GetArray(); 3251 SceneObjectPart[] parts = m_parts.GetArray();
2831 for (int i = 0; i < parts.Length; i++)
2832 parts[i].StoreUndoState();
2833 3252
2834 if (part != null) 3253 if (part != null)
2835 { 3254 {
@@ -2867,7 +3286,16 @@ namespace OpenSim.Region.Framework.Scenes
2867 if (part.UUID == m_rootPart.UUID) 3286 if (part.UUID == m_rootPart.UUID)
2868 { 3287 {
2869 UpdateRootRotation(rot); 3288 UpdateRootRotation(rot);
2870 AbsolutePosition = pos; 3289 if (!m_rootPart.Undoing)
3290 {
3291 m_rootPart.Undoing = true;
3292 AbsolutePosition = pos;
3293 m_rootPart.Undoing = false;
3294 }
3295 else
3296 {
3297 AbsolutePosition = pos;
3298 }
2871 } 3299 }
2872 else 3300 else
2873 { 3301 {
@@ -2891,9 +3319,10 @@ namespace OpenSim.Region.Framework.Scenes
2891 3319
2892 Quaternion axRot = rot; 3320 Quaternion axRot = rot;
2893 Quaternion oldParentRot = m_rootPart.RotationOffset; 3321 Quaternion oldParentRot = m_rootPart.RotationOffset;
2894
2895 m_rootPart.StoreUndoState(); 3322 m_rootPart.StoreUndoState();
2896 m_rootPart.UpdateRotation(rot); 3323
3324 //Don't use UpdateRotation because it schedules an update prematurely
3325 m_rootPart.RotationOffset = rot;
2897 if (m_rootPart.PhysActor != null) 3326 if (m_rootPart.PhysActor != null)
2898 { 3327 {
2899 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3328 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2907,15 +3336,17 @@ namespace OpenSim.Region.Framework.Scenes
2907 if (prim.UUID != m_rootPart.UUID) 3336 if (prim.UUID != m_rootPart.UUID)
2908 { 3337 {
2909 prim.IgnoreUndoUpdate = true; 3338 prim.IgnoreUndoUpdate = true;
3339
3340 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3341 NewRot = Quaternion.Inverse(axRot) * NewRot;
3342 prim.RotationOffset = NewRot;
3343
2910 Vector3 axPos = prim.OffsetPosition; 3344 Vector3 axPos = prim.OffsetPosition;
3345
2911 axPos *= oldParentRot; 3346 axPos *= oldParentRot;
2912 axPos *= Quaternion.Inverse(axRot); 3347 axPos *= Quaternion.Inverse(axRot);
2913 prim.OffsetPosition = axPos; 3348 prim.OffsetPosition = axPos;
2914 Quaternion primsRot = prim.RotationOffset; 3349
2915 Quaternion newRot = oldParentRot * primsRot;
2916 newRot = Quaternion.Inverse(axRot) * newRot;
2917 prim.RotationOffset = newRot;
2918 prim.ScheduleTerseUpdate();
2919 prim.IgnoreUndoUpdate = false; 3350 prim.IgnoreUndoUpdate = false;
2920 } 3351 }
2921 } 3352 }
@@ -2929,8 +3360,8 @@ namespace OpenSim.Region.Framework.Scenes
2929//// childpart.StoreUndoState(); 3360//// childpart.StoreUndoState();
2930// } 3361// }
2931// } 3362// }
2932 3363 HasGroupChanged = true;
2933 m_rootPart.ScheduleTerseUpdate(); 3364 ScheduleGroupForFullUpdate();
2934 3365
2935// m_log.DebugFormat( 3366// m_log.DebugFormat(
2936// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3367// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
@@ -3158,7 +3589,6 @@ namespace OpenSim.Region.Framework.Scenes
3158 public float GetMass() 3589 public float GetMass()
3159 { 3590 {
3160 float retmass = 0f; 3591 float retmass = 0f;
3161
3162 SceneObjectPart[] parts = m_parts.GetArray(); 3592 SceneObjectPart[] parts = m_parts.GetArray();
3163 for (int i = 0; i < parts.Length; i++) 3593 for (int i = 0; i < parts.Length; i++)
3164 retmass += parts[i].GetMass(); 3594 retmass += parts[i].GetMass();
@@ -3252,6 +3682,14 @@ namespace OpenSim.Region.Framework.Scenes
3252 SetFromItemID(uuid); 3682 SetFromItemID(uuid);
3253 } 3683 }
3254 3684
3685 public void ResetOwnerChangeFlag()
3686 {
3687 ForEachPart(delegate(SceneObjectPart part)
3688 {
3689 part.ResetOwnerChangeFlag();
3690 });
3691 }
3692
3255 #endregion 3693 #endregion
3256 } 3694 }
3257} 3695}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index c8b39a4..0e48515 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);
@@ -286,6 +296,7 @@ namespace OpenSim.Region.Framework.Scenes
286 protected Vector3 m_lastAcceleration; 296 protected Vector3 m_lastAcceleration;
287 protected Vector3 m_lastAngularVelocity; 297 protected Vector3 m_lastAngularVelocity;
288 protected int m_lastTerseSent; 298 protected int m_lastTerseSent;
299 protected float m_buoyancy = 0.0f;
289 300
290 /// <summary> 301 /// <summary>
291 /// Stores media texture data 302 /// Stores media texture data
@@ -341,7 +352,7 @@ namespace OpenSim.Region.Framework.Scenes
341 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 352 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
342 Quaternion rotationOffset, Vector3 offsetPosition) : this() 353 Quaternion rotationOffset, Vector3 offsetPosition) : this()
343 { 354 {
344 m_name = "Primitive"; 355 m_name = "Object";
345 356
346 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 357 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
347 LastOwnerID = CreatorID = OwnerID = ownerID; 358 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -381,7 +392,7 @@ namespace OpenSim.Region.Framework.Scenes
381 private uint _ownerMask = (uint)PermissionMask.All; 392 private uint _ownerMask = (uint)PermissionMask.All;
382 private uint _groupMask = (uint)PermissionMask.None; 393 private uint _groupMask = (uint)PermissionMask.None;
383 private uint _everyoneMask = (uint)PermissionMask.None; 394 private uint _everyoneMask = (uint)PermissionMask.None;
384 private uint _nextOwnerMask = (uint)PermissionMask.All; 395 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
385 private PrimFlags _flags = PrimFlags.None; 396 private PrimFlags _flags = PrimFlags.None;
386 private DateTime m_expires; 397 private DateTime m_expires;
387 private DateTime m_rezzed; 398 private DateTime m_rezzed;
@@ -475,12 +486,16 @@ namespace OpenSim.Region.Framework.Scenes
475 } 486 }
476 487
477 /// <value> 488 /// <value>
478 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 489 /// Get the inventory list
479 /// </value> 490 /// </value>
480 public TaskInventoryDictionary TaskInventory 491 public TaskInventoryDictionary TaskInventory
481 { 492 {
482 get { return m_inventory.Items; } 493 get {
483 set { m_inventory.Items = value; } 494 return m_inventory.Items;
495 }
496 set {
497 m_inventory.Items = value;
498 }
484 } 499 }
485 500
486 /// <summary> 501 /// <summary>
@@ -625,14 +640,12 @@ namespace OpenSim.Region.Framework.Scenes
625 set { m_LoopSoundSlavePrims = value; } 640 set { m_LoopSoundSlavePrims = value; }
626 } 641 }
627 642
628
629 public Byte[] TextureAnimation 643 public Byte[] TextureAnimation
630 { 644 {
631 get { return m_TextureAnimation; } 645 get { return m_TextureAnimation; }
632 set { m_TextureAnimation = value; } 646 set { m_TextureAnimation = value; }
633 } 647 }
634 648
635
636 public Byte[] ParticleSystem 649 public Byte[] ParticleSystem
637 { 650 {
638 get { return m_particleSystem; } 651 get { return m_particleSystem; }
@@ -671,7 +684,9 @@ namespace OpenSim.Region.Framework.Scenes
671 PhysicsActor actor = PhysActor; 684 PhysicsActor actor = PhysActor;
672 if (actor != null && ParentID == 0) 685 if (actor != null && ParentID == 0)
673 { 686 {
674 m_groupPosition = actor.Position; 687 if (actor != null)
688 m_groupPosition = actor.Position;
689 return m_groupPosition;
675 } 690 }
676 691
677 if (ParentGroup.IsAttachment) 692 if (ParentGroup.IsAttachment)
@@ -681,12 +696,14 @@ namespace OpenSim.Region.Framework.Scenes
681 return sp.AbsolutePosition; 696 return sp.AbsolutePosition;
682 } 697 }
683 698
699 // use root prim's group position. Physics may have updated it
700 if (ParentGroup.RootPart != this)
701 m_groupPosition = ParentGroup.RootPart.GroupPosition;
684 return m_groupPosition; 702 return m_groupPosition;
685 } 703 }
686 set 704 set
687 { 705 {
688 m_groupPosition = value; 706 m_groupPosition = value;
689
690 PhysicsActor actor = PhysActor; 707 PhysicsActor actor = PhysActor;
691 if (actor != null) 708 if (actor != null)
692 { 709 {
@@ -712,16 +729,6 @@ namespace OpenSim.Region.Framework.Scenes
712 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 729 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
713 } 730 }
714 } 731 }
715
716 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
717 if (SitTargetAvatar != UUID.Zero)
718 {
719 ScenePresence avatar;
720 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
721 {
722 avatar.ParentPosition = GetWorldPosition();
723 }
724 }
725 } 732 }
726 } 733 }
727 734
@@ -730,7 +737,7 @@ namespace OpenSim.Region.Framework.Scenes
730 get { return m_offsetPosition; } 737 get { return m_offsetPosition; }
731 set 738 set
732 { 739 {
733// StoreUndoState(); 740 Vector3 oldpos = m_offsetPosition;
734 m_offsetPosition = value; 741 m_offsetPosition = value;
735 742
736 if (ParentGroup != null && !ParentGroup.IsDeleted) 743 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -745,7 +752,22 @@ namespace OpenSim.Region.Framework.Scenes
745 if (ParentGroup.Scene != null) 752 if (ParentGroup.Scene != null)
746 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 753 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
747 } 754 }
755
756 if (!m_parentGroup.m_dupeInProgress)
757 {
758 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
759 foreach (ScenePresence av in avs)
760 {
761 if (av.ParentID == m_localId)
762 {
763 Vector3 offset = (m_offsetPosition - oldpos);
764 av.AbsolutePosition += offset;
765 av.SendAvatarDataToAllAgents();
766 }
767 }
768 }
748 } 769 }
770 TriggerScriptChangedEvent(Changed.POSITION);
749 } 771 }
750 } 772 }
751 773
@@ -894,7 +916,16 @@ namespace OpenSim.Region.Framework.Scenes
894 /// <summary></summary> 916 /// <summary></summary>
895 public Vector3 Acceleration 917 public Vector3 Acceleration
896 { 918 {
897 get { return m_acceleration; } 919 get
920 {
921 PhysicsActor actor = PhysActor;
922 if (actor != null)
923 {
924 m_acceleration = actor.Acceleration;
925 }
926 return m_acceleration;
927 }
928
898 set { m_acceleration = value; } 929 set { m_acceleration = value; }
899 } 930 }
900 931
@@ -1222,6 +1253,13 @@ namespace OpenSim.Region.Framework.Scenes
1222 _flags = value; 1253 _flags = value;
1223 } 1254 }
1224 } 1255 }
1256
1257 [XmlIgnore]
1258 public bool IsOccupied // KF If an av is sittingon this prim
1259 {
1260 get { return m_occupied; }
1261 set { m_occupied = value; }
1262 }
1225 1263
1226 /// <summary> 1264 /// <summary>
1227 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1265 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1281,6 +1319,19 @@ namespace OpenSim.Region.Framework.Scenes
1281 set { m_collisionSoundVolume = value; } 1319 set { m_collisionSoundVolume = value; }
1282 } 1320 }
1283 1321
1322 public float Buoyancy
1323 {
1324 get { return m_buoyancy; }
1325 set
1326 {
1327 m_buoyancy = value;
1328 if (PhysActor != null)
1329 {
1330 PhysActor.Buoyancy = value;
1331 }
1332 }
1333 }
1334
1284 #endregion Public Properties with only Get 1335 #endregion Public Properties with only Get
1285 1336
1286 private uint ApplyMask(uint val, bool set, uint mask) 1337 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1602,6 +1653,9 @@ namespace OpenSim.Region.Framework.Scenes
1602 1653
1603 // Move afterwards ResetIDs as it clears the localID 1654 // Move afterwards ResetIDs as it clears the localID
1604 dupe.LocalId = localID; 1655 dupe.LocalId = localID;
1656 if(dupe.PhysActor != null)
1657 dupe.PhysActor.LocalID = localID;
1658
1605 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1659 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1606 dupe.LastOwnerID = OwnerID; 1660 dupe.LastOwnerID = OwnerID;
1607 1661
@@ -1963,19 +2017,17 @@ namespace OpenSim.Region.Framework.Scenes
1963 public Vector3 GetWorldPosition() 2017 public Vector3 GetWorldPosition()
1964 { 2018 {
1965 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2019 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
1966
1967 Vector3 axPos = OffsetPosition; 2020 Vector3 axPos = OffsetPosition;
1968
1969 axPos *= parentRot; 2021 axPos *= parentRot;
1970 Vector3 translationOffsetPosition = axPos; 2022 Vector3 translationOffsetPosition = axPos;
1971 2023 if(_parentID == 0)
1972// m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name); 2024 {
1973 2025 return GroupPosition;
1974 Vector3 worldPos = GroupPosition + translationOffsetPosition; 2026 }
1975 2027 else
1976// m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name); 2028 {
1977 2029 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
1978 return worldPos; 2030 }
1979 } 2031 }
1980 2032
1981 /// <summary> 2033 /// <summary>
@@ -2613,17 +2665,18 @@ namespace OpenSim.Region.Framework.Scenes
2613 //Trys to fetch sound id from prim's inventory. 2665 //Trys to fetch sound id from prim's inventory.
2614 //Prim's inventory doesn't support non script items yet 2666 //Prim's inventory doesn't support non script items yet
2615 2667
2616 lock (TaskInventory) 2668 TaskInventory.LockItemsForRead(true);
2669
2670 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2617 { 2671 {
2618 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2672 if (item.Value.Name == sound)
2619 { 2673 {
2620 if (item.Value.Name == sound) 2674 soundID = item.Value.ItemID;
2621 { 2675 break;
2622 soundID = item.Value.ItemID;
2623 break;
2624 }
2625 } 2676 }
2626 } 2677 }
2678
2679 TaskInventory.LockItemsForRead(false);
2627 } 2680 }
2628 2681
2629 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2682 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2706,7 +2759,7 @@ namespace OpenSim.Region.Framework.Scenes
2706 2759
2707 public void RotLookAt(Quaternion target, float strength, float damping) 2760 public void RotLookAt(Quaternion target, float strength, float damping)
2708 { 2761 {
2709 rotLookAt(target, strength, damping); 2762 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2710 } 2763 }
2711 2764
2712 public void rotLookAt(Quaternion target, float strength, float damping) 2765 public void rotLookAt(Quaternion target, float strength, float damping)
@@ -2942,8 +2995,8 @@ namespace OpenSim.Region.Framework.Scenes
2942 { 2995 {
2943 const float ROTATION_TOLERANCE = 0.01f; 2996 const float ROTATION_TOLERANCE = 0.01f;
2944 const float VELOCITY_TOLERANCE = 0.001f; 2997 const float VELOCITY_TOLERANCE = 0.001f;
2945 const float POSITION_TOLERANCE = 0.05f; 2998 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2946 const int TIME_MS_TOLERANCE = 3000; 2999 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2947 3000
2948 switch (UpdateFlag) 3001 switch (UpdateFlag)
2949 { 3002 {
@@ -3007,17 +3060,16 @@ namespace OpenSim.Region.Framework.Scenes
3007 if (!UUID.TryParse(sound, out soundID)) 3060 if (!UUID.TryParse(sound, out soundID))
3008 { 3061 {
3009 // search sound file from inventory 3062 // search sound file from inventory
3010 lock (TaskInventory) 3063 TaskInventory.LockItemsForRead(true);
3064 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3011 { 3065 {
3012 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3066 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3013 { 3067 {
3014 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3068 soundID = item.Value.ItemID;
3015 { 3069 break;
3016 soundID = item.Value.ItemID;
3017 break;
3018 }
3019 } 3070 }
3020 } 3071 }
3072 TaskInventory.LockItemsForRead(false);
3021 } 3073 }
3022 3074
3023 if (soundID == UUID.Zero) 3075 if (soundID == UUID.Zero)
@@ -3486,10 +3538,10 @@ namespace OpenSim.Region.Framework.Scenes
3486 // TODO: May need to fix for group comparison 3538 // TODO: May need to fix for group comparison
3487 if (last.Compare(this)) 3539 if (last.Compare(this))
3488 { 3540 {
3489 // m_log.DebugFormat( 3541 // m_log.DebugFormat(
3490 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", 3542 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3491 // Name, LocalId, m_undo.Count); 3543 // Name, LocalId, m_undo.Count);
3492 3544
3493 return; 3545 return;
3494 } 3546 }
3495 } 3547 }
@@ -3502,29 +3554,29 @@ namespace OpenSim.Region.Framework.Scenes
3502 if (ParentGroup.GetSceneMaxUndo() > 0) 3554 if (ParentGroup.GetSceneMaxUndo() > 0)
3503 { 3555 {
3504 UndoState nUndo = new UndoState(this, forGroup); 3556 UndoState nUndo = new UndoState(this, forGroup);
3505 3557
3506 m_undo.Push(nUndo); 3558 m_undo.Push(nUndo);
3507 3559
3508 if (m_redo.Count > 0) 3560 if (m_redo.Count > 0)
3509 m_redo.Clear(); 3561 m_redo.Clear();
3510 3562
3511 // m_log.DebugFormat( 3563 // m_log.DebugFormat(
3512 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3564 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3513 // Name, LocalId, forGroup, m_undo.Count); 3565 // Name, LocalId, forGroup, m_undo.Count);
3514 } 3566 }
3515 } 3567 }
3516 } 3568 }
3517 } 3569 }
3518// else 3570 // else
3519// { 3571 // {
3520// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); 3572 // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3521// } 3573 // }
3522 } 3574 }
3523// else 3575 // else
3524// { 3576 // {
3525// m_log.DebugFormat( 3577 // m_log.DebugFormat(
3526// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); 3578 // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3527// } 3579 // }
3528 } 3580 }
3529 3581
3530 /// <summary> 3582 /// <summary>
@@ -4255,6 +4307,9 @@ namespace OpenSim.Region.Framework.Scenes
4255 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); 4307 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
4256 bool wasVD = VolumeDetectActive; 4308 bool wasVD = VolumeDetectActive;
4257 4309
4310// m_log.DebugFormat("[SOP]: Old states: phys: {0} temp: {1} phan: {2} vd: {3}", wasUsingPhysics, wasTemporary, wasPhantom, wasVD);
4311// m_log.DebugFormat("[SOP]: New states: phys: {0} temp: {1} phan: {2} vd: {3}", UsePhysics, SetTemporary, SetPhantom, SetVD);
4312
4258 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4313 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4259 return; 4314 return;
4260 4315
@@ -4284,6 +4339,11 @@ namespace OpenSim.Region.Framework.Scenes
4284 SetPhantom = false; 4339 SetPhantom = false;
4285 } 4340 }
4286 } 4341 }
4342 else if (wasVD)
4343 {
4344 // Correspondingly, if VD is turned off, also turn off phantom
4345 SetPhantom = false;
4346 }
4287 4347
4288 if (UsePhysics && IsJoint()) 4348 if (UsePhysics && IsJoint())
4289 { 4349 {
@@ -4778,5 +4838,17 @@ namespace OpenSim.Region.Framework.Scenes
4778 Color color = Color; 4838 Color color = Color;
4779 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4839 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4780 } 4840 }
4841
4842 public void ResetOwnerChangeFlag()
4843 {
4844 List<UUID> inv = Inventory.GetInventoryList();
4845
4846 foreach (UUID itemID in inv)
4847 {
4848 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4849 item.OwnerChanged = false;
4850 Inventory.UpdateInventoryItem(item, false, false);
4851 }
4852 }
4781 } 4853 }
4782} 4854}
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 5b9438b..3c97852 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -152,6 +152,7 @@ namespace OpenSim.Region.Framework.Scenes
152// private int m_lastColCount = -1; //KF: Look for Collision chnages 152// private int m_lastColCount = -1; //KF: Look for Collision chnages
153// private int m_updateCount = 0; //KF: Update Anims for a while 153// private int m_updateCount = 0; //KF: Update Anims for a while
154// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 154// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
155 private List<uint> m_lastColliders = new List<uint>();
155 156
156 private TeleportFlags m_teleportFlags; 157 private TeleportFlags m_teleportFlags;
157 public TeleportFlags TeleportFlags 158 public TeleportFlags TeleportFlags
@@ -546,8 +547,12 @@ namespace OpenSim.Region.Framework.Scenes
546 } 547 }
547 } 548 }
548 549
549 m_pos = value; 550 // Don't update while sitting
550 ParentPosition = Vector3.Zero; 551 if (ParentID == 0)
552 {
553 m_pos = value;
554 ParentPosition = Vector3.Zero;
555 }
551 556
552// m_log.DebugFormat( 557// m_log.DebugFormat(
553// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}", 558// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}",
@@ -562,6 +567,13 @@ namespace OpenSim.Region.Framework.Scenes
562 public Vector3 OffsetPosition 567 public Vector3 OffsetPosition
563 { 568 {
564 get { return m_pos; } 569 get { return m_pos; }
570 set
571 {
572 // There is no offset position when not seated
573 if (ParentID == 0)
574 return;
575 m_pos = value;
576 }
565 } 577 }
566 578
567 /// <summary> 579 /// <summary>
@@ -901,6 +913,8 @@ namespace OpenSim.Region.Framework.Scenes
901 pos.Y = crossedBorder.BorderLine.Z - 1; 913 pos.Y = crossedBorder.BorderLine.Z - 1;
902 } 914 }
903 915
916 CheckAndAdjustLandingPoint(ref pos);
917
904 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 918 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
905 { 919 {
906 m_log.WarnFormat( 920 m_log.WarnFormat(
@@ -1067,6 +1081,7 @@ namespace OpenSim.Region.Framework.Scenes
1067 1081
1068 RemoveFromPhysicalScene(); 1082 RemoveFromPhysicalScene();
1069 Velocity = Vector3.Zero; 1083 Velocity = Vector3.Zero;
1084 CheckLandingPoint(ref pos);
1070 AbsolutePosition = pos; 1085 AbsolutePosition = pos;
1071 AddToPhysicalScene(isFlying); 1086 AddToPhysicalScene(isFlying);
1072 1087
@@ -1080,6 +1095,7 @@ namespace OpenSim.Region.Framework.Scenes
1080 isFlying = PhysicsActor.Flying; 1095 isFlying = PhysicsActor.Flying;
1081 1096
1082 RemoveFromPhysicalScene(); 1097 RemoveFromPhysicalScene();
1098 CheckLandingPoint(ref pos);
1083 AbsolutePosition = pos; 1099 AbsolutePosition = pos;
1084 AddToPhysicalScene(isFlying); 1100 AddToPhysicalScene(isFlying);
1085 1101
@@ -1847,6 +1863,7 @@ namespace OpenSim.Region.Framework.Scenes
1847 if (part.SitTargetAvatar == UUID) 1863 if (part.SitTargetAvatar == UUID)
1848 part.SitTargetAvatar = UUID.Zero; 1864 part.SitTargetAvatar = UUID.Zero;
1849 1865
1866 part.ParentGroup.DeleteAvatar(UUID);
1850 ParentPosition = part.GetWorldPosition(); 1867 ParentPosition = part.GetWorldPosition();
1851 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1868 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1852 } 1869 }
@@ -2270,11 +2287,13 @@ namespace OpenSim.Region.Framework.Scenes
2270 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2287 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT;
2271 Rotation = sitTargetOrient; 2288 Rotation = sitTargetOrient;
2272 ParentPosition = part.AbsolutePosition; 2289 ParentPosition = part.AbsolutePosition;
2290 part.ParentGroup.AddAvatar(UUID);
2273 } 2291 }
2274 else 2292 else
2275 { 2293 {
2276 m_pos -= part.AbsolutePosition; 2294 m_pos -= part.AbsolutePosition;
2277 ParentPosition = part.AbsolutePosition; 2295 ParentPosition = part.AbsolutePosition;
2296 part.ParentGroup.AddAvatar(UUID);
2278 2297
2279// m_log.DebugFormat( 2298// m_log.DebugFormat(
2280// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2299// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2746,6 +2765,9 @@ namespace OpenSim.Region.Framework.Scenes
2746 if (IsChildAgent) 2765 if (IsChildAgent)
2747 return; 2766 return;
2748 2767
2768 if (ParentID != 0)
2769 return;
2770
2749 Vector3 pos2 = AbsolutePosition; 2771 Vector3 pos2 = AbsolutePosition;
2750 Vector3 vel = Velocity; 2772 Vector3 vel = Velocity;
2751 int neighbor = 0; 2773 int neighbor = 0;
@@ -3349,6 +3371,8 @@ namespace OpenSim.Region.Framework.Scenes
3349 } 3371 }
3350 } 3372 }
3351 3373
3374 RaiseCollisionScriptEvents(coldata);
3375
3352 if (Invulnerable) 3376 if (Invulnerable)
3353 return; 3377 return;
3354 3378
@@ -3785,5 +3809,204 @@ namespace OpenSim.Region.Framework.Scenes
3785 m_reprioritization_called = false; 3809 m_reprioritization_called = false;
3786 } 3810 }
3787 } 3811 }
3812
3813 private void CheckLandingPoint(ref Vector3 pos)
3814 {
3815 // Never constrain lures
3816 if ((TeleportFlags & TeleportFlags.ViaLure) != 0)
3817 return;
3818
3819 if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport)
3820 return;
3821
3822 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
3823
3824 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
3825 land.LandData.UserLocation != Vector3.Zero &&
3826 land.LandData.OwnerID != m_uuid &&
3827 (!m_scene.Permissions.IsGod(m_uuid)) &&
3828 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid)))
3829 {
3830 float curr = Vector3.Distance(AbsolutePosition, pos);
3831 if (Vector3.Distance(land.LandData.UserLocation, pos) < curr)
3832 pos = land.LandData.UserLocation;
3833 else
3834 ControllingClient.SendAlertMessage("Can't teleport closer to destination");
3835 }
3836 }
3837
3838 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3839 {
3840 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
3841 if (land != null)
3842 {
3843 // If we come in via login, landmark or map, we want to
3844 // honor landing points. If we come in via Lure, we want
3845 // to ignore them.
3846 if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) ||
3847 (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 ||
3848 (m_teleportFlags & TeleportFlags.ViaLocation) != 0)
3849 {
3850 // Don't restrict gods, estate managers, or land owners to
3851 // the TP point. This behaviour mimics agni.
3852 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
3853 land.LandData.UserLocation != Vector3.Zero &&
3854 GodLevel < 200 &&
3855 ((land.LandData.OwnerID != m_uuid &&
3856 (!m_scene.Permissions.IsGod(m_uuid)) &&
3857 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0))
3858 {
3859 pos = land.LandData.UserLocation;
3860 }
3861 }
3862
3863 land.SendLandUpdateToClient(ControllingClient);
3864 }
3865 }
3866
3867 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
3868 {
3869 List<uint> thisHitColliders = new List<uint>();
3870 List<uint> endedColliders = new List<uint>();
3871 List<uint> startedColliders = new List<uint>();
3872
3873 foreach (uint localid in coldata.Keys)
3874 {
3875 thisHitColliders.Add(localid);
3876 if (!m_lastColliders.Contains(localid))
3877 {
3878 startedColliders.Add(localid);
3879 }
3880 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3881 }
3882
3883 // calculate things that ended colliding
3884 foreach (uint localID in m_lastColliders)
3885 {
3886 if (!thisHitColliders.Contains(localID))
3887 {
3888 endedColliders.Add(localID);
3889 }
3890 }
3891 //add the items that started colliding this time to the last colliders list.
3892 foreach (uint localID in startedColliders)
3893 {
3894 m_lastColliders.Add(localID);
3895 }
3896 // remove things that ended colliding from the last colliders list
3897 foreach (uint localID in endedColliders)
3898 {
3899 m_lastColliders.Remove(localID);
3900 }
3901
3902 // do event notification
3903 if (startedColliders.Count > 0)
3904 {
3905 ColliderArgs StartCollidingMessage = new ColliderArgs();
3906 List<DetectedObject> colliding = new List<DetectedObject>();
3907 foreach (uint localId in startedColliders)
3908 {
3909 if (localId == 0)
3910 continue;
3911
3912 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3913 string data = "";
3914 if (obj != null)
3915 {
3916 DetectedObject detobj = new DetectedObject();
3917 detobj.keyUUID = obj.UUID;
3918 detobj.nameStr = obj.Name;
3919 detobj.ownerUUID = obj.OwnerID;
3920 detobj.posVector = obj.AbsolutePosition;
3921 detobj.rotQuat = obj.GetWorldRotation();
3922 detobj.velVector = obj.Velocity;
3923 detobj.colliderType = 0;
3924 detobj.groupUUID = obj.GroupID;
3925 colliding.Add(detobj);
3926 }
3927 }
3928
3929 if (colliding.Count > 0)
3930 {
3931 StartCollidingMessage.Colliders = colliding;
3932
3933 foreach (SceneObjectGroup att in GetAttachments())
3934 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3935 }
3936 }
3937
3938 if (endedColliders.Count > 0)
3939 {
3940 ColliderArgs EndCollidingMessage = new ColliderArgs();
3941 List<DetectedObject> colliding = new List<DetectedObject>();
3942 foreach (uint localId in endedColliders)
3943 {
3944 if (localId == 0)
3945 continue;
3946
3947 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3948 string data = "";
3949 if (obj != null)
3950 {
3951 DetectedObject detobj = new DetectedObject();
3952 detobj.keyUUID = obj.UUID;
3953 detobj.nameStr = obj.Name;
3954 detobj.ownerUUID = obj.OwnerID;
3955 detobj.posVector = obj.AbsolutePosition;
3956 detobj.rotQuat = obj.GetWorldRotation();
3957 detobj.velVector = obj.Velocity;
3958 detobj.colliderType = 0;
3959 detobj.groupUUID = obj.GroupID;
3960 colliding.Add(detobj);
3961 }
3962 }
3963
3964 if (colliding.Count > 0)
3965 {
3966 EndCollidingMessage.Colliders = colliding;
3967
3968 foreach (SceneObjectGroup att in GetAttachments())
3969 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3970 }
3971 }
3972
3973 if (thisHitColliders.Count > 0)
3974 {
3975 ColliderArgs CollidingMessage = new ColliderArgs();
3976 List<DetectedObject> colliding = new List<DetectedObject>();
3977 foreach (uint localId in thisHitColliders)
3978 {
3979 if (localId == 0)
3980 continue;
3981
3982 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3983 string data = "";
3984 if (obj != null)
3985 {
3986 DetectedObject detobj = new DetectedObject();
3987 detobj.keyUUID = obj.UUID;
3988 detobj.nameStr = obj.Name;
3989 detobj.ownerUUID = obj.OwnerID;
3990 detobj.posVector = obj.AbsolutePosition;
3991 detobj.rotQuat = obj.GetWorldRotation();
3992 detobj.velVector = obj.Velocity;
3993 detobj.colliderType = 0;
3994 detobj.groupUUID = obj.GroupID;
3995 colliding.Add(detobj);
3996 }
3997 }
3998
3999 if (colliding.Count > 0)
4000 {
4001 CollidingMessage.Colliders = colliding;
4002
4003 lock (m_attachments)
4004 {
4005 foreach (SceneObjectGroup att in m_attachments)
4006 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4007 }
4008 }
4009 }
4010 }
3788 } 4011 }
3789} 4012}
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;