aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs23
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityManager.cs79
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs39
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs557
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs380
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs514
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs11
10 files changed, 1176 insertions, 554 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index c314596..e98f0e7 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,8 +53,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59 private int m_animTickJump;
60 60
@@ -123,17 +123,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 123 /// </summary>
124 public void TrySetMovementAnimation(string anim) 124 public void TrySetMovementAnimation(string anim)
125 { 125 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim); 126//Console.WriteLine("Updating movement animation to {0}", anim);
127 127
128 if (!m_scenePresence.IsChildAgent) 128 if (!m_scenePresence.IsChildAgent)
129 { 129 {
130 if (m_animations.TrySetDefaultAnimation( 130 if (m_animations.TrySetDefaultAnimation(
131 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID)) 131 anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
132 { 132 {
133//Console.WriteLine("TSMA {0} success.", anim);
133 // 16384 is CHANGED_ANIMATION 134 // 16384 is CHANGED_ANIMATION
134 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 }); 135 m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { 16384 });
135 SendAnimPack(); 136 SendAnimPack();
136 } 137 }
138 else
139 {
140//Console.WriteLine("TSMA {0} fail.", anim);
141 }
137 } 142 }
138 } 143 }
139 144
@@ -156,10 +161,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
156 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 161 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
157 162
158 // Check control flags 163 // Check control flags
159 bool heldForward = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; 164 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
160 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 165 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
161 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 166 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
162 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; 167 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
163 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 168 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
164 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 169 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
165 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 170 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -312,7 +317,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
312 public void UpdateMovementAnimations() 317 public void UpdateMovementAnimations()
313 { 318 {
314 m_movementAnimation = GetMovementAnimation(); 319 m_movementAnimation = GetMovementAnimation();
315 320//Console.WriteLine("UMA got {0}", m_movementAnimation);
316 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) 321 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
317 { 322 {
318 // This was the previous behavior before PREJUMP 323 // This was the previous behavior before PREJUMP
@@ -450,4 +455,4 @@ namespace OpenSim.Region.Framework.Scenes.Animation
450 m_scenePresence = null; 455 m_scenePresence = null;
451 } 456 }
452 } 457 }
453} \ No newline at end of file 458}
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index 099fcce..c246e32 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>(); 40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>();
41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>(); 41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>();
42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>(); 42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>();
43 private readonly Object m_lock = new Object(); 43 private System.Threading.ReaderWriterLockSlim m_lock = new System.Threading.ReaderWriterLockSlim();
44 44
45 [Obsolete("Use Add() instead.")] 45 [Obsolete("Use Add() instead.")]
46 public void Add(UUID id, EntityBase eb) 46 public void Add(UUID id, EntityBase eb)
@@ -50,7 +50,8 @@ namespace OpenSim.Region.Framework.Scenes
50 50
51 public void Add(EntityBase entity) 51 public void Add(EntityBase entity)
52 { 52 {
53 lock (m_lock) 53 m_lock.EnterWriteLock();
54 try
54 { 55 {
55 try 56 try
56 { 57 {
@@ -62,11 +63,16 @@ namespace OpenSim.Region.Framework.Scenes
62 m_log.ErrorFormat("Add Entity failed: {0}", e.Message); 63 m_log.ErrorFormat("Add Entity failed: {0}", e.Message);
63 } 64 }
64 } 65 }
66 finally
67 {
68 m_lock.ExitWriteLock();
69 }
65 } 70 }
66 71
67 public void InsertOrReplace(EntityBase entity) 72 public void InsertOrReplace(EntityBase entity)
68 { 73 {
69 lock (m_lock) 74 m_lock.EnterWriteLock();
75 try
70 { 76 {
71 try 77 try
72 { 78 {
@@ -78,15 +84,24 @@ namespace OpenSim.Region.Framework.Scenes
78 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message); 84 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message);
79 } 85 }
80 } 86 }
87 finally
88 {
89 m_lock.ExitWriteLock();
90 }
81 } 91 }
82 92
83 public void Clear() 93 public void Clear()
84 { 94 {
85 lock (m_lock) 95 m_lock.EnterWriteLock();
96 try
86 { 97 {
87 m_eb_uuid.Clear(); 98 m_eb_uuid.Clear();
88 m_eb_localID.Clear(); 99 m_eb_localID.Clear();
89 } 100 }
101 finally
102 {
103 m_lock.ExitWriteLock();
104 }
90 } 105 }
91 106
92 public int Count 107 public int Count
@@ -123,7 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
123 138
124 public bool Remove(uint localID) 139 public bool Remove(uint localID)
125 { 140 {
126 lock (m_lock) 141 m_lock.EnterWriteLock();
142 try
127 { 143 {
128 try 144 try
129 { 145 {
@@ -141,11 +157,16 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 157 return false;
142 } 158 }
143 } 159 }
160 finally
161 {
162 m_lock.ExitWriteLock();
163 }
144 } 164 }
145 165
146 public bool Remove(UUID id) 166 public bool Remove(UUID id)
147 { 167 {
148 lock (m_lock) 168 m_lock.EnterWriteLock();
169 try
149 { 170 {
150 try 171 try
151 { 172 {
@@ -163,13 +184,18 @@ namespace OpenSim.Region.Framework.Scenes
163 return false; 184 return false;
164 } 185 }
165 } 186 }
187 finally
188 {
189 m_lock.ExitWriteLock();
190 }
166 } 191 }
167 192
168 public List<EntityBase> GetAllByType<T>() 193 public List<EntityBase> GetAllByType<T>()
169 { 194 {
170 List<EntityBase> tmp = new List<EntityBase>(); 195 List<EntityBase> tmp = new List<EntityBase>();
171 196
172 lock (m_lock) 197 m_lock.EnterReadLock();
198 try
173 { 199 {
174 try 200 try
175 { 201 {
@@ -187,23 +213,33 @@ namespace OpenSim.Region.Framework.Scenes
187 tmp = null; 213 tmp = null;
188 } 214 }
189 } 215 }
216 finally
217 {
218 m_lock.ExitReadLock();
219 }
190 220
191 return tmp; 221 return tmp;
192 } 222 }
193 223
194 public List<EntityBase> GetEntities() 224 public List<EntityBase> GetEntities()
195 { 225 {
196 lock (m_lock) 226 m_lock.EnterReadLock();
227 try
197 { 228 {
198 return new List<EntityBase>(m_eb_uuid.Values); 229 return new List<EntityBase>(m_eb_uuid.Values);
199 } 230 }
231 finally
232 {
233 m_lock.ExitReadLock();
234 }
200 } 235 }
201 236
202 public EntityBase this[UUID id] 237 public EntityBase this[UUID id]
203 { 238 {
204 get 239 get
205 { 240 {
206 lock (m_lock) 241 m_lock.EnterReadLock();
242 try
207 { 243 {
208 EntityBase entity; 244 EntityBase entity;
209 if (m_eb_uuid.TryGetValue(id, out entity)) 245 if (m_eb_uuid.TryGetValue(id, out entity))
@@ -211,6 +247,10 @@ namespace OpenSim.Region.Framework.Scenes
211 else 247 else
212 return null; 248 return null;
213 } 249 }
250 finally
251 {
252 m_lock.ExitReadLock();
253 }
214 } 254 }
215 set 255 set
216 { 256 {
@@ -222,7 +262,8 @@ namespace OpenSim.Region.Framework.Scenes
222 { 262 {
223 get 263 get
224 { 264 {
225 lock (m_lock) 265 m_lock.EnterReadLock();
266 try
226 { 267 {
227 EntityBase entity; 268 EntityBase entity;
228 if (m_eb_localID.TryGetValue(localID, out entity)) 269 if (m_eb_localID.TryGetValue(localID, out entity))
@@ -230,6 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
230 else 271 else
231 return null; 272 return null;
232 } 273 }
274 finally
275 {
276 m_lock.ExitReadLock();
277 }
233 } 278 }
234 set 279 set
235 { 280 {
@@ -239,18 +284,28 @@ namespace OpenSim.Region.Framework.Scenes
239 284
240 public bool TryGetValue(UUID key, out EntityBase obj) 285 public bool TryGetValue(UUID key, out EntityBase obj)
241 { 286 {
242 lock (m_lock) 287 m_lock.EnterReadLock();
288 try
243 { 289 {
244 return m_eb_uuid.TryGetValue(key, out obj); 290 return m_eb_uuid.TryGetValue(key, out obj);
245 } 291 }
292 finally
293 {
294 m_lock.ExitReadLock();
295 }
246 } 296 }
247 297
248 public bool TryGetValue(uint key, out EntityBase obj) 298 public bool TryGetValue(uint key, out EntityBase obj)
249 { 299 {
250 lock (m_lock) 300 m_lock.EnterReadLock();
301 try
251 { 302 {
252 return m_eb_localID.TryGetValue(key, out obj); 303 return m_eb_localID.TryGetValue(key, out obj);
253 } 304 }
305 finally
306 {
307 m_lock.ExitReadLock();
308 }
254 } 309 }
255 310
256 /// <summary> 311 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 753344d..68e73b1 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -193,7 +193,11 @@ namespace OpenSim.Region.Framework.Scenes
193 public event OnMakeChildAgentDelegate OnMakeChildAgent; 193 public event OnMakeChildAgentDelegate OnMakeChildAgent;
194 194
195 public delegate void OnMakeRootAgentDelegate(ScenePresence presence); 195 public delegate void OnMakeRootAgentDelegate(ScenePresence presence);
196 public delegate void OnSaveNewWindlightProfileDelegate();
197 public delegate void OnSendNewWindlightProfileTargetedDelegate(RegionMeta7WindlightData wl, UUID user);
196 public event OnMakeRootAgentDelegate OnMakeRootAgent; 198 public event OnMakeRootAgentDelegate OnMakeRootAgent;
199 public event OnSendNewWindlightProfileTargetedDelegate OnSendNewWindlightProfileTargeted;
200 public event OnSaveNewWindlightProfileDelegate OnSaveNewWindlightProfile;
197 201
198 public delegate void NewInventoryItemUploadComplete(UUID avatarID, UUID assetID, string name, int userlevel); 202 public delegate void NewInventoryItemUploadComplete(UUID avatarID, UUID assetID, string name, int userlevel);
199 203
@@ -411,6 +415,8 @@ namespace OpenSim.Region.Framework.Scenes
411 private IncomingInstantMessage handlerUnhandledInstantMessage = null; //OnUnhandledInstantMessage; 415 private IncomingInstantMessage handlerUnhandledInstantMessage = null; //OnUnhandledInstantMessage;
412 private ClientClosed handlerClientClosed = null; //OnClientClosed; 416 private ClientClosed handlerClientClosed = null; //OnClientClosed;
413 private OnMakeChildAgentDelegate handlerMakeChildAgent = null; //OnMakeChildAgent; 417 private OnMakeChildAgentDelegate handlerMakeChildAgent = null; //OnMakeChildAgent;
418 private OnSaveNewWindlightProfileDelegate handlerSaveNewWindlightProfile = null; //OnSaveNewWindlightProfile;
419 private OnSendNewWindlightProfileTargetedDelegate handlerSendNewWindlightProfileTargeted = null; //OnSendNewWindlightProfileTargeted;
414 private OnMakeRootAgentDelegate handlerMakeRootAgent = null; //OnMakeRootAgent; 420 private OnMakeRootAgentDelegate handlerMakeRootAgent = null; //OnMakeRootAgent;
415 private OnTerrainTickDelegate handlerTerrainTick = null; // OnTerainTick; 421 private OnTerrainTickDelegate handlerTerrainTick = null; // OnTerainTick;
416 private RegisterCapsEvent handlerRegisterCaps = null; // OnRegisterCaps; 422 private RegisterCapsEvent handlerRegisterCaps = null; // OnRegisterCaps;
@@ -772,6 +778,24 @@ namespace OpenSim.Region.Framework.Scenes
772 } 778 }
773 } 779 }
774 780
781 public void TriggerOnSendNewWindlightProfileTargeted(RegionMeta7WindlightData wl, UUID user)
782 {
783 handlerSendNewWindlightProfileTargeted = OnSendNewWindlightProfileTargeted;
784 if (handlerSendNewWindlightProfileTargeted != null)
785 {
786 handlerSendNewWindlightProfileTargeted(wl, user);
787 }
788 }
789
790 public void TriggerOnSaveNewWindlightProfile()
791 {
792 handlerSaveNewWindlightProfile = OnSaveNewWindlightProfile;
793 if (handlerSaveNewWindlightProfile != null)
794 {
795 handlerSaveNewWindlightProfile();
796 }
797 }
798
775 public void TriggerOnMakeRootAgent(ScenePresence presence) 799 public void TriggerOnMakeRootAgent(ScenePresence presence)
776 { 800 {
777 handlerMakeRootAgent = OnMakeRootAgent; 801 handlerMakeRootAgent = OnMakeRootAgent;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 0b0c205..7ca779a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -840,8 +840,12 @@ namespace OpenSim.Region.Framework.Scenes
840 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 840 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
841 { 841 {
842 SceneObjectPart part = GetSceneObjectPart(localID); 842 SceneObjectPart part = GetSceneObjectPart(localID);
843 SceneObjectGroup group = part.ParentGroup; 843 SceneObjectGroup group = null;
844 if (group != null) 844 if (part != null)
845 {
846 group = part.ParentGroup;
847 }
848 if (part != null && group != null)
845 { 849 {
846 TaskInventoryItem item = group.GetInventoryItem(localID, itemID); 850 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
847 if (item == null) 851 if (item == null)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index f79eb5d..265129c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -539,6 +539,8 @@ namespace OpenSim.Region.Framework.Scenes
539 539
540 // Load region settings 540 // Load region settings
541 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 541 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
542 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
543
542 if (m_storageManager.EstateDataStore != null) 544 if (m_storageManager.EstateDataStore != null)
543 { 545 {
544 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID); 546 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID);
@@ -886,6 +888,15 @@ namespace OpenSim.Region.Framework.Scenes
886 /// <param name="seconds">float indicating duration before restart.</param> 888 /// <param name="seconds">float indicating duration before restart.</param>
887 public virtual void Restart(float seconds) 889 public virtual void Restart(float seconds)
888 { 890 {
891 Restart(seconds, true);
892 }
893
894 /// <summary>
895 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
896 /// </summary>
897 /// <param name="seconds">float indicating duration before restart.</param>
898 public virtual void Restart(float seconds, bool showDialog)
899 {
889 // notifications are done in 15 second increments 900 // notifications are done in 15 second increments
890 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 901 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
891 // It's a 'Cancel restart' request. 902 // It's a 'Cancel restart' request.
@@ -906,8 +917,11 @@ namespace OpenSim.Region.Framework.Scenes
906 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 917 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
907 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 918 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
908 m_restartTimer.Start(); 919 m_restartTimer.Start();
909 m_dialogModule.SendNotificationToUsersInRegion( 920 if (showDialog)
921 {
922 m_dialogModule.SendNotificationToUsersInRegion(
910 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 923 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
924 }
911 } 925 }
912 } 926 }
913 927
@@ -1189,16 +1203,16 @@ namespace OpenSim.Region.Framework.Scenes
1189 // Check if any objects have reached their targets 1203 // Check if any objects have reached their targets
1190 CheckAtTargets(); 1204 CheckAtTargets();
1191 1205
1192 // Update SceneObjectGroups that have scheduled themselves for updates
1193 // Objects queue their updates onto all scene presences
1194 if (m_frame % m_update_objects == 0)
1195 m_sceneGraph.UpdateObjectGroups();
1196
1197 // Run through all ScenePresences looking for updates 1206 // Run through all ScenePresences looking for updates
1198 // Presence updates and queued object updates for each presence are sent to clients 1207 // Presence updates and queued object updates for each presence are sent to clients
1199 if (m_frame % m_update_presences == 0) 1208 if (m_frame % m_update_presences == 0)
1200 m_sceneGraph.UpdatePresences(); 1209 m_sceneGraph.UpdatePresences();
1201 1210
1211 // Update SceneObjectGroups that have scheduled themselves for updates
1212 // Objects queue their updates onto all scene presences
1213 if (m_frame % m_update_objects == 0)
1214 m_sceneGraph.UpdateObjectGroups();
1215
1202 int tmpPhysicsMS2 = Util.EnvironmentTickCount(); 1216 int tmpPhysicsMS2 = Util.EnvironmentTickCount();
1203 if ((m_frame % m_update_physics == 0) && m_physics_enabled) 1217 if ((m_frame % m_update_physics == 0) && m_physics_enabled)
1204 m_sceneGraph.UpdatePreparePhysics(); 1218 m_sceneGraph.UpdatePreparePhysics();
@@ -1505,6 +1519,19 @@ namespace OpenSim.Region.Framework.Scenes
1505 public void SaveTerrain() 1519 public void SaveTerrain()
1506 { 1520 {
1507 m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID); 1521 m_storageManager.DataStore.StoreTerrain(Heightmap.GetDoubles(), RegionInfo.RegionID);
1522 }
1523
1524 public void StoreWindlightProfile(RegionMeta7WindlightData wl)
1525 {
1526 m_regInfo.WindlightSettings = wl;
1527 m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
1528 m_eventManager.TriggerOnSaveNewWindlightProfile();
1529 }
1530
1531 public void LoadWindlightProfile()
1532 {
1533 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(RegionInfo.RegionID);
1534 m_eventManager.TriggerOnSaveNewWindlightProfile();
1508 } 1535 }
1509 1536
1510 /// <summary> 1537 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index cb87212..eacd219 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -98,6 +98,72 @@ namespace OpenSim.Region.Framework.Scenes
98 private bool m_hasGroupChanged = false; 98 private bool m_hasGroupChanged = false;
99 private long timeFirstChanged; 99 private long timeFirstChanged;
100 private long timeLastChanged; 100 private long timeLastChanged;
101 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
102
103 public void lockPartsForRead(bool locked)
104 {
105 if (locked)
106 {
107 if (m_partsLock.RecursiveReadCount > 0)
108 {
109 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
110 m_partsLock.ExitReadLock();
111 }
112 if (m_partsLock.RecursiveWriteCount > 0)
113 {
114 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed.");
115 m_partsLock.ExitWriteLock();
116 }
117
118 while (!m_partsLock.TryEnterReadLock(60000))
119 {
120 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
121 if (m_partsLock.IsWriteLockHeld)
122 {
123 m_partsLock = new System.Threading.ReaderWriterLockSlim();
124 }
125 }
126 }
127 else
128 {
129 if (m_partsLock.RecursiveReadCount > 0)
130 {
131 m_partsLock.ExitReadLock();
132 }
133 }
134 }
135 public void lockPartsForWrite(bool locked)
136 {
137 if (locked)
138 {
139 if (m_partsLock.RecursiveReadCount > 0)
140 {
141 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
142 m_partsLock.ExitReadLock();
143 }
144 if (m_partsLock.RecursiveWriteCount > 0)
145 {
146 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
147 m_partsLock.ExitWriteLock();
148 }
149
150 while (!m_partsLock.TryEnterWriteLock(60000))
151 {
152 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
153 if (m_partsLock.IsWriteLockHeld)
154 {
155 m_partsLock = new System.Threading.ReaderWriterLockSlim();
156 }
157 }
158 }
159 else
160 {
161 if (m_partsLock.RecursiveWriteCount > 0)
162 {
163 m_partsLock.ExitWriteLock();
164 }
165 }
166 }
101 167
102 public bool HasGroupChanged 168 public bool HasGroupChanged
103 { 169 {
@@ -243,13 +309,16 @@ namespace OpenSim.Region.Framework.Scenes
243 set 309 set
244 { 310 {
245 m_regionHandle = value; 311 m_regionHandle = value;
246 lock (m_parts) 312 lockPartsForRead(true);
247 { 313 {
248 foreach (SceneObjectPart part in m_parts.Values) 314 foreach (SceneObjectPart part in m_parts.Values)
249 { 315 {
316
250 part.RegionHandle = m_regionHandle; 317 part.RegionHandle = m_regionHandle;
318
251 } 319 }
252 } 320 }
321 lockPartsForRead(false);
253 } 322 }
254 } 323 }
255 324
@@ -275,13 +344,16 @@ namespace OpenSim.Region.Framework.Scenes
275 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 344 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
276 } 345 }
277 346
278 lock (m_parts) 347 lockPartsForRead(true);
279 { 348 {
280 foreach (SceneObjectPart part in m_parts.Values) 349 foreach (SceneObjectPart part in m_parts.Values)
281 { 350 {
351
282 part.GroupPosition = val; 352 part.GroupPosition = val;
353
283 } 354 }
284 } 355 }
356 lockPartsForRead(false);
285 357
286 //if (m_rootPart.PhysActor != null) 358 //if (m_rootPart.PhysActor != null)
287 //{ 359 //{
@@ -432,13 +504,16 @@ namespace OpenSim.Region.Framework.Scenes
432 504
433 public void SetFromItemID(UUID AssetId) 505 public void SetFromItemID(UUID AssetId)
434 { 506 {
435 lock (m_parts) 507 lockPartsForRead(true);
436 { 508 {
437 foreach (SceneObjectPart part in m_parts.Values) 509 foreach (SceneObjectPart part in m_parts.Values)
438 { 510 {
511
439 part.FromItemID = AssetId; 512 part.FromItemID = AssetId;
513
440 } 514 }
441 } 515 }
516 lockPartsForRead(false);
442 } 517 }
443 518
444 public UUID GetFromItemID() 519 public UUID GetFromItemID()
@@ -505,10 +580,11 @@ namespace OpenSim.Region.Framework.Scenes
505 Vector3 maxScale = Vector3.Zero; 580 Vector3 maxScale = Vector3.Zero;
506 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 581 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
507 582
508 lock (m_parts) 583 lockPartsForRead(true);
509 { 584 {
510 foreach (SceneObjectPart part in m_parts.Values) 585 foreach (SceneObjectPart part in m_parts.Values)
511 { 586 {
587
512 Vector3 partscale = part.Scale; 588 Vector3 partscale = part.Scale;
513 Vector3 partoffset = part.OffsetPosition; 589 Vector3 partoffset = part.OffsetPosition;
514 590
@@ -519,8 +595,11 @@ namespace OpenSim.Region.Framework.Scenes
519 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 595 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
520 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 596 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
521 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 597 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
598
522 } 599 }
523 } 600 }
601 lockPartsForRead(false);
602
524 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 603 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
525 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 604 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
526 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 605 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -536,10 +615,11 @@ namespace OpenSim.Region.Framework.Scenes
536 615
537 EntityIntersection result = new EntityIntersection(); 616 EntityIntersection result = new EntityIntersection();
538 617
539 lock (m_parts) 618 lockPartsForRead(true);
540 { 619 {
541 foreach (SceneObjectPart part in m_parts.Values) 620 foreach (SceneObjectPart part in m_parts.Values)
542 { 621 {
622
543 // Temporary commented to stop compiler warning 623 // Temporary commented to stop compiler warning
544 //Vector3 partPosition = 624 //Vector3 partPosition =
545 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 625 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -567,8 +647,10 @@ namespace OpenSim.Region.Framework.Scenes
567 result.distance = inter.distance; 647 result.distance = inter.distance;
568 } 648 }
569 } 649 }
650
570 } 651 }
571 } 652 }
653 lockPartsForRead(false);
572 return result; 654 return result;
573 } 655 }
574 656
@@ -581,10 +663,11 @@ namespace OpenSim.Region.Framework.Scenes
581 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 663 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
582 { 664 {
583 float maxX = -256f, maxY = -256f, maxZ = -256f, minX = 256f, minY = 256f, minZ = 256f; 665 float maxX = -256f, maxY = -256f, maxZ = -256f, minX = 256f, minY = 256f, minZ = 256f;
584 lock (m_parts) 666 lockPartsForRead(true);
585 { 667 {
586 foreach (SceneObjectPart part in m_parts.Values) 668 foreach (SceneObjectPart part in m_parts.Values)
587 { 669 {
670
588 Vector3 worldPos = part.GetWorldPosition(); 671 Vector3 worldPos = part.GetWorldPosition();
589 Vector3 offset = worldPos - AbsolutePosition; 672 Vector3 offset = worldPos - AbsolutePosition;
590 Quaternion worldRot; 673 Quaternion worldRot;
@@ -643,6 +726,8 @@ namespace OpenSim.Region.Framework.Scenes
643 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 726 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
644 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 727 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
645 728
729
730
646 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 731 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
647 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 732 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
648 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 733 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -814,6 +899,7 @@ namespace OpenSim.Region.Framework.Scenes
814 minZ = backBottomLeft.Z; 899 minZ = backBottomLeft.Z;
815 } 900 }
816 } 901 }
902 lockPartsForRead(false);
817 903
818 Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ); 904 Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ);
819 905
@@ -842,17 +928,20 @@ namespace OpenSim.Region.Framework.Scenes
842 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 928 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
843 929
844 // Capture script state while holding the lock 930 // Capture script state while holding the lock
845 lock (m_parts) 931 lockPartsForRead(true);
846 { 932 {
847 foreach (SceneObjectPart part in m_parts.Values) 933 foreach (SceneObjectPart part in m_parts.Values)
848 { 934 {
935
849 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 936 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates();
850 foreach (UUID itemid in pstates.Keys) 937 foreach (UUID itemid in pstates.Keys)
851 { 938 {
852 states.Add(itemid, pstates[itemid]); 939 states.Add(itemid, pstates[itemid]);
853 } 940 }
941
854 } 942 }
855 } 943 }
944 lockPartsForRead(false);
856 945
857 if (states.Count > 0) 946 if (states.Count > 0)
858 { 947 {
@@ -1014,13 +1103,16 @@ namespace OpenSim.Region.Framework.Scenes
1014 1103
1015 public override void UpdateMovement() 1104 public override void UpdateMovement()
1016 { 1105 {
1017 lock (m_parts) 1106 lockPartsForRead(true);
1018 { 1107 {
1019 foreach (SceneObjectPart part in m_parts.Values) 1108 foreach (SceneObjectPart part in m_parts.Values)
1020 { 1109 {
1110
1021 part.UpdateMovement(); 1111 part.UpdateMovement();
1112
1022 } 1113 }
1023 } 1114 }
1115 lockPartsForRead(false);
1024 } 1116 }
1025 1117
1026 public ushort GetTimeDilation() 1118 public ushort GetTimeDilation()
@@ -1064,7 +1156,7 @@ namespace OpenSim.Region.Framework.Scenes
1064 /// <param name="part"></param> 1156 /// <param name="part"></param>
1065 public void AddPart(SceneObjectPart part) 1157 public void AddPart(SceneObjectPart part)
1066 { 1158 {
1067 lock (m_parts) 1159 lockPartsForWrite(true);
1068 { 1160 {
1069 part.SetParent(this); 1161 part.SetParent(this);
1070 m_parts.Add(part.UUID, part); 1162 m_parts.Add(part.UUID, part);
@@ -1074,6 +1166,7 @@ namespace OpenSim.Region.Framework.Scenes
1074 if (part.LinkNum == 2 && RootPart != null) 1166 if (part.LinkNum == 2 && RootPart != null)
1075 RootPart.LinkNum = 1; 1167 RootPart.LinkNum = 1;
1076 } 1168 }
1169 lockPartsForWrite(false);
1077 } 1170 }
1078 1171
1079 /// <summary> 1172 /// <summary>
@@ -1081,28 +1174,33 @@ namespace OpenSim.Region.Framework.Scenes
1081 /// </summary> 1174 /// </summary>
1082 private void UpdateParentIDs() 1175 private void UpdateParentIDs()
1083 { 1176 {
1084 lock (m_parts) 1177 lockPartsForRead(true);
1085 { 1178 {
1086 foreach (SceneObjectPart part in m_parts.Values) 1179 foreach (SceneObjectPart part in m_parts.Values)
1087 { 1180 {
1181
1088 if (part.UUID != m_rootPart.UUID) 1182 if (part.UUID != m_rootPart.UUID)
1089 { 1183 {
1090 part.ParentID = m_rootPart.LocalId; 1184 part.ParentID = m_rootPart.LocalId;
1091 } 1185 }
1186
1092 } 1187 }
1093 } 1188 }
1189 lockPartsForRead(false);
1094 } 1190 }
1095 1191
1096 public void RegenerateFullIDs() 1192 public void RegenerateFullIDs()
1097 { 1193 {
1098 lock (m_parts) 1194 lockPartsForRead(true);
1099 { 1195 {
1100 foreach (SceneObjectPart part in m_parts.Values) 1196 foreach (SceneObjectPart part in m_parts.Values)
1101 { 1197 {
1198
1102 part.UUID = UUID.Random(); 1199 part.UUID = UUID.Random();
1103 1200
1104 } 1201 }
1105 } 1202 }
1203 lockPartsForRead(false);
1106 } 1204 }
1107 1205
1108 // helper provided for parts. 1206 // helper provided for parts.
@@ -1183,29 +1281,33 @@ namespace OpenSim.Region.Framework.Scenes
1183 1281
1184 DetachFromBackup(); 1282 DetachFromBackup();
1185 1283
1186 lock (m_parts) 1284 lockPartsForRead(true);
1285 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1286 lockPartsForRead(false);
1287
1288 foreach (SceneObjectPart part in values)
1187 { 1289 {
1188 foreach (SceneObjectPart part in m_parts.Values)
1189 {
1190// part.Inventory.RemoveScriptInstances(); 1290// part.Inventory.RemoveScriptInstances();
1191 1291
1192 ScenePresence[] avatars = Scene.GetScenePresences(); 1292 ScenePresence[] avatars = Scene.GetScenePresences();
1193 for (int i = 0; i < avatars.Length; i++) 1293 for (int i = 0; i < avatars.Length; i++)
1294 {
1295 if (avatars[i].ParentID == LocalId)
1194 { 1296 {
1195 if (avatars[i].ParentID == LocalId) 1297 avatars[i].StandUp();
1196 { 1298 }
1197 avatars[i].StandUp();
1198 }
1199 1299
1200 if (!silent) 1300 if (!silent)
1201 { 1301 {
1202 part.UpdateFlag = 0; 1302 part.UpdateFlag = 0;
1203 if (part == m_rootPart) 1303 if (part == m_rootPart)
1204 avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1304 avatars[i].ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1205 }
1206 } 1305 }
1207 } 1306 }
1307
1208 } 1308 }
1309
1310
1209 } 1311 }
1210 1312
1211 public void AddScriptLPS(int count) 1313 public void AddScriptLPS(int count)
@@ -1230,17 +1332,20 @@ namespace OpenSim.Region.Framework.Scenes
1230 1332
1231 scriptEvents aggregateScriptEvents=0; 1333 scriptEvents aggregateScriptEvents=0;
1232 1334
1233 lock (m_parts) 1335 lockPartsForRead(true);
1234 { 1336 {
1235 foreach (SceneObjectPart part in m_parts.Values) 1337 foreach (SceneObjectPart part in m_parts.Values)
1236 { 1338 {
1339
1237 if (part == null) 1340 if (part == null)
1238 continue; 1341 continue;
1239 if (part != RootPart) 1342 if (part != RootPart)
1240 part.ObjectFlags = objectflagupdate; 1343 part.ObjectFlags = objectflagupdate;
1241 aggregateScriptEvents |= part.AggregateScriptEvents; 1344 aggregateScriptEvents |= part.AggregateScriptEvents;
1345
1242 } 1346 }
1243 } 1347 }
1348 lockPartsForRead(false);
1244 1349
1245 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1350 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1246 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1351 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1273,42 +1378,52 @@ namespace OpenSim.Region.Framework.Scenes
1273 /// <param name="m_physicalPrim"></param> 1378 /// <param name="m_physicalPrim"></param>
1274 public void ApplyPhysics(bool m_physicalPrim) 1379 public void ApplyPhysics(bool m_physicalPrim)
1275 { 1380 {
1276 lock (m_parts) 1381 lockPartsForRead(true);
1382
1383 if (m_parts.Count > 1)
1277 { 1384 {
1278 if (m_parts.Count > 1) 1385 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1386 lockPartsForRead(false);
1387 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1388 foreach (SceneObjectPart part in values)
1279 { 1389 {
1280 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1390
1281 foreach (SceneObjectPart part in m_parts.Values) 1391 if (part.LocalId != m_rootPart.LocalId)
1282 { 1392 {
1283 if (part.LocalId != m_rootPart.LocalId) 1393 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1284 {
1285 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1286 }
1287 } 1394 }
1288 1395
1289 // Hack to get the physics scene geometries in the right spot
1290 ResetChildPrimPhysicsPositions();
1291 }
1292 else
1293 {
1294 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1295 } 1396 }
1397 // Hack to get the physics scene geometries in the right spot
1398 ResetChildPrimPhysicsPositions();
1399 }
1400 else
1401 {
1402 lockPartsForRead(false);
1403 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1296 } 1404 }
1297 } 1405 }
1298 1406
1299 public void SetOwnerId(UUID userId) 1407 public void SetOwnerId(UUID userId)
1300 { 1408 {
1301 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1409 ForEachPart(delegate(SceneObjectPart part)
1410 {
1411
1412 part.OwnerID = userId;
1413
1414 });
1302 } 1415 }
1303 1416
1304 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1417 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1305 { 1418 {
1306 lock (m_parts) 1419 lockPartsForRead(true);
1420 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1421 lockPartsForRead(false);
1422 foreach (SceneObjectPart part in values)
1307 { 1423 {
1308 foreach (SceneObjectPart part in m_parts.Values) 1424
1309 { 1425 whatToDo(part);
1310 whatToDo(part); 1426
1311 }
1312 } 1427 }
1313 } 1428 }
1314 1429
@@ -1407,14 +1522,17 @@ namespace OpenSim.Region.Framework.Scenes
1407 { 1522 {
1408 SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1523 SendPartFullUpdate(remoteClient, RootPart, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1409 1524
1410 lock (m_parts) 1525 lockPartsForRead(true);
1411 { 1526 {
1412 foreach (SceneObjectPart part in m_parts.Values) 1527 foreach (SceneObjectPart part in m_parts.Values)
1413 { 1528 {
1529
1414 if (part != RootPart) 1530 if (part != RootPart)
1415 SendPartFullUpdate(remoteClient, part, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1531 SendPartFullUpdate(remoteClient, part, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1532
1416 } 1533 }
1417 } 1534 }
1535 lockPartsForRead(false);
1418 } 1536 }
1419 1537
1420 /// <summary> 1538 /// <summary>
@@ -1509,10 +1627,11 @@ namespace OpenSim.Region.Framework.Scenes
1509 1627
1510 List<SceneObjectPart> partList; 1628 List<SceneObjectPart> partList;
1511 1629
1512 lock (m_parts) 1630 lockPartsForRead(true);
1513 { 1631
1514 partList = new List<SceneObjectPart>(m_parts.Values); 1632 partList = new List<SceneObjectPart>(m_parts.Values);
1515 } 1633
1634 lockPartsForRead(false);
1516 1635
1517 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1636 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1518 { 1637 {
@@ -1735,6 +1854,45 @@ namespace OpenSim.Region.Framework.Scenes
1735 } 1854 }
1736 } 1855 }
1737 1856
1857 public void rotLookAt(Quaternion target, float strength, float damping)
1858 {
1859 SceneObjectPart rootpart = m_rootPart;
1860 if (rootpart != null)
1861 {
1862 if (IsAttachment)
1863 {
1864 /*
1865 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1866 if (avatar != null)
1867 {
1868 Rotate the Av?
1869 } */
1870 }
1871 else
1872 {
1873 if (rootpart.PhysActor != null)
1874 {
1875 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1876 rootpart.PhysActor.APIDStrength = strength;
1877 rootpart.PhysActor.APIDDamping = damping;
1878 rootpart.PhysActor.APIDActive = true;
1879 }
1880 }
1881 }
1882 }
1883 public void stopLookAt()
1884 {
1885 SceneObjectPart rootpart = m_rootPart;
1886 if (rootpart != null)
1887 {
1888 if (rootpart.PhysActor != null)
1889 {
1890 rootpart.PhysActor.APIDActive = false;
1891 }
1892 }
1893
1894 }
1895
1738 /// <summary> 1896 /// <summary>
1739 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 1897 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1740 /// </summary> 1898 /// </summary>
@@ -1796,10 +1954,11 @@ namespace OpenSim.Region.Framework.Scenes
1796 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 1954 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1797 newPart.SetParent(this); 1955 newPart.SetParent(this);
1798 1956
1799 lock (m_parts) 1957 lockPartsForWrite(true);
1800 { 1958 {
1801 m_parts.Add(newPart.UUID, newPart); 1959 m_parts.Add(newPart.UUID, newPart);
1802 } 1960 }
1961 lockPartsForWrite(false);
1803 1962
1804 SetPartAsNonRoot(newPart); 1963 SetPartAsNonRoot(newPart);
1805 1964
@@ -1862,7 +2021,7 @@ namespace OpenSim.Region.Framework.Scenes
1862 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2021 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1863 // return; 2022 // return;
1864 2023
1865 lock (m_parts) 2024 lockPartsForRead(true);
1866 { 2025 {
1867 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2026 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1868 2027
@@ -1880,34 +2039,43 @@ namespace OpenSim.Region.Framework.Scenes
1880 2039
1881 foreach (SceneObjectPart part in m_parts.Values) 2040 foreach (SceneObjectPart part in m_parts.Values)
1882 { 2041 {
2042
1883 part.SendScheduledUpdates(); 2043 part.SendScheduledUpdates();
2044
1884 } 2045 }
1885 } 2046 }
2047 lockPartsForRead(false);
1886 } 2048 }
1887 2049
1888 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2050 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
1889 { 2051 {
1890 RootPart.AddFullUpdateToAvatar(presence); 2052 RootPart.AddFullUpdateToAvatar(presence);
1891 2053
1892 lock (m_parts) 2054 lockPartsForRead(true);
1893 { 2055 {
1894 foreach (SceneObjectPart part in m_parts.Values) 2056 foreach (SceneObjectPart part in m_parts.Values)
1895 { 2057 {
2058
1896 if (part != RootPart) 2059 if (part != RootPart)
1897 part.AddFullUpdateToAvatar(presence); 2060 part.AddFullUpdateToAvatar(presence);
2061
1898 } 2062 }
1899 } 2063 }
2064 lockPartsForRead(false);
1900 } 2065 }
1901 2066
1902 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2067 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1903 { 2068 {
1904 lock (m_parts) 2069 lockPartsForRead(true);
1905 { 2070 {
1906 foreach (SceneObjectPart part in m_parts.Values) 2071 foreach (SceneObjectPart part in m_parts.Values)
1907 { 2072 {
2073
1908 part.AddTerseUpdateToAvatar(presence); 2074 part.AddTerseUpdateToAvatar(presence);
2075
1909 } 2076 }
1910 } 2077 }
2078 lockPartsForRead(false);
1911 } 2079 }
1912 2080
1913 /// <summary> 2081 /// <summary>
@@ -1918,14 +2086,17 @@ namespace OpenSim.Region.Framework.Scenes
1918 checkAtTargets(); 2086 checkAtTargets();
1919 RootPart.ScheduleFullUpdate(); 2087 RootPart.ScheduleFullUpdate();
1920 2088
1921 lock (m_parts) 2089 lockPartsForRead(true);
1922 { 2090 {
1923 foreach (SceneObjectPart part in m_parts.Values) 2091 foreach (SceneObjectPart part in m_parts.Values)
1924 { 2092 {
2093
1925 if (part != RootPart) 2094 if (part != RootPart)
1926 part.ScheduleFullUpdate(); 2095 part.ScheduleFullUpdate();
2096
1927 } 2097 }
1928 } 2098 }
2099 lockPartsForRead(false);
1929 } 2100 }
1930 2101
1931 /// <summary> 2102 /// <summary>
@@ -1933,13 +2104,16 @@ namespace OpenSim.Region.Framework.Scenes
1933 /// </summary> 2104 /// </summary>
1934 public void ScheduleGroupForTerseUpdate() 2105 public void ScheduleGroupForTerseUpdate()
1935 { 2106 {
1936 lock (m_parts) 2107 lockPartsForRead(true);
1937 { 2108 {
1938 foreach (SceneObjectPart part in m_parts.Values) 2109 foreach (SceneObjectPart part in m_parts.Values)
1939 { 2110 {
2111
1940 part.ScheduleTerseUpdate(); 2112 part.ScheduleTerseUpdate();
2113
1941 } 2114 }
1942 } 2115 }
2116 lockPartsForRead(false);
1943 } 2117 }
1944 2118
1945 /// <summary> 2119 /// <summary>
@@ -1952,14 +2126,17 @@ namespace OpenSim.Region.Framework.Scenes
1952 2126
1953 RootPart.SendFullUpdateToAllClients(); 2127 RootPart.SendFullUpdateToAllClients();
1954 2128
1955 lock (m_parts) 2129 lockPartsForRead(true);
1956 { 2130 {
1957 foreach (SceneObjectPart part in m_parts.Values) 2131 foreach (SceneObjectPart part in m_parts.Values)
1958 { 2132 {
2133
1959 if (part != RootPart) 2134 if (part != RootPart)
1960 part.SendFullUpdateToAllClients(); 2135 part.SendFullUpdateToAllClients();
2136
1961 } 2137 }
1962 } 2138 }
2139 lockPartsForRead(false);
1963 } 2140 }
1964 2141
1965 /// <summary> 2142 /// <summary>
@@ -1990,14 +2167,15 @@ namespace OpenSim.Region.Framework.Scenes
1990 { 2167 {
1991 if (IsDeleted) 2168 if (IsDeleted)
1992 return; 2169 return;
1993 2170
1994 lock (m_parts) 2171 lockPartsForRead(true);
1995 { 2172 {
1996 foreach (SceneObjectPart part in m_parts.Values) 2173 foreach (SceneObjectPart part in m_parts.Values)
1997 { 2174 {
1998 part.SendTerseUpdateToAllClients(); 2175 part.SendTerseUpdateToAllClients();
1999 } 2176 }
2000 } 2177 }
2178 lockPartsForRead(false);
2001 } 2179 }
2002 2180
2003 #endregion 2181 #endregion
@@ -2011,16 +2189,18 @@ namespace OpenSim.Region.Framework.Scenes
2011 /// <returns>null if no child part with that linknum or child part</returns> 2189 /// <returns>null if no child part with that linknum or child part</returns>
2012 public SceneObjectPart GetLinkNumPart(int linknum) 2190 public SceneObjectPart GetLinkNumPart(int linknum)
2013 { 2191 {
2014 lock (m_parts) 2192 lockPartsForRead(true);
2015 { 2193 {
2016 foreach (SceneObjectPart part in m_parts.Values) 2194 foreach (SceneObjectPart part in m_parts.Values)
2017 { 2195 {
2018 if (part.LinkNum == linknum) 2196 if (part.LinkNum == linknum)
2019 { 2197 {
2198 lockPartsForRead(false);
2020 return part; 2199 return part;
2021 } 2200 }
2022 } 2201 }
2023 } 2202 }
2203 lockPartsForRead(false);
2024 2204
2025 return null; 2205 return null;
2026 } 2206 }
@@ -2048,17 +2228,19 @@ namespace OpenSim.Region.Framework.Scenes
2048 public SceneObjectPart GetChildPart(uint localID) 2228 public SceneObjectPart GetChildPart(uint localID)
2049 { 2229 {
2050 //m_log.DebugFormat("Entered looking for {0}", localID); 2230 //m_log.DebugFormat("Entered looking for {0}", localID);
2051 lock (m_parts) 2231 lockPartsForRead(true);
2052 { 2232 {
2053 foreach (SceneObjectPart part in m_parts.Values) 2233 foreach (SceneObjectPart part in m_parts.Values)
2054 { 2234 {
2055 //m_log.DebugFormat("Found {0}", part.LocalId); 2235 //m_log.DebugFormat("Found {0}", part.LocalId);
2056 if (part.LocalId == localID) 2236 if (part.LocalId == localID)
2057 { 2237 {
2238 lockPartsForRead(false);
2058 return part; 2239 return part;
2059 } 2240 }
2060 } 2241 }
2061 } 2242 }
2243 lockPartsForRead(false);
2062 2244
2063 return null; 2245 return null;
2064 } 2246 }
@@ -2088,17 +2270,19 @@ namespace OpenSim.Region.Framework.Scenes
2088 public bool HasChildPrim(uint localID) 2270 public bool HasChildPrim(uint localID)
2089 { 2271 {
2090 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2272 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2091 lock (m_parts) 2273 lockPartsForRead(true);
2092 { 2274 {
2093 foreach (SceneObjectPart part in m_parts.Values) 2275 foreach (SceneObjectPart part in m_parts.Values)
2094 { 2276 {
2095 //m_log.DebugFormat("Found {0}", part.LocalId); 2277 //m_log.DebugFormat("Found {0}", part.LocalId);
2096 if (part.LocalId == localID) 2278 if (part.LocalId == localID)
2097 { 2279 {
2280 lockPartsForRead(false);
2098 return true; 2281 return true;
2099 } 2282 }
2100 } 2283 }
2101 } 2284 }
2285 lockPartsForRead(false);
2102 2286
2103 return false; 2287 return false;
2104 } 2288 }
@@ -2148,53 +2332,57 @@ namespace OpenSim.Region.Framework.Scenes
2148 if (m_rootPart.LinkNum == 0) 2332 if (m_rootPart.LinkNum == 0)
2149 m_rootPart.LinkNum = 1; 2333 m_rootPart.LinkNum = 1;
2150 2334
2151 lock (m_parts) 2335 lockPartsForWrite(true);
2152 { 2336
2153 m_parts.Add(linkPart.UUID, linkPart); 2337 m_parts.Add(linkPart.UUID, linkPart);
2338
2339 lockPartsForWrite(false);
2154 2340
2155 // Insert in terms of link numbers, the new links 2341 // Insert in terms of link numbers, the new links
2156 // before the current ones (with the exception of 2342 // before the current ones (with the exception of
2157 // the root prim. Shuffle the old ones up 2343 // the root prim. Shuffle the old ones up
2158 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2344 lockPartsForRead(true);
2345 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2346 {
2347 if (kvp.Value.LinkNum != 1)
2159 { 2348 {
2160 if (kvp.Value.LinkNum != 1) 2349 // Don't update root prim link number
2161 { 2350 kvp.Value.LinkNum += objectGroup.PrimCount;
2162 // Don't update root prim link number
2163 kvp.Value.LinkNum += objectGroup.PrimCount;
2164 }
2165 } 2351 }
2352 }
2353 lockPartsForRead(false);
2166 2354
2167 linkPart.LinkNum = 2; 2355 linkPart.LinkNum = 2;
2168 2356
2169 linkPart.SetParent(this); 2357 linkPart.SetParent(this);
2170 linkPart.AddFlag(PrimFlags.CreateSelected); 2358 linkPart.AddFlag(PrimFlags.CreateSelected);
2171 2359
2172 //if (linkPart.PhysActor != null) 2360 //if (linkPart.PhysActor != null)
2173 //{ 2361 //{
2174 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2362 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2175 2363
2176 //linkPart.PhysActor = null; 2364 //linkPart.PhysActor = null;
2177 //} 2365 //}
2178 2366
2179 //TODO: rest of parts 2367 //TODO: rest of parts
2180 int linkNum = 3; 2368 int linkNum = 3;
2181 foreach (SceneObjectPart part in objectGroup.Children.Values) 2369 foreach (SceneObjectPart part in objectGroup.Children.Values)
2370 {
2371 if (part.UUID != objectGroup.m_rootPart.UUID)
2182 { 2372 {
2183 if (part.UUID != objectGroup.m_rootPart.UUID) 2373 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2184 {
2185 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2186 }
2187 part.ClearUndoState();
2188 } 2374 }
2375 part.ClearUndoState();
2189 } 2376 }
2190 2377
2191 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2378 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2192 objectGroup.m_isDeleted = true; 2379 objectGroup.m_isDeleted = true;
2380
2381 objectGroup.lockPartsForWrite(true);
2193 2382
2194 lock (objectGroup.m_parts) 2383 objectGroup.m_parts.Clear();
2195 { 2384
2196 objectGroup.m_parts.Clear(); 2385 objectGroup.lockPartsForWrite(false);
2197 }
2198 2386
2199 // Can't do this yet since backup still makes use of the root part without any synchronization 2387 // Can't do this yet since backup still makes use of the root part without any synchronization
2200// objectGroup.m_rootPart = null; 2388// objectGroup.m_rootPart = null;
@@ -2253,11 +2441,12 @@ namespace OpenSim.Region.Framework.Scenes
2253 Quaternion worldRot = linkPart.GetWorldRotation(); 2441 Quaternion worldRot = linkPart.GetWorldRotation();
2254 2442
2255 // Remove the part from this object 2443 // Remove the part from this object
2256 lock (m_parts) 2444 lockPartsForWrite(true);
2257 { 2445 {
2258 m_parts.Remove(linkPart.UUID); 2446 m_parts.Remove(linkPart.UUID);
2259 } 2447 }
2260 2448 lockPartsForWrite(false);
2449 lockPartsForRead(true);
2261 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2450 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2262 RootPart.LinkNum = 0; 2451 RootPart.LinkNum = 0;
2263 else 2452 else
@@ -2268,6 +2457,7 @@ namespace OpenSim.Region.Framework.Scenes
2268 p.LinkNum--; 2457 p.LinkNum--;
2269 } 2458 }
2270 } 2459 }
2460 lockPartsForRead(false);
2271 2461
2272 linkPart.ParentID = 0; 2462 linkPart.ParentID = 0;
2273 linkPart.LinkNum = 0; 2463 linkPart.LinkNum = 0;
@@ -2585,9 +2775,12 @@ namespace OpenSim.Region.Framework.Scenes
2585 2775
2586 if (selectionPart != null) 2776 if (selectionPart != null)
2587 { 2777 {
2588 lock (m_parts) 2778 lockPartsForRead(true);
2779 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
2780 lockPartsForRead(false);
2781 foreach (SceneObjectPart part in parts)
2589 { 2782 {
2590 foreach (SceneObjectPart part in m_parts.Values) 2783 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2591 { 2784 {
2592 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 2785 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2593 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 2786 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2597,12 +2790,13 @@ namespace OpenSim.Region.Framework.Scenes
2597 break; 2790 break;
2598 } 2791 }
2599 } 2792 }
2793 }
2600 2794
2601 foreach (SceneObjectPart part in m_parts.Values) 2795 foreach (SceneObjectPart part in parts)
2602 { 2796 {
2603 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2797 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2604 }
2605 } 2798 }
2799
2606 } 2800 }
2607 } 2801 }
2608 2802
@@ -2688,11 +2882,9 @@ namespace OpenSim.Region.Framework.Scenes
2688 scale.Y = m_scene.m_maxNonphys; 2882 scale.Y = m_scene.m_maxNonphys;
2689 if (scale.Z > m_scene.m_maxNonphys) 2883 if (scale.Z > m_scene.m_maxNonphys)
2690 scale.Z = m_scene.m_maxNonphys; 2884 scale.Z = m_scene.m_maxNonphys;
2691
2692 SceneObjectPart part = GetChildPart(localID); 2885 SceneObjectPart part = GetChildPart(localID);
2693 if (part != null) 2886 if (part != null)
2694 { 2887 {
2695 part.Resize(scale);
2696 if (part.PhysActor != null) 2888 if (part.PhysActor != null)
2697 { 2889 {
2698 if (part.PhysActor.IsPhysical) 2890 if (part.PhysActor.IsPhysical)
@@ -2707,7 +2899,7 @@ namespace OpenSim.Region.Framework.Scenes
2707 part.PhysActor.Size = scale; 2899 part.PhysActor.Size = scale;
2708 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 2900 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2709 } 2901 }
2710 //if (part.UUID != m_rootPart.UUID) 2902 part.Resize(scale);
2711 2903
2712 HasGroupChanged = true; 2904 HasGroupChanged = true;
2713 ScheduleGroupForFullUpdate(); 2905 ScheduleGroupForFullUpdate();
@@ -2748,77 +2940,76 @@ namespace OpenSim.Region.Framework.Scenes
2748 float y = (scale.Y / part.Scale.Y); 2940 float y = (scale.Y / part.Scale.Y);
2749 float z = (scale.Z / part.Scale.Z); 2941 float z = (scale.Z / part.Scale.Z);
2750 2942
2751 lock (m_parts) 2943 lockPartsForRead(true);
2944 if (x > 1.0f || y > 1.0f || z > 1.0f)
2752 { 2945 {
2753 if (x > 1.0f || y > 1.0f || z > 1.0f) 2946 foreach (SceneObjectPart obPart in m_parts.Values)
2754 { 2947 {
2755 foreach (SceneObjectPart obPart in m_parts.Values) 2948 if (obPart.UUID != m_rootPart.UUID)
2756 { 2949 {
2757 if (obPart.UUID != m_rootPart.UUID) 2950 Vector3 oldSize = new Vector3(obPart.Scale);
2758 {
2759 Vector3 oldSize = new Vector3(obPart.Scale);
2760 2951
2761 float f = 1.0f; 2952 float f = 1.0f;
2762 float a = 1.0f; 2953 float a = 1.0f;
2763 2954
2764 if (part.PhysActor != null && part.PhysActor.IsPhysical) 2955 if (part.PhysActor != null && part.PhysActor.IsPhysical)
2956 {
2957 if (oldSize.X*x > m_scene.m_maxPhys)
2765 { 2958 {
2766 if (oldSize.X*x > m_scene.m_maxPhys) 2959 f = m_scene.m_maxPhys / oldSize.X;
2767 { 2960 a = f / x;
2768 f = m_scene.m_maxPhys / oldSize.X; 2961 x *= a;
2769 a = f / x; 2962 y *= a;
2770 x *= a; 2963 z *= a;
2771 y *= a;
2772 z *= a;
2773 }
2774 if (oldSize.Y*y > m_scene.m_maxPhys)
2775 {
2776 f = m_scene.m_maxPhys / oldSize.Y;
2777 a = f / y;
2778 x *= a;
2779 y *= a;
2780 z *= a;
2781 }
2782 if (oldSize.Z*z > m_scene.m_maxPhys)
2783 {
2784 f = m_scene.m_maxPhys / oldSize.Z;
2785 a = f / z;
2786 x *= a;
2787 y *= a;
2788 z *= a;
2789 }
2790 } 2964 }
2791 else 2965 if (oldSize.Y*y > m_scene.m_maxPhys)
2966 {
2967 f = m_scene.m_maxPhys / oldSize.Y;
2968 a = f / y;
2969 x *= a;
2970 y *= a;
2971 z *= a;
2972 }
2973 if (oldSize.Z*z > m_scene.m_maxPhys)
2974 {
2975 f = m_scene.m_maxPhys / oldSize.Z;
2976 a = f / z;
2977 x *= a;
2978 y *= a;
2979 z *= a;
2980 }
2981 }
2982 else
2983 {
2984 if (oldSize.X*x > m_scene.m_maxNonphys)
2985 {
2986 f = m_scene.m_maxNonphys / oldSize.X;
2987 a = f / x;
2988 x *= a;
2989 y *= a;
2990 z *= a;
2991 }
2992 if (oldSize.Y*y > m_scene.m_maxNonphys)
2993 {
2994 f = m_scene.m_maxNonphys / oldSize.Y;
2995 a = f / y;
2996 x *= a;
2997 y *= a;
2998 z *= a;
2999 }
3000 if (oldSize.Z*z > m_scene.m_maxNonphys)
2792 { 3001 {
2793 if (oldSize.X*x > m_scene.m_maxNonphys) 3002 f = m_scene.m_maxNonphys / oldSize.Z;
2794 { 3003 a = f / z;
2795 f = m_scene.m_maxNonphys / oldSize.X; 3004 x *= a;
2796 a = f / x; 3005 y *= a;
2797 x *= a; 3006 z *= a;
2798 y *= a;
2799 z *= a;
2800 }
2801 if (oldSize.Y*y > m_scene.m_maxNonphys)
2802 {
2803 f = m_scene.m_maxNonphys / oldSize.Y;
2804 a = f / y;
2805 x *= a;
2806 y *= a;
2807 z *= a;
2808 }
2809 if (oldSize.Z*z > m_scene.m_maxNonphys)
2810 {
2811 f = m_scene.m_maxNonphys / oldSize.Z;
2812 a = f / z;
2813 x *= a;
2814 y *= a;
2815 z *= a;
2816 }
2817 } 3007 }
2818 } 3008 }
2819 } 3009 }
2820 } 3010 }
2821 } 3011 }
3012 lockPartsForRead(false);
2822 3013
2823 Vector3 prevScale = part.Scale; 3014 Vector3 prevScale = part.Scale;
2824 prevScale.X *= x; 3015 prevScale.X *= x;
@@ -2826,7 +3017,7 @@ namespace OpenSim.Region.Framework.Scenes
2826 prevScale.Z *= z; 3017 prevScale.Z *= z;
2827 part.Resize(prevScale); 3018 part.Resize(prevScale);
2828 3019
2829 lock (m_parts) 3020 lockPartsForRead(true);
2830 { 3021 {
2831 foreach (SceneObjectPart obPart in m_parts.Values) 3022 foreach (SceneObjectPart obPart in m_parts.Values)
2832 { 3023 {
@@ -2845,6 +3036,7 @@ namespace OpenSim.Region.Framework.Scenes
2845 } 3036 }
2846 } 3037 }
2847 } 3038 }
3039 lockPartsForRead(false);
2848 3040
2849 if (part.PhysActor != null) 3041 if (part.PhysActor != null)
2850 { 3042 {
@@ -2925,7 +3117,7 @@ namespace OpenSim.Region.Framework.Scenes
2925 axDiff *= Quaternion.Inverse(partRotation); 3117 axDiff *= Quaternion.Inverse(partRotation);
2926 diff = axDiff; 3118 diff = axDiff;
2927 3119
2928 lock (m_parts) 3120 lockPartsForRead(true);
2929 { 3121 {
2930 foreach (SceneObjectPart obPart in m_parts.Values) 3122 foreach (SceneObjectPart obPart in m_parts.Values)
2931 { 3123 {
@@ -2935,6 +3127,7 @@ namespace OpenSim.Region.Framework.Scenes
2935 } 3127 }
2936 } 3128 }
2937 } 3129 }
3130 lockPartsForRead(false);
2938 3131
2939 AbsolutePosition = newPos; 3132 AbsolutePosition = newPos;
2940 3133
@@ -3052,7 +3245,7 @@ namespace OpenSim.Region.Framework.Scenes
3052 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3245 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3053 } 3246 }
3054 3247
3055 lock (m_parts) 3248 lockPartsForRead(true);
3056 { 3249 {
3057 foreach (SceneObjectPart prim in m_parts.Values) 3250 foreach (SceneObjectPart prim in m_parts.Values)
3058 { 3251 {
@@ -3070,6 +3263,7 @@ namespace OpenSim.Region.Framework.Scenes
3070 } 3263 }
3071 } 3264 }
3072 } 3265 }
3266 lockPartsForRead(false);
3073 3267
3074 m_rootPart.ScheduleTerseUpdate(); 3268 m_rootPart.ScheduleTerseUpdate();
3075 } 3269 }
@@ -3168,7 +3362,7 @@ namespace OpenSim.Region.Framework.Scenes
3168 if (atTargets.Count > 0) 3362 if (atTargets.Count > 0)
3169 { 3363 {
3170 uint[] localids = new uint[0]; 3364 uint[] localids = new uint[0];
3171 lock (m_parts) 3365 lockPartsForRead(true);
3172 { 3366 {
3173 localids = new uint[m_parts.Count]; 3367 localids = new uint[m_parts.Count];
3174 int cntr = 0; 3368 int cntr = 0;
@@ -3178,6 +3372,7 @@ namespace OpenSim.Region.Framework.Scenes
3178 cntr++; 3372 cntr++;
3179 } 3373 }
3180 } 3374 }
3375 lockPartsForRead(false);
3181 3376
3182 for (int ctr = 0; ctr < localids.Length; ctr++) 3377 for (int ctr = 0; ctr < localids.Length; ctr++)
3183 { 3378 {
@@ -3196,7 +3391,7 @@ namespace OpenSim.Region.Framework.Scenes
3196 { 3391 {
3197 //trigger not_at_target 3392 //trigger not_at_target
3198 uint[] localids = new uint[0]; 3393 uint[] localids = new uint[0];
3199 lock (m_parts) 3394 lockPartsForRead(true);
3200 { 3395 {
3201 localids = new uint[m_parts.Count]; 3396 localids = new uint[m_parts.Count];
3202 int cntr = 0; 3397 int cntr = 0;
@@ -3206,7 +3401,8 @@ namespace OpenSim.Region.Framework.Scenes
3206 cntr++; 3401 cntr++;
3207 } 3402 }
3208 } 3403 }
3209 3404 lockPartsForRead(false);
3405
3210 for (int ctr = 0; ctr < localids.Length; ctr++) 3406 for (int ctr = 0; ctr < localids.Length; ctr++)
3211 { 3407 {
3212 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3408 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3219,19 +3415,20 @@ namespace OpenSim.Region.Framework.Scenes
3219 public float GetMass() 3415 public float GetMass()
3220 { 3416 {
3221 float retmass = 0f; 3417 float retmass = 0f;
3222 lock (m_parts) 3418 lockPartsForRead(true);
3223 { 3419 {
3224 foreach (SceneObjectPart part in m_parts.Values) 3420 foreach (SceneObjectPart part in m_parts.Values)
3225 { 3421 {
3226 retmass += part.GetMass(); 3422 retmass += part.GetMass();
3227 } 3423 }
3228 } 3424 }
3425 lockPartsForRead(false);
3229 return retmass; 3426 return retmass;
3230 } 3427 }
3231 3428
3232 public void CheckSculptAndLoad() 3429 public void CheckSculptAndLoad()
3233 { 3430 {
3234 lock (m_parts) 3431 lockPartsForRead(true);
3235 { 3432 {
3236 if (!IsDeleted) 3433 if (!IsDeleted)
3237 { 3434 {
@@ -3256,6 +3453,7 @@ namespace OpenSim.Region.Framework.Scenes
3256 } 3453 }
3257 } 3454 }
3258 } 3455 }
3456 lockPartsForRead(false);
3259 } 3457 }
3260 3458
3261 protected void AssetReceived(string id, Object sender, AssetBase asset) 3459 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3276,7 +3474,7 @@ namespace OpenSim.Region.Framework.Scenes
3276 /// <param name="client"></param> 3474 /// <param name="client"></param>
3277 public void SetGroup(UUID GroupID, IClientAPI client) 3475 public void SetGroup(UUID GroupID, IClientAPI client)
3278 { 3476 {
3279 lock (m_parts) 3477 lockPartsForRead(true);
3280 { 3478 {
3281 foreach (SceneObjectPart part in m_parts.Values) 3479 foreach (SceneObjectPart part in m_parts.Values)
3282 { 3480 {
@@ -3286,7 +3484,7 @@ namespace OpenSim.Region.Framework.Scenes
3286 3484
3287 HasGroupChanged = true; 3485 HasGroupChanged = true;
3288 } 3486 }
3289 3487 lockPartsForRead(false);
3290 ScheduleGroupForFullUpdate(); 3488 ScheduleGroupForFullUpdate();
3291 } 3489 }
3292 3490
@@ -3305,11 +3503,12 @@ namespace OpenSim.Region.Framework.Scenes
3305 3503
3306 public void SetAttachmentPoint(byte point) 3504 public void SetAttachmentPoint(byte point)
3307 { 3505 {
3308 lock (m_parts) 3506 lockPartsForRead(true);
3309 { 3507 {
3310 foreach (SceneObjectPart part in m_parts.Values) 3508 foreach (SceneObjectPart part in m_parts.Values)
3311 part.SetAttachmentPoint(point); 3509 part.SetAttachmentPoint(point);
3312 } 3510 }
3511 lockPartsForRead(false);
3313 } 3512 }
3314 3513
3315 #region ISceneObject 3514 #region ISceneObject
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index b6916f2..0eddbfd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -212,6 +212,7 @@ namespace OpenSim.Region.Framework.Scenes
212 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 212 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
213 private Vector3 m_sitTargetPosition; 213 private Vector3 m_sitTargetPosition;
214 private string m_sitAnimation = "SIT"; 214 private string m_sitAnimation = "SIT";
215 private bool m_occupied; // KF if any av is sitting on this prim
215 private string m_text = String.Empty; 216 private string m_text = String.Empty;
216 private string m_touchName = String.Empty; 217 private string m_touchName = String.Empty;
217 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 218 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -389,12 +390,16 @@ namespace OpenSim.Region.Framework.Scenes
389 } 390 }
390 391
391 /// <value> 392 /// <value>
392 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 393 /// Get the inventory list
393 /// </value> 394 /// </value>
394 public TaskInventoryDictionary TaskInventory 395 public TaskInventoryDictionary TaskInventory
395 { 396 {
396 get { return m_inventory.Items; } 397 get {
397 set { m_inventory.Items = value; } 398 return m_inventory.Items;
399 }
400 set {
401 m_inventory.Items = value;
402 }
398 } 403 }
399 404
400 public uint ObjectFlags 405 public uint ObjectFlags
@@ -527,7 +532,6 @@ namespace OpenSim.Region.Framework.Scenes
527 StoreUndoState(); 532 StoreUndoState();
528 533
529 m_groupPosition = value; 534 m_groupPosition = value;
530
531 PhysicsActor actor = PhysActor; 535 PhysicsActor actor = PhysActor;
532 if (actor != null) 536 if (actor != null)
533 { 537 {
@@ -837,7 +841,8 @@ namespace OpenSim.Region.Framework.Scenes
837 if (IsAttachment) 841 if (IsAttachment)
838 return GroupPosition; 842 return GroupPosition;
839 843
840 return m_offsetPosition + m_groupPosition; } 844// return m_offsetPosition + m_groupPosition; }
845 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
841 } 846 }
842 847
843 public SceneObjectGroup ParentGroup 848 public SceneObjectGroup ParentGroup
@@ -989,6 +994,13 @@ namespace OpenSim.Region.Framework.Scenes
989 get { return _flags; } 994 get { return _flags; }
990 set { _flags = value; } 995 set { _flags = value; }
991 } 996 }
997
998 [XmlIgnore]
999 public bool IsOccupied // KF If an av is sittingon this prim
1000 {
1001 get { return m_occupied; }
1002 set { m_occupied = value; }
1003 }
992 1004
993 [XmlIgnore] 1005 [XmlIgnore]
994 public UUID SitTargetAvatar 1006 public UUID SitTargetAvatar
@@ -1064,14 +1076,6 @@ namespace OpenSim.Region.Framework.Scenes
1064 } 1076 }
1065 } 1077 }
1066 1078
1067 /// <summary>
1068 /// Clear all pending updates of parts to clients
1069 /// </summary>
1070 private void ClearUpdateSchedule()
1071 {
1072 m_updateFlag = 0;
1073 }
1074
1075 private void SendObjectPropertiesToClient(UUID AgentID) 1079 private void SendObjectPropertiesToClient(UUID AgentID)
1076 { 1080 {
1077 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences(); 1081 ScenePresence[] avatars = m_parentGroup.Scene.GetScenePresences();
@@ -1737,12 +1741,17 @@ namespace OpenSim.Region.Framework.Scenes
1737 public Vector3 GetWorldPosition() 1741 public Vector3 GetWorldPosition()
1738 { 1742 {
1739 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 1743 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
1740
1741 Vector3 axPos = OffsetPosition; 1744 Vector3 axPos = OffsetPosition;
1742
1743 axPos *= parentRot; 1745 axPos *= parentRot;
1744 Vector3 translationOffsetPosition = axPos; 1746 Vector3 translationOffsetPosition = axPos;
1745 return GroupPosition + translationOffsetPosition; 1747 if(_parentID == 0)
1748 {
1749 return GroupPosition;
1750 }
1751 else
1752 {
1753 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
1754 }
1746 } 1755 }
1747 1756
1748 /// <summary> 1757 /// <summary>
@@ -1753,7 +1762,7 @@ namespace OpenSim.Region.Framework.Scenes
1753 { 1762 {
1754 Quaternion newRot; 1763 Quaternion newRot;
1755 1764
1756 if (this.LinkNum == 0) 1765 if (this.LinkNum < 2) //KF Single or root prim
1757 { 1766 {
1758 newRot = RotationOffset; 1767 newRot = RotationOffset;
1759 } 1768 }
@@ -2109,17 +2118,18 @@ namespace OpenSim.Region.Framework.Scenes
2109 //Trys to fetch sound id from prim's inventory. 2118 //Trys to fetch sound id from prim's inventory.
2110 //Prim's inventory doesn't support non script items yet 2119 //Prim's inventory doesn't support non script items yet
2111 2120
2112 lock (TaskInventory) 2121 TaskInventory.LockItemsForRead(true);
2122
2123 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2113 { 2124 {
2114 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2125 if (item.Value.Name == sound)
2115 { 2126 {
2116 if (item.Value.Name == sound) 2127 soundID = item.Value.ItemID;
2117 { 2128 break;
2118 soundID = item.Value.ItemID;
2119 break;
2120 }
2121 } 2129 }
2122 } 2130 }
2131
2132 TaskInventory.LockItemsForRead(false);
2123 } 2133 }
2124 2134
2125 List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars(); 2135 List<ScenePresence> avatarts = m_parentGroup.Scene.GetAvatars();
@@ -2185,6 +2195,11 @@ namespace OpenSim.Region.Framework.Scenes
2185 ParentGroup.HasGroupChanged = true; 2195 ParentGroup.HasGroupChanged = true;
2186 ScheduleFullUpdate(); 2196 ScheduleFullUpdate();
2187 } 2197 }
2198
2199 public void RotLookAt(Quaternion target, float strength, float damping)
2200 {
2201 m_parentGroup.rotLookAt(target, strength, damping);
2202 }
2188 2203
2189 /// <summary> 2204 /// <summary>
2190 /// Schedules this prim for a full update 2205 /// Schedules this prim for a full update
@@ -2389,8 +2404,8 @@ namespace OpenSim.Region.Framework.Scenes
2389 { 2404 {
2390 const float ROTATION_TOLERANCE = 0.01f; 2405 const float ROTATION_TOLERANCE = 0.01f;
2391 const float VELOCITY_TOLERANCE = 0.001f; 2406 const float VELOCITY_TOLERANCE = 0.001f;
2392 const float POSITION_TOLERANCE = 0.05f; 2407 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2393 const int TIME_MS_TOLERANCE = 3000; 2408 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2394 2409
2395 if (m_updateFlag == 1) 2410 if (m_updateFlag == 1)
2396 { 2411 {
@@ -2404,7 +2419,7 @@ namespace OpenSim.Region.Framework.Scenes
2404 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2419 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2405 { 2420 {
2406 AddTerseUpdateToAllAvatars(); 2421 AddTerseUpdateToAllAvatars();
2407 ClearUpdateSchedule(); 2422
2408 2423
2409 // This causes the Scene to 'poll' physical objects every couple of frames 2424 // This causes the Scene to 'poll' physical objects every couple of frames
2410 // bad, so it's been replaced by an event driven method. 2425 // bad, so it's been replaced by an event driven method.
@@ -2422,16 +2437,18 @@ namespace OpenSim.Region.Framework.Scenes
2422 m_lastAngularVelocity = AngularVelocity; 2437 m_lastAngularVelocity = AngularVelocity;
2423 m_lastTerseSent = Environment.TickCount; 2438 m_lastTerseSent = Environment.TickCount;
2424 } 2439 }
2440 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
2441 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
2425 } 2442 }
2426 else 2443 else
2427 { 2444 {
2428 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 2445 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
2429 { 2446 {
2430 AddFullUpdateToAllAvatars(); 2447 AddFullUpdateToAllAvatars();
2431 ClearUpdateSchedule(); 2448 m_updateFlag = 0; //Same here
2432 } 2449 }
2433 } 2450 }
2434 ClearUpdateSchedule(); 2451 m_updateFlag = 0;
2435 } 2452 }
2436 2453
2437 /// <summary> 2454 /// <summary>
@@ -2458,17 +2475,16 @@ namespace OpenSim.Region.Framework.Scenes
2458 if (!UUID.TryParse(sound, out soundID)) 2475 if (!UUID.TryParse(sound, out soundID))
2459 { 2476 {
2460 // search sound file from inventory 2477 // search sound file from inventory
2461 lock (TaskInventory) 2478 TaskInventory.LockItemsForRead(true);
2479 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2462 { 2480 {
2463 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2481 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2464 { 2482 {
2465 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 2483 soundID = item.Value.ItemID;
2466 { 2484 break;
2467 soundID = item.Value.ItemID;
2468 break;
2469 }
2470 } 2485 }
2471 } 2486 }
2487 TaskInventory.LockItemsForRead(false);
2472 } 2488 }
2473 2489
2474 if (soundID == UUID.Zero) 2490 if (soundID == UUID.Zero)
@@ -2684,6 +2700,13 @@ namespace OpenSim.Region.Framework.Scenes
2684 SetText(text); 2700 SetText(text);
2685 } 2701 }
2686 2702
2703 public void StopLookAt()
2704 {
2705 m_parentGroup.stopLookAt();
2706
2707 m_parentGroup.ScheduleGroupForTerseUpdate();
2708 }
2709
2687 public void StopMoveToTarget() 2710 public void StopMoveToTarget()
2688 { 2711 {
2689 m_parentGroup.stopMoveToTarget(); 2712 m_parentGroup.stopMoveToTarget();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 47e4ad0..0321c41 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -81,7 +81,9 @@ namespace OpenSim.Region.Framework.Scenes
81 /// </value> 81 /// </value>
82 protected internal TaskInventoryDictionary Items 82 protected internal TaskInventoryDictionary Items
83 { 83 {
84 get { return m_items; } 84 get {
85 return m_items;
86 }
85 set 87 set
86 { 88 {
87 m_items = value; 89 m_items = value;
@@ -117,22 +119,25 @@ namespace OpenSim.Region.Framework.Scenes
117 /// <param name="linkNum">Link number for the part</param> 119 /// <param name="linkNum">Link number for the part</param>
118 public void ResetInventoryIDs() 120 public void ResetInventoryIDs()
119 { 121 {
120 lock (Items) 122 m_items.LockItemsForWrite(true);
123
124 if (0 == Items.Count)
121 { 125 {
122 if (0 == Items.Count) 126 m_items.LockItemsForWrite(false);
123 return; 127 return;
128 }
124 129
125 HasInventoryChanged = true; 130 HasInventoryChanged = true;
126 m_part.ParentGroup.HasGroupChanged = true; 131 m_part.ParentGroup.HasGroupChanged = true;
127 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 132 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
128 Items.Clear(); 133 Items.Clear();
129 134
130 foreach (TaskInventoryItem item in items) 135 foreach (TaskInventoryItem item in items)
131 { 136 {
132 item.ResetIDs(m_part.UUID); 137 item.ResetIDs(m_part.UUID);
133 Items.Add(item.ItemID, item); 138 Items.Add(item.ItemID, item);
134 }
135 } 139 }
140 m_items.LockItemsForWrite(false);
136 } 141 }
137 142
138 /// <summary> 143 /// <summary>
@@ -141,25 +146,25 @@ namespace OpenSim.Region.Framework.Scenes
141 /// <param name="ownerId"></param> 146 /// <param name="ownerId"></param>
142 public void ChangeInventoryOwner(UUID ownerId) 147 public void ChangeInventoryOwner(UUID ownerId)
143 { 148 {
144 lock (Items) 149 m_items.LockItemsForWrite(true);
150 if (0 == Items.Count)
145 { 151 {
146 if (0 == Items.Count) 152 m_items.LockItemsForWrite(false);
147 { 153 return;
148 return; 154 }
149 }
150 155
151 HasInventoryChanged = true; 156 HasInventoryChanged = true;
152 m_part.ParentGroup.HasGroupChanged = true; 157 m_part.ParentGroup.HasGroupChanged = true;
153 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 158 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
154 foreach (TaskInventoryItem item in items) 159 foreach (TaskInventoryItem item in items)
160 {
161 if (ownerId != item.OwnerID)
155 { 162 {
156 if (ownerId != item.OwnerID) 163 item.LastOwnerID = item.OwnerID;
157 { 164 item.OwnerID = ownerId;
158 item.LastOwnerID = item.OwnerID;
159 item.OwnerID = ownerId;
160 }
161 } 165 }
162 } 166 }
167 m_items.LockItemsForWrite(false);
163 } 168 }
164 169
165 /// <summary> 170 /// <summary>
@@ -168,24 +173,24 @@ namespace OpenSim.Region.Framework.Scenes
168 /// <param name="groupID"></param> 173 /// <param name="groupID"></param>
169 public void ChangeInventoryGroup(UUID groupID) 174 public void ChangeInventoryGroup(UUID groupID)
170 { 175 {
171 lock (Items) 176 m_items.LockItemsForWrite(true);
177 if (0 == Items.Count)
172 { 178 {
173 if (0 == Items.Count) 179 m_items.LockItemsForWrite(false);
174 { 180 return;
175 return; 181 }
176 }
177 182
178 HasInventoryChanged = true; 183 HasInventoryChanged = true;
179 m_part.ParentGroup.HasGroupChanged = true; 184 m_part.ParentGroup.HasGroupChanged = true;
180 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 185 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
181 foreach (TaskInventoryItem item in items) 186 foreach (TaskInventoryItem item in items)
187 {
188 if (groupID != item.GroupID)
182 { 189 {
183 if (groupID != item.GroupID) 190 item.GroupID = groupID;
184 {
185 item.GroupID = groupID;
186 }
187 } 191 }
188 } 192 }
193 m_items.LockItemsForWrite(false);
189 } 194 }
190 195
191 /// <summary> 196 /// <summary>
@@ -193,14 +198,14 @@ namespace OpenSim.Region.Framework.Scenes
193 /// </summary> 198 /// </summary>
194 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 199 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
195 { 200 {
196 lock (m_items) 201 Items.LockItemsForRead(true);
202 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
203 Items.LockItemsForRead(false);
204 foreach (TaskInventoryItem item in items)
197 { 205 {
198 foreach (TaskInventoryItem item in Items.Values) 206 if ((int)InventoryType.LSL == item.InvType)
199 { 207 {
200 if ((int)InventoryType.LSL == item.InvType) 208 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
201 {
202 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
203 }
204 } 209 }
205 } 210 }
206 } 211 }
@@ -210,17 +215,20 @@ namespace OpenSim.Region.Framework.Scenes
210 /// </summary> 215 /// </summary>
211 public void RemoveScriptInstances() 216 public void RemoveScriptInstances()
212 { 217 {
213 lock (Items) 218 Items.LockItemsForRead(true);
219 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
220 Items.LockItemsForRead(false);
221
222 foreach (TaskInventoryItem item in items)
214 { 223 {
215 foreach (TaskInventoryItem item in Items.Values) 224 if ((int)InventoryType.LSL == item.InvType)
216 { 225 {
217 if ((int)InventoryType.LSL == item.InvType) 226 RemoveScriptInstance(item.ItemID);
218 { 227 m_part.RemoveScriptEvents(item.ItemID);
219 RemoveScriptInstance(item.ItemID);
220 m_part.RemoveScriptEvents(item.ItemID);
221 }
222 } 228 }
223 } 229 }
230
231
224 } 232 }
225 233
226 /// <summary> 234 /// <summary>
@@ -245,8 +253,10 @@ namespace OpenSim.Region.Framework.Scenes
245 if (stateSource == 1 && // Prim crossing 253 if (stateSource == 1 && // Prim crossing
246 m_part.ParentGroup.Scene.m_trustBinaries) 254 m_part.ParentGroup.Scene.m_trustBinaries)
247 { 255 {
256 m_items.LockItemsForWrite(true);
248 m_items[item.ItemID].PermsMask = 0; 257 m_items[item.ItemID].PermsMask = 0;
249 m_items[item.ItemID].PermsGranter = UUID.Zero; 258 m_items[item.ItemID].PermsGranter = UUID.Zero;
259 m_items.LockItemsForWrite(false);
250 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 260 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
251 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 261 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
252 m_part.ParentGroup.AddActiveScriptCount(1); 262 m_part.ParentGroup.AddActiveScriptCount(1);
@@ -268,8 +278,10 @@ namespace OpenSim.Region.Framework.Scenes
268 { 278 {
269 if (m_part.ParentGroup.m_savedScriptState != null) 279 if (m_part.ParentGroup.m_savedScriptState != null)
270 RestoreSavedScriptState(item.OldItemID, item.ItemID); 280 RestoreSavedScriptState(item.OldItemID, item.ItemID);
281 m_items.LockItemsForWrite(true);
271 m_items[item.ItemID].PermsMask = 0; 282 m_items[item.ItemID].PermsMask = 0;
272 m_items[item.ItemID].PermsGranter = UUID.Zero; 283 m_items[item.ItemID].PermsGranter = UUID.Zero;
284 m_items.LockItemsForWrite(false);
273 string script = Utils.BytesToString(asset.Data); 285 string script = Utils.BytesToString(asset.Data);
274 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 286 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
275 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 287 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
@@ -344,14 +356,17 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </param> 356 /// </param>
345 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 357 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
346 { 358 {
347 lock (m_items) 359 m_items.LockItemsForRead(true);
360 if (m_items.ContainsKey(itemId))
348 { 361 {
349 if (m_items.ContainsKey(itemId)) 362 if (m_items.ContainsKey(itemId))
350 { 363 {
364 m_items.LockItemsForRead(false);
351 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource); 365 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
352 } 366 }
353 else 367 else
354 { 368 {
369 m_items.LockItemsForRead(false);
355 m_log.ErrorFormat( 370 m_log.ErrorFormat(
356 "[PRIM INVENTORY]: " + 371 "[PRIM INVENTORY]: " +
357 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 372 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
@@ -359,6 +374,15 @@ namespace OpenSim.Region.Framework.Scenes
359 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 374 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
360 } 375 }
361 } 376 }
377 else
378 {
379 m_items.LockItemsForRead(false);
380 m_log.ErrorFormat(
381 "[PRIM INVENTORY]: " +
382 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2}",
383 itemId, m_part.Name, m_part.UUID);
384 }
385
362 } 386 }
363 387
364 /// <summary> 388 /// <summary>
@@ -390,11 +414,16 @@ namespace OpenSim.Region.Framework.Scenes
390 /// <returns></returns> 414 /// <returns></returns>
391 private bool InventoryContainsName(string name) 415 private bool InventoryContainsName(string name)
392 { 416 {
393 foreach (TaskInventoryItem item in Items.Values) 417 m_items.LockItemsForRead(true);
418 foreach (TaskInventoryItem item in m_items.Values)
394 { 419 {
395 if (item.Name == name) 420 if (item.Name == name)
421 {
422 m_items.LockItemsForRead(false);
396 return true; 423 return true;
424 }
397 } 425 }
426 m_items.LockItemsForRead(false);
398 return false; 427 return false;
399 } 428 }
400 429
@@ -436,7 +465,9 @@ namespace OpenSim.Region.Framework.Scenes
436 /// <param name="item"></param> 465 /// <param name="item"></param>
437 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 466 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
438 { 467 {
468 m_items.LockItemsForRead(true);
439 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values); 469 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
470 m_items.LockItemsForRead(false);
440 foreach (TaskInventoryItem i in il) 471 foreach (TaskInventoryItem i in il)
441 { 472 {
442 if (i.Name == item.Name) 473 if (i.Name == item.Name)
@@ -473,15 +504,14 @@ namespace OpenSim.Region.Framework.Scenes
473 item.ParentPartID = m_part.UUID; 504 item.ParentPartID = m_part.UUID;
474 item.Name = name; 505 item.Name = name;
475 506
476 lock (m_items) 507 m_items.LockItemsForWrite(true);
477 { 508 m_items.Add(item.ItemID, item);
478 m_items.Add(item.ItemID, item); 509 m_items.LockItemsForWrite(false);
479
480 if (allowedDrop) 510 if (allowedDrop)
481 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 511 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
482 else 512 else
483 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 513 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
484 } 514
485 515
486 m_inventorySerial++; 516 m_inventorySerial++;
487 //m_inventorySerial += 2; 517 //m_inventorySerial += 2;
@@ -498,14 +528,13 @@ namespace OpenSim.Region.Framework.Scenes
498 /// <param name="items"></param> 528 /// <param name="items"></param>
499 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 529 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
500 { 530 {
501 lock (m_items) 531 m_items.LockItemsForWrite(true);
532 foreach (TaskInventoryItem item in items)
502 { 533 {
503 foreach (TaskInventoryItem item in items) 534 m_items.Add(item.ItemID, item);
504 { 535 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
505 m_items.Add(item.ItemID, item);
506 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
507 }
508 } 536 }
537 m_items.LockItemsForWrite(false);
509 538
510 m_inventorySerial++; 539 m_inventorySerial++;
511 } 540 }
@@ -518,8 +547,9 @@ namespace OpenSim.Region.Framework.Scenes
518 public TaskInventoryItem GetInventoryItem(UUID itemId) 547 public TaskInventoryItem GetInventoryItem(UUID itemId)
519 { 548 {
520 TaskInventoryItem item; 549 TaskInventoryItem item;
550 m_items.LockItemsForRead(true);
521 m_items.TryGetValue(itemId, out item); 551 m_items.TryGetValue(itemId, out item);
522 552 m_items.LockItemsForRead(false);
523 return item; 553 return item;
524 } 554 }
525 555
@@ -531,46 +561,46 @@ namespace OpenSim.Region.Framework.Scenes
531 /// <returns>false if the item did not exist, true if the update occurred successfully</returns> 561 /// <returns>false if the item did not exist, true if the update occurred successfully</returns>
532 public bool UpdateInventoryItem(TaskInventoryItem item) 562 public bool UpdateInventoryItem(TaskInventoryItem item)
533 { 563 {
534 lock (m_items) 564 m_items.LockItemsForWrite(true);
565
566 if (m_items.ContainsKey(item.ItemID))
535 { 567 {
536 if (m_items.ContainsKey(item.ItemID)) 568 item.ParentID = m_part.UUID;
569 item.ParentPartID = m_part.UUID;
570 item.Flags = m_items[item.ItemID].Flags;
571 if (item.AssetID == UUID.Zero)
537 { 572 {
538 item.ParentID = m_part.UUID; 573 item.AssetID = m_items[item.ItemID].AssetID;
539 item.ParentPartID = m_part.UUID; 574 }
540 item.Flags = m_items[item.ItemID].Flags; 575 else if ((InventoryType)item.Type == InventoryType.Notecard)
541 if (item.AssetID == UUID.Zero) 576 {
542 { 577 ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID);
543 item.AssetID = m_items[item.ItemID].AssetID;
544 }
545 else if ((InventoryType)item.Type == InventoryType.Notecard)
546 {
547 ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID);
548 578
549 if (presence != null) 579 if (presence != null)
550 { 580 {
551 presence.ControllingClient.SendAgentAlertMessage( 581 presence.ControllingClient.SendAgentAlertMessage(
552 "Notecard saved", false); 582 "Notecard saved", false);
553 }
554 } 583 }
584 }
555 585
556 m_items[item.ItemID] = item; 586 m_items[item.ItemID] = item;
557 m_inventorySerial++; 587 m_inventorySerial++;
558 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 588 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
559
560 HasInventoryChanged = true;
561 m_part.ParentGroup.HasGroupChanged = true;
562 589
563 return true; 590 HasInventoryChanged = true;
564 } 591 m_part.ParentGroup.HasGroupChanged = true;
565 else 592 m_items.LockItemsForWrite(false);
566 { 593 return true;
567 m_log.ErrorFormat( 594 }
568 "[PRIM INVENTORY]: " + 595 else
569 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 596 {
570 item.ItemID, m_part.Name, m_part.UUID, 597 m_log.ErrorFormat(
571 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 598 "[PRIM INVENTORY]: " +
572 } 599 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
600 item.ItemID, m_part.Name, m_part.UUID,
601 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
573 } 602 }
603 m_items.LockItemsForWrite(false);
574 604
575 return false; 605 return false;
576 } 606 }
@@ -583,52 +613,54 @@ namespace OpenSim.Region.Framework.Scenes
583 /// in this prim's inventory.</returns> 613 /// in this prim's inventory.</returns>
584 public int RemoveInventoryItem(UUID itemID) 614 public int RemoveInventoryItem(UUID itemID)
585 { 615 {
586 lock (m_items) 616 m_items.LockItemsForRead(true);
617
618 if (m_items.ContainsKey(itemID))
587 { 619 {
588 if (m_items.ContainsKey(itemID)) 620 int type = m_items[itemID].InvType;
621 m_items.LockItemsForRead(false);
622 if (type == 10) // Script
589 { 623 {
590 int type = m_items[itemID].InvType; 624 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
591 if (type == 10) // Script 625 }
592 { 626 m_items.LockItemsForWrite(true);
593 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 627 m_items.Remove(itemID);
594 } 628 m_items.LockItemsForWrite(false);
595 m_items.Remove(itemID); 629 m_inventorySerial++;
596 m_inventorySerial++; 630 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
597 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
598
599 HasInventoryChanged = true;
600 m_part.ParentGroup.HasGroupChanged = true;
601 631
602 int scriptcount = 0; 632 HasInventoryChanged = true;
603 lock (m_items) 633 m_part.ParentGroup.HasGroupChanged = true;
604 {
605 foreach (TaskInventoryItem item in m_items.Values)
606 {
607 if (item.Type == 10)
608 {
609 scriptcount++;
610 }
611 }
612 }
613 634
614 if (scriptcount <= 0) 635 int scriptcount = 0;
636 m_items.LockItemsForRead(true);
637 foreach (TaskInventoryItem item in m_items.Values)
638 {
639 if (item.Type == 10)
615 { 640 {
616 m_part.RemFlag(PrimFlags.Scripted); 641 scriptcount++;
617 } 642 }
618
619 m_part.ScheduleFullUpdate();
620
621 return type;
622 } 643 }
623 else 644 m_items.LockItemsForRead(false);
645
646
647 if (scriptcount <= 0)
624 { 648 {
625 m_log.ErrorFormat( 649 m_part.RemFlag(PrimFlags.Scripted);
626 "[PRIM INVENTORY]: " +
627 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
628 itemID, m_part.Name, m_part.UUID,
629 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
630 } 650 }
651
652 m_part.ScheduleFullUpdate();
653
654 return type;
655 }
656 else
657 {
658 m_log.ErrorFormat(
659 "[PRIM INVENTORY]: " +
660 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
661 itemID, m_part.Name, m_part.UUID);
631 } 662 }
663 m_items.LockItemsForWrite(false);
632 664
633 return -1; 665 return -1;
634 } 666 }
@@ -681,52 +713,53 @@ namespace OpenSim.Region.Framework.Scenes
681 // isn't available (such as drag from prim inventory to agent inventory) 713 // isn't available (such as drag from prim inventory to agent inventory)
682 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 714 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
683 715
684 lock (m_items) 716 m_items.LockItemsForRead(true);
717
718 foreach (TaskInventoryItem item in m_items.Values)
685 { 719 {
686 foreach (TaskInventoryItem item in m_items.Values) 720 UUID ownerID = item.OwnerID;
687 { 721 uint everyoneMask = 0;
688 UUID ownerID = item.OwnerID; 722 uint baseMask = item.BasePermissions;
689 uint everyoneMask = 0; 723 uint ownerMask = item.CurrentPermissions;
690 uint baseMask = item.BasePermissions;
691 uint ownerMask = item.CurrentPermissions;
692 724
693 invString.AddItemStart(); 725 invString.AddItemStart();
694 invString.AddNameValueLine("item_id", item.ItemID.ToString()); 726 invString.AddNameValueLine("item_id", item.ItemID.ToString());
695 invString.AddNameValueLine("parent_id", m_part.UUID.ToString()); 727 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
696 728
697 invString.AddPermissionsStart(); 729 invString.AddPermissionsStart();
698 730
699 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 731 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
700 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 732 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
701 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(0)); 733 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(0));
702 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask)); 734 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
703 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions)); 735 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
704 736
705 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 737 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
706 invString.AddNameValueLine("owner_id", ownerID.ToString()); 738 invString.AddNameValueLine("owner_id", ownerID.ToString());
707 739
708 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 740 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
709 741
710 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 742 invString.AddNameValueLine("group_id", item.GroupID.ToString());
711 invString.AddSectionEnd(); 743 invString.AddSectionEnd();
712 744
713 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 745 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
714 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]); 746 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
715 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]); 747 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
716 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags)); 748 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
717 749
718 invString.AddSaleStart(); 750 invString.AddSaleStart();
719 invString.AddNameValueLine("sale_type", "not"); 751 invString.AddNameValueLine("sale_type", "not");
720 invString.AddNameValueLine("sale_price", "0"); 752 invString.AddNameValueLine("sale_price", "0");
721 invString.AddSectionEnd(); 753 invString.AddSectionEnd();
722 754
723 invString.AddNameValueLine("name", item.Name + "|"); 755 invString.AddNameValueLine("name", item.Name + "|");
724 invString.AddNameValueLine("desc", item.Description + "|"); 756 invString.AddNameValueLine("desc", item.Description + "|");
725 757
726 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 758 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
727 invString.AddSectionEnd(); 759 invString.AddSectionEnd();
728 }
729 } 760 }
761 int count = m_items.Count;
762 m_items.LockItemsForRead(false);
730 763
731 fileData = Utils.StringToBytes(invString.BuildString); 764 fileData = Utils.StringToBytes(invString.BuildString);
732 765
@@ -747,10 +780,9 @@ namespace OpenSim.Region.Framework.Scenes
747 { 780 {
748 if (HasInventoryChanged) 781 if (HasInventoryChanged)
749 { 782 {
750 lock (Items) 783 Items.LockItemsForRead(true);
751 { 784 datastore.StorePrimInventory(m_part.UUID, Items.Values);
752 datastore.StorePrimInventory(m_part.UUID, Items.Values); 785 Items.LockItemsForRead(false);
753 }
754 786
755 HasInventoryChanged = false; 787 HasInventoryChanged = false;
756 } 788 }
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 289ba47..a3ad7ca 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
73// { 73// {
74// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
75// } 75// }
76 76
77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
78 78
79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -89,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
90 /// issue #1716 90 /// issue #1716
91 /// </summary> 91 /// </summary>
92 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
93 95
94 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
95 97
@@ -113,8 +115,11 @@ namespace OpenSim.Region.Framework.Scenes
113 public Vector3 lastKnownAllowedPosition; 115 public Vector3 lastKnownAllowedPosition;
114 public bool sentMessageAboutRestrictedParcelFlyingDown; 116 public bool sentMessageAboutRestrictedParcelFlyingDown;
115 public Vector4 CollisionPlane = Vector4.UnitW; 117 public Vector4 CollisionPlane = Vector4.UnitW;
116 118
117 private Vector3 m_lastPosition; 119 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
120 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
121 private Vector3 m_lastPosition;
122 private Vector3 m_lastWorldPosition;
118 private Quaternion m_lastRotation; 123 private Quaternion m_lastRotation;
119 private Vector3 m_lastVelocity; 124 private Vector3 m_lastVelocity;
120 //private int m_lastTerseSent; 125 //private int m_lastTerseSent;
@@ -145,7 +150,6 @@ namespace OpenSim.Region.Framework.Scenes
145 private int m_perfMonMS; 150 private int m_perfMonMS;
146 151
147 private bool m_setAlwaysRun; 152 private bool m_setAlwaysRun;
148
149 private bool m_forceFly; 153 private bool m_forceFly;
150 private bool m_flyDisabled; 154 private bool m_flyDisabled;
151 155
@@ -169,7 +173,8 @@ namespace OpenSim.Region.Framework.Scenes
169 protected RegionInfo m_regionInfo; 173 protected RegionInfo m_regionInfo;
170 protected ulong crossingFromRegion; 174 protected ulong crossingFromRegion;
171 175
172 private readonly Vector3[] Dir_Vectors = new Vector3[6]; 176 private readonly Vector3[] Dir_Vectors = new Vector3[11];
177 private bool m_isNudging = false;
173 178
174 // Position of agent's camera in world (region cordinates) 179 // Position of agent's camera in world (region cordinates)
175 protected Vector3 m_CameraCenter; 180 protected Vector3 m_CameraCenter;
@@ -194,6 +199,7 @@ namespace OpenSim.Region.Framework.Scenes
194 private bool m_autopilotMoving; 199 private bool m_autopilotMoving;
195 private Vector3 m_autoPilotTarget; 200 private Vector3 m_autoPilotTarget;
196 private bool m_sitAtAutoTarget; 201 private bool m_sitAtAutoTarget;
202 private Vector3 m_initialSitTarget; //KF: First estimate of where to sit
197 203
198 private string m_nextSitAnimation = String.Empty; 204 private string m_nextSitAnimation = String.Empty;
199 205
@@ -204,6 +210,9 @@ namespace OpenSim.Region.Framework.Scenes
204 private bool m_followCamAuto; 210 private bool m_followCamAuto;
205 211
206 private int m_movementUpdateCount; 212 private int m_movementUpdateCount;
213 private int m_lastColCount = -1; //KF: Look for Collision chnages
214 private int m_updateCount = 0; //KF: Update Anims for a while
215 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
207 216
208 private const int NumMovementsBetweenRayCast = 5; 217 private const int NumMovementsBetweenRayCast = 5;
209 218
@@ -233,6 +242,10 @@ namespace OpenSim.Region.Framework.Scenes
233 DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG, 242 DIR_CONTROL_FLAG_RIGHT = AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG,
234 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 243 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
235 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 244 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
245 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
246 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
247 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
248 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
236 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 249 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
237 } 250 }
238 251
@@ -658,10 +671,7 @@ namespace OpenSim.Region.Framework.Scenes
658 671
659 672
660 AdjustKnownSeeds(); 673 AdjustKnownSeeds();
661
662 // TODO: I think, this won't send anything, as we are still a child here...
663 Animator.TrySetMovementAnimation("STAND"); 674 Animator.TrySetMovementAnimation("STAND");
664
665 // we created a new ScenePresence (a new child agent) in a fresh region. 675 // we created a new ScenePresence (a new child agent) in a fresh region.
666 // Request info about all the (root) agents in this region 676 // Request info about all the (root) agents in this region
667 // Note: This won't send data *to* other clients in that region (children don't send) 677 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -717,21 +727,47 @@ namespace OpenSim.Region.Framework.Scenes
717 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 727 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
718 Dir_Vectors[4] = Vector3.UnitZ; //UP 728 Dir_Vectors[4] = Vector3.UnitZ; //UP
719 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 729 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
720 Dir_Vectors[5] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 730 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
731 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
732 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
733 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
734 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
721 } 735 }
722 736
723 private Vector3[] GetWalkDirectionVectors() 737 private Vector3[] GetWalkDirectionVectors()
724 { 738 {
725 Vector3[] vector = new Vector3[6]; 739 Vector3[] vector = new Vector3[11];
726 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 740 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
727 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 741 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
728 vector[2] = Vector3.UnitY; //LEFT 742 vector[2] = Vector3.UnitY; //LEFT
729 vector[3] = -Vector3.UnitY; //RIGHT 743 vector[3] = -Vector3.UnitY; //RIGHT
730 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 744 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
731 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 745 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
732 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 746 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
747 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
748 vector[8] = Vector3.UnitY; //LEFT_NUDGE
749 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
750 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
733 return vector; 751 return vector;
734 } 752 }
753
754 private bool[] GetDirectionIsNudge()
755 {
756 bool[] isNudge = new bool[11];
757 isNudge[0] = false; //FORWARD
758 isNudge[1] = false; //BACK
759 isNudge[2] = false; //LEFT
760 isNudge[3] = false; //RIGHT
761 isNudge[4] = false; //UP
762 isNudge[5] = false; //DOWN
763 isNudge[6] = true; //FORWARD_NUDGE
764 isNudge[7] = true; //BACK_NUDGE
765 isNudge[8] = true; //LEFT_NUDGE
766 isNudge[9] = true; //RIGHT_NUDGE
767 isNudge[10] = true; //DOWN_Nudge
768 return isNudge;
769 }
770
735 771
736 #endregion 772 #endregion
737 773
@@ -995,7 +1031,9 @@ namespace OpenSim.Region.Framework.Scenes
995 { 1031 {
996 AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f)); 1032 AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f));
997 } 1033 }
998 1034
1035 m_updateCount = UPDATE_COUNT; //KF: Trigger Anim updates to catch falling anim.
1036
999 ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId, 1037 ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
1000 AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient))); 1038 AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient)));
1001 } 1039 }
@@ -1230,7 +1268,6 @@ namespace OpenSim.Region.Framework.Scenes
1230 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1268 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1231 } 1269 }
1232 } 1270 }
1233
1234 lock (scriptedcontrols) 1271 lock (scriptedcontrols)
1235 { 1272 {
1236 if (scriptedcontrols.Count > 0) 1273 if (scriptedcontrols.Count > 0)
@@ -1245,9 +1282,7 @@ namespace OpenSim.Region.Framework.Scenes
1245 1282
1246 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1283 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1247 { 1284 {
1248 // TODO: This doesn't prevent the user from walking yet. 1285 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1249 // Setting parent ID would fix this, if we knew what value
1250 // to use. Or we could add a m_isSitting variable.
1251 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); 1286 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1252 } 1287 }
1253 1288
@@ -1292,6 +1327,11 @@ namespace OpenSim.Region.Framework.Scenes
1292 update_rotation = true; 1327 update_rotation = true;
1293 } 1328 }
1294 1329
1330 //guilty until proven innocent..
1331 bool Nudging = true;
1332 //Basically, if there is at least one non-nudge control then we don't need
1333 //to worry about stopping the avatar
1334
1295 if (m_parentID == 0) 1335 if (m_parentID == 0)
1296 { 1336 {
1297 bool bAllowUpdateMoveToPosition = false; 1337 bool bAllowUpdateMoveToPosition = false;
@@ -1306,6 +1346,12 @@ namespace OpenSim.Region.Framework.Scenes
1306 else 1346 else
1307 dirVectors = Dir_Vectors; 1347 dirVectors = Dir_Vectors;
1308 1348
1349 bool[] isNudge = GetDirectionIsNudge();
1350
1351
1352
1353
1354
1309 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1355 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1310 { 1356 {
1311 if (((uint)flags & (uint)DCF) != 0) 1357 if (((uint)flags & (uint)DCF) != 0)
@@ -1315,6 +1361,10 @@ namespace OpenSim.Region.Framework.Scenes
1315 try 1361 try
1316 { 1362 {
1317 agent_control_v3 += dirVectors[i]; 1363 agent_control_v3 += dirVectors[i];
1364 if (isNudge[i] == false)
1365 {
1366 Nudging = false;
1367 }
1318 } 1368 }
1319 catch (IndexOutOfRangeException) 1369 catch (IndexOutOfRangeException)
1320 { 1370 {
@@ -1376,6 +1426,9 @@ namespace OpenSim.Region.Framework.Scenes
1376 // Ignore z component of vector 1426 // Ignore z component of vector
1377 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1427 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1378 LocalVectorToTarget2D.Normalize(); 1428 LocalVectorToTarget2D.Normalize();
1429
1430 //We're not nudging
1431 Nudging = false;
1379 agent_control_v3 += LocalVectorToTarget2D; 1432 agent_control_v3 += LocalVectorToTarget2D;
1380 1433
1381 // update avatar movement flags. the avatar coordinate system is as follows: 1434 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1464,7 +1517,7 @@ namespace OpenSim.Region.Framework.Scenes
1464 // m_log.DebugFormat( 1517 // m_log.DebugFormat(
1465 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1518 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1466 1519
1467 AddNewMovement(agent_control_v3, q); 1520 AddNewMovement(agent_control_v3, q, Nudging);
1468 1521
1469 1522
1470 } 1523 }
@@ -1485,7 +1538,6 @@ namespace OpenSim.Region.Framework.Scenes
1485 m_sitAtAutoTarget = false; 1538 m_sitAtAutoTarget = false;
1486 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1539 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1487 //proxy.PCode = (byte)PCode.ParticleSystem; 1540 //proxy.PCode = (byte)PCode.ParticleSystem;
1488
1489 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1541 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1490 proxyObjectGroup.AttachToScene(m_scene); 1542 proxyObjectGroup.AttachToScene(m_scene);
1491 1543
@@ -1527,7 +1579,7 @@ namespace OpenSim.Region.Framework.Scenes
1527 } 1579 }
1528 m_moveToPositionInProgress = true; 1580 m_moveToPositionInProgress = true;
1529 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1581 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1530 } 1582 }
1531 catch (Exception ex) 1583 catch (Exception ex)
1532 { 1584 {
1533 //Why did I get this error? 1585 //Why did I get this error?
@@ -1549,7 +1601,7 @@ namespace OpenSim.Region.Framework.Scenes
1549 Velocity = Vector3.Zero; 1601 Velocity = Vector3.Zero;
1550 SendFullUpdateToAllClients(); 1602 SendFullUpdateToAllClients();
1551 1603
1552 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1604 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1553 } 1605 }
1554 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1606 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1555 m_requestedSitTargetUUID = UUID.Zero; 1607 m_requestedSitTargetUUID = UUID.Zero;
@@ -1587,46 +1639,79 @@ namespace OpenSim.Region.Framework.Scenes
1587 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 1639 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1588 if (part != null) 1640 if (part != null)
1589 { 1641 {
1642 part.TaskInventory.LockItemsForRead(true);
1590 TaskInventoryDictionary taskIDict = part.TaskInventory; 1643 TaskInventoryDictionary taskIDict = part.TaskInventory;
1591 if (taskIDict != null) 1644 if (taskIDict != null)
1592 { 1645 {
1593 lock (taskIDict) 1646 foreach (UUID taskID in taskIDict.Keys)
1594 { 1647 {
1595 foreach (UUID taskID in taskIDict.Keys) 1648 UnRegisterControlEventsToScript(LocalId, taskID);
1596 { 1649 taskIDict[taskID].PermsMask &= ~(
1597 UnRegisterControlEventsToScript(LocalId, taskID); 1650 2048 | //PERMISSION_CONTROL_CAMERA
1598 taskIDict[taskID].PermsMask &= ~( 1651 4); // PERMISSION_TAKE_CONTROLS
1599 2048 | //PERMISSION_CONTROL_CAMERA
1600 4); // PERMISSION_TAKE_CONTROLS
1601 }
1602 } 1652 }
1603
1604 } 1653 }
1654 part.TaskInventory.LockItemsForRead(false);
1605 // Reset sit target. 1655 // Reset sit target.
1606 if (part.GetAvatarOnSitTarget() == UUID) 1656 if (part.GetAvatarOnSitTarget() == UUID)
1607 part.SetAvatarOnSitTarget(UUID.Zero); 1657 part.SetAvatarOnSitTarget(UUID.Zero);
1608
1609 m_parentPosition = part.GetWorldPosition(); 1658 m_parentPosition = part.GetWorldPosition();
1610 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1659 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1611 } 1660 }
1612 1661 // part.GetWorldRotation() is the rotation of the object being sat on
1613 if (m_physicsActor == null) 1662 // Rotation is the sittiing Av's rotation
1614 { 1663
1615 AddToPhysicalScene(false); 1664 Quaternion partRot;
1665// if (part.LinkNum == 1)
1666// { // Root prim of linkset
1667// partRot = part.ParentGroup.RootPart.RotationOffset;
1668// }
1669// else
1670// { // single or child prim
1671
1672// }
1673 if (part == null) //CW: Part may be gone. llDie() for example.
1674 {
1675 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1676 }
1677 else
1678 {
1679 partRot = part.GetWorldRotation();
1680 }
1681
1682 Quaternion partIRot = Quaternion.Inverse(partRot);
1683
1684 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1685 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1686
1687
1688 if (m_physicsActor == null)
1689 {
1690 AddToPhysicalScene(false);
1691 }
1692 //CW: If the part isn't null then we can set the current position
1693 if (part != null)
1694 {
1695 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset!
1696 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1697 part.IsOccupied = false;
1698 }
1699 else
1700 {
1701 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1702 AbsolutePosition = m_lastWorldPosition;
1616 } 1703 }
1617 1704
1618 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1705 m_parentPosition = Vector3.Zero;
1619 m_parentPosition = Vector3.Zero; 1706 m_parentID = 0;
1620
1621 m_parentID = 0;
1622 SendFullUpdateToAllClients(); 1707 SendFullUpdateToAllClients();
1623 m_requestedSitTargetID = 0; 1708 m_requestedSitTargetID = 0;
1709
1624 if ((m_physicsActor != null) && (m_avHeight > 0)) 1710 if ((m_physicsActor != null) && (m_avHeight > 0))
1625 { 1711 {
1626 SetHeight(m_avHeight); 1712 SetHeight(m_avHeight);
1627 } 1713 }
1628 } 1714 }
1629
1630 Animator.TrySetMovementAnimation("STAND"); 1715 Animator.TrySetMovementAnimation("STAND");
1631 } 1716 }
1632 1717
@@ -1657,13 +1742,9 @@ namespace OpenSim.Region.Framework.Scenes
1657 Vector3 avSitOffSet = part.SitTargetPosition; 1742 Vector3 avSitOffSet = part.SitTargetPosition;
1658 Quaternion avSitOrientation = part.SitTargetOrientation; 1743 Quaternion avSitOrientation = part.SitTargetOrientation;
1659 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1744 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1660 1745 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1661 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1746 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1662 bool SitTargetisSet = 1747 if (SitTargetisSet && !SitTargetOccupied)
1663 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1664 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1665
1666 if (SitTargetisSet && SitTargetUnOccupied)
1667 { 1748 {
1668 //switch the target to this prim 1749 //switch the target to this prim
1669 return part; 1750 return part;
@@ -1677,84 +1758,152 @@ namespace OpenSim.Region.Framework.Scenes
1677 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1758 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1678 { 1759 {
1679 bool autopilot = true; 1760 bool autopilot = true;
1761 Vector3 autopilotTarget = new Vector3();
1762 Quaternion sitOrientation = Quaternion.Identity;
1680 Vector3 pos = new Vector3(); 1763 Vector3 pos = new Vector3();
1681 Quaternion sitOrientation = pSitOrientation;
1682 Vector3 cameraEyeOffset = Vector3.Zero; 1764 Vector3 cameraEyeOffset = Vector3.Zero;
1683 Vector3 cameraAtOffset = Vector3.Zero; 1765 Vector3 cameraAtOffset = Vector3.Zero;
1684 bool forceMouselook = false; 1766 bool forceMouselook = false;
1685 1767
1686 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1768 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1687 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1769 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1688 if (part != null) 1770 if (part == null) return;
1689 { 1771
1690 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1772 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1691 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1773 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1692 1774
1693 // Is a sit target available? 1775 // part is the prim to sit on
1694 Vector3 avSitOffSet = part.SitTargetPosition; 1776 // offset is the world-ref vector distance from that prim center to the click-spot
1695 Quaternion avSitOrientation = part.SitTargetOrientation; 1777 // UUID is the UUID of the Avatar doing the clicking
1696 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1778
1697 1779 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1698 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1780
1699 bool SitTargetisSet = 1781 // Is a sit target available?
1700 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1782 Vector3 avSitOffSet = part.SitTargetPosition;
1701 ( 1783 Quaternion avSitOrientation = part.SitTargetOrientation;
1702 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1784
1703 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1785 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1704 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1786 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1705 ) 1787 Quaternion partRot;
1706 )); 1788// if (part.LinkNum == 1)
1707 1789// { // Root prim of linkset
1708 if (SitTargetisSet && SitTargetUnOccupied) 1790// partRot = part.ParentGroup.RootPart.RotationOffset;
1709 { 1791// }
1710 part.SetAvatarOnSitTarget(UUID); 1792// else
1711 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1793// { // single or child prim
1712 sitOrientation = avSitOrientation; 1794 partRot = part.GetWorldRotation();
1713 autopilot = false; 1795// }
1714 } 1796 Quaternion partIRot = Quaternion.Inverse(partRot);
1715 1797//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1716 pos = part.AbsolutePosition + offset; 1798 // Sit analysis rewritten by KF 091125
1717 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1799 if (SitTargetisSet) // scipted sit
1718 //{ 1800 {
1719 // offset = pos; 1801 if (!part.IsOccupied)
1720 //autopilot = false; 1802 {
1721 //} 1803//Console.WriteLine("Scripted, unoccupied");
1722 if (m_physicsActor != null) 1804 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1723 { 1805 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1724 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1806 sitOrientation = avSitOrientation; // Change rotatione to the scripted one
1725 // We can remove the physicsActor until they stand up. 1807 autopilot = false; // Jump direct to scripted llSitPos()
1726 m_sitAvatarHeight = m_physicsActor.Size.Z; 1808 }
1727 1809 else
1728 if (autopilot) 1810 {
1729 { 1811//Console.WriteLine("Scripted, occupied");
1730 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1812 return;
1731 { 1813 }
1732 autopilot = false; 1814 }
1815 else // Not Scripted
1816 {
1817 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1818 {
1819 // large prim & offset, ignore if other Avs sitting
1820// offset.Z -= 0.05f;
1821 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1822 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1823
1824//Console.WriteLine(" offset ={0}", offset);
1825//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1826//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1827
1828 }
1829 else // small offset
1830 {
1831//Console.WriteLine("Small offset");
1832 if (!part.IsOccupied)
1833 {
1834 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1835 autopilotTarget = part.AbsolutePosition;
1836 }
1837 else return; // occupied small
1838 } // end large/small
1839 } // end Scripted/not
1840 cameraAtOffset = part.GetCameraAtOffset();
1841 cameraEyeOffset = part.GetCameraEyeOffset();
1842 forceMouselook = part.GetForceMouselook();
1843 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
1844 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
1733 1845
1734 RemoveFromPhysicalScene(); 1846 if (m_physicsActor != null)
1735 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 1847 {
1736 } 1848 // If we're not using the client autopilot, we're immediately warping the avatar to the location
1737 } 1849 // We can remove the physicsActor until they stand up.
1738 else 1850 m_sitAvatarHeight = m_physicsActor.Size.Z;
1851 if (autopilot)
1852 { // its not a scripted sit
1853// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
1854 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) )
1739 { 1855 {
1856 autopilot = false; // close enough
1857 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1858 Not using the part's position because returning the AV to the last known standing
1859 position is likely to be more friendly, isn't it? */
1740 RemoveFromPhysicalScene(); 1860 RemoveFromPhysicalScene();
1741 } 1861 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
1862 } // else the autopilot will get us close
1863 }
1864 else
1865 { // its a scripted sit
1866 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1867 I *am* using the part's position this time because we have no real idea how far away
1868 the avatar is from the sit target. */
1869 RemoveFromPhysicalScene();
1742 } 1870 }
1743
1744 cameraAtOffset = part.GetCameraAtOffset();
1745 cameraEyeOffset = part.GetCameraEyeOffset();
1746 forceMouselook = part.GetForceMouselook();
1747 } 1871 }
1748 1872 else return; // physactor is null!
1749 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 1873
1750 m_requestedSitTargetUUID = targetID; 1874 Vector3 offsetr; // = offset * partIRot;
1875 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
1876 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
1877 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
1878 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
1879 offsetr = offset * partIRot;
1880//
1881 // else
1882 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
1883 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
1884 // (offset * partRot);
1885 // }
1886
1887//Console.WriteLine(" ");
1888//Console.WriteLine("link number ={0}", part.LinkNum);
1889//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
1890//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
1891//Console.WriteLine("Click offst ={0}", offset);
1892//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
1893//Console.WriteLine("offsetr ={0}", offsetr);
1894//Console.WriteLine("Camera At ={0}", cameraAtOffset);
1895//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
1896
1897 ControllingClient.SendSitResponse(part.UUID, offsetr, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
1898 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1751 // This calls HandleAgentSit twice, once from here, and the client calls 1899 // This calls HandleAgentSit twice, once from here, and the client calls
1752 // HandleAgentSit itself after it gets to the location 1900 // HandleAgentSit itself after it gets to the location
1753 // It doesn't get to the location until we've moved them there though 1901 // It doesn't get to the location until we've moved them there though
1754 // which happens in HandleAgentSit :P 1902 // which happens in HandleAgentSit :P
1755 m_autopilotMoving = autopilot; 1903 m_autopilotMoving = autopilot;
1756 m_autoPilotTarget = pos; 1904 m_autoPilotTarget = autopilotTarget;
1757 m_sitAtAutoTarget = autopilot; 1905 m_sitAtAutoTarget = autopilot;
1906 m_initialSitTarget = autopilotTarget;
1758 if (!autopilot) 1907 if (!autopilot)
1759 HandleAgentSit(remoteClient, UUID); 1908 HandleAgentSit(remoteClient, UUID);
1760 } 1909 }
@@ -2049,31 +2198,65 @@ namespace OpenSim.Region.Framework.Scenes
2049 { 2198 {
2050 if (part != null) 2199 if (part != null)
2051 { 2200 {
2201//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2052 if (part.GetAvatarOnSitTarget() == UUID) 2202 if (part.GetAvatarOnSitTarget() == UUID)
2053 { 2203 {
2204//Console.WriteLine("Scripted Sit");
2205 // Scripted sit
2054 Vector3 sitTargetPos = part.SitTargetPosition; 2206 Vector3 sitTargetPos = part.SitTargetPosition;
2055 Quaternion sitTargetOrient = part.SitTargetOrientation; 2207 Quaternion sitTargetOrient = part.SitTargetOrientation;
2056
2057 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2058 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2059
2060 //Quaternion result = (sitTargetOrient * vq) * nq;
2061
2062 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2208 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2063 m_pos += SIT_TARGET_ADJUSTMENT; 2209 m_pos += SIT_TARGET_ADJUSTMENT;
2064 m_bodyRot = sitTargetOrient; 2210 m_bodyRot = sitTargetOrient;
2065 //Rotation = sitTargetOrient;
2066 m_parentPosition = part.AbsolutePosition; 2211 m_parentPosition = part.AbsolutePosition;
2067 2212 part.IsOccupied = true;
2068 //SendTerseUpdateToAllClients();
2069 } 2213 }
2070 else 2214 else
2071 { 2215 {
2072 m_pos -= part.AbsolutePosition; 2216 // if m_avUnscriptedSitPos is zero then Av sits above center
2217 // Else Av sits at m_avUnscriptedSitPos
2218
2219 // Non-scripted sit by Kitto Flora 21Nov09
2220 // Calculate angle of line from prim to Av
2221 Quaternion partIRot;
2222// if (part.LinkNum == 1)
2223// { // Root prim of linkset
2224// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2225// }
2226// else
2227// { // single or child prim
2228 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2229// }
2230 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2231 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2232 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2233 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2234 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2235 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2236 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2237 // Av sits at world euler <0,0, z>, translated by part rotation
2238 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2239
2073 m_parentPosition = part.AbsolutePosition; 2240 m_parentPosition = part.AbsolutePosition;
2074 } 2241 part.IsOccupied = true;
2075 } 2242 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2076 else 2243 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2244 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2245 m_avUnscriptedSitPos; // adds click offset, if any
2246 //Set up raytrace to find top surface of prim
2247 Vector3 size = part.Scale;
2248 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2249 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2250 Vector3 down = new Vector3(0f, 0f, -1f);
2251//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2252 m_scene.PhysicsScene.RaycastWorld(
2253 start, // Vector3 position,
2254 down, // Vector3 direction,
2255 mag, // float length,
2256 SitAltitudeCallback); // retMethod
2257 } // end scripted/not
2258 }
2259 else // no Av
2077 { 2260 {
2078 return; 2261 return;
2079 } 2262 }
@@ -2085,11 +2268,36 @@ namespace OpenSim.Region.Framework.Scenes
2085 2268
2086 Animator.TrySetMovementAnimation(sitAnimation); 2269 Animator.TrySetMovementAnimation(sitAnimation);
2087 SendFullUpdateToAllClients(); 2270 SendFullUpdateToAllClients();
2088 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2089 // So we're also sending a terse update (which has avatar rotation)
2090 // [Update] We do now.
2091 //SendTerseUpdateToAllClients();
2092 } 2271 }
2272
2273 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2274 {
2275 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2276 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2277 if(hitYN)
2278 {
2279 // m_pos = Av offset from prim center to make look like on center
2280 // m_parentPosition = Actual center pos of prim
2281 // collisionPoint = spot on prim where we want to sit
2282 // collisionPoint.Z = global sit surface height
2283 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2284 Quaternion partIRot;
2285// if (part.LinkNum == 1)
2286/// { // Root prim of linkset
2287// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2288// }
2289// else
2290// { // single or child prim
2291 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2292// }
2293 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2294 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2295//Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2296 m_pos += offset;
2297// ControllingClient.SendClearFollowCamProperties(part.UUID);
2298
2299 }
2300 } // End SitAltitudeCallback KF.
2093 2301
2094 /// <summary> 2302 /// <summary>
2095 /// Event handler for the 'Always run' setting on the client 2303 /// Event handler for the 'Always run' setting on the client
@@ -2119,7 +2327,7 @@ namespace OpenSim.Region.Framework.Scenes
2119 /// </summary> 2327 /// </summary>
2120 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2328 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2121 /// <param name="rotation">The direction in which this avatar should now face. 2329 /// <param name="rotation">The direction in which this avatar should now face.
2122 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2330 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2123 { 2331 {
2124 if (m_isChildAgent) 2332 if (m_isChildAgent)
2125 { 2333 {
@@ -2193,7 +2401,7 @@ namespace OpenSim.Region.Framework.Scenes
2193 2401
2194 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2402 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2195 m_forceToApply = direc; 2403 m_forceToApply = direc;
2196 2404 m_isNudging = Nudging;
2197 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2405 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2198 } 2406 }
2199 2407
@@ -2208,7 +2416,7 @@ namespace OpenSim.Region.Framework.Scenes
2208 const float POSITION_TOLERANCE = 0.05f; 2416 const float POSITION_TOLERANCE = 0.05f;
2209 //const int TIME_MS_TOLERANCE = 3000; 2417 //const int TIME_MS_TOLERANCE = 3000;
2210 2418
2211 SendPrimUpdates(); 2419
2212 2420
2213 if (m_newCoarseLocations) 2421 if (m_newCoarseLocations)
2214 { 2422 {
@@ -2244,6 +2452,9 @@ namespace OpenSim.Region.Framework.Scenes
2244 CheckForBorderCrossing(); 2452 CheckForBorderCrossing();
2245 CheckForSignificantMovement(); // sends update to the modules. 2453 CheckForSignificantMovement(); // sends update to the modules.
2246 } 2454 }
2455
2456 //Sending prim updates AFTER the avatar terse updates are sent
2457 SendPrimUpdates();
2247 } 2458 }
2248 2459
2249 #endregion 2460 #endregion
@@ -3097,14 +3308,25 @@ namespace OpenSim.Region.Framework.Scenes
3097 { 3308 {
3098 if (m_forceToApply.HasValue) 3309 if (m_forceToApply.HasValue)
3099 { 3310 {
3100 Vector3 force = m_forceToApply.Value;
3101 3311
3312 Vector3 force = m_forceToApply.Value;
3102 m_updateflag = true; 3313 m_updateflag = true;
3103// movementvector = force;
3104 Velocity = force; 3314 Velocity = force;
3105 3315
3106 m_forceToApply = null; 3316 m_forceToApply = null;
3107 } 3317 }
3318 else
3319 {
3320 if (m_isNudging)
3321 {
3322 Vector3 force = Vector3.Zero;
3323
3324 m_updateflag = true;
3325 Velocity = force;
3326 m_isNudging = false;
3327 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3328 }
3329 }
3108 } 3330 }
3109 3331
3110 public override void SetText(string text, Vector3 color, double alpha) 3332 public override void SetText(string text, Vector3 color, double alpha)
@@ -3156,18 +3378,29 @@ namespace OpenSim.Region.Framework.Scenes
3156 { 3378 {
3157 if (e == null) 3379 if (e == null)
3158 return; 3380 return;
3159 3381
3160 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3382 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3161 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3162 // as of this comment the interval is set in AddToPhysicalScene 3383 // as of this comment the interval is set in AddToPhysicalScene
3163 if (Animator!=null) 3384 if (Animator!=null)
3164 Animator.UpdateMovementAnimations(); 3385 {
3386 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3387 { // else its will lock out other animation changes, like ground sit.
3388 Animator.UpdateMovementAnimations();
3389 m_updateCount--;
3390 }
3391 }
3165 3392
3166 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3393 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3167 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3394 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3168 3395
3169 CollisionPlane = Vector4.UnitW; 3396 CollisionPlane = Vector4.UnitW;
3170 3397
3398 if (m_lastColCount != coldata.Count)
3399 {
3400 m_updateCount = UPDATE_COUNT;
3401 m_lastColCount = coldata.Count;
3402 }
3403
3171 if (coldata.Count != 0 && Animator != null) 3404 if (coldata.Count != 0 && Animator != null)
3172 { 3405 {
3173 switch (Animator.CurrentMovementAnimation) 3406 switch (Animator.CurrentMovementAnimation)
@@ -3815,5 +4048,16 @@ namespace OpenSim.Region.Framework.Scenes
3815 m_reprioritization_called = false; 4048 m_reprioritization_called = false;
3816 } 4049 }
3817 } 4050 }
4051
4052 private Vector3 Quat2Euler(Quaternion rot){
4053 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4054 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4055 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4056 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4057 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4058 return(new Vector3(x,y,z));
4059 }
4060
4061
3818 } 4062 }
3819} \ No newline at end of file 4063}
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
index 8a27b7b..5abbb82 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneTests.cs
@@ -101,7 +101,16 @@ namespace OpenSim.Region.Framework.Scenes.Tests
101 { 101 {
102 throw new NotImplementedException(); 102 throw new NotImplementedException();
103 } 103 }
104 104 public RegionMeta7WindlightData LoadRegionWindlightSettings(UUID regionUUID)
105 {
106 //This connector doesn't support the windlight module yet
107 //Return default LL windlight settings
108 return new RegionMeta7WindlightData();
109 }
110 public void StoreRegionWindlightSettings(RegionMeta7WindlightData wl)
111 {
112 //This connector doesn't support the windlight module yet
113 }
105 public RegionSettings LoadRegionSettings(UUID regionUUID) 114 public RegionSettings LoadRegionSettings(UUID regionUUID)
106 { 115 {
107 return null; 116 return null;