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.cs19
-rw-r--r--OpenSim/Region/Framework/Scenes/CollisionSounds.cs304
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs43
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs791
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs368
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs152
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs520
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs11
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs439
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs246
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1237
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1475
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs745
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs156
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs78
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs124
-rw-r--r--OpenSim/Region/Framework/Scenes/TerrainChannel.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs25
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs184
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
31 files changed, 5518 insertions, 1962 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 5beee73..c1394aa 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -80,12 +80,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
80 m_scenePresence = sp; 80 m_scenePresence = sp;
81 CurrentMovementAnimation = "CROUCH"; 81 CurrentMovementAnimation = "CROUCH";
82 } 82 }
83 83
84 public void AddAnimation(UUID animID, UUID objectID) 84 public void AddAnimation(UUID animID, UUID objectID)
85 { 85 {
86 if (m_scenePresence.IsChildAgent) 86 if (m_scenePresence.IsChildAgent)
87 return; 87 return;
88 88
89 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
89 if (m_scenePresence.Scene.DebugAnimations) 90 if (m_scenePresence.Scene.DebugAnimations)
90 m_log.DebugFormat( 91 m_log.DebugFormat(
91 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", 92 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}",
@@ -140,6 +141,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
140 } 141 }
141 } 142 }
142 143
144 public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
145 {
146 if (m_scenePresence.IsChildAgent)
147 return;
148
149 if (animID != UUID.Zero)
150 {
151 if (addRemove)
152 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
153 else
154 m_animations.Remove(animID, true);
155 }
156 if(sendPack)
157 SendAnimPack();
158 }
159
143 // Called from scripts 160 // Called from scripts
144 public void RemoveAnimation(string name) 161 public void RemoveAnimation(string name)
145 { 162 {
diff --git a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
new file mode 100644
index 0000000..075724e
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
@@ -0,0 +1,304 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27// Ubit 2012
28
29using System;
30using System.Reflection;
31using System.Collections.Generic;
32using OpenMetaverse;
33using OpenSim.Framework;
34using log4net;
35
36namespace OpenSim.Region.Framework.Scenes
37{
38 public struct CollisionForSoundInfo
39 {
40 public uint colliderID;
41 public Vector3 position;
42 public float relativeVel;
43 }
44
45 public static class CollisionSounds
46 {
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48
49 private const int MaxMaterials = 7;
50 // part part
51
52 private static UUID snd_StoneStone = new UUID("be7295c0-a158-11e1-b3dd-0800200c9a66");
53 private static UUID snd_StoneMetal = new UUID("be7295c0-a158-11e1-b3dd-0800201c9a66");
54 private static UUID snd_StoneGlass = new UUID("be7295c0-a158-11e1-b3dd-0800202c9a66");
55 private static UUID snd_StoneWood = new UUID("be7295c0-a158-11e1-b3dd-0800203c9a66");
56 private static UUID snd_StoneFlesh = new UUID("be7295c0-a158-11e1-b3dd-0800204c9a66");
57 private static UUID snd_StonePlastic = new UUID("be7295c0-a158-11e1-b3dd-0800205c9a66");
58 private static UUID snd_StoneRubber = new UUID("be7295c0-a158-11e1-b3dd-0800206c9a66");
59
60 private static UUID snd_MetalMetal = new UUID("be7295c0-a158-11e1-b3dd-0801201c9a66");
61 private static UUID snd_MetalGlass = new UUID("be7295c0-a158-11e1-b3dd-0801202c9a66");
62 private static UUID snd_MetalWood = new UUID("be7295c0-a158-11e1-b3dd-0801203c9a66");
63 private static UUID snd_MetalFlesh = new UUID("be7295c0-a158-11e1-b3dd-0801204c9a66");
64 private static UUID snd_MetalPlastic = new UUID("be7295c0-a158-11e1-b3dd-0801205c9a66");
65 private static UUID snd_MetalRubber = new UUID("be7295c0-a158-11e1-b3dd-0801206c9a66");
66
67 private static UUID snd_GlassGlass = new UUID("be7295c0-a158-11e1-b3dd-0802202c9a66");
68 private static UUID snd_GlassWood = new UUID("be7295c0-a158-11e1-b3dd-0802203c9a66");
69 private static UUID snd_GlassFlesh = new UUID("be7295c0-a158-11e1-b3dd-0802204c9a66");
70 private static UUID snd_GlassPlastic = new UUID("be7295c0-a158-11e1-b3dd-0802205c9a66");
71 private static UUID snd_GlassRubber = new UUID("be7295c0-a158-11e1-b3dd-0802206c9a66");
72
73 private static UUID snd_WoodWood = new UUID("be7295c0-a158-11e1-b3dd-0803203c9a66");
74 private static UUID snd_WoodFlesh = new UUID("be7295c0-a158-11e1-b3dd-0803204c9a66");
75 private static UUID snd_WoodPlastic = new UUID("be7295c0-a158-11e1-b3dd-0803205c9a66");
76 private static UUID snd_WoodRubber = new UUID("be7295c0-a158-11e1-b3dd-0803206c9a66");
77
78 private static UUID snd_FleshFlesh = new UUID("be7295c0-a158-11e1-b3dd-0804204c9a66");
79 private static UUID snd_FleshPlastic = new UUID("be7295c0-a158-11e1-b3dd-0804205c9a66");
80 private static UUID snd_FleshRubber = new UUID("be7295c0-a158-11e1-b3dd-0804206c9a66");
81
82 private static UUID snd_PlasticPlastic = new UUID("be7295c0-a158-11e1-b3dd-0805205c9a66");
83 private static UUID snd_PlasticRubber = new UUID("be7295c0-a158-11e1-b3dd-0805206c9a66");
84
85 private static UUID snd_RubberRubber = new UUID("be7295c0-a158-11e1-b3dd-0806206c9a66");
86
87 // terrain part
88 private static UUID snd_TerrainStone = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
89 private static UUID snd_TerrainMetal = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
90 private static UUID snd_TerrainGlass = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
91 private static UUID snd_TerrainWood = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
92 private static UUID snd_TerrainFlesh = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
93 private static UUID snd_TerrainPlastic = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
94 private static UUID snd_TerrainRubber = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
95
96 public static UUID[] m_TerrainPart = {
97 snd_TerrainStone,
98 snd_TerrainMetal,
99 snd_TerrainGlass,
100 snd_TerrainWood,
101 snd_TerrainFlesh,
102 snd_TerrainPlastic,
103 snd_TerrainRubber
104 };
105
106 // simetric sounds
107 public static UUID[] m_PartPart = {
108 snd_StoneStone, snd_StoneMetal, snd_StoneGlass, snd_StoneWood, snd_StoneFlesh, snd_StonePlastic, snd_StoneRubber,
109 snd_StoneMetal, snd_MetalMetal, snd_MetalGlass, snd_MetalWood, snd_MetalFlesh, snd_MetalPlastic, snd_MetalRubber,
110 snd_StoneGlass, snd_MetalGlass, snd_GlassGlass, snd_GlassWood, snd_GlassFlesh, snd_GlassPlastic, snd_GlassRubber,
111 snd_StoneWood, snd_MetalWood, snd_GlassWood, snd_WoodWood, snd_WoodFlesh, snd_WoodPlastic, snd_WoodRubber,
112 snd_StoneFlesh, snd_MetalFlesh, snd_GlassFlesh, snd_WoodFlesh, snd_FleshFlesh, snd_FleshPlastic, snd_FleshRubber,
113 snd_StonePlastic, snd_MetalPlastic, snd_GlassPlastic, snd_WoodPlastic, snd_FleshPlastic, snd_PlasticPlastic, snd_PlasticRubber,
114 snd_StoneRubber, snd_MetalRubber, snd_GlassRubber, snd_WoodRubber, snd_FleshRubber, snd_PlasticRubber, snd_RubberRubber
115 };
116
117 public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist)
118 {
119 if (collidersinfolist.Count == 0 || part == null)
120 return;
121
122 if (part.VolumeDetectActive || (part.Flags & PrimFlags.Physics) == 0)
123 return;
124
125 if (part.ParentGroup == null)
126 return;
127
128 if (part.CollisionSoundType < 0)
129 return;
130
131 float volume = 0.0f;
132 bool HaveSound = false;
133
134 UUID soundID = part.CollisionSound;
135
136 if (part.CollisionSoundType > 0)
137 {
138 // soundID = part.CollisionSound;
139 volume = part.CollisionSoundVolume;
140 if (volume == 0.0f)
141 return;
142 HaveSound = true;
143 }
144
145 bool doneownsound = false;
146
147 int thisMaterial = (int)part.Material;
148 if (thisMaterial >= MaxMaterials)
149 thisMaterial = 3;
150 int thisMatScaled = thisMaterial * MaxMaterials;
151
152 CollisionForSoundInfo colInfo;
153 uint id;
154
155 for(int i = 0; i< collidersinfolist.Count; i++)
156 {
157 colInfo = collidersinfolist[i];
158
159 id = colInfo.colliderID;
160 if (id == 0) // terrain collision
161 {
162 if (!doneownsound)
163 {
164 if (!HaveSound)
165 {
166 volume = Math.Abs(colInfo.relativeVel);
167 if (volume < 0.2f)
168 continue;
169
170 volume *= volume * .0625f; // 4m/s == full volume
171 if (volume > 1.0f)
172 volume = 1.0f;
173
174 soundID = m_TerrainPart[thisMaterial];
175 }
176 part.SendCollisionSound(soundID, volume, colInfo.position);
177 doneownsound = true;
178 }
179 continue;
180 }
181
182 SceneObjectPart otherPart = part.ParentGroup.Scene.GetSceneObjectPart(id);
183 if (otherPart != null)
184 {
185 if (otherPart.CollisionSoundType < 0 || otherPart.VolumeDetectActive)
186 continue;
187
188 if (!HaveSound)
189 {
190 if (otherPart.CollisionSoundType > 0)
191 {
192 soundID = otherPart.CollisionSound;
193 volume = otherPart.CollisionSoundVolume;
194 if (volume == 0.0f)
195 continue;
196 }
197 else
198 {
199 volume = Math.Abs(colInfo.relativeVel);
200 if (volume < 0.2f)
201 continue;
202
203 volume *= volume * .0625f; // 4m/s == full volume
204 if (volume > 1.0f)
205 volume = 1.0f;
206
207 int otherMaterial = (int)otherPart.Material;
208 if (otherMaterial >= MaxMaterials)
209 otherMaterial = 3;
210
211 soundID = m_PartPart[thisMatScaled + otherMaterial];
212 }
213 }
214
215 if (doneownsound)
216 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
217 else
218 {
219 part.SendCollisionSound(soundID, volume, colInfo.position);
220 doneownsound = true;
221 }
222 }
223 }
224 }
225
226 public static void AvatarCollisionSound(ScenePresence av, List<CollisionForSoundInfo> collidersinfolist)
227 {
228 if (collidersinfolist.Count == 0 || av == null)
229 return;
230
231 UUID soundID;
232 int otherMaterial;
233
234 int thisMaterial = 4; // flesh
235
236 int thisMatScaled = thisMaterial * MaxMaterials;
237
238 // bool doneownsound = false;
239
240 CollisionForSoundInfo colInfo;
241 uint id;
242 float volume;
243
244 for(int i = 0; i< collidersinfolist.Count; i++)
245 {
246 colInfo = collidersinfolist[i];
247
248 id = colInfo.colliderID;
249
250 if (id == 0) // no terrain collision sounds for now
251 {
252 continue;
253// volume = Math.Abs(colInfo.relativeVel);
254// if (volume < 0.2f)
255// continue;
256
257 }
258
259 SceneObjectPart otherPart = av.Scene.GetSceneObjectPart(id);
260 if (otherPart != null)
261 {
262 if (otherPart.CollisionSoundType < 0)
263 continue;
264 if (otherPart.CollisionSoundType > 0 && otherPart.CollisionSoundVolume > 0f)
265 otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, colInfo.position);
266 else
267 {
268 volume = Math.Abs(colInfo.relativeVel);
269 // Most noral collisions (running into walls, stairs)
270 // should never be heard.
271 if (volume < 3.2f)
272 continue;
273// m_log.DebugFormat("Collision speed was {0}", volume);
274
275 // Cap to 0.2 times volume because climbing stairs should not be noisy
276 // Also changed scaling
277 volume *= volume * .0125f; // 4m/s == volume 0.2
278 if (volume > 0.2f)
279 volume = 0.2f;
280 otherMaterial = (int)otherPart.Material;
281 if (otherMaterial >= MaxMaterials)
282 otherMaterial = 3;
283
284 soundID = m_PartPart[thisMatScaled + otherMaterial];
285 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
286 }
287 continue;
288 }
289/*
290 else if (!doneownsound)
291 {
292 ScenePresence otherav = av.Scene.GetScenePresence(Id);
293 if (otherav != null && (!otherav.IsChildAgent))
294 {
295 soundID = snd_FleshFlesh;
296 av.SendCollisionSound(soundID, 1.0);
297 doneownsound = true;
298 }
299 }
300 */
301 }
302 }
303 }
304}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 37b5776..7f06e82 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -90,6 +90,10 @@ namespace OpenSim.Region.Framework.Scenes
90 /// </remarks> 90 /// </remarks>
91 public event OnTerrainTickDelegate OnTerrainTick; 91 public event OnTerrainTickDelegate OnTerrainTick;
92 92
93 public delegate void OnTerrainUpdateDelegate();
94
95 public event OnTerrainUpdateDelegate OnTerrainUpdate;
96
93 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 97 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
94 98
95 /// <summary> 99 /// <summary>
@@ -339,8 +343,6 @@ namespace OpenSim.Region.Framework.Scenes
339 /// in <see cref="Scene.SetScriptRunning"/> 343 /// in <see cref="Scene.SetScriptRunning"/>
340 /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>, 344 /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>,
341 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/> 345 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/>
342 /// XXX: This is only triggered when it is the client that starts the script, not in other situations where
343 /// a script is started, unlike OnStopScript!
344 /// </remarks> 346 /// </remarks>
345 public event StartScript OnStartScript; 347 public event StartScript OnStartScript;
346 348
@@ -354,7 +356,6 @@ namespace OpenSim.Region.Framework.Scenes
354 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>, 356 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>,
355 /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>, 357 /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>,
356 /// <see cref="Scene.SetScriptRunning"/> 358 /// <see cref="Scene.SetScriptRunning"/>
357 /// XXX: This is triggered when a sciprt is stopped for any reason, unlike OnStartScript!
358 /// </remarks> 359 /// </remarks>
359 public event StopScript OnStopScript; 360 public event StopScript OnStopScript;
360 361
@@ -842,6 +843,10 @@ namespace OpenSim.Region.Framework.Scenes
842 public event ParcelPrimCountTainted OnParcelPrimCountTainted; 843 public event ParcelPrimCountTainted OnParcelPrimCountTainted;
843 public event GetScriptRunning OnGetScriptRunning; 844 public event GetScriptRunning OnGetScriptRunning;
844 845
846 public delegate void ThrottleUpdate(ScenePresence scenePresence);
847
848 public event ThrottleUpdate OnThrottleUpdate;
849
845 /// <summary> 850 /// <summary>
846 /// RegisterCapsEvent is called by Scene after the Caps object 851 /// RegisterCapsEvent is called by Scene after the Caps object
847 /// has been instantiated and before it is return to the 852 /// has been instantiated and before it is return to the
@@ -1435,6 +1440,26 @@ namespace OpenSim.Region.Framework.Scenes
1435 } 1440 }
1436 } 1441 }
1437 } 1442 }
1443 public void TriggerTerrainUpdate()
1444 {
1445 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
1446 if (handlerTerrainUpdate != null)
1447 {
1448 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
1449 {
1450 try
1451 {
1452 d();
1453 }
1454 catch (Exception e)
1455 {
1456 m_log.ErrorFormat(
1457 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
1458 e.Message, e.StackTrace);
1459 }
1460 }
1461 }
1462 }
1438 1463
1439 public void TriggerTerrainTick() 1464 public void TriggerTerrainTick()
1440 { 1465 {
@@ -1767,6 +1792,7 @@ namespace OpenSim.Region.Framework.Scenes
1767 m_log.ErrorFormat( 1792 m_log.ErrorFormat(
1768 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}", 1793 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}",
1769 e.Message, e.StackTrace); 1794 e.Message, e.StackTrace);
1795 m_log.ErrorFormat(Environment.StackTrace);
1770 } 1796 }
1771 } 1797 }
1772 } 1798 }
@@ -3045,6 +3071,7 @@ namespace OpenSim.Region.Framework.Scenes
3045 { 3071 {
3046 foreach (Action<Scene> d in handler.GetInvocationList()) 3072 foreach (Action<Scene> d in handler.GetInvocationList())
3047 { 3073 {
3074 m_log.InfoFormat("[EVENT MANAGER]: TriggerSceneShuttingDown invoque {0}", d.Method.Name.ToString());
3048 try 3075 try
3049 { 3076 {
3050 d(s); 3077 d(s);
@@ -3057,6 +3084,7 @@ namespace OpenSim.Region.Framework.Scenes
3057 } 3084 }
3058 } 3085 }
3059 } 3086 }
3087 m_log.Info("[EVENT MANAGER]: TriggerSceneShuttingDown done");
3060 } 3088 }
3061 3089
3062 public void TriggerOnRegionStarted(Scene scene) 3090 public void TriggerOnRegionStarted(Scene scene)
@@ -3248,6 +3276,15 @@ namespace OpenSim.Region.Framework.Scenes
3248 } 3276 }
3249 } 3277 }
3250 3278
3279 public void TriggerThrottleUpdate(ScenePresence scenePresence)
3280 {
3281 ThrottleUpdate handler = OnThrottleUpdate;
3282 if (handler != null)
3283 {
3284 handler(scenePresence);
3285 }
3286 }
3287
3251// public void TriggerGatherUuids(SceneObjectPart sop, IDictionary<UUID, AssetType> assetUuids) 3288// public void TriggerGatherUuids(SceneObjectPart sop, IDictionary<UUID, AssetType> assetUuids)
3252// { 3289// {
3253// GatherUuids handler = OnGatherUuids; 3290// GatherUuids handler = OnGatherUuids;
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
index 29652aa..4d153da 100644
--- a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -498,6 +498,7 @@ namespace OpenSim.Region.Framework.Scenes
498 k.Position = pos; 498 k.Position = pos;
499// k.Velocity = Vector3.Zero; 499// k.Velocity = Vector3.Zero;
500 } 500 }
501 k.AngularVelocity = (Vector3)k.Position;
501 502
502 k.StartRotation = rot; 503 k.StartRotation = rot;
503 if (k.Rotation.HasValue) 504 if (k.Rotation.HasValue)
@@ -632,13 +633,13 @@ namespace OpenSim.Region.Framework.Scenes
632 633
633 // Do the frame processing 634 // Do the frame processing
634 double steps = (double)m_currentFrame.TimeMS / tickDuration; 635 double steps = (double)m_currentFrame.TimeMS / tickDuration;
635 636
636 if (steps <= 0.0) 637 if (steps <= 0.0)
637 { 638 {
638 m_group.RootPart.Velocity = Vector3.Zero; 639 m_group.RootPart.Velocity = Vector3.Zero;
639 m_group.RootPart.AngularVelocity = Vector3.Zero; 640 m_group.RootPart.AngularVelocity = Vector3.Zero;
640 641
641 m_nextPosition = (Vector3)m_currentFrame.Position; 642 m_nextPosition = NormalizeVector(m_currentFrame.AngularVelocity);
642 m_group.AbsolutePosition = m_nextPosition; 643 m_group.AbsolutePosition = m_nextPosition;
643 644
644 // we are sending imediate updates, no doing force a extra terseUpdate 645 // we are sending imediate updates, no doing force a extra terseUpdate
@@ -726,7 +727,26 @@ namespace OpenSim.Region.Framework.Scenes
726 m_group.SendGroupRootTerseUpdate(); 727 m_group.SendGroupRootTerseUpdate();
727 } 728 }
728 } 729 }
730 private Vector3 NormalizeVector(Vector3? pPosition)
731 {
732 if (pPosition == null)
733 return Vector3.Zero;
734
735 Vector3 tmp = (Vector3) pPosition;
729 736
737 while (tmp.X > Constants.RegionSize)
738 tmp.X -= Constants.RegionSize;
739 while (tmp.X < 0)
740 tmp.X += Constants.RegionSize;
741 while (tmp.Y > Constants.RegionSize)
742 tmp.Y -= Constants.RegionSize;
743 while (tmp.Y < 0)
744 tmp.Y += Constants.RegionSize;
745
746 return tmp;
747
748
749 }
730 public Byte[] Serialize() 750 public Byte[] Serialize()
731 { 751 {
732 StopTimer(); 752 StopTimer();
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..ddae073 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -212,9 +212,15 @@ namespace OpenSim.Region.Framework.Scenes
212 } 212 }
213 213
214 // Use the camera position for local agents and avatar position for remote agents 214 // Use the camera position for local agents and avatar position for remote agents
215 Vector3 presencePos = (presence.IsChildAgent) ? 215 // Why would I want that? They could be camming but I still see them at the
216 presence.AbsolutePosition : 216 // avatar position, so why should I update them as if they were at their
217 presence.CameraPosition; 217 // camera positions? Makes no sense!
218 // TODO: Fix this mess
219 //Vector3 presencePos = (presence.IsChildAgent) ?
220 // presence.AbsolutePosition :
221 // presence.CameraPosition;
222
223 Vector3 presencePos = presence.AbsolutePosition;
218 224
219 // Compute the distance... 225 // Compute the distance...
220 double distance = Vector3.Distance(presencePos, entityPos); 226 double distance = Vector3.Distance(presencePos, entityPos);
@@ -226,7 +232,7 @@ namespace OpenSim.Region.Framework.Scenes
226 232
227 for (int i = 0; i < queues - 1; i++) 233 for (int i = 0; i < queues - 1; i++)
228 { 234 {
229 if (distance < 10 * Math.Pow(2.0,i)) 235 if (distance < 30 * Math.Pow(2.0,i))
230 break; 236 break;
231 pqueue++; 237 pqueue++;
232 } 238 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..9cb901a
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,791 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Text;
34using System.IO;
35using System.Xml;
36using OpenSim.Framework.Serialization;
37using OpenSim.Framework.Serialization.External;
38using OpenSim.Region.Framework.Scenes.Serialization;
39
40namespace OpenSim.Region.Framework.Scenes
41{
42 public class SOPVehicle
43 {
44 public VehicleData vd;
45
46 public Vehicle Type
47 {
48 get { return vd.m_type; }
49 }
50
51 public SOPVehicle()
52 {
53 vd = new VehicleData();
54 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
55 }
56
57 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
58 {
59 float len;
60 float timestep = 0.01f;
61 switch (pParam)
62 {
63 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
64 if (pValue < 0f) pValue = 0f;
65 if (pValue > 1f) pValue = 1f;
66 vd.m_angularDeflectionEfficiency = pValue;
67 break;
68 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
69 if (pValue < timestep) pValue = timestep;
70 vd.m_angularDeflectionTimescale = pValue;
71 break;
72 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
73 if (pValue < timestep) pValue = timestep;
74 else if (pValue > 120) pValue = 120;
75 vd.m_angularMotorDecayTimescale = pValue;
76 break;
77 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
78 if (pValue < timestep) pValue = timestep;
79 vd.m_angularMotorTimescale = pValue;
80 break;
81 case Vehicle.BANKING_EFFICIENCY:
82 if (pValue < -1f) pValue = -1f;
83 if (pValue > 1f) pValue = 1f;
84 vd.m_bankingEfficiency = pValue;
85 break;
86 case Vehicle.BANKING_MIX:
87 if (pValue < 0f) pValue = 0f;
88 if (pValue > 1f) pValue = 1f;
89 vd.m_bankingMix = pValue;
90 break;
91 case Vehicle.BANKING_TIMESCALE:
92 if (pValue < timestep) pValue = timestep;
93 vd.m_bankingTimescale = pValue;
94 break;
95 case Vehicle.BUOYANCY:
96 if (pValue < -1f) pValue = -1f;
97 if (pValue > 1f) pValue = 1f;
98 vd.m_VehicleBuoyancy = pValue;
99 break;
100 case Vehicle.HOVER_EFFICIENCY:
101 if (pValue < 0f) pValue = 0f;
102 if (pValue > 1f) pValue = 1f;
103 vd.m_VhoverEfficiency = pValue;
104 break;
105 case Vehicle.HOVER_HEIGHT:
106 vd.m_VhoverHeight = pValue;
107 break;
108 case Vehicle.HOVER_TIMESCALE:
109 if (pValue < timestep) pValue = timestep;
110 vd.m_VhoverTimescale = pValue;
111 break;
112 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
113 if (pValue < 0f) pValue = 0f;
114 if (pValue > 1f) pValue = 1f;
115 vd.m_linearDeflectionEfficiency = pValue;
116 break;
117 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
118 if (pValue < timestep) pValue = timestep;
119 vd.m_linearDeflectionTimescale = pValue;
120 break;
121 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
122 if (pValue < timestep) pValue = timestep;
123 else if (pValue > 120) pValue = 120;
124 vd.m_linearMotorDecayTimescale = pValue;
125 break;
126 case Vehicle.LINEAR_MOTOR_TIMESCALE:
127 if (pValue < timestep) pValue = timestep;
128 vd.m_linearMotorTimescale = pValue;
129 break;
130 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
131 if (pValue < 0f) pValue = 0f;
132 if (pValue > 1f) pValue = 1f;
133 vd.m_verticalAttractionEfficiency = pValue;
134 break;
135 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
136 if (pValue < timestep) pValue = timestep;
137 vd.m_verticalAttractionTimescale = pValue;
138 break;
139
140 // These are vector properties but the engine lets you use a single float value to
141 // set all of the components to the same value
142 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
143 if (pValue < timestep) pValue = timestep;
144 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
145 break;
146 case Vehicle.ANGULAR_MOTOR_DIRECTION:
147 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
148 len = vd.m_angularMotorDirection.Length();
149 if (len > 12.566f)
150 vd.m_angularMotorDirection *= (12.566f / len);
151 break;
152 case Vehicle.LINEAR_FRICTION_TIMESCALE:
153 if (pValue < timestep) pValue = timestep;
154 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
155 break;
156 case Vehicle.LINEAR_MOTOR_DIRECTION:
157 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
158 len = vd.m_linearMotorDirection.Length();
159 if (len > 30.0f)
160 vd.m_linearMotorDirection *= (30.0f / len);
161 break;
162 case Vehicle.LINEAR_MOTOR_OFFSET:
163 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
164 len = vd.m_linearMotorOffset.Length();
165 if (len > 100.0f)
166 vd.m_linearMotorOffset *= (100.0f / len);
167 break;
168 }
169 }//end ProcessFloatVehicleParam
170
171 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
172 {
173 float len;
174 float timestep = 0.01f;
175 switch (pParam)
176 {
177 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
178 if (pValue.X < timestep) pValue.X = timestep;
179 if (pValue.Y < timestep) pValue.Y = timestep;
180 if (pValue.Z < timestep) pValue.Z = timestep;
181
182 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
183 break;
184 case Vehicle.ANGULAR_MOTOR_DIRECTION:
185 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
186 // Limit requested angular speed to 2 rps= 4 pi rads/sec
187 len = vd.m_angularMotorDirection.Length();
188 if (len > 12.566f)
189 vd.m_angularMotorDirection *= (12.566f / len);
190 break;
191 case Vehicle.LINEAR_FRICTION_TIMESCALE:
192 if (pValue.X < timestep) pValue.X = timestep;
193 if (pValue.Y < timestep) pValue.Y = timestep;
194 if (pValue.Z < timestep) pValue.Z = timestep;
195 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
196 break;
197 case Vehicle.LINEAR_MOTOR_DIRECTION:
198 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
199 len = vd.m_linearMotorDirection.Length();
200 if (len > 30.0f)
201 vd.m_linearMotorDirection *= (30.0f / len);
202 break;
203 case Vehicle.LINEAR_MOTOR_OFFSET:
204 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
205 len = vd.m_linearMotorOffset.Length();
206 if (len > 100.0f)
207 vd.m_linearMotorOffset *= (100.0f / len);
208 break;
209 }
210 }//end ProcessVectorVehicleParam
211
212 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
213 {
214 switch (pParam)
215 {
216 case Vehicle.REFERENCE_FRAME:
217 vd.m_referenceFrame = pValue;
218 break;
219 }
220 }//end ProcessRotationVehicleParam
221
222 public void ProcessVehicleFlags(int pParam, bool remove)
223 {
224 if (remove)
225 {
226 vd.m_flags &= ~((VehicleFlag)pParam);
227 }
228 else
229 {
230 vd.m_flags |= (VehicleFlag)pParam;
231 }
232 }//end ProcessVehicleFlags
233
234 public void ProcessTypeChange(Vehicle pType)
235 {
236 vd.m_linearMotorDirection = Vector3.Zero;
237 vd.m_angularMotorDirection = Vector3.Zero;
238 vd.m_linearMotorOffset = Vector3.Zero;
239 vd.m_referenceFrame = Quaternion.Identity;
240
241 // Set Defaults For Type
242 vd.m_type = pType;
243 switch (pType)
244 {
245 case Vehicle.TYPE_NONE:
246 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
248 vd.m_linearMotorTimescale = 1000;
249 vd.m_linearMotorDecayTimescale = 120;
250 vd.m_angularMotorTimescale = 1000;
251 vd.m_angularMotorDecayTimescale = 1000;
252 vd.m_VhoverHeight = 0;
253 vd.m_VhoverEfficiency = 1;
254 vd.m_VhoverTimescale = 1000;
255 vd.m_VehicleBuoyancy = 0;
256 vd.m_linearDeflectionEfficiency = 0;
257 vd.m_linearDeflectionTimescale = 1000;
258 vd.m_angularDeflectionEfficiency = 0;
259 vd.m_angularDeflectionTimescale = 1000;
260 vd.m_bankingEfficiency = 0;
261 vd.m_bankingMix = 1;
262 vd.m_bankingTimescale = 1000;
263 vd.m_verticalAttractionEfficiency = 0;
264 vd.m_verticalAttractionTimescale = 1000;
265
266 vd.m_flags = (VehicleFlag)0;
267 break;
268
269 case Vehicle.TYPE_SLED:
270 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
271 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
272 vd.m_linearMotorTimescale = 1000;
273 vd.m_linearMotorDecayTimescale = 120;
274 vd.m_angularMotorTimescale = 1000;
275 vd.m_angularMotorDecayTimescale = 120;
276 vd.m_VhoverHeight = 0;
277 vd.m_VhoverEfficiency = 1;
278 vd.m_VhoverTimescale = 10;
279 vd.m_VehicleBuoyancy = 0;
280 vd.m_linearDeflectionEfficiency = 1;
281 vd.m_linearDeflectionTimescale = 1;
282 vd.m_angularDeflectionEfficiency = 0;
283 vd.m_angularDeflectionTimescale = 1000;
284 vd.m_bankingEfficiency = 0;
285 vd.m_bankingMix = 1;
286 vd.m_bankingTimescale = 10;
287 vd.m_flags &=
288 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
289 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
290 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
291 break;
292 case Vehicle.TYPE_CAR:
293 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
294 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
295 vd.m_linearMotorTimescale = 1;
296 vd.m_linearMotorDecayTimescale = 60;
297 vd.m_angularMotorTimescale = 1;
298 vd.m_angularMotorDecayTimescale = 0.8f;
299 vd.m_VhoverHeight = 0;
300 vd.m_VhoverEfficiency = 0;
301 vd.m_VhoverTimescale = 1000;
302 vd.m_VehicleBuoyancy = 0;
303 vd.m_linearDeflectionEfficiency = 1;
304 vd.m_linearDeflectionTimescale = 2;
305 vd.m_angularDeflectionEfficiency = 0;
306 vd.m_angularDeflectionTimescale = 10;
307 vd.m_verticalAttractionEfficiency = 1f;
308 vd.m_verticalAttractionTimescale = 10f;
309 vd.m_bankingEfficiency = -0.2f;
310 vd.m_bankingMix = 1;
311 vd.m_bankingTimescale = 1;
312 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
313 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
314 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
315 break;
316 case Vehicle.TYPE_BOAT:
317 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
318 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
319 vd.m_linearMotorTimescale = 5;
320 vd.m_linearMotorDecayTimescale = 60;
321 vd.m_angularMotorTimescale = 4;
322 vd.m_angularMotorDecayTimescale = 4;
323 vd.m_VhoverHeight = 0;
324 vd.m_VhoverEfficiency = 0.5f;
325 vd.m_VhoverTimescale = 2;
326 vd.m_VehicleBuoyancy = 1;
327 vd.m_linearDeflectionEfficiency = 0.5f;
328 vd.m_linearDeflectionTimescale = 3;
329 vd.m_angularDeflectionEfficiency = 0.5f;
330 vd.m_angularDeflectionTimescale = 5;
331 vd.m_verticalAttractionEfficiency = 0.5f;
332 vd.m_verticalAttractionTimescale = 5f;
333 vd.m_bankingEfficiency = -0.3f;
334 vd.m_bankingMix = 0.8f;
335 vd.m_bankingTimescale = 1;
336 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
337 VehicleFlag.HOVER_GLOBAL_HEIGHT |
338 VehicleFlag.HOVER_UP_ONLY |
339 VehicleFlag.LIMIT_ROLL_ONLY);
340 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
341 VehicleFlag.LIMIT_MOTOR_UP |
342 VehicleFlag.HOVER_WATER_ONLY);
343 break;
344 case Vehicle.TYPE_AIRPLANE:
345 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
346 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
347 vd.m_linearMotorTimescale = 2;
348 vd.m_linearMotorDecayTimescale = 60;
349 vd.m_angularMotorTimescale = 4;
350 vd.m_angularMotorDecayTimescale = 8;
351 vd.m_VhoverHeight = 0;
352 vd.m_VhoverEfficiency = 0.5f;
353 vd.m_VhoverTimescale = 1000;
354 vd.m_VehicleBuoyancy = 0;
355 vd.m_linearDeflectionEfficiency = 0.5f;
356 vd.m_linearDeflectionTimescale = 0.5f;
357 vd.m_angularDeflectionEfficiency = 1;
358 vd.m_angularDeflectionTimescale = 2;
359 vd.m_verticalAttractionEfficiency = 0.9f;
360 vd.m_verticalAttractionTimescale = 2f;
361 vd.m_bankingEfficiency = 1;
362 vd.m_bankingMix = 0.7f;
363 vd.m_bankingTimescale = 2;
364 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
365 VehicleFlag.HOVER_TERRAIN_ONLY |
366 VehicleFlag.HOVER_GLOBAL_HEIGHT |
367 VehicleFlag.HOVER_UP_ONLY |
368 VehicleFlag.NO_DEFLECTION_UP |
369 VehicleFlag.LIMIT_MOTOR_UP);
370 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
371 break;
372 case Vehicle.TYPE_BALLOON:
373 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
374 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
375 vd.m_linearMotorTimescale = 5;
376 vd.m_linearMotorDecayTimescale = 60;
377 vd.m_angularMotorTimescale = 6;
378 vd.m_angularMotorDecayTimescale = 10;
379 vd.m_VhoverHeight = 5;
380 vd.m_VhoverEfficiency = 0.8f;
381 vd.m_VhoverTimescale = 10;
382 vd.m_VehicleBuoyancy = 1;
383 vd.m_linearDeflectionEfficiency = 0;
384 vd.m_linearDeflectionTimescale = 5;
385 vd.m_angularDeflectionEfficiency = 0;
386 vd.m_angularDeflectionTimescale = 5;
387 vd.m_verticalAttractionEfficiency = 0f;
388 vd.m_verticalAttractionTimescale = 1000f;
389 vd.m_bankingEfficiency = 0;
390 vd.m_bankingMix = 0.7f;
391 vd.m_bankingTimescale = 5;
392 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
393 VehicleFlag.HOVER_TERRAIN_ONLY |
394 VehicleFlag.HOVER_UP_ONLY |
395 VehicleFlag.NO_DEFLECTION_UP |
396 VehicleFlag.LIMIT_MOTOR_UP);
397 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
398 VehicleFlag.HOVER_GLOBAL_HEIGHT);
399 break;
400 }
401 }
402 public void SetVehicle(PhysicsActor ph)
403 {
404 if (ph == null)
405 return;
406 ph.SetVehicle(vd);
407 }
408
409 private XmlTextWriter writer;
410
411 private void XWint(string name, int i)
412 {
413 writer.WriteElementString(name, i.ToString());
414 }
415
416 private void XWfloat(string name, float f)
417 {
418 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
419 }
420
421 private void XWVector(string name, Vector3 vec)
422 {
423 writer.WriteStartElement(name);
424 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
426 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
427 writer.WriteEndElement();
428 }
429
430 private void XWQuat(string name, Quaternion quat)
431 {
432 writer.WriteStartElement(name);
433 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
436 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
437 writer.WriteEndElement();
438 }
439
440 public void ToXml2(XmlTextWriter twriter)
441 {
442 writer = twriter;
443 writer.WriteStartElement("Vehicle");
444
445 XWint("TYPE", (int)vd.m_type);
446 XWint("FLAGS", (int)vd.m_flags);
447
448 // Linear properties
449 XWVector("LMDIR", vd.m_linearMotorDirection);
450 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
451 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
452 XWfloat("LMTIME", vd.m_linearMotorTimescale);
453 XWVector("LMOFF", vd.m_linearMotorOffset);
454
455 //Angular properties
456 XWVector("AMDIR", vd.m_angularMotorDirection);
457 XWfloat("AMTIME", vd.m_angularMotorTimescale);
458 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
459 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
460
461 //Deflection properties
462 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
463 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
464 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
465 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
466
467 //Banking properties
468 XWfloat("BEFF", vd.m_bankingEfficiency);
469 XWfloat("BMIX", vd.m_bankingMix);
470 XWfloat("BTIME", vd.m_bankingTimescale);
471
472 //Hover and Buoyancy properties
473 XWfloat("HHEI", vd.m_VhoverHeight);
474 XWfloat("HEFF", vd.m_VhoverEfficiency);
475 XWfloat("HTIME", vd.m_VhoverTimescale);
476 XWfloat("VBUO", vd.m_VehicleBuoyancy);
477
478 //Attractor properties
479 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
480 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
481
482 XWQuat("REF_FRAME", vd.m_referenceFrame);
483
484 writer.WriteEndElement();
485 writer = null;
486 }
487
488
489
490 XmlTextReader reader;
491
492 private int XRint()
493 {
494 return reader.ReadElementContentAsInt();
495 }
496
497 private float XRfloat()
498 {
499 return reader.ReadElementContentAsFloat();
500 }
501
502 public Vector3 XRvector()
503 {
504 Vector3 vec;
505 reader.ReadStartElement();
506 vec.X = reader.ReadElementContentAsFloat();
507 vec.Y = reader.ReadElementContentAsFloat();
508 vec.Z = reader.ReadElementContentAsFloat();
509 reader.ReadEndElement();
510 return vec;
511 }
512
513 public Quaternion XRquat()
514 {
515 Quaternion q;
516 reader.ReadStartElement();
517 q.X = reader.ReadElementContentAsFloat();
518 q.Y = reader.ReadElementContentAsFloat();
519 q.Z = reader.ReadElementContentAsFloat();
520 q.W = reader.ReadElementContentAsFloat();
521 reader.ReadEndElement();
522 return q;
523 }
524
525 public static bool EReadProcessors(
526 Dictionary<string, Action> processors,
527 XmlTextReader xtr)
528 {
529 bool errors = false;
530
531 string nodeName = string.Empty;
532 while (xtr.NodeType != XmlNodeType.EndElement)
533 {
534 nodeName = xtr.Name;
535
536 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
537
538 Action p = null;
539 if (processors.TryGetValue(xtr.Name, out p))
540 {
541 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
542
543 try
544 {
545 p();
546 }
547 catch (Exception e)
548 {
549 errors = true;
550 if (xtr.NodeType == XmlNodeType.EndElement)
551 xtr.Read();
552 }
553 }
554 else
555 {
556 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
557 xtr.ReadOuterXml(); // ignore
558 }
559 }
560
561 return errors;
562 }
563
564
565 public string ToXml2()
566 {
567 MemoryStream ms = new MemoryStream(512);
568 UTF8Encoding enc = new UTF8Encoding();
569 XmlTextWriter xwriter = new XmlTextWriter(ms, enc);
570 ToXml2(xwriter);
571 xwriter.Flush();
572 string s = ms.GetStreamString();
573 xwriter.Close();
574 return s;
575 }
576
577 public static SOPVehicle FromXml2(string text)
578 {
579 if (text == String.Empty)
580 return null;
581
582 UTF8Encoding enc = new UTF8Encoding();
583 MemoryStream ms = new MemoryStream(enc.GetBytes(text));
584 XmlTextReader xreader = new XmlTextReader(ms);
585
586 SOPVehicle v = new SOPVehicle();
587 bool error;
588
589 v.FromXml2(xreader, out error);
590
591 xreader.Close();
592
593 if (error)
594 {
595 v = null;
596 return null;
597 }
598 return v;
599 }
600
601 public static SOPVehicle FromXml2(XmlTextReader reader)
602 {
603 SOPVehicle vehicle = new SOPVehicle();
604
605 bool errors = false;
606
607 vehicle.FromXml2(reader, out errors);
608 if (errors)
609 return null;
610
611 return vehicle;
612 }
613
614 private void FromXml2(XmlTextReader _reader, out bool errors)
615 {
616 errors = false;
617 reader = _reader;
618
619 Dictionary<string, Action> m_VehicleXmlProcessors
620 = new Dictionary<string, Action>();
621
622 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
623 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
624
625 // Linear properties
626 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
627 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
628 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
629 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
630 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
631
632 //Angular properties
633 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
634 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
635 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
636 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
637
638 //Deflection properties
639 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
640 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
641 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
642 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
643
644 //Banking properties
645 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
646 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
647 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
648
649 //Hover and Buoyancy properties
650 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
651 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
652 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
653
654 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
655
656 //Attractor properties
657 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
658 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
659
660 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
661
662 vd = new VehicleData();
663
664 reader.ReadStartElement("Vehicle", String.Empty);
665
666 errors = EReadProcessors(
667 m_VehicleXmlProcessors,
668 reader);
669
670 reader.ReadEndElement();
671 reader = null;
672 }
673
674 private void ProcessXR_type()
675 {
676 vd.m_type = (Vehicle)XRint();
677 }
678 private void ProcessXR_flags()
679 {
680 vd.m_flags = (VehicleFlag)XRint();
681 }
682 // Linear properties
683 private void ProcessXR_linearMotorDirection()
684 {
685 vd.m_linearMotorDirection = XRvector();
686 }
687
688 private void ProcessXR_linearFrictionTimescale()
689 {
690 vd.m_linearFrictionTimescale = XRvector();
691 }
692
693 private void ProcessXR_linearMotorDecayTimescale()
694 {
695 vd.m_linearMotorDecayTimescale = XRfloat();
696 }
697 private void ProcessXR_linearMotorTimescale()
698 {
699 vd.m_linearMotorTimescale = XRfloat();
700 }
701 private void ProcessXR_linearMotorOffset()
702 {
703 vd.m_linearMotorOffset = XRvector();
704 }
705
706
707 //Angular properties
708 private void ProcessXR_angularMotorDirection()
709 {
710 vd.m_angularMotorDirection = XRvector();
711 }
712 private void ProcessXR_angularMotorTimescale()
713 {
714 vd.m_angularMotorTimescale = XRfloat();
715 }
716 private void ProcessXR_angularMotorDecayTimescale()
717 {
718 vd.m_angularMotorDecayTimescale = XRfloat();
719 }
720 private void ProcessXR_angularFrictionTimescale()
721 {
722 vd.m_angularFrictionTimescale = XRvector();
723 }
724
725 //Deflection properties
726 private void ProcessXR_angularDeflectionEfficiency()
727 {
728 vd.m_angularDeflectionEfficiency = XRfloat();
729 }
730 private void ProcessXR_angularDeflectionTimescale()
731 {
732 vd.m_angularDeflectionTimescale = XRfloat();
733 }
734 private void ProcessXR_linearDeflectionEfficiency()
735 {
736 vd.m_linearDeflectionEfficiency = XRfloat();
737 }
738 private void ProcessXR_linearDeflectionTimescale()
739 {
740 vd.m_linearDeflectionTimescale = XRfloat();
741 }
742
743 //Banking properties
744 private void ProcessXR_bankingEfficiency()
745 {
746 vd.m_bankingEfficiency = XRfloat();
747 }
748 private void ProcessXR_bankingMix()
749 {
750 vd.m_bankingMix = XRfloat();
751 }
752 private void ProcessXR_bankingTimescale()
753 {
754 vd.m_bankingTimescale = XRfloat();
755 }
756
757 //Hover and Buoyancy properties
758 private void ProcessXR_VhoverHeight()
759 {
760 vd.m_VhoverHeight = XRfloat();
761 }
762 private void ProcessXR_VhoverEfficiency()
763 {
764 vd.m_VhoverEfficiency = XRfloat();
765 }
766 private void ProcessXR_VhoverTimescale()
767 {
768 vd.m_VhoverTimescale = XRfloat();
769 }
770
771 private void ProcessXR_VehicleBuoyancy()
772 {
773 vd.m_VehicleBuoyancy = XRfloat();
774 }
775
776 //Attractor properties
777 private void ProcessXR_verticalAttractionEfficiency()
778 {
779 vd.m_verticalAttractionEfficiency = XRfloat();
780 }
781 private void ProcessXR_verticalAttractionTimescale()
782 {
783 vd.m_verticalAttractionTimescale = XRfloat();
784 }
785
786 private void ProcessXR_referenceFrame()
787 {
788 vd.m_referenceFrame = XRquat();
789 }
790 }
791}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 9cc5cde..cba75f1 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -103,12 +103,12 @@ namespace OpenSim.Region.Framework.Scenes
103 engine.StartProcessing(); 103 engine.StartProcessing();
104 } 104 }
105 105
106 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item) 106 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item, uint cost)
107 { 107 {
108 IMoneyModule money = RequestModuleInterface<IMoneyModule>(); 108 IMoneyModule money = RequestModuleInterface<IMoneyModule>();
109 if (money != null) 109 if (money != null)
110 { 110 {
111 money.ApplyUploadCharge(agentID, money.UploadCharge, "Asset upload"); 111 money.ApplyUploadCharge(agentID, (int)cost, "Asset upload");
112 } 112 }
113 113
114 AddInventoryItem(item); 114 AddInventoryItem(item);
@@ -171,7 +171,7 @@ namespace OpenSim.Region.Framework.Scenes
171 return false; 171 return false;
172 } 172 }
173 } 173 }
174 174
175 if (InventoryService.AddItem(item)) 175 if (InventoryService.AddItem(item))
176 { 176 {
177 int userlevel = 0; 177 int userlevel = 0;
@@ -326,8 +326,7 @@ namespace OpenSim.Region.Framework.Scenes
326 326
327 // Update item with new asset 327 // Update item with new asset
328 item.AssetID = asset.FullID; 328 item.AssetID = asset.FullID;
329 if (group.UpdateInventoryItem(item)) 329 group.UpdateInventoryItem(item);
330 remoteClient.SendAlertMessage("Script saved");
331 330
332 part.SendPropertiesToClient(remoteClient); 331 part.SendPropertiesToClient(remoteClient);
333 332
@@ -338,12 +337,7 @@ namespace OpenSim.Region.Framework.Scenes
338 { 337 {
339 // Needs to determine which engine was running it and use that 338 // Needs to determine which engine was running it and use that
340 // 339 //
341 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 340 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 1);
342 errors = part.Inventory.GetScriptErrors(item.ItemID);
343 }
344 else
345 {
346 remoteClient.SendAlertMessage("Script saved");
347 } 341 }
348 342
349 // Tell anyone managing scripts that a script has been reloaded/changed 343 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -409,6 +403,7 @@ namespace OpenSim.Region.Framework.Scenes
409 if (item.Owner != remoteClient.AgentId) 403 if (item.Owner != remoteClient.AgentId)
410 return; 404 return;
411 405
406 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
412 item.Name = itemUpd.Name; 407 item.Name = itemUpd.Name;
413 item.Description = itemUpd.Description; 408 item.Description = itemUpd.Description;
414 409
@@ -853,6 +848,8 @@ namespace OpenSim.Region.Framework.Scenes
853 return; 848 return;
854 } 849 }
855 850
851 if (newName == null) newName = item.Name;
852
856 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 853 AssetBase asset = AssetService.Get(item.AssetID.ToString());
857 854
858 if (asset != null) 855 if (asset != null)
@@ -913,6 +910,24 @@ namespace OpenSim.Region.Framework.Scenes
913 } 910 }
914 911
915 /// <summary> 912 /// <summary>
913 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
914 /// </summary>
915 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
916 {
917 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
918 foreach (InventoryItemBase b in items)
919 {
920 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
921 InventoryItemBase n = InventoryService.GetItem(b);
922 n.Folder = destfolder;
923 moveitems.Add(n);
924 remoteClient.SendInventoryItemCreateUpdate(n, 0);
925 }
926
927 MoveInventoryItem(remoteClient, moveitems);
928 }
929
930 /// <summary>
916 /// Move an item within the agent's inventory. 931 /// Move an item within the agent's inventory.
917 /// </summary> 932 /// </summary>
918 /// <param name="remoteClient"></param> 933 /// <param name="remoteClient"></param>
@@ -947,11 +962,22 @@ namespace OpenSim.Region.Framework.Scenes
947 public void CreateNewInventoryItem( 962 public void CreateNewInventoryItem(
948 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 963 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
949 string name, string description, uint flags, uint callbackID, 964 string name, string description, uint flags, uint callbackID,
950 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate) 965 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate, UUID transationID)
951 { 966 {
952 CreateNewInventoryItem( 967 CreateNewInventoryItem(
953 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType, 968 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType,
954 (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, 0, nextOwnerMask, 0, creationDate); 969 (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, 0, nextOwnerMask, 0, creationDate, transationID);
970 }
971
972
973 private void CreateNewInventoryItem(
974 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
975 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
976 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate)
977 {
978 CreateNewInventoryItem(remoteClient, creatorID, creatorData, folderID,
979 name, description, flags, callbackID, asset, invType,
980 baseMask, currentMask, everyoneMask, nextOwnerMask, groupMask, creationDate, UUID.Zero);
955 } 981 }
956 982
957 /// <summary> 983 /// <summary>
@@ -976,7 +1002,7 @@ namespace OpenSim.Region.Framework.Scenes
976 private void CreateNewInventoryItem( 1002 private void CreateNewInventoryItem(
977 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 1003 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
978 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType, 1004 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
979 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate) 1005 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate,UUID transationID)
980 { 1006 {
981 InventoryItemBase item = new InventoryItemBase(); 1007 InventoryItemBase item = new InventoryItemBase();
982 item.Owner = remoteClient.AgentId; 1008 item.Owner = remoteClient.AgentId;
@@ -999,7 +1025,7 @@ namespace OpenSim.Region.Framework.Scenes
999 1025
1000 if (AddInventoryItem(item)) 1026 if (AddInventoryItem(item))
1001 { 1027 {
1002 remoteClient.SendInventoryItemCreateUpdate(item, callbackID); 1028 remoteClient.SendInventoryItemCreateUpdate(item, transationID, callbackID);
1003 } 1029 }
1004 else 1030 else
1005 { 1031 {
@@ -1281,6 +1307,10 @@ namespace OpenSim.Region.Framework.Scenes
1281 { 1307 {
1282 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1308 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1283 1309
1310 // Can't move a null item
1311 if (itemId == UUID.Zero)
1312 return;
1313
1284 if (null == part) 1314 if (null == part)
1285 { 1315 {
1286 m_log.WarnFormat( 1316 m_log.WarnFormat(
@@ -1385,21 +1415,28 @@ namespace OpenSim.Region.Framework.Scenes
1385 return; 1415 return;
1386 } 1416 }
1387 1417
1388 if (part.OwnerID != destPart.OwnerID) 1418 // Can't transfer this
1419 //
1420 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1421 return;
1422
1423 bool overrideNoMod = false;
1424 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1425 overrideNoMod = true;
1426
1427 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1389 { 1428 {
1390 // Source must have transfer permissions 1429 // object cannot copy items to an object owned by a different owner
1391 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1430 // unless llAllowInventoryDrop has been called
1392 return;
1393 1431
1394 // Object cannot copy items to an object owned by a different owner 1432 return;
1395 // unless llAllowInventoryDrop has been called on the destination
1396 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1397 return;
1398 } 1433 }
1399 1434
1400 // must have both move and modify permission to put an item in an object 1435 // must have both move and modify permission to put an item in an object
1401 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1436 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1437 {
1402 return; 1438 return;
1439 }
1403 1440
1404 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1441 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1405 1442
@@ -1455,6 +1492,14 @@ namespace OpenSim.Region.Framework.Scenes
1455 1492
1456 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1493 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1457 { 1494 {
1495 SceneObjectPart destPart = GetSceneObjectPart(destID);
1496 if (destPart != null) // Move into a prim
1497 {
1498 foreach(UUID itemID in items)
1499 MoveTaskInventoryItem(destID, host, itemID);
1500 return destID; // Prim folder ID == prim ID
1501 }
1502
1458 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1503 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1459 1504
1460 UUID newFolderID = UUID.Random(); 1505 UUID newFolderID = UUID.Random();
@@ -1637,12 +1682,12 @@ namespace OpenSim.Region.Framework.Scenes
1637 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction( 1682 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
1638 remoteClient, part, transactionID, currentItem); 1683 remoteClient, part, transactionID, currentItem);
1639 1684
1640 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1685// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1641 remoteClient.SendAlertMessage("Notecard saved"); 1686// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1642 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1687// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1643 remoteClient.SendAlertMessage("Script saved"); 1688// remoteClient.SendAgentAlertMessage("Script saved", false);
1644 else 1689// else
1645 remoteClient.SendAlertMessage("Item saved"); 1690// remoteClient.SendAgentAlertMessage("Item saved", false);
1646 } 1691 }
1647 1692
1648 // Base ALWAYS has move 1693 // Base ALWAYS has move
@@ -2012,23 +2057,32 @@ namespace OpenSim.Region.Framework.Scenes
2012 // build a list of eligible objects 2057 // build a list of eligible objects
2013 List<uint> deleteIDs = new List<uint>(); 2058 List<uint> deleteIDs = new List<uint>();
2014 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 2059 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
2015 2060 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
2016 // Start with true for both, then remove the flags if objects
2017 // that we can't derez are part of the selection
2018 bool permissionToTake = true;
2019 bool permissionToTakeCopy = true;
2020 bool permissionToDelete = true;
2021 2061
2022 foreach (uint localID in localIDs) 2062 foreach (uint localID in localIDs)
2023 { 2063 {
2064 // Start with true for both, then remove the flags if objects
2065 // that we can't derez are part of the selection
2066 bool permissionToTake = true;
2067 bool permissionToTakeCopy = true;
2068 bool permissionToDelete = true;
2069
2024 // Invalid id 2070 // Invalid id
2025 SceneObjectPart part = GetSceneObjectPart(localID); 2071 SceneObjectPart part = GetSceneObjectPart(localID);
2026 if (part == null) 2072 if (part == null)
2073 {
2074 //Client still thinks the object exists, kill it
2075 deleteIDs.Add(localID);
2027 continue; 2076 continue;
2077 }
2028 2078
2029 // Already deleted by someone else 2079 // Already deleted by someone else
2030 if (part.ParentGroup.IsDeleted) 2080 if (part.ParentGroup.IsDeleted)
2081 {
2082 //Client still thinks the object exists, kill it
2083 deleteIDs.Add(localID);
2031 continue; 2084 continue;
2085 }
2032 2086
2033 // Can't delete child prims 2087 // Can't delete child prims
2034 if (part != part.ParentGroup.RootPart) 2088 if (part != part.ParentGroup.RootPart)
@@ -2036,8 +2090,8 @@ namespace OpenSim.Region.Framework.Scenes
2036 2090
2037 SceneObjectGroup grp = part.ParentGroup; 2091 SceneObjectGroup grp = part.ParentGroup;
2038 2092
2039 deleteIDs.Add(localID); 2093 // If child prims have invalid perms, fix them
2040 deleteGroups.Add(grp); 2094 grp.AdjustChildPrimPermissions();
2041 2095
2042 // If child prims have invalid perms, fix them 2096 // If child prims have invalid perms, fix them
2043 grp.AdjustChildPrimPermissions(); 2097 grp.AdjustChildPrimPermissions();
@@ -2058,86 +2112,198 @@ namespace OpenSim.Region.Framework.Scenes
2058 } 2112 }
2059 else 2113 else
2060 { 2114 {
2061 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 2115 if (action == DeRezAction.TakeCopy)
2116 {
2117 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
2118 permissionToTakeCopy = false;
2119 }
2120 else
2121 {
2062 permissionToTakeCopy = false; 2122 permissionToTakeCopy = false;
2063 2123 }
2064 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 2124 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
2065 permissionToTake = false; 2125 permissionToTake = false;
2066 2126
2067 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 2127 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
2068 permissionToDelete = false; 2128 permissionToDelete = false;
2069 } 2129 }
2070 }
2071 2130
2072 // Handle god perms 2131 // Handle god perms
2073 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 2132 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
2074 {
2075 permissionToTake = true;
2076 permissionToTakeCopy = true;
2077 permissionToDelete = true;
2078 }
2079
2080 // If we're re-saving, we don't even want to delete
2081 if (action == DeRezAction.SaveToExistingUserInventoryItem)
2082 permissionToDelete = false;
2083
2084 // if we want to take a copy, we also don't want to delete
2085 // Note: after this point, the permissionToTakeCopy flag
2086 // becomes irrelevant. It already includes the permissionToTake
2087 // permission and after excluding no copy items here, we can
2088 // just use that.
2089 if (action == DeRezAction.TakeCopy)
2090 {
2091 // If we don't have permission, stop right here
2092 if (!permissionToTakeCopy)
2093 { 2133 {
2094 remoteClient.SendAlertMessage("You don't have permission to take the object"); 2134 permissionToTake = true;
2095 return; 2135 permissionToTakeCopy = true;
2136 permissionToDelete = true;
2096 } 2137 }
2097 2138
2098 permissionToTake = true; 2139 // If we're re-saving, we don't even want to delete
2099 // Don't delete 2140 if (action == DeRezAction.SaveToExistingUserInventoryItem)
2100 permissionToDelete = false; 2141 permissionToDelete = false;
2101 }
2102 2142
2103 if (action == DeRezAction.Return) 2143 // if we want to take a copy, we also don't want to delete
2104 { 2144 // Note: after this point, the permissionToTakeCopy flag
2105 if (remoteClient != null) 2145 // becomes irrelevant. It already includes the permissionToTake
2146 // permission and after excluding no copy items here, we can
2147 // just use that.
2148 if (action == DeRezAction.TakeCopy)
2106 { 2149 {
2107 if (Permissions.CanReturnObjects( 2150 // If we don't have permission, stop right here
2108 null, 2151 if (!permissionToTakeCopy)
2109 remoteClient.AgentId,
2110 deleteGroups))
2111 { 2152 {
2112 permissionToTake = true; 2153 remoteClient.SendAlertMessage("You don't have permission to take the object");
2113 permissionToDelete = true; 2154 return;
2155 }
2156
2157 permissionToTake = true;
2158 // Don't delete
2159 permissionToDelete = false;
2160 }
2114 2161
2115 foreach (SceneObjectGroup g in deleteGroups) 2162 if (action == DeRezAction.Return)
2163 {
2164 if (remoteClient != null)
2165 {
2166 if (Permissions.CanReturnObjects(
2167 null,
2168 remoteClient.AgentId,
2169 new List<SceneObjectGroup>() {grp}))
2116 { 2170 {
2117 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2171 permissionToTake = true;
2172 permissionToDelete = true;
2173
2174 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
2118 } 2175 }
2119 } 2176 }
2177 else // Auto return passes through here with null agent
2178 {
2179 permissionToTake = true;
2180 permissionToDelete = true;
2181 }
2120 } 2182 }
2121 else // Auto return passes through here with null agent 2183
2184 if (permissionToTake && (!permissionToDelete))
2185 takeGroups.Add(grp);
2186
2187 if (permissionToDelete)
2122 { 2188 {
2123 permissionToTake = true; 2189 if (permissionToTake)
2124 permissionToDelete = true; 2190 deleteGroups.Add(grp);
2191 deleteIDs.Add(grp.LocalId);
2125 } 2192 }
2126 } 2193 }
2127 2194
2128 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2195 SendKillObject(deleteIDs);
2196
2197 if (deleteGroups.Count > 0)
2129 { 2198 {
2199 foreach (SceneObjectGroup g in deleteGroups)
2200 deleteIDs.Remove(g.LocalId);
2201
2130 m_asyncSceneObjectDeleter.DeleteToInventory( 2202 m_asyncSceneObjectDeleter.DeleteToInventory(
2131 action, destinationID, deleteGroups, remoteClient, 2203 action, destinationID, deleteGroups, remoteClient,
2132 permissionToDelete); 2204 true);
2133 } 2205 }
2134 else if (permissionToDelete) 2206 if (takeGroups.Count > 0)
2207 {
2208 m_asyncSceneObjectDeleter.DeleteToInventory(
2209 action, destinationID, takeGroups, remoteClient,
2210 false);
2211 }
2212 if (deleteIDs.Count > 0)
2135 { 2213 {
2136 foreach (SceneObjectGroup g in deleteGroups) 2214 foreach (SceneObjectGroup g in deleteGroups)
2137 DeleteSceneObject(g, false); 2215 DeleteSceneObject(g, true);
2138 } 2216 }
2139 } 2217 }
2140 2218
2219 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2220 {
2221 itemID = UUID.Zero;
2222 if (grp != null)
2223 {
2224 Vector3 inventoryStoredPosition = new Vector3
2225 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2226 ? 250
2227 : grp.AbsolutePosition.X)
2228 ,
2229 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2230 ? 250
2231 : grp.AbsolutePosition.X,
2232 grp.AbsolutePosition.Z);
2233
2234 Vector3 originalPosition = grp.AbsolutePosition;
2235
2236 grp.AbsolutePosition = inventoryStoredPosition;
2237
2238 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2239
2240 grp.AbsolutePosition = originalPosition;
2241
2242 AssetBase asset = CreateAsset(
2243 grp.GetPartName(grp.LocalId),
2244 grp.GetPartDescription(grp.LocalId),
2245 (sbyte)AssetType.Object,
2246 Utils.StringToBytes(sceneObjectXml),
2247 remoteClient.AgentId);
2248 AssetService.Store(asset);
2249
2250 InventoryItemBase item = new InventoryItemBase();
2251 item.CreatorId = grp.RootPart.CreatorID.ToString();
2252 item.CreatorData = grp.RootPart.CreatorData;
2253 item.Owner = remoteClient.AgentId;
2254 item.ID = UUID.Random();
2255 item.AssetID = asset.FullID;
2256 item.Description = asset.Description;
2257 item.Name = asset.Name;
2258 item.AssetType = asset.Type;
2259 item.InvType = (int)InventoryType.Object;
2260
2261 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2262 if (folder != null)
2263 item.Folder = folder.ID;
2264 else // oopsies
2265 item.Folder = UUID.Zero;
2266
2267 // Set up base perms properly
2268 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2269 permsBase &= grp.RootPart.BaseMask;
2270 permsBase |= (uint)PermissionMask.Move;
2271
2272 // Make sure we don't lock it
2273 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2274
2275 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2276 {
2277 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2278 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2279 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2280 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2281 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2282 }
2283 else
2284 {
2285 item.BasePermissions = permsBase;
2286 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2287 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2288 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2289 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2290 }
2291 item.CreationDate = Util.UnixTimeSinceEpoch();
2292
2293 // sets itemID so client can show item as 'attached' in inventory
2294 grp.FromItemID = item.ID;
2295
2296 if (AddInventoryItem(item))
2297 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2298 else
2299 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2300
2301 itemID = item.ID;
2302 return item.AssetID;
2303 }
2304 return UUID.Zero;
2305 }
2306
2141 /// <summary> 2307 /// <summary>
2142 /// Returns the list of Scene Objects in an asset. 2308 /// Returns the list of Scene Objects in an asset.
2143 /// </summary> 2309 /// </summary>
@@ -2166,6 +2332,14 @@ namespace OpenSim.Region.Framework.Scenes
2166 if (e == null || attachment) // Single 2332 if (e == null || attachment) // Single
2167 { 2333 {
2168 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 2334 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
2335
2336 g.RootPart.AttachPoint = g.RootPart.Shape.State;
2337 g.RootPart.AttachOffset = g.AbsolutePosition;
2338 g.RootPart.AttachRotation = g.GroupRotation;
2339 if (g.RootPart.Shape.PCode != (byte)PCode.NewTree &&
2340 g.RootPart.Shape.PCode != (byte)PCode.Tree)
2341 g.RootPart.Shape.State = 0;
2342
2169 objlist.Add(g); 2343 objlist.Add(g);
2170 veclist.Add(new Vector3(0, 0, 0)); 2344 veclist.Add(new Vector3(0, 0, 0));
2171 bbox = g.GetAxisAlignedBoundingBox(out offsetHeight); 2345 bbox = g.GetAxisAlignedBoundingBox(out offsetHeight);
@@ -2184,6 +2358,14 @@ namespace OpenSim.Region.Framework.Scenes
2184 foreach (XmlNode n in groups) 2358 foreach (XmlNode n in groups)
2185 { 2359 {
2186 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml); 2360 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
2361
2362 g.RootPart.AttachPoint = g.RootPart.Shape.State;
2363 g.RootPart.AttachOffset = g.AbsolutePosition;
2364 g.RootPart.AttachRotation = g.GroupRotation;
2365 if (g.RootPart.Shape.PCode != (byte)PCode.NewTree &&
2366 g.RootPart.Shape.PCode != (byte)PCode.Tree)
2367 g.RootPart.Shape.State = 0;
2368
2187 objlist.Add(g); 2369 objlist.Add(g);
2188 2370
2189 XmlElement el = (XmlElement)n; 2371 XmlElement el = (XmlElement)n;
@@ -2346,6 +2528,9 @@ namespace OpenSim.Region.Framework.Scenes
2346 2528
2347 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2529 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2348 { 2530 {
2531 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2532 return;
2533
2349 SceneObjectPart part = GetSceneObjectPart(objectID); 2534 SceneObjectPart part = GetSceneObjectPart(objectID);
2350 if (part == null) 2535 if (part == null)
2351 return; 2536 return;
@@ -2402,7 +2587,10 @@ namespace OpenSim.Region.Framework.Scenes
2402 } 2587 }
2403 else 2588 else
2404 { 2589 {
2405 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2590 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2591 continue;
2592
2593 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2406 continue; 2594 continue;
2407 2595
2408 if (sog.GroupID != groupID) 2596 if (sog.GroupID != groupID)
@@ -2514,6 +2702,12 @@ namespace OpenSim.Region.Framework.Scenes
2514 } 2702 }
2515 2703
2516 m_sceneGraph.LinkObjects(root, children); 2704 m_sceneGraph.LinkObjects(root, children);
2705
2706 ScenePresence sp;
2707 if (TryGetScenePresence(agentId, out sp))
2708 {
2709 root.SendPropertiesToClient(sp.ControllingClient);
2710 }
2517 } 2711 }
2518 2712
2519 private string PermissionString(uint permissions) 2713 private string PermissionString(uint permissions)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index cddf818..46b2d2e 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -50,7 +50,7 @@ namespace OpenSim.Region.Framework.Scenes
50 /// <param name='targetID'></param> 50 /// <param name='targetID'></param>
51 /// <param name='fromAgent'></param> 51 /// <param name='fromAgent'></param>
52 /// <param name='broadcast'></param> 52 /// <param name='broadcast'></param>
53 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 53 public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast) 54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
55 { 55 {
56 OSChatMessage args = new OSChatMessage(); 56 OSChatMessage args = new OSChatMessage();
@@ -61,6 +61,7 @@ namespace OpenSim.Region.Framework.Scenes
61 args.Position = fromPos; 61 args.Position = fromPos;
62 args.SenderUUID = fromID; 62 args.SenderUUID = fromID;
63 args.Scene = this; 63 args.Scene = this;
64 args.Destination = targetID;
64 65
65 if (fromAgent) 66 if (fromAgent)
66 { 67 {
@@ -75,7 +76,7 @@ namespace OpenSim.Region.Framework.Scenes
75 } 76 }
76 77
77 args.From = fromName; 78 args.From = fromName;
78 args.TargetUUID = targetID; 79 //args.
79 80
80// m_log.DebugFormat( 81// m_log.DebugFormat(
81// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}", 82// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}",
@@ -86,7 +87,7 @@ namespace OpenSim.Region.Framework.Scenes
86 else 87 else
87 EventManager.TriggerOnChatFromWorld(this, args); 88 EventManager.TriggerOnChatFromWorld(this, args);
88 } 89 }
89 90
90 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 91 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
91 UUID fromID, bool fromAgent, bool broadcast) 92 UUID fromID, bool fromAgent, bool broadcast)
92 { 93 {
@@ -130,19 +131,6 @@ namespace OpenSim.Region.Framework.Scenes
130 { 131 {
131 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); 132 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
132 } 133 }
133 /// <summary>
134 ///
135 /// </summary>
136 /// <param name="message"></param>
137 /// <param name="type"></param>
138 /// <param name="fromPos"></param>
139 /// <param name="fromName"></param>
140 /// <param name="fromAgentID"></param>
141 /// <param name="targetID"></param>
142 public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
143 {
144 SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
145 }
146 134
147 /// <summary> 135 /// <summary>
148 /// Invoked when the client requests a prim. 136 /// Invoked when the client requests a prim.
@@ -164,27 +152,47 @@ namespace OpenSim.Region.Framework.Scenes
164 /// <param name="remoteClient"></param> 152 /// <param name="remoteClient"></param>
165 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 153 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
166 { 154 {
155 /*
156 SceneObjectPart part = GetSceneObjectPart(primLocalID);
157
158 if (null == part)
159 return;
160
161 if (part.IsRoot)
162 {
163 SceneObjectGroup sog = part.ParentGroup;
164 sog.SendPropertiesToClient(remoteClient);
165
166 // A prim is only tainted if it's allowed to be edited by the person clicking it.
167 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
168 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
169 {
170 sog.IsSelected = true;
171 EventManager.TriggerParcelPrimCountTainted();
172 }
173 }
174 else
175 {
176 part.SendPropertiesToClient(remoteClient);
177 }
178 */
167 SceneObjectPart part = GetSceneObjectPart(primLocalID); 179 SceneObjectPart part = GetSceneObjectPart(primLocalID);
168 180
169 if (null == part) 181 if (null == part)
170 return; 182 return;
171 183
172 if (part.IsRoot) 184 SceneObjectGroup sog = part.ParentGroup;
173 { 185 if (sog == null)
174 SceneObjectGroup sog = part.ParentGroup; 186 return;
175 sog.SendPropertiesToClient(remoteClient);
176 sog.IsSelected = true;
177 187
178 // A prim is only tainted if it's allowed to be edited by the person clicking it. 188 part.SendPropertiesToClient(remoteClient);
179 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 189
180 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 190 // A prim is only tainted if it's allowed to be edited by the person clicking it.
181 { 191 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
182 EventManager.TriggerParcelPrimCountTainted(); 192 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
183 }
184 }
185 else
186 { 193 {
187 part.SendPropertiesToClient(remoteClient); 194 part.IsSelected = true;
195 EventManager.TriggerParcelPrimCountTainted();
188 } 196 }
189 } 197 }
190 198
@@ -237,7 +245,7 @@ namespace OpenSim.Region.Framework.Scenes
237 SceneObjectPart part = GetSceneObjectPart(primLocalID); 245 SceneObjectPart part = GetSceneObjectPart(primLocalID);
238 if (part == null) 246 if (part == null)
239 return; 247 return;
240 248 /*
241 // A deselect packet contains all the local prims being deselected. However, since selection is still 249 // A deselect packet contains all the local prims being deselected. However, since selection is still
242 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 250 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
243 // we end up sending many duplicate ObjectUpdates 251 // we end up sending many duplicate ObjectUpdates
@@ -248,7 +256,9 @@ namespace OpenSim.Region.Framework.Scenes
248 // handled by group, but by prim. Legacy cruft. 256 // handled by group, but by prim. Legacy cruft.
249 // TODO: Make selection flagging per prim! 257 // TODO: Make selection flagging per prim!
250 // 258 //
251 part.ParentGroup.IsSelected = false; 259 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
260 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
261 part.ParentGroup.IsSelected = false;
252 262
253 part.ParentGroup.ScheduleGroupForFullUpdate(); 263 part.ParentGroup.ScheduleGroupForFullUpdate();
254 264
@@ -265,6 +275,22 @@ namespace OpenSim.Region.Framework.Scenes
265 part.UUID, remoteClient.AgentId)) 275 part.UUID, remoteClient.AgentId))
266 EventManager.TriggerParcelPrimCountTainted(); 276 EventManager.TriggerParcelPrimCountTainted();
267 } 277 }
278 */
279
280 bool oldgprSelect = part.ParentGroup.IsSelected;
281
282 // This is wrong, wrong, wrong. Selection should not be
283 // handled by group, but by prim. Legacy cruft.
284 // TODO: Make selection flagging per prim!
285 //
286 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
287 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
288 {
289 part.IsSelected = false;
290 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
291 EventManager.TriggerParcelPrimCountTainted();
292 }
293
268 } 294 }
269 295
270 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 296 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
@@ -419,12 +445,26 @@ namespace OpenSim.Region.Framework.Scenes
419 } 445 }
420 }); 446 });
421 } 447 }
422 448
423 private bool ShouldSendDiscardableEffect(IClientAPI thisClient, ScenePresence other) 449 private bool ShouldSendDiscardableEffect(IClientAPI thisClient, ScenePresence other)
424 { 450 {
425 return Vector3.Distance(other.CameraPosition, thisClient.SceneAgent.AbsolutePosition) < 10; 451 return Vector3.Distance(other.CameraPosition, thisClient.SceneAgent.AbsolutePosition) < 10;
426 } 452 }
427 453
454 private class DescendentsRequestData
455 {
456 public IClientAPI RemoteClient;
457 public UUID FolderID;
458 public UUID OwnerID;
459 public bool FetchFolders;
460 public bool FetchItems;
461 public int SortOrder;
462 }
463
464 private Queue<DescendentsRequestData> m_descendentsRequestQueue = new Queue<DescendentsRequestData>();
465 private Object m_descendentsRequestLock = new Object();
466 private bool m_descendentsRequestProcessing = false;
467
428 /// <summary> 468 /// <summary>
429 /// Tell the client about the various child items and folders contained in the requested folder. 469 /// Tell the client about the various child items and folders contained in the requested folder.
430 /// </summary> 470 /// </summary>
@@ -461,17 +501,38 @@ namespace OpenSim.Region.Framework.Scenes
461 } 501 }
462 } 502 }
463 503
464 // We're going to send the reply async, because there may be 504 lock (m_descendentsRequestLock)
465 // an enormous quantity of packets -- basically the entire inventory! 505 {
466 // We don't want to block the client thread while all that is happening. 506 if (!m_descendentsRequestProcessing)
467 SendInventoryDelegate d = SendInventoryAsync; 507 {
468 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d); 508 m_descendentsRequestProcessing = true;
509
510 // We're going to send the reply async, because there may be
511 // an enormous quantity of packets -- basically the entire inventory!
512 // We don't want to block the client thread while all that is happening.
513 SendInventoryDelegate d = SendInventoryAsync;
514 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
515
516 return;
517 }
518
519 DescendentsRequestData req = new DescendentsRequestData();
520 req.RemoteClient = remoteClient;
521 req.FolderID = folderID;
522 req.OwnerID = ownerID;
523 req.FetchFolders = fetchFolders;
524 req.FetchItems = fetchItems;
525 req.SortOrder = sortOrder;
526
527 m_descendentsRequestQueue.Enqueue(req);
528 }
469 } 529 }
470 530
471 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder); 531 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);
472 532
473 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) 533 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
474 { 534 {
535 Thread.Sleep(20);
475 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems); 536 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
476 } 537 }
477 538
@@ -479,6 +540,21 @@ namespace OpenSim.Region.Framework.Scenes
479 { 540 {
480 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState; 541 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState;
481 d.EndInvoke(iar); 542 d.EndInvoke(iar);
543
544 lock (m_descendentsRequestLock)
545 {
546 if (m_descendentsRequestQueue.Count > 0)
547 {
548 DescendentsRequestData req = m_descendentsRequestQueue.Dequeue();
549
550 d = SendInventoryAsync;
551 d.BeginInvoke(req.RemoteClient, req.FolderID, req.OwnerID, req.FetchFolders, req.FetchItems, req.SortOrder, SendInventoryComplete, d);
552
553 return;
554 }
555
556 m_descendentsRequestProcessing = false;
557 }
482 } 558 }
483 559
484 /// <summary> 560 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index c3110a2..55766cf 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -227,8 +227,8 @@ namespace OpenSim.Region.Framework.Scenes
227 // TODO: need to figure out how allow client agents but deny 227 // TODO: need to figure out how allow client agents but deny
228 // root agents when ACL denies access to root agent 228 // root agents when ACL denies access to root agent
229 public bool m_strictAccessControl = true; 229 public bool m_strictAccessControl = true;
230 230 public bool m_seeIntoBannedRegion = false;
231 public int MaxUndoCount { get; set; } 231 public int MaxUndoCount = 5;
232 232
233 public bool SeeIntoRegion { get; set; } 233 public bool SeeIntoRegion { get; set; }
234 234
@@ -246,11 +246,13 @@ namespace OpenSim.Region.Framework.Scenes
246 246
247 protected int m_splitRegionID; 247 protected int m_splitRegionID;
248 protected Timer m_restartWaitTimer = new Timer(); 248 protected Timer m_restartWaitTimer = new Timer();
249 protected Timer m_timerWatchdog = new Timer();
249 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 250 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
250 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 251 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
251 protected string m_simulatorVersion = "OpenSimulator Server"; 252 protected string m_simulatorVersion = "OpenSimulator Server";
252 protected AgentCircuitManager m_authenticateHandler; 253 protected AgentCircuitManager m_authenticateHandler;
253 protected SceneCommunicationService m_sceneGridService; 254 protected SceneCommunicationService m_sceneGridService;
255 protected ISnmpModule m_snmpService = null;
254 256
255 protected ISimulationDataService m_SimulationDataService; 257 protected ISimulationDataService m_SimulationDataService;
256 protected IEstateDataService m_EstateDataService; 258 protected IEstateDataService m_EstateDataService;
@@ -313,8 +315,8 @@ namespace OpenSim.Region.Framework.Scenes
313 private int m_update_presences = 1; // Update scene presence movements 315 private int m_update_presences = 1; // Update scene presence movements
314 private int m_update_events = 1; 316 private int m_update_events = 1;
315 private int m_update_backup = 200; 317 private int m_update_backup = 200;
316 private int m_update_terrain = 50; 318 private int m_update_terrain = 1000;
317// private int m_update_land = 1; 319 private int m_update_land = 10;
318 private int m_update_coarse_locations = 50; 320 private int m_update_coarse_locations = 50;
319 321
320 private int agentMS; 322 private int agentMS;
@@ -327,13 +329,13 @@ namespace OpenSim.Region.Framework.Scenes
327 private int backupMS; 329 private int backupMS;
328 private int terrainMS; 330 private int terrainMS;
329 private int landMS; 331 private int landMS;
330 private int spareMS;
331 332
332 /// <summary> 333 /// <summary>
333 /// Tick at which the last frame was processed. 334 /// Tick at which the last frame was processed.
334 /// </summary> 335 /// </summary>
335 private int m_lastFrameTick; 336 private int m_lastFrameTick;
336 337
338 public bool CombineRegions = false;
337 /// <summary> 339 /// <summary>
338 /// Tick at which the last maintenance run occurred. 340 /// Tick at which the last maintenance run occurred.
339 /// </summary> 341 /// </summary>
@@ -353,7 +355,7 @@ namespace OpenSim.Region.Framework.Scenes
353 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing 355 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
354 private volatile bool m_backingup; 356 private volatile bool m_backingup;
355 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); 357 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
356 private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); 358 private Dictionary<UUID, int> m_groupsWithTargets = new Dictionary<UUID, int>();
357 359
358 private string m_defaultScriptEngine; 360 private string m_defaultScriptEngine;
359 361
@@ -362,6 +364,11 @@ namespace OpenSim.Region.Framework.Scenes
362 /// </summary> 364 /// </summary>
363 private int m_LastLogin; 365 private int m_LastLogin;
364 366
367 private int m_lastIncoming;
368 private int m_lastOutgoing;
369 private int m_hbRestarts = 0;
370
371
365 /// <summary> 372 /// <summary>
366 /// Thread that runs the scene loop. 373 /// Thread that runs the scene loop.
367 /// </summary> 374 /// </summary>
@@ -404,7 +411,7 @@ namespace OpenSim.Region.Framework.Scenes
404 private volatile bool m_active; 411 private volatile bool m_active;
405 412
406// private int m_lastUpdate; 413// private int m_lastUpdate;
407// private bool m_firstHeartbeat = true; 414 private bool m_firstHeartbeat = true;
408 415
409 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 416 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
410 private bool m_reprioritizationEnabled = true; 417 private bool m_reprioritizationEnabled = true;
@@ -448,6 +455,19 @@ namespace OpenSim.Region.Framework.Scenes
448 get { return m_sceneGridService; } 455 get { return m_sceneGridService; }
449 } 456 }
450 457
458 public ISnmpModule SnmpService
459 {
460 get
461 {
462 if (m_snmpService == null)
463 {
464 m_snmpService = RequestModuleInterface<ISnmpModule>();
465 }
466
467 return m_snmpService;
468 }
469 }
470
451 public ISimulationDataService SimulationDataService 471 public ISimulationDataService SimulationDataService
452 { 472 {
453 get 473 get
@@ -741,6 +761,8 @@ namespace OpenSim.Region.Framework.Scenes
741 m_SimulationDataService = simDataService; 761 m_SimulationDataService = simDataService;
742 m_EstateDataService = estateDataService; 762 m_EstateDataService = estateDataService;
743 m_regionHandle = RegionInfo.RegionHandle; 763 m_regionHandle = RegionInfo.RegionHandle;
764 m_lastIncoming = 0;
765 m_lastOutgoing = 0;
744 766
745 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 767 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
746 m_asyncSceneObjectDeleter.Enabled = true; 768 m_asyncSceneObjectDeleter.Enabled = true;
@@ -834,7 +856,7 @@ namespace OpenSim.Region.Framework.Scenes
834 856
835 StartDisabled = startupConfig.GetBoolean("StartDisabled", false); 857 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
836 858
837 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance); 859 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
838 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup); 860 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup);
839 if (!UseBackup) 861 if (!UseBackup)
840 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName); 862 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
@@ -846,9 +868,8 @@ namespace OpenSim.Region.Framework.Scenes
846 868
847 MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20); 869 MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20);
848 870
849 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims); 871 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
850 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims); 872 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
851
852 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); 873 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
853 if (RegionInfo.NonphysPrimMin > 0) 874 if (RegionInfo.NonphysPrimMin > 0)
854 { 875 {
@@ -868,11 +889,21 @@ namespace OpenSim.Region.Framework.Scenes
868 } 889 }
869 890
870 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 891 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
892
871 if (RegionInfo.PhysPrimMax > 0) 893 if (RegionInfo.PhysPrimMax > 0)
872 { 894 {
873 m_maxPhys = RegionInfo.PhysPrimMax; 895 m_maxPhys = RegionInfo.PhysPrimMax;
874 } 896 }
875 897
898 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
899 if (RegionInfo.LinksetCapacity > 0)
900 {
901 m_linksetCapacity = RegionInfo.LinksetCapacity;
902 }
903
904 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
905 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
906
876 // Here, if clamping is requested in either global or 907 // Here, if clamping is requested in either global or
877 // local config, it will be used 908 // local config, it will be used
878 // 909 //
@@ -882,13 +913,7 @@ namespace OpenSim.Region.Framework.Scenes
882 m_clampPrimSize = true; 913 m_clampPrimSize = true;
883 } 914 }
884 915
885 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); 916 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
886 if (RegionInfo.LinksetCapacity > 0)
887 {
888 m_linksetCapacity = RegionInfo.LinksetCapacity;
889 }
890
891 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete);
892 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 917 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
893 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 918 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
894 m_dontPersistBefore = 919 m_dontPersistBefore =
@@ -899,11 +924,11 @@ namespace OpenSim.Region.Framework.Scenes
899 m_persistAfter *= 10000000; 924 m_persistAfter *= 10000000;
900 925
901 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 926 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
902 927 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
903 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
904 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
905 928
906 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 929 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
930 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
931 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
907 932
908 string[] possibleMapConfigSections = new string[] { "Map", "Startup" }; 933 string[] possibleMapConfigSections = new string[] { "Map", "Startup" };
909 934
@@ -948,7 +973,7 @@ namespace OpenSim.Region.Framework.Scenes
948 973
949 if (grant.Length > 0) 974 if (grant.Length > 0)
950 { 975 {
951 foreach (string viewer in grant.Split('|')) 976 foreach (string viewer in grant.Split(','))
952 { 977 {
953 m_AllowedViewers.Add(viewer.Trim().ToLower()); 978 m_AllowedViewers.Add(viewer.Trim().ToLower());
954 } 979 }
@@ -960,7 +985,7 @@ namespace OpenSim.Region.Framework.Scenes
960 985
961 if (grant.Length > 0) 986 if (grant.Length > 0)
962 { 987 {
963 foreach (string viewer in grant.Split('|')) 988 foreach (string viewer in grant.Split(','))
964 { 989 {
965 m_BannedViewers.Add(viewer.Trim().ToLower()); 990 m_BannedViewers.Add(viewer.Trim().ToLower());
966 } 991 }
@@ -1020,6 +1045,8 @@ namespace OpenSim.Region.Framework.Scenes
1020 StatsReporter = new SimStatsReporter(this); 1045 StatsReporter = new SimStatsReporter(this);
1021 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 1046 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
1022 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 1047 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
1048
1049 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect);
1023 } 1050 }
1024 1051
1025 public Scene(RegionInfo regInfo) : base(regInfo) 1052 public Scene(RegionInfo regInfo) : base(regInfo)
@@ -1315,8 +1342,11 @@ namespace OpenSim.Region.Framework.Scenes
1315 // Stop all client threads. 1342 // Stop all client threads.
1316 ForEachScenePresence(delegate(ScenePresence avatar) { CloseAgent(avatar.UUID, false); }); 1343 ForEachScenePresence(delegate(ScenePresence avatar) { CloseAgent(avatar.UUID, false); });
1317 1344
1318 m_log.Debug("[SCENE]: Persisting changed objects"); 1345 m_log.Debug("[SCENE]: TriggerSceneShuttingDown");
1319 EventManager.TriggerSceneShuttingDown(this); 1346 EventManager.TriggerSceneShuttingDown(this);
1347
1348 m_log.Debug("[SCENE]: Persisting changed objects");
1349
1320 Backup(false); 1350 Backup(false);
1321 m_sceneGraph.Close(); 1351 m_sceneGraph.Close();
1322 1352
@@ -1330,6 +1360,7 @@ namespace OpenSim.Region.Framework.Scenes
1330 // attempt to reference a null or disposed physics scene. 1360 // attempt to reference a null or disposed physics scene.
1331 if (PhysicsScene != null) 1361 if (PhysicsScene != null)
1332 { 1362 {
1363 m_log.Debug("[SCENE]: Dispose Physics");
1333 PhysicsScene phys = PhysicsScene; 1364 PhysicsScene phys = PhysicsScene;
1334 // remove the physics engine from both Scene and SceneGraph 1365 // remove the physics engine from both Scene and SceneGraph
1335 PhysicsScene = null; 1366 PhysicsScene = null;
@@ -1360,11 +1391,29 @@ namespace OpenSim.Region.Framework.Scenes
1360 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1391 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1361 if (m_heartbeatThread != null) 1392 if (m_heartbeatThread != null)
1362 { 1393 {
1394 m_hbRestarts++;
1395 if(m_hbRestarts > 10)
1396 Environment.Exit(1);
1397 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1398
1399//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1400//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1401//proc.EnableRaisingEvents=false;
1402//proc.StartInfo.FileName = "/bin/kill";
1403//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1404//proc.Start();
1405//proc.WaitForExit();
1406//Thread.Sleep(1000);
1407//Environment.Exit(1);
1363 m_heartbeatThread.Abort(); 1408 m_heartbeatThread.Abort();
1409 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1364 m_heartbeatThread = null; 1410 m_heartbeatThread = null;
1365 } 1411 }
1366// m_lastUpdate = Util.EnvironmentTickCount(); 1412// m_lastUpdate = Util.EnvironmentTickCount();
1367 1413
1414// m_sceneGraph.PreparePhysicsSimulation();
1415
1416
1368 m_heartbeatThread 1417 m_heartbeatThread
1369 = Watchdog.StartThread( 1418 = Watchdog.StartThread(
1370 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); 1419 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
@@ -1509,16 +1558,20 @@ namespace OpenSim.Region.Framework.Scenes
1509 endFrame = Frame + frames; 1558 endFrame = Frame + frames;
1510 1559
1511 float physicsFPS = 0f; 1560 float physicsFPS = 0f;
1512 int previousFrameTick, tmpMS; 1561 int tmpMS;
1513 int maintc = Util.EnvironmentTickCount(); 1562 int previousFrameTick;
1563 int maintc;
1564 int sleepMS;
1565 int framestart;
1514 1566
1515 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) 1567 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
1516 { 1568 {
1569 framestart = Util.EnvironmentTickCount();
1517 ++Frame; 1570 ++Frame;
1518 1571
1519// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1572// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1520 1573
1521 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; 1574 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1522 1575
1523 try 1576 try
1524 { 1577 {
@@ -1572,6 +1625,7 @@ namespace OpenSim.Region.Framework.Scenes
1572 m_sceneGraph.UpdatePresences(); 1625 m_sceneGraph.UpdatePresences();
1573 1626
1574 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1627 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1628
1575 1629
1576 // Delete temp-on-rez stuff 1630 // Delete temp-on-rez stuff
1577 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1631 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@@ -1653,34 +1707,37 @@ namespace OpenSim.Region.Framework.Scenes
1653 1707
1654 Watchdog.UpdateThread(); 1708 Watchdog.UpdateThread();
1655 1709
1710 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1711
1712 StatsReporter.AddPhysicsFPS(physicsFPS);
1713 StatsReporter.AddTimeDilation(TimeDilation);
1714 StatsReporter.AddFPS(1);
1715
1716 StatsReporter.addAgentMS(agentMS);
1717 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1718 StatsReporter.addOtherMS(otherMS);
1719 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1720
1656 previousFrameTick = m_lastFrameTick; 1721 previousFrameTick = m_lastFrameTick;
1657 m_lastFrameTick = Util.EnvironmentTickCount(); 1722 m_lastFrameTick = Util.EnvironmentTickCount();
1658 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1723 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1659 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1724 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1660 1725
1726 m_firstHeartbeat = false;
1727
1728 sleepMS = Util.EnvironmentTickCount();
1729
1661 if (tmpMS > 0) 1730 if (tmpMS > 0)
1662 {
1663 Thread.Sleep(tmpMS); 1731 Thread.Sleep(tmpMS);
1664 spareMS += tmpMS;
1665 }
1666 1732
1667 frameMS = Util.EnvironmentTickCountSubtract(maintc); 1733 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1668 maintc = Util.EnvironmentTickCount(); 1734 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1669 1735 StatsReporter.addSleepMS(sleepMS);
1670 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1736 StatsReporter.addFrameMS(frameMS);
1671 1737
1672 // if (Frame%m_update_avatars == 0) 1738 // if (Frame%m_update_avatars == 0)
1673 // UpdateInWorldTime(); 1739 // UpdateInWorldTime();
1674 StatsReporter.AddPhysicsFPS(physicsFPS);
1675 StatsReporter.AddTimeDilation(TimeDilation);
1676 StatsReporter.AddFPS(1);
1677 1740
1678 StatsReporter.addFrameMS(frameMS);
1679 StatsReporter.addAgentMS(agentMS);
1680 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1681 StatsReporter.addOtherMS(otherMS);
1682 StatsReporter.AddSpareMS(spareMS);
1683 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1684 1741
1685 // Optionally warn if a frame takes double the amount of time that it should. 1742 // Optionally warn if a frame takes double the amount of time that it should.
1686 if (DebugUpdates 1743 if (DebugUpdates
@@ -1697,7 +1754,7 @@ namespace OpenSim.Region.Framework.Scenes
1697 public void AddGroupTarget(SceneObjectGroup grp) 1754 public void AddGroupTarget(SceneObjectGroup grp)
1698 { 1755 {
1699 lock (m_groupsWithTargets) 1756 lock (m_groupsWithTargets)
1700 m_groupsWithTargets[grp.UUID] = grp; 1757 m_groupsWithTargets[grp.UUID] = 0;
1701 } 1758 }
1702 1759
1703 public void RemoveGroupTarget(SceneObjectGroup grp) 1760 public void RemoveGroupTarget(SceneObjectGroup grp)
@@ -1708,18 +1765,24 @@ namespace OpenSim.Region.Framework.Scenes
1708 1765
1709 private void CheckAtTargets() 1766 private void CheckAtTargets()
1710 { 1767 {
1711 List<SceneObjectGroup> objs = null; 1768 List<UUID> objs = null;
1712 1769
1713 lock (m_groupsWithTargets) 1770 lock (m_groupsWithTargets)
1714 { 1771 {
1715 if (m_groupsWithTargets.Count != 0) 1772 if (m_groupsWithTargets.Count != 0)
1716 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values); 1773 objs = new List<UUID>(m_groupsWithTargets.Keys);
1717 } 1774 }
1718 1775
1719 if (objs != null) 1776 if (objs != null)
1720 { 1777 {
1721 foreach (SceneObjectGroup entry in objs) 1778 foreach (UUID entry in objs)
1722 entry.checkAtTargets(); 1779 {
1780 SceneObjectGroup grp = GetSceneObjectGroup(entry);
1781 if (grp == null)
1782 m_groupsWithTargets.Remove(entry);
1783 else
1784 grp.checkAtTargets();
1785 }
1723 } 1786 }
1724 } 1787 }
1725 1788
@@ -1798,7 +1861,7 @@ namespace OpenSim.Region.Framework.Scenes
1798 msg.fromAgentName = "Server"; 1861 msg.fromAgentName = "Server";
1799 msg.dialog = (byte)19; // Object msg 1862 msg.dialog = (byte)19; // Object msg
1800 msg.fromGroup = false; 1863 msg.fromGroup = false;
1801 msg.offline = (byte)0; 1864 msg.offline = (byte)1;
1802 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1865 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1803 msg.Position = Vector3.Zero; 1866 msg.Position = Vector3.Zero;
1804 msg.RegionID = RegionInfo.RegionID.Guid; 1867 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -2032,7 +2095,7 @@ namespace OpenSim.Region.Framework.Scenes
2032 return PhysicsScene.SupportsRaycastWorldFiltered(); 2095 return PhysicsScene.SupportsRaycastWorldFiltered();
2033 } 2096 }
2034 2097
2035 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) 2098 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2036 { 2099 {
2037 if (PhysicsScene == null) 2100 if (PhysicsScene == null)
2038 return null; 2101 return null;
@@ -2054,14 +2117,24 @@ namespace OpenSim.Region.Framework.Scenes
2054 /// <returns></returns> 2117 /// <returns></returns>
2055 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 2118 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
2056 { 2119 {
2120
2121 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
2122 Vector3 wpos = Vector3.Zero;
2123 // Check for water surface intersection from above
2124 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
2125 {
2126 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
2127 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
2128 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
2129 wpos.Z = wheight;
2130 }
2131
2057 Vector3 pos = Vector3.Zero; 2132 Vector3 pos = Vector3.Zero;
2058 if (RayEndIsIntersection == (byte)1) 2133 if (RayEndIsIntersection == (byte)1)
2059 { 2134 {
2060 pos = RayEnd; 2135 pos = RayEnd;
2061 return pos;
2062 } 2136 }
2063 2137 else if (RayTargetID != UUID.Zero)
2064 if (RayTargetID != UUID.Zero)
2065 { 2138 {
2066 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 2139 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
2067 2140
@@ -2083,7 +2156,7 @@ namespace OpenSim.Region.Framework.Scenes
2083 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2156 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
2084 2157
2085 // Un-comment out the following line to Get Raytrace results printed to the console. 2158 // Un-comment out the following line to Get Raytrace results printed to the console.
2086 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2159 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
2087 float ScaleOffset = 0.5f; 2160 float ScaleOffset = 0.5f;
2088 2161
2089 // If we hit something 2162 // If we hit something
@@ -2106,13 +2179,10 @@ namespace OpenSim.Region.Framework.Scenes
2106 //pos.Z -= 0.25F; 2179 //pos.Z -= 0.25F;
2107 2180
2108 } 2181 }
2109
2110 return pos;
2111 } 2182 }
2112 else 2183 else
2113 { 2184 {
2114 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2185 // We don't have a target here, so we're going to raytrace all the objects in the scene.
2115
2116 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2186 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
2117 2187
2118 // Un-comment the following line to print the raytrace results to the console. 2188 // Un-comment the following line to print the raytrace results to the console.
@@ -2121,13 +2191,12 @@ namespace OpenSim.Region.Framework.Scenes
2121 if (ei.HitTF) 2191 if (ei.HitTF)
2122 { 2192 {
2123 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2193 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
2124 } else 2194 }
2195 else
2125 { 2196 {
2126 // fall back to our stupid functionality 2197 // fall back to our stupid functionality
2127 pos = RayEnd; 2198 pos = RayEnd;
2128 } 2199 }
2129
2130 return pos;
2131 } 2200 }
2132 } 2201 }
2133 else 2202 else
@@ -2138,8 +2207,12 @@ namespace OpenSim.Region.Framework.Scenes
2138 //increase height so its above the ground. 2207 //increase height so its above the ground.
2139 //should be getting the normal of the ground at the rez point and using that? 2208 //should be getting the normal of the ground at the rez point and using that?
2140 pos.Z += scale.Z / 2f; 2209 pos.Z += scale.Z / 2f;
2141 return pos; 2210// return pos;
2142 } 2211 }
2212
2213 // check against posible water intercept
2214 if (wpos.Z > pos.Z) pos = wpos;
2215 return pos;
2143 } 2216 }
2144 2217
2145 2218
@@ -2230,12 +2303,12 @@ namespace OpenSim.Region.Framework.Scenes
2230 { 2303 {
2231 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) 2304 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
2232 { 2305 {
2306 sceneObject.IsDeleted = false;
2233 EventManager.TriggerObjectAddedToScene(sceneObject); 2307 EventManager.TriggerObjectAddedToScene(sceneObject);
2234 return true; 2308 return true;
2235 } 2309 }
2236 2310
2237 return false; 2311 return false;
2238
2239 } 2312 }
2240 2313
2241 /// <summary> 2314 /// <summary>
@@ -2327,6 +2400,15 @@ namespace OpenSim.Region.Framework.Scenes
2327 /// </summary> 2400 /// </summary>
2328 public void DeleteAllSceneObjects() 2401 public void DeleteAllSceneObjects()
2329 { 2402 {
2403 DeleteAllSceneObjects(false);
2404 }
2405
2406 /// <summary>
2407 /// Delete every object from the scene. This does not include attachments worn by avatars.
2408 /// </summary>
2409 public void DeleteAllSceneObjects(bool exceptNoCopy)
2410 {
2411 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2330 lock (Entities) 2412 lock (Entities)
2331 { 2413 {
2332 EntityBase[] entities = Entities.GetEntities(); 2414 EntityBase[] entities = Entities.GetEntities();
@@ -2335,11 +2417,24 @@ namespace OpenSim.Region.Framework.Scenes
2335 if (e is SceneObjectGroup) 2417 if (e is SceneObjectGroup)
2336 { 2418 {
2337 SceneObjectGroup sog = (SceneObjectGroup)e; 2419 SceneObjectGroup sog = (SceneObjectGroup)e;
2338 if (!sog.IsAttachment) 2420 if (sog != null && !sog.IsAttachment)
2339 DeleteSceneObject((SceneObjectGroup)e, false); 2421 {
2422 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2423 {
2424 DeleteSceneObject((SceneObjectGroup)e, false);
2425 }
2426 else
2427 {
2428 toReturn.Add((SceneObjectGroup)e);
2429 }
2430 }
2340 } 2431 }
2341 } 2432 }
2342 } 2433 }
2434 if (toReturn.Count > 0)
2435 {
2436 returnObjects(toReturn.ToArray(), UUID.Zero);
2437 }
2343 } 2438 }
2344 2439
2345 /// <summary> 2440 /// <summary>
@@ -2370,6 +2465,14 @@ namespace OpenSim.Region.Framework.Scenes
2370 else 2465 else
2371 group.StopScriptInstances(); 2466 group.StopScriptInstances();
2372 2467
2468 List<UUID> avatars = group.GetSittingAvatars();
2469 foreach (UUID av in avatars)
2470 {
2471 ScenePresence p = GetScenePresence(av);
2472 if (p != null)
2473 p.StandUp();
2474 }
2475
2373 SceneObjectPart[] partList = group.Parts; 2476 SceneObjectPart[] partList = group.Parts;
2374 2477
2375 foreach (SceneObjectPart part in partList) 2478 foreach (SceneObjectPart part in partList)
@@ -2397,6 +2500,8 @@ namespace OpenSim.Region.Framework.Scenes
2397 } 2500 }
2398 2501
2399 group.DeleteGroupFromScene(silent); 2502 group.DeleteGroupFromScene(silent);
2503 if (!silent)
2504 SendKillObject(new List<uint>() { group.LocalId });
2400 2505
2401// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2506// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2402 } 2507 }
@@ -2686,7 +2791,7 @@ namespace OpenSim.Region.Framework.Scenes
2686 // If the user is banned, we won't let any of their objects 2791 // If the user is banned, we won't let any of their objects
2687 // enter. Period. 2792 // enter. Period.
2688 // 2793 //
2689 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) 2794 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2690 { 2795 {
2691 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); 2796 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2692 return false; 2797 return false;
@@ -2722,8 +2827,10 @@ namespace OpenSim.Region.Framework.Scenes
2722 newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject)); 2827 newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
2723 newObject.ResumeScripts(); 2828 newObject.ResumeScripts();
2724 2829
2725 if (newObject.RootPart.KeyframeMotion != null) 2830 // AddSceneObject already does this and doing it again messes
2726 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject); 2831 // up region crossings, so don't.
2832 //if (newObject.RootPart.KeyframeMotion != null)
2833 // newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2727 } 2834 }
2728 2835
2729 // Do this as late as possible so that listeners have full access to the incoming object 2836 // Do this as late as possible so that listeners have full access to the incoming object
@@ -2741,6 +2848,23 @@ namespace OpenSim.Region.Framework.Scenes
2741 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2848 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2742 public bool AddSceneObject(SceneObjectGroup sceneObject) 2849 public bool AddSceneObject(SceneObjectGroup sceneObject)
2743 { 2850 {
2851 if (sceneObject.OwnerID == UUID.Zero)
2852 {
2853 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2854 return false;
2855 }
2856
2857 // If the user is banned, we won't let any of their objects
2858 // enter. Period.
2859 //
2860 int flags = GetUserFlags(sceneObject.OwnerID);
2861 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2862 {
2863 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2864
2865 return false;
2866 }
2867
2744 // Force allocation of new LocalId 2868 // Force allocation of new LocalId
2745 // 2869 //
2746 SceneObjectPart[] parts = sceneObject.Parts; 2870 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2777,16 +2901,27 @@ namespace OpenSim.Region.Framework.Scenes
2777 // information that this is due to a teleport/border cross rather than an ordinary attachment. 2901 // information that this is due to a teleport/border cross rather than an ordinary attachment.
2778 // We currently do this in Scene.MakeRootAgent() instead. 2902 // We currently do this in Scene.MakeRootAgent() instead.
2779 if (AttachmentsModule != null) 2903 if (AttachmentsModule != null)
2780 AttachmentsModule.AttachObject(sp, grp, 0, false, false, true); 2904 AttachmentsModule.AttachObject(sp, grp, 0, false, false, false, true);
2781 } 2905 }
2782 else 2906 else
2783 { 2907 {
2908 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2784 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2909 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2785 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2910 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2786 } 2911 }
2912 if (sceneObject.OwnerID == UUID.Zero)
2913 {
2914 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2915 return false;
2916 }
2787 } 2917 }
2788 else 2918 else
2789 { 2919 {
2920 if (sceneObject.OwnerID == UUID.Zero)
2921 {
2922 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2923 return false;
2924 }
2790 AddRestoredSceneObject(sceneObject, true, false); 2925 AddRestoredSceneObject(sceneObject, true, false);
2791 } 2926 }
2792 2927
@@ -2803,6 +2938,24 @@ namespace OpenSim.Region.Framework.Scenes
2803 return 2; // StateSource.PrimCrossing 2938 return 2; // StateSource.PrimCrossing
2804 } 2939 }
2805 2940
2941 public int GetUserFlags(UUID user)
2942 {
2943 //Unfortunately the SP approach means that the value is cached until region is restarted
2944 /*
2945 ScenePresence sp;
2946 if (TryGetScenePresence(user, out sp))
2947 {
2948 return sp.UserFlags;
2949 }
2950 else
2951 {
2952 */
2953 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2954 if (uac == null)
2955 return 0;
2956 return uac.UserFlags;
2957 //}
2958 }
2806 #endregion 2959 #endregion
2807 2960
2808 #region Add/Remove Avatar Methods 2961 #region Add/Remove Avatar Methods
@@ -2836,7 +2989,7 @@ namespace OpenSim.Region.Framework.Scenes
2836 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2989 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2837 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2990 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2838 2991
2839 // CheckHeartbeat(); 2992 CheckHeartbeat();
2840 2993
2841 sp = GetScenePresence(client.AgentId); 2994 sp = GetScenePresence(client.AgentId);
2842 2995
@@ -2854,6 +3007,13 @@ namespace OpenSim.Region.Framework.Scenes
2854 SubscribeToClientEvents(client); 3007 SubscribeToClientEvents(client);
2855 3008
2856 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); 3009 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
3010 InventoryFolderBase cof = InventoryService.GetFolderForType(client.AgentId, (AssetType)46);
3011 if (cof == null)
3012 sp.COF = UUID.Zero;
3013 else
3014 sp.COF = cof.ID;
3015
3016 m_log.DebugFormat("[SCENE]: COF for {0} is {1}", client.AgentId, sp.COF);
2857 m_eventManager.TriggerOnNewPresence(sp); 3017 m_eventManager.TriggerOnNewPresence(sp);
2858 3018
2859 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; 3019 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
@@ -2974,19 +3134,15 @@ namespace OpenSim.Region.Framework.Scenes
2974 // and the scene presence and the client, if they exist 3134 // and the scene presence and the client, if they exist
2975 try 3135 try
2976 { 3136 {
2977 // We need to wait for the client to make UDP contact first. 3137 ScenePresence sp = GetScenePresence(agentID);
2978 // It's the UDP contact that creates the scene presence 3138
2979 ScenePresence sp = WaitGetScenePresence(agentID);
2980 if (sp != null) 3139 if (sp != null)
2981 { 3140 {
2982 PresenceService.LogoutAgent(sp.ControllingClient.SessionId); 3141 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2983 3142
2984 CloseAgent(sp.UUID, false); 3143 CloseAgent(sp.UUID, false);
2985 } 3144 }
2986 else 3145
2987 {
2988 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2989 }
2990 // BANG! SLASH! 3146 // BANG! SLASH!
2991 m_authenticateHandler.RemoveCircuit(agentID); 3147 m_authenticateHandler.RemoveCircuit(agentID);
2992 3148
@@ -3031,6 +3187,8 @@ namespace OpenSim.Region.Framework.Scenes
3031 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 3187 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
3032 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 3188 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
3033 3189
3190 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
3191
3034 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 3192 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
3035 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 3193 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
3036 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 3194 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -3087,6 +3245,7 @@ namespace OpenSim.Region.Framework.Scenes
3087 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3245 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
3088 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3246 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
3089 client.OnCopyInventoryItem += CopyInventoryItem; 3247 client.OnCopyInventoryItem += CopyInventoryItem;
3248 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
3090 client.OnMoveInventoryItem += MoveInventoryItem; 3249 client.OnMoveInventoryItem += MoveInventoryItem;
3091 client.OnRemoveInventoryItem += RemoveInventoryItem; 3250 client.OnRemoveInventoryItem += RemoveInventoryItem;
3092 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3251 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -3156,6 +3315,8 @@ namespace OpenSim.Region.Framework.Scenes
3156 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3315 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
3157 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3316 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
3158 3317
3318 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3319
3159 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3320 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3160 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3321 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3161 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3322 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3467,7 +3628,7 @@ namespace OpenSim.Region.Framework.Scenes
3467 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop 3628 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop
3468 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI 3629 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI
3469 if (closeChildAgents && CapsModule != null) 3630 if (closeChildAgents && CapsModule != null)
3470 CapsModule.RemoveCaps(agentID); 3631 CapsModule.RemoveCaps(agentID, avatar.ControllingClient.CircuitCode);
3471 3632
3472 if (closeChildAgents && !isChildAgent) 3633 if (closeChildAgents && !isChildAgent)
3473 { 3634 {
@@ -3500,6 +3661,7 @@ namespace OpenSim.Region.Framework.Scenes
3500 // It's possible for child agents to have transactions if changes are being made cross-border. 3661 // It's possible for child agents to have transactions if changes are being made cross-border.
3501 if (AgentTransactionsModule != null) 3662 if (AgentTransactionsModule != null)
3502 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); 3663 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3664 m_log.Debug("[Scene] The avatar has left the building");
3503 } 3665 }
3504 catch (Exception e) 3666 catch (Exception e)
3505 { 3667 {
@@ -3807,13 +3969,16 @@ namespace OpenSim.Region.Framework.Scenes
3807 // On login test land permisions 3969 // On login test land permisions
3808 if (vialogin) 3970 if (vialogin)
3809 { 3971 {
3972 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3973 if (cache != null)
3974 cache.Remove(acd.firstname + " " + acd.lastname);
3810 if (land != null && !TestLandRestrictions(acd.AgentID, out reason, ref acd.startpos.X, ref acd.startpos.Y)) 3975 if (land != null && !TestLandRestrictions(acd.AgentID, out reason, ref acd.startpos.X, ref acd.startpos.Y))
3811 { 3976 {
3812 m_authenticateHandler.RemoveCircuit(acd.circuitcode); 3977 m_authenticateHandler.RemoveCircuit(acd.circuitcode);
3813 return false; 3978 return false;
3814 } 3979 }
3815 } 3980 }
3816 3981
3817 if (sp == null) // We don't have an [child] agent here already 3982 if (sp == null) // We don't have an [child] agent here already
3818 { 3983 {
3819 if (requirePresenceLookup) 3984 if (requirePresenceLookup)
@@ -3835,7 +4000,7 @@ namespace OpenSim.Region.Framework.Scenes
3835 return false; 4000 return false;
3836 } 4001 }
3837 } 4002 }
3838 4003
3839 try 4004 try
3840 { 4005 {
3841 if (!AuthorizeUser(acd, (vialogin ? false : SeeIntoRegion), out reason)) 4006 if (!AuthorizeUser(acd, (vialogin ? false : SeeIntoRegion), out reason))
@@ -3852,7 +4017,7 @@ namespace OpenSim.Region.Framework.Scenes
3852 m_authenticateHandler.RemoveCircuit(acd.circuitcode); 4017 m_authenticateHandler.RemoveCircuit(acd.circuitcode);
3853 return false; 4018 return false;
3854 } 4019 }
3855 4020
3856 m_log.InfoFormat( 4021 m_log.InfoFormat(
3857 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", 4022 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
3858 Name, (acd.child ? "child" : "root"), acd.firstname, acd.lastname, 4023 Name, (acd.child ? "child" : "root"), acd.firstname, acd.lastname,
@@ -3861,7 +4026,7 @@ namespace OpenSim.Region.Framework.Scenes
3861 if (CapsModule != null) 4026 if (CapsModule != null)
3862 { 4027 {
3863 CapsModule.SetAgentCapsSeeds(acd); 4028 CapsModule.SetAgentCapsSeeds(acd);
3864 CapsModule.CreateCaps(acd.AgentID); 4029 CapsModule.CreateCaps(acd.AgentID, acd.circuitcode);
3865 } 4030 }
3866 } 4031 }
3867 else 4032 else
@@ -3881,7 +4046,7 @@ namespace OpenSim.Region.Framework.Scenes
3881 if (CapsModule != null) 4046 if (CapsModule != null)
3882 { 4047 {
3883 CapsModule.SetAgentCapsSeeds(acd); 4048 CapsModule.SetAgentCapsSeeds(acd);
3884 CapsModule.CreateCaps(acd.AgentID); 4049 CapsModule.CreateCaps(acd.AgentID, acd.circuitcode);
3885 } 4050 }
3886 } 4051 }
3887 } 4052 }
@@ -3892,6 +4057,11 @@ namespace OpenSim.Region.Framework.Scenes
3892 CacheUserName(null, acd); 4057 CacheUserName(null, acd);
3893 } 4058 }
3894 4059
4060 if (CapsModule != null)
4061 {
4062 CapsModule.ActivateCaps(acd.circuitcode);
4063 }
4064
3895 if (vialogin) 4065 if (vialogin)
3896 { 4066 {
3897// CleanDroppedAttachments(); 4067// CleanDroppedAttachments();
@@ -4003,6 +4173,8 @@ namespace OpenSim.Region.Framework.Scenes
4003 } 4173 }
4004 4174
4005 // Honor parcel landing type and position. 4175 // Honor parcel landing type and position.
4176 /*
4177 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
4006 if (land != null) 4178 if (land != null)
4007 { 4179 {
4008 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 4180 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -4010,6 +4182,7 @@ namespace OpenSim.Region.Framework.Scenes
4010 acd.startpos = land.LandData.UserLocation; 4182 acd.startpos = land.LandData.UserLocation;
4011 } 4183 }
4012 } 4184 }
4185 */// This is now handled properly in ScenePresence.MakeRootAgent
4013 } 4186 }
4014 4187
4015 return true; 4188 return true;
@@ -4107,7 +4280,7 @@ namespace OpenSim.Region.Framework.Scenes
4107 4280
4108 if (!m_strictAccessControl) return true; 4281 if (!m_strictAccessControl) return true;
4109 if (Permissions.IsGod(agent.AgentID)) return true; 4282 if (Permissions.IsGod(agent.AgentID)) return true;
4110 4283
4111 if (AuthorizationService != null) 4284 if (AuthorizationService != null)
4112 { 4285 {
4113 if (!AuthorizationService.IsAuthorizedForRegion( 4286 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -4128,7 +4301,8 @@ namespace OpenSim.Region.Framework.Scenes
4128 { 4301 {
4129 if (RegionInfo.EstateSettings != null) 4302 if (RegionInfo.EstateSettings != null)
4130 { 4303 {
4131 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 4304 int flags = GetUserFlags(agent.AgentID);
4305 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, flags))
4132 { 4306 {
4133 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 4307 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
4134 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 4308 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -4317,6 +4491,15 @@ namespace OpenSim.Region.Framework.Scenes
4317 m_log.DebugFormat( 4491 m_log.DebugFormat(
4318 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName); 4492 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
4319 4493
4494 // We have to wait until the viewer contacts this region after receiving EAC.
4495 // That calls AddNewClient, which finally creates the ScenePresence
4496 int flags = GetUserFlags(cAgentData.AgentID);
4497 if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4498 {
4499 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4500 return false;
4501 }
4502
4320 // TODO: This check should probably be in QueryAccess(). 4503 // TODO: This check should probably be in QueryAccess().
4321 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4504 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
4322 if (nearestParcel == null) 4505 if (nearestParcel == null)
@@ -4417,7 +4600,7 @@ namespace OpenSim.Region.Framework.Scenes
4417 /// <param name='agentID'></param> 4600 /// <param name='agentID'></param>
4418 protected virtual ScenePresence WaitGetScenePresence(UUID agentID) 4601 protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
4419 { 4602 {
4420 int ntimes = 20; 4603 int ntimes = 30;
4421 ScenePresence sp = null; 4604 ScenePresence sp = null;
4422 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) 4605 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
4423 Thread.Sleep(1000); 4606 Thread.Sleep(1000);
@@ -4467,6 +4650,16 @@ namespace OpenSim.Region.Framework.Scenes
4467 return false; 4650 return false;
4468 } 4651 }
4469 4652
4653// public bool IncomingCloseAgent(UUID agentID)
4654// {
4655// return IncomingCloseAgent(agentID, false);
4656// }
4657
4658// public bool IncomingCloseChildAgent(UUID agentID)
4659// {
4660// return IncomingCloseAgent(agentID, true);
4661// }
4662
4470 /// <summary> 4663 /// <summary>
4471 /// Tell a single client to prepare to close. 4664 /// Tell a single client to prepare to close.
4472 /// </summary> 4665 /// </summary>
@@ -4565,7 +4758,7 @@ namespace OpenSim.Region.Framework.Scenes
4565 4758
4566 if (sp != null) 4759 if (sp != null)
4567 { 4760 {
4568 sp.ControllingClient.Close(force); 4761 sp.ControllingClient.Close(force, force);
4569 return true; 4762 return true;
4570 } 4763 }
4571 4764
@@ -5183,7 +5376,7 @@ namespace OpenSim.Region.Framework.Scenes
5183 { 5376 {
5184 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 5377 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
5185 { 5378 {
5186 if (grp.RootPart.Expires <= DateTime.Now) 5379 if (grp.GetSittingAvatarsCount() == 0 && grp.RootPart.Expires <= DateTime.Now)
5187 DeleteSceneObject(grp, false); 5380 DeleteSceneObject(grp, false);
5188 } 5381 }
5189 } 5382 }
@@ -5197,35 +5390,81 @@ namespace OpenSim.Region.Framework.Scenes
5197 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); 5390 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
5198 } 5391 }
5199 5392
5200 public int GetHealth() 5393 public int GetHealth(out int flags, out string message)
5201 { 5394 {
5202 // Returns: 5395 // Returns:
5203 // 1 = sim is up and accepting http requests. The heartbeat has 5396 // 1 = sim is up and accepting http requests. The heartbeat has
5204 // stopped and the sim is probably locked up, but a remote 5397 // stopped and the sim is probably locked up, but a remote
5205 // admin restart may succeed 5398 // admin restart may succeed
5206 // 5399 //
5207 // 2 = Sim is up and the heartbeat is running. The sim is likely 5400 // 2 = Sim is up and the heartbeat is running. The sim is likely
5208 // usable for people within and logins _may_ work 5401 // usable for people within
5402 //
5403 // 3 = Sim is up and one packet thread is running. Sim is
5404 // unstable and will not accept new logins
5209 // 5405 //
5210 // 3 = We have seen a new user enter within the past 4 minutes 5406 // 4 = Sim is up and both packet threads are running. Sim is
5407 // likely usable
5408 //
5409 // 5 = We have seen a new user enter within the past 4 minutes
5211 // which can be seen as positive confirmation of sim health 5410 // which can be seen as positive confirmation of sim health
5212 // 5411 //
5412
5413 flags = 0;
5414 message = String.Empty;
5415
5416 CheckHeartbeat();
5417
5418 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
5419 {
5420 // We're still starting
5421 // 0 means "in startup", it can't happen another way, since
5422 // to get here, we must be able to accept http connections
5423 return 0;
5424 }
5425
5213 int health=1; // Start at 1, means we're up 5426 int health=1; // Start at 1, means we're up
5214 5427
5215 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 5428 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
5216 health += 1; 5429 {
5430 health+=1;
5431 flags |= 1;
5432 }
5433
5434 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
5435 {
5436 health+=1;
5437 flags |= 2;
5438 }
5439
5440 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
5441 {
5442 health+=1;
5443 flags |= 4;
5444 }
5217 else 5445 else
5446 {
5447int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
5448System.Diagnostics.Process proc = new System.Diagnostics.Process();
5449proc.EnableRaisingEvents=false;
5450proc.StartInfo.FileName = "/bin/kill";
5451proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
5452proc.Start();
5453proc.WaitForExit();
5454Thread.Sleep(1000);
5455Environment.Exit(1);
5456 }
5457
5458 if (flags != 7)
5218 return health; 5459 return health;
5219 5460
5220 // A login in the last 4 mins? We can't be doing too badly 5461 // A login in the last 4 mins? We can't be doing too badly
5221 // 5462 //
5222 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 5463 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
5223 health++; 5464 health++;
5224 else 5465 else
5225 return health; 5466 return health;
5226 5467
5227// CheckHeartbeat();
5228
5229 return health; 5468 return health;
5230 } 5469 }
5231 5470
@@ -5313,7 +5552,7 @@ namespace OpenSim.Region.Framework.Scenes
5313 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 5552 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
5314 if (wasUsingPhysics) 5553 if (wasUsingPhysics)
5315 { 5554 {
5316 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 5555 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
5317 } 5556 }
5318 } 5557 }
5319 5558
@@ -5412,14 +5651,14 @@ namespace OpenSim.Region.Framework.Scenes
5412 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5651 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
5413 } 5652 }
5414 5653
5415// private void CheckHeartbeat() 5654 private void CheckHeartbeat()
5416// { 5655 {
5417// if (m_firstHeartbeat) 5656 if (m_firstHeartbeat)
5418// return; 5657 return;
5419// 5658
5420// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5659 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
5421// StartTimer(); 5660 Start();
5422// } 5661 }
5423 5662
5424 public override ISceneObject DeserializeObject(string representation) 5663 public override ISceneObject DeserializeObject(string representation)
5425 { 5664 {
@@ -5477,7 +5716,7 @@ namespace OpenSim.Region.Framework.Scenes
5477 Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); 5716 Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar);
5478 5717
5479 //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); 5718 //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString());
5480 5719
5481 return nearestRegionEdgePoint; 5720 return nearestRegionEdgePoint;
5482 } 5721 }
5483 5722
@@ -5731,7 +5970,55 @@ namespace OpenSim.Region.Framework.Scenes
5731 mapModule.GenerateMaptile(); 5970 mapModule.GenerateMaptile();
5732 } 5971 }
5733 5972
5734 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5973// public void CleanDroppedAttachments()
5974// {
5975// List<SceneObjectGroup> objectsToDelete =
5976// new List<SceneObjectGroup>();
5977//
5978// lock (m_cleaningAttachments)
5979// {
5980// ForEachSOG(delegate (SceneObjectGroup grp)
5981// {
5982// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5983// {
5984// UUID agentID = grp.OwnerID;
5985// if (agentID == UUID.Zero)
5986// {
5987// objectsToDelete.Add(grp);
5988// return;
5989// }
5990//
5991// ScenePresence sp = GetScenePresence(agentID);
5992// if (sp == null)
5993// {
5994// objectsToDelete.Add(grp);
5995// return;
5996// }
5997// }
5998// });
5999// }
6000//
6001// foreach (SceneObjectGroup grp in objectsToDelete)
6002// {
6003// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
6004// DeleteSceneObject(grp, true);
6005// }
6006// }
6007
6008 public void ThreadAlive(int threadCode)
6009 {
6010 switch(threadCode)
6011 {
6012 case 1: // Incoming
6013 m_lastIncoming = Util.EnvironmentTickCount();
6014 break;
6015 case 2: // Incoming
6016 m_lastOutgoing = Util.EnvironmentTickCount();
6017 break;
6018 }
6019 }
6020
6021 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5735 { 6022 {
5736 RegenerateMaptile(); 6023 RegenerateMaptile();
5737 6024
@@ -5882,7 +6169,19 @@ namespace OpenSim.Region.Framework.Scenes
5882 return true; 6169 return true;
5883 } 6170 }
5884 6171
5885 /// <summary> 6172 public void StartTimerWatchdog()
6173 {
6174 m_timerWatchdog.Interval = 1000;
6175 m_timerWatchdog.Elapsed += TimerWatchdog;
6176 m_timerWatchdog.AutoReset = true;
6177 m_timerWatchdog.Start();
6178 }
6179
6180 public void TimerWatchdog(object sender, ElapsedEventArgs e)
6181 {
6182 CheckHeartbeat();
6183 }
6184
5886 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 6185 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5887 /// autopilot that moves an avatar to a sit target!. 6186 /// autopilot that moves an avatar to a sit target!.
5888 /// </summary> 6187 /// </summary>
@@ -5961,6 +6260,11 @@ namespace OpenSim.Region.Framework.Scenes
5961 return m_SpawnPoint - 1; 6260 return m_SpawnPoint - 1;
5962 } 6261 }
5963 6262
6263 private void HandleGcCollect(string module, string[] args)
6264 {
6265 GC.Collect();
6266 }
6267
5964 /// <summary> 6268 /// <summary>
5965 /// Wrappers to get physics modules retrieve assets. 6269 /// Wrappers to get physics modules retrieve assets.
5966 /// </summary> 6270 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index c86f412..08e26c5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -144,7 +144,6 @@ namespace OpenSim.Region.Framework.Scenes
144 144
145 protected ulong m_regionHandle; 145 protected ulong m_regionHandle;
146 protected string m_regionName; 146 protected string m_regionName;
147 protected RegionInfo m_regInfo;
148 147
149 public ITerrainChannel Heightmap; 148 public ITerrainChannel Heightmap;
150 149
@@ -169,6 +168,8 @@ namespace OpenSim.Region.Framework.Scenes
169 get { return m_permissions; } 168 get { return m_permissions; }
170 } 169 }
171 170
171 protected string m_datastore;
172
172 /* Used by the loadbalancer plugin on GForge */ 173 /* Used by the loadbalancer plugin on GForge */
173 protected RegionStatus m_regStatus; 174 protected RegionStatus m_regStatus;
174 public RegionStatus RegionStatus 175 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 77889fa..52f46f2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -194,8 +194,11 @@ namespace OpenSim.Region.Framework.Scenes
194 } 194 }
195 } 195 }
196 196
197 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
198
197 /// <summary> 199 /// <summary>
198 /// Closes a child agent on a given region 200 /// This Closes child agents on neighboring regions
201 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
199 /// </summary> 202 /// </summary>
200 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle, string auth_token) 203 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle, string auth_token)
201 { 204 {
@@ -223,16 +226,14 @@ namespace OpenSim.Region.Framework.Scenes
223 { 226 {
224 foreach (ulong handle in regionslst) 227 foreach (ulong handle in regionslst)
225 { 228 {
226 // We must take a copy here since handle is acts like a reference when used in an iterator.
227 // This leads to race conditions if directly passed to SendCloseChildAgent with more than one neighbour region.
228 ulong handleCopy = handle; 229 ulong handleCopy = handle;
229 Util.FireAndForget((o) => { SendCloseChildAgent(agentID, handleCopy, auth_code); }); 230 Util.FireAndForget((o) => { SendCloseChildAgent(agentID, handleCopy, auth_code); });
230 } 231 }
231 } 232 }
232 233
233 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 234 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
234 { 235 {
235 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 236 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
236 } 237 }
237 } 238 }
238} \ No newline at end of file 239}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 1aecce5..b0f8991 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -127,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
127 137
128 protected internal void Close() 138 protected internal void Close()
129 { 139 {
130 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
131 { 142 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
136 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
137 152
138 lock (SceneObjectGroupsByFullID) 153 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 154 SceneObjectGroupsByFullID.Clear();
@@ -254,6 +269,33 @@ namespace OpenSim.Region.Framework.Scenes
254 protected internal bool AddRestoredSceneObject( 269 protected internal bool AddRestoredSceneObject(
255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
256 { 271 {
272 if (!m_parentScene.CombineRegions)
273 {
274 // KF: Check for out-of-region, move inside and make static.
275 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
276 sceneObject.RootPart.GroupPosition.Y,
277 sceneObject.RootPart.GroupPosition.Z);
278 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
279 npos.X > Constants.RegionSize ||
280 npos.Y > Constants.RegionSize))
281 {
282 if (npos.X < 0.0) npos.X = 1.0f;
283 if (npos.Y < 0.0) npos.Y = 1.0f;
284 if (npos.Z < 0.0) npos.Z = 0.0f;
285 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
286 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
287
288 foreach (SceneObjectPart part in sceneObject.Parts)
289 {
290 part.GroupPosition = npos;
291 }
292 sceneObject.RootPart.Velocity = Vector3.Zero;
293 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
294 sceneObject.RootPart.Acceleration = Vector3.Zero;
295 sceneObject.RootPart.Velocity = Vector3.Zero;
296 }
297 }
298
257 if (attachToBackup && (!alreadyPersisted)) 299 if (attachToBackup && (!alreadyPersisted))
258 { 300 {
259 sceneObject.ForceInventoryPersistence(); 301 sceneObject.ForceInventoryPersistence();
@@ -317,9 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
317 if (pa != null && pa.IsPhysical && vel != Vector3.Zero) 359 if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
318 { 360 {
319 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 361 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
320 sceneObject.Velocity = vel;
321 } 362 }
322 363
323 return true; 364 return true;
324 } 365 }
325 366
@@ -344,6 +385,11 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </returns> 385 /// </returns>
345 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 386 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
346 { 387 {
388 if (sceneObject == null)
389 {
390 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
391 return false;
392 }
347 if (sceneObject.UUID == UUID.Zero) 393 if (sceneObject.UUID == UUID.Zero)
348 { 394 {
349 m_log.ErrorFormat( 395 m_log.ErrorFormat(
@@ -475,6 +521,30 @@ namespace OpenSim.Region.Framework.Scenes
475 m_updateList[obj.UUID] = obj; 521 m_updateList[obj.UUID] = obj;
476 } 522 }
477 523
524 public void FireAttachToBackup(SceneObjectGroup obj)
525 {
526 if (OnAttachToBackup != null)
527 {
528 OnAttachToBackup(obj);
529 }
530 }
531
532 public void FireDetachFromBackup(SceneObjectGroup obj)
533 {
534 if (OnDetachFromBackup != null)
535 {
536 OnDetachFromBackup(obj);
537 }
538 }
539
540 public void FireChangeBackup(SceneObjectGroup obj)
541 {
542 if (OnChangeBackup != null)
543 {
544 OnChangeBackup(obj);
545 }
546 }
547
478 /// <summary> 548 /// <summary>
479 /// Process all pending updates 549 /// Process all pending updates
480 /// </summary> 550 /// </summary>
@@ -566,7 +636,8 @@ namespace OpenSim.Region.Framework.Scenes
566 636
567 Entities[presence.UUID] = presence; 637 Entities[presence.UUID] = presence;
568 638
569 lock (m_presenceLock) 639 m_scenePresencesLock.EnterWriteLock();
640 try
570 { 641 {
571 m_numChildAgents++; 642 m_numChildAgents++;
572 643
@@ -592,6 +663,10 @@ namespace OpenSim.Region.Framework.Scenes
592 m_scenePresenceMap = newmap; 663 m_scenePresenceMap = newmap;
593 m_scenePresenceArray = newlist; 664 m_scenePresenceArray = newlist;
594 } 665 }
666 finally
667 {
668 m_scenePresencesLock.ExitWriteLock();
669 }
595 670
596 return presence; 671 return presence;
597 } 672 }
@@ -608,7 +683,8 @@ namespace OpenSim.Region.Framework.Scenes
608 agentID); 683 agentID);
609 } 684 }
610 685
611 lock (m_presenceLock) 686 m_scenePresencesLock.EnterWriteLock();
687 try
612 { 688 {
613 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 689 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
614 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 690 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -630,6 +706,10 @@ namespace OpenSim.Region.Framework.Scenes
630 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 706 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
631 } 707 }
632 } 708 }
709 finally
710 {
711 m_scenePresencesLock.ExitWriteLock();
712 }
633 } 713 }
634 714
635 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 715 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1183,6 +1263,52 @@ namespace OpenSim.Region.Framework.Scenes
1183 1263
1184 #region Client Event handlers 1264 #region Client Event handlers
1185 1265
1266 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1267 {
1268 SceneObjectPart part = GetSceneObjectPart(localID);
1269 ObjectChangeData data = (ObjectChangeData)odata;
1270
1271 if (part != null)
1272 {
1273 SceneObjectGroup grp = part.ParentGroup;
1274 if (grp != null)
1275 {
1276 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1277 {
1278 // These two are exceptions SL makes in the interpretation
1279 // of the change flags. Must check them here because otherwise
1280 // the group flag (see below) would be lost
1281 if (data.change == ObjectChangeType.groupS)
1282 data.change = ObjectChangeType.primS;
1283 if (data.change == ObjectChangeType.groupPS)
1284 data.change = ObjectChangeType.primPS;
1285 part.StoreUndoState(data.change); // lets test only saving what we changed
1286 grp.doChangeObject(part, (ObjectChangeData)data);
1287 }
1288 else
1289 {
1290 // Is this any kind of group operation?
1291 if ((data.change & ObjectChangeType.Group) != 0)
1292 {
1293 // Is a move and/or rotation requested?
1294 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1295 {
1296 // Are we allowed to move it?
1297 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1298 {
1299 // Strip all but move and rotation from request
1300 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1301
1302 part.StoreUndoState(data.change);
1303 grp.doChangeObject(part, (ObjectChangeData)data);
1304 }
1305 }
1306 }
1307 }
1308 }
1309 }
1310 }
1311
1186 /// <summary> 1312 /// <summary>
1187 /// Update the scale of an individual prim. 1313 /// Update the scale of an individual prim.
1188 /// </summary> 1314 /// </summary>
@@ -1197,7 +1323,17 @@ namespace OpenSim.Region.Framework.Scenes
1197 { 1323 {
1198 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1324 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1199 { 1325 {
1326 bool physbuild = false;
1327 if (part.ParentGroup.RootPart.PhysActor != null)
1328 {
1329 part.ParentGroup.RootPart.PhysActor.Building = true;
1330 physbuild = true;
1331 }
1332
1200 part.Resize(scale); 1333 part.Resize(scale);
1334
1335 if (physbuild)
1336 part.ParentGroup.RootPart.PhysActor.Building = false;
1201 } 1337 }
1202 } 1338 }
1203 } 1339 }
@@ -1209,7 +1345,17 @@ namespace OpenSim.Region.Framework.Scenes
1209 { 1345 {
1210 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1346 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1211 { 1347 {
1348 bool physbuild = false;
1349 if (group.RootPart.PhysActor != null)
1350 {
1351 group.RootPart.PhysActor.Building = true;
1352 physbuild = true;
1353 }
1354
1212 group.GroupResize(scale); 1355 group.GroupResize(scale);
1356
1357 if (physbuild)
1358 group.RootPart.PhysActor.Building = false;
1213 } 1359 }
1214 } 1360 }
1215 } 1361 }
@@ -1337,8 +1483,13 @@ namespace OpenSim.Region.Framework.Scenes
1337 { 1483 {
1338 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1484 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1339 { 1485 {
1340 if (m_parentScene.AttachmentsModule != null) 1486 // Set the new attachment point data in the object
1341 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1487 byte attachmentPoint = group.GetAttachmentPoint();
1488 group.UpdateGroupPosition(pos);
1489 group.IsAttachment = false;
1490 group.AbsolutePosition = group.RootPart.AttachedPos;
1491 group.AttachmentPoint = attachmentPoint;
1492 group.HasGroupChanged = true;
1342 } 1493 }
1343 else 1494 else
1344 { 1495 {
@@ -1559,6 +1710,7 @@ namespace OpenSim.Region.Framework.Scenes
1559 { 1710 {
1560 part.Material = Convert.ToByte(material); 1711 part.Material = Convert.ToByte(material);
1561 group.HasGroupChanged = true; 1712 group.HasGroupChanged = true;
1713 remoteClient.SendPartPhysicsProprieties(part);
1562 } 1714 }
1563 } 1715 }
1564 } 1716 }
@@ -1637,8 +1789,10 @@ namespace OpenSim.Region.Framework.Scenes
1637 return; 1789 return;
1638 1790
1639 Monitor.Enter(m_updateLock); 1791 Monitor.Enter(m_updateLock);
1792
1640 try 1793 try
1641 { 1794 {
1795
1642 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1796 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1643 1797
1644 // We do this in reverse to get the link order of the prims correct 1798 // We do this in reverse to get the link order of the prims correct
@@ -1653,9 +1807,13 @@ namespace OpenSim.Region.Framework.Scenes
1653 // Make sure no child prim is set for sale 1807 // Make sure no child prim is set for sale
1654 // So that, on delink, no prims are unwittingly 1808 // So that, on delink, no prims are unwittingly
1655 // left for sale and sold off 1809 // left for sale and sold off
1656 child.RootPart.ObjectSaleType = 0; 1810
1657 child.RootPart.SalePrice = 10; 1811 if (child != null)
1658 childGroups.Add(child); 1812 {
1813 child.RootPart.ObjectSaleType = 0;
1814 child.RootPart.SalePrice = 10;
1815 childGroups.Add(child);
1816 }
1659 } 1817 }
1660 1818
1661 foreach (SceneObjectGroup child in childGroups) 1819 foreach (SceneObjectGroup child in childGroups)
@@ -1684,6 +1842,16 @@ namespace OpenSim.Region.Framework.Scenes
1684 } 1842 }
1685 finally 1843 finally
1686 { 1844 {
1845 lock (SceneObjectGroupsByLocalPartID)
1846 {
1847 foreach (SceneObjectPart part in parentGroup.Parts)
1848 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1849 }
1850
1851 parentGroup.AdjustChildPrimPermissions();
1852 parentGroup.HasGroupChanged = true;
1853 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1854 parentGroup.ScheduleGroupForFullUpdate();
1687 Monitor.Exit(m_updateLock); 1855 Monitor.Exit(m_updateLock);
1688 } 1856 }
1689 } 1857 }
@@ -1725,21 +1893,23 @@ namespace OpenSim.Region.Framework.Scenes
1725 1893
1726 SceneObjectGroup group = part.ParentGroup; 1894 SceneObjectGroup group = part.ParentGroup;
1727 if (!affectedGroups.Contains(group)) 1895 if (!affectedGroups.Contains(group))
1896 {
1728 affectedGroups.Add(group); 1897 affectedGroups.Add(group);
1898 }
1729 } 1899 }
1730 } 1900 }
1731 } 1901 }
1732 1902
1733 foreach (SceneObjectPart child in childParts) 1903 if (childParts.Count > 0)
1734 { 1904 {
1735 // Unlink all child parts from their groups 1905 foreach (SceneObjectPart child in childParts)
1736 // 1906 {
1737 child.ParentGroup.DelinkFromGroup(child, true); 1907 // Unlink all child parts from their groups
1738 1908 //
1739 // These are not in affected groups and will not be 1909 child.ParentGroup.DelinkFromGroup(child, true);
1740 // handled further. Do the honors here. 1910 child.ParentGroup.HasGroupChanged = true;
1741 child.ParentGroup.HasGroupChanged = true; 1911 child.ParentGroup.ScheduleGroupForFullUpdate();
1742 child.ParentGroup.ScheduleGroupForFullUpdate(); 1912 }
1743 } 1913 }
1744 1914
1745 foreach (SceneObjectPart root in rootParts) 1915 foreach (SceneObjectPart root in rootParts)
@@ -1753,52 +1923,61 @@ namespace OpenSim.Region.Framework.Scenes
1753 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1923 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1754 int numChildren = newSet.Count; 1924 int numChildren = newSet.Count;
1755 1925
1926 if (numChildren == 1)
1927 break;
1928
1756 // If there are prims left in a link set, but the root is 1929 // If there are prims left in a link set, but the root is
1757 // slated for unlink, we need to do this 1930 // slated for unlink, we need to do this
1931 // Unlink the remaining set
1758 // 1932 //
1759 if (numChildren != 1) 1933 bool sendEventsToRemainder = true;
1760 { 1934 if (numChildren > 1)
1761 // Unlink the remaining set 1935 sendEventsToRemainder = false;
1762 //
1763 bool sendEventsToRemainder = true;
1764 if (numChildren > 1)
1765 sendEventsToRemainder = false;
1766 1936
1767 foreach (SceneObjectPart p in newSet) 1937 foreach (SceneObjectPart p in newSet)
1938 {
1939 if (p != group.RootPart)
1768 { 1940 {
1769 if (p != group.RootPart) 1941 group.DelinkFromGroup(p, sendEventsToRemainder);
1770 group.DelinkFromGroup(p, sendEventsToRemainder); 1942 if (numChildren > 2)
1943 {
1944 }
1945 else
1946 {
1947 p.ParentGroup.HasGroupChanged = true;
1948 p.ParentGroup.ScheduleGroupForFullUpdate();
1949 }
1771 } 1950 }
1951 }
1772 1952
1773 // If there is more than one prim remaining, we 1953 // If there is more than one prim remaining, we
1774 // need to re-link 1954 // need to re-link
1955 //
1956 if (numChildren > 2)
1957 {
1958 // Remove old root
1775 // 1959 //
1776 if (numChildren > 2) 1960 if (newSet.Contains(root))
1961 newSet.Remove(root);
1962
1963 // Preserve link ordering
1964 //
1965 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1777 { 1966 {
1778 // Remove old root 1967 return a.LinkNum.CompareTo(b.LinkNum);
1779 // 1968 });
1780 if (newSet.Contains(root))
1781 newSet.Remove(root);
1782
1783 // Preserve link ordering
1784 //
1785 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1786 {
1787 return a.LinkNum.CompareTo(b.LinkNum);
1788 });
1789 1969
1790 // Determine new root 1970 // Determine new root
1791 // 1971 //
1792 SceneObjectPart newRoot = newSet[0]; 1972 SceneObjectPart newRoot = newSet[0];
1793 newSet.RemoveAt(0); 1973 newSet.RemoveAt(0);
1794 1974
1795 foreach (SceneObjectPart newChild in newSet) 1975 foreach (SceneObjectPart newChild in newSet)
1796 newChild.ClearUpdateSchedule(); 1976 newChild.ClearUpdateSchedule();
1797 1977
1798 LinkObjects(newRoot, newSet); 1978 LinkObjects(newRoot, newSet);
1799 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1979 if (!affectedGroups.Contains(newRoot.ParentGroup))
1800 affectedGroups.Add(newRoot.ParentGroup); 1980 affectedGroups.Add(newRoot.ParentGroup);
1801 }
1802 } 1981 }
1803 } 1982 }
1804 1983
@@ -1806,6 +1985,12 @@ namespace OpenSim.Region.Framework.Scenes
1806 // 1985 //
1807 foreach (SceneObjectGroup g in affectedGroups) 1986 foreach (SceneObjectGroup g in affectedGroups)
1808 { 1987 {
1988 // Child prims that have been unlinked and deleted will
1989 // return unless the root is deleted. This will remove them
1990 // from the database. They will be rewritten immediately,
1991 // minus the rows for the unlinked child prims.
1992 g.AdjustChildPrimPermissions();
1993 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1809 g.TriggerScriptChangedEvent(Changed.LINK); 1994 g.TriggerScriptChangedEvent(Changed.LINK);
1810 g.HasGroupChanged = true; // Persist 1995 g.HasGroupChanged = true; // Persist
1811 g.ScheduleGroupForFullUpdate(); 1996 g.ScheduleGroupForFullUpdate();
@@ -1879,108 +2064,96 @@ namespace OpenSim.Region.Framework.Scenes
1879 /// <param name="GroupID"></param> 2064 /// <param name="GroupID"></param>
1880 /// <param name="rot"></param> 2065 /// <param name="rot"></param>
1881 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2066 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1882 public SceneObjectGroup DuplicateObject( 2067 /// <summary>
1883 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2068 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1884 { 2069 {
1885 Monitor.Enter(m_updateLock); 2070// m_log.DebugFormat(
2071// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2072// originalPrimID, offset, AgentID);
1886 2073
1887 try 2074 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2075 if (original != null)
1888 { 2076 {
1889 // m_log.DebugFormat( 2077 if (m_parentScene.Permissions.CanDuplicateObject(
1890 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2078 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1891 // originalPrimID, offset, AgentID);
1892
1893 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1894 if (original == null)
1895 { 2079 {
1896 m_log.WarnFormat( 2080 SceneObjectGroup copy = original.Copy(true);
1897 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2081 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1898 2082
1899 return null; 2083 if (original.OwnerID != AgentID)
1900 } 2084 {
2085 copy.SetOwnerId(AgentID);
2086 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1901 2087
1902 if (!m_parentScene.Permissions.CanDuplicateObject( 2088 SceneObjectPart[] partList = copy.Parts;
1903 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition)) 2089
1904 return null; 2090 if (m_parentScene.Permissions.PropagatePermissions())
2091 {
2092 foreach (SceneObjectPart child in partList)
2093 {
2094 child.Inventory.ChangeInventoryOwner(AgentID);
2095 child.TriggerScriptChangedEvent(Changed.OWNER);
2096 child.ApplyNextOwnerPermissions();
2097 }
2098 }
2099 }
1905 2100
1906 SceneObjectGroup copy = original.Copy(true); 2101 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1907 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2102 Entities.Add(copy);
1908 2103
1909 if (original.OwnerID != AgentID) 2104 lock (SceneObjectGroupsByFullID)
1910 { 2105 SceneObjectGroupsByFullID[copy.UUID] = copy;
1911 copy.SetOwnerId(AgentID);
1912 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1913 2106
1914 SceneObjectPart[] partList = copy.Parts; 2107 SceneObjectPart[] children = copy.Parts;
1915 2108
1916 if (m_parentScene.Permissions.PropagatePermissions()) 2109 lock (SceneObjectGroupsByFullPartID)
1917 { 2110 {
1918 foreach (SceneObjectPart child in partList) 2111 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1919 { 2112 foreach (SceneObjectPart part in children)
1920 child.Inventory.ChangeInventoryOwner(AgentID); 2113 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1921 child.TriggerScriptChangedEvent(Changed.OWNER);
1922 child.ApplyNextOwnerPermissions();
1923 }
1924 } 2114 }
1925 2115
1926 copy.RootPart.ObjectSaleType = 0; 2116 lock (SceneObjectGroupsByLocalPartID)
1927 copy.RootPart.SalePrice = 10; 2117 {
1928 } 2118 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2119 foreach (SceneObjectPart part in children)
2120 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2121 }
2122 // PROBABLE END OF FIXME
1929 2123
1930 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2124 // Since we copy from a source group that is in selected
1931 Entities.Add(copy); 2125 // state, but the copy is shown deselected in the viewer,
1932 2126 // We need to clear the selection flag here, else that
1933 lock (SceneObjectGroupsByFullID) 2127 // prim never gets persisted at all. The client doesn't
1934 SceneObjectGroupsByFullID[copy.UUID] = copy; 2128 // think it's selected, so it will never send a deselect...
1935 2129 copy.IsSelected = false;
1936 SceneObjectPart[] children = copy.Parts; 2130
1937 2131 m_numPrim += copy.Parts.Length;
1938 lock (SceneObjectGroupsByFullPartID) 2132
1939 { 2133 if (rot != Quaternion.Identity)
1940 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2134 {
1941 foreach (SceneObjectPart part in children) 2135 copy.UpdateGroupRotationR(rot);
1942 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2136 }
1943 }
1944
1945 lock (SceneObjectGroupsByLocalPartID)
1946 {
1947 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1948 foreach (SceneObjectPart part in children)
1949 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1950 }
1951 // PROBABLE END OF FIXME
1952
1953 // Since we copy from a source group that is in selected
1954 // state, but the copy is shown deselected in the viewer,
1955 // We need to clear the selection flag here, else that
1956 // prim never gets persisted at all. The client doesn't
1957 // think it's selected, so it will never send a deselect...
1958 copy.IsSelected = false;
1959
1960 m_numPrim += copy.Parts.Length;
1961
1962 if (rot != Quaternion.Identity)
1963 {
1964 copy.UpdateGroupRotationR(rot);
1965 }
1966 2137
1967 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2138 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1968 copy.HasGroupChanged = true; 2139 copy.HasGroupChanged = true;
1969 copy.ScheduleGroupForFullUpdate(); 2140 copy.ScheduleGroupForFullUpdate();
1970 copy.ResumeScripts(); 2141 copy.ResumeScripts();
1971 2142
1972 // required for physics to update it's position 2143 // required for physics to update it's position
1973 copy.AbsolutePosition = copy.AbsolutePosition; 2144 copy.AbsolutePosition = copy.AbsolutePosition;
1974 2145
1975 return copy; 2146 return copy;
2147 }
1976 } 2148 }
1977 finally 2149 else
1978 { 2150 {
1979 Monitor.Exit(m_updateLock); 2151 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1980 } 2152 }
2153
2154 return null;
1981 } 2155 }
1982 2156
1983 /// <summary>
1984 /// Calculates the distance between two Vector3s 2157 /// Calculates the distance between two Vector3s
1985 /// </summary> 2158 /// </summary>
1986 /// <param name="v1"></param> 2159 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index 28f7896..c5c083a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -99,11 +99,11 @@ namespace OpenSim.Region.Framework.Scenes
99 } 99 }
100 } 100 }
101 101
102 private readonly List<Scene> m_localScenes = new List<Scene>(); 102 private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
103 103
104 public List<Scene> Scenes 104 public List<Scene> Scenes
105 { 105 {
106 get { return new List<Scene>(m_localScenes); } 106 get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
107 } 107 }
108 108
109 /// <summary> 109 /// <summary>
@@ -120,13 +120,10 @@ namespace OpenSim.Region.Framework.Scenes
120 { 120 {
121 if (CurrentScene == null) 121 if (CurrentScene == null)
122 { 122 {
123 lock (m_localScenes) 123 List<Scene> sceneList = Scenes;
124 { 124 if (sceneList.Count == 0)
125 if (m_localScenes.Count > 0) 125 return null;
126 return m_localScenes[0]; 126 return sceneList[0];
127 else
128 return null;
129 }
130 } 127 }
131 else 128 else
132 { 129 {
@@ -138,41 +135,35 @@ namespace OpenSim.Region.Framework.Scenes
138 public SceneManager() 135 public SceneManager()
139 { 136 {
140 m_instance = this; 137 m_instance = this;
141 m_localScenes = new List<Scene>(); 138 m_localScenes = new DoubleDictionary<UUID, string, Scene>();
142 } 139 }
143 140
144 public void Close() 141 public void Close()
145 { 142 {
143 List<Scene> localScenes = null;
144
146 lock (m_localScenes) 145 lock (m_localScenes)
147 { 146 {
148 for (int i = 0; i < m_localScenes.Count; i++) 147 localScenes = Scenes;
149 { 148 }
150 m_localScenes[i].Close(); 149
151 } 150 for (int i = 0; i < localScenes.Count; i++)
151 {
152 localScenes[i].Close();
152 } 153 }
153 } 154 }
154 155
155 public void Close(Scene cscene) 156 public void Close(Scene cscene)
156 { 157 {
157 lock (m_localScenes) 158 if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
158 { 159 return;
159 if (m_localScenes.Contains(cscene)) 160 cscene.Close();
160 {
161 for (int i = 0; i < m_localScenes.Count; i++)
162 {
163 if (m_localScenes[i].Equals(cscene))
164 {
165 m_localScenes[i].Close();
166 }
167 }
168 }
169 }
170 } 161 }
171 162
172 public void Add(Scene scene) 163 public void Add(Scene scene)
173 { 164 {
174 lock (m_localScenes) 165 lock (m_localScenes)
175 m_localScenes.Add(scene); 166 m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
176 167
177 scene.OnRestart += HandleRestart; 168 scene.OnRestart += HandleRestart;
178 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange; 169 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange;
@@ -184,15 +175,8 @@ namespace OpenSim.Region.Framework.Scenes
184 175
185 lock (m_localScenes) 176 lock (m_localScenes)
186 { 177 {
187 for (int i = 0; i < m_localScenes.Count; i++) 178 m_localScenes.TryGetValue(rdata.RegionID, out restartedScene);
188 { 179 m_localScenes.Remove(rdata.RegionID);
189 if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
190 {
191 restartedScene = m_localScenes[i];
192 m_localScenes.RemoveAt(i);
193 break;
194 }
195 }
196 } 180 }
197 181
198 // If the currently selected scene has been restarted, then we can't reselect here since we the scene 182 // If the currently selected scene has been restarted, then we can't reselect here since we the scene
@@ -207,39 +191,36 @@ namespace OpenSim.Region.Framework.Scenes
207 private void HandleRegionReadyStatusChange(IScene scene) 191 private void HandleRegionReadyStatusChange(IScene scene)
208 { 192 {
209 lock (m_localScenes) 193 lock (m_localScenes)
210 AllRegionsReady = m_localScenes.TrueForAll(s => s.Ready); 194 AllRegionsReady = m_localScenes.FindAll(s => !s.Ready).Count == 0;
211 } 195 }
212 196
213 public void SendSimOnlineNotification(ulong regionHandle) 197 public void SendSimOnlineNotification(ulong regionHandle)
214 { 198 {
215 RegionInfo Result = null; 199 RegionInfo Result = null;
216 200
217 lock (m_localScenes) 201 Scene s = m_localScenes.FindValue(delegate(Scene x)
218 {
219 for (int i = 0; i < m_localScenes.Count; i++)
220 {
221 if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
222 { 202 {
223 // Inform other regions to tell their avatar about me 203 if (x.RegionInfo.RegionHandle == regionHandle)
224 Result = m_localScenes[i].RegionInfo; 204 return true;
225 } 205 return false;
226 } 206 });
207
208 if (s != null)
209 {
210 List<Scene> sceneList = Scenes;
227 211
228 if (Result != null) 212 for (int i = 0; i < sceneList.Count; i++)
229 { 213 {
230 for (int i = 0; i < m_localScenes.Count; i++) 214 if (sceneList[i]!= s)
231 { 215 {
232 if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) 216 // Inform other regions to tell their avatar about me
233 { 217 //sceneList[i].OtherRegionUp(Result);
234 // Inform other regions to tell their avatar about me
235 //m_localScenes[i].OtherRegionUp(Result);
236 }
237 } 218 }
238 } 219 }
239 else 220 }
240 { 221 else
241 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); 222 {
242 } 223 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
243 } 224 }
244 } 225 }
245 226
@@ -368,16 +349,12 @@ namespace OpenSim.Region.Framework.Scenes
368 } 349 }
369 else 350 else
370 { 351 {
371 lock (m_localScenes) 352 Scene s;
353
354 if (m_localScenes.TryGetValue(regionName, out s))
372 { 355 {
373 foreach (Scene scene in m_localScenes) 356 CurrentScene = s;
374 { 357 return true;
375 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
376 {
377 CurrentScene = scene;
378 return true;
379 }
380 }
381 } 358 }
382 359
383 return false; 360 return false;
@@ -386,18 +363,14 @@ namespace OpenSim.Region.Framework.Scenes
386 363
387 public bool TrySetCurrentScene(UUID regionID) 364 public bool TrySetCurrentScene(UUID regionID)
388 { 365 {
389 m_log.Debug("Searching for Region: '" + regionID + "'"); 366// m_log.Debug("Searching for Region: '" + regionID + "'");
390 367
391 lock (m_localScenes) 368 Scene s;
369
370 if (m_localScenes.TryGetValue(regionID, out s))
392 { 371 {
393 foreach (Scene scene in m_localScenes) 372 CurrentScene = s;
394 { 373 return true;
395 if (scene.RegionInfo.RegionID == regionID)
396 {
397 CurrentScene = scene;
398 return true;
399 }
400 }
401 } 374 }
402 375
403 return false; 376 return false;
@@ -405,52 +378,24 @@ namespace OpenSim.Region.Framework.Scenes
405 378
406 public bool TryGetScene(string regionName, out Scene scene) 379 public bool TryGetScene(string regionName, out Scene scene)
407 { 380 {
408 lock (m_localScenes) 381 return m_localScenes.TryGetValue(regionName, out scene);
409 {
410 foreach (Scene mscene in m_localScenes)
411 {
412 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
413 {
414 scene = mscene;
415 return true;
416 }
417 }
418 }
419
420 scene = null;
421 return false;
422 } 382 }
423 383
424 public bool TryGetScene(UUID regionID, out Scene scene) 384 public bool TryGetScene(UUID regionID, out Scene scene)
425 { 385 {
426 lock (m_localScenes) 386 return m_localScenes.TryGetValue(regionID, out scene);
427 {
428 foreach (Scene mscene in m_localScenes)
429 {
430 if (mscene.RegionInfo.RegionID == regionID)
431 {
432 scene = mscene;
433 return true;
434 }
435 }
436 }
437
438 scene = null;
439 return false;
440 } 387 }
441 388
442 public bool TryGetScene(uint locX, uint locY, out Scene scene) 389 public bool TryGetScene(uint locX, uint locY, out Scene scene)
443 { 390 {
444 lock (m_localScenes) 391 List<Scene> sceneList = Scenes;
392 foreach (Scene mscene in sceneList)
445 { 393 {
446 foreach (Scene mscene in m_localScenes) 394 if (mscene.RegionInfo.RegionLocX == locX &&
395 mscene.RegionInfo.RegionLocY == locY)
447 { 396 {
448 if (mscene.RegionInfo.RegionLocX == locX && 397 scene = mscene;
449 mscene.RegionInfo.RegionLocY == locY) 398 return true;
450 {
451 scene = mscene;
452 return true;
453 }
454 } 399 }
455 } 400 }
456 401
@@ -460,16 +405,14 @@ namespace OpenSim.Region.Framework.Scenes
460 405
461 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) 406 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
462 { 407 {
463 lock (m_localScenes) 408 List<Scene> sceneList = Scenes;
409 foreach (Scene mscene in sceneList)
464 { 410 {
465 foreach (Scene mscene in m_localScenes) 411 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
412 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
466 { 413 {
467 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && 414 scene = mscene;
468 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) 415 return true;
469 {
470 scene = mscene;
471 return true;
472 }
473 } 416 }
474 } 417 }
475 418
@@ -511,15 +454,10 @@ namespace OpenSim.Region.Framework.Scenes
511 454
512 public RegionInfo GetRegionInfo(UUID regionID) 455 public RegionInfo GetRegionInfo(UUID regionID)
513 { 456 {
514 lock (m_localScenes) 457 Scene s;
458 if (m_localScenes.TryGetValue(regionID, out s))
515 { 459 {
516 foreach (Scene scene in m_localScenes) 460 return s.RegionInfo;
517 {
518 if (scene.RegionInfo.RegionID == regionID)
519 {
520 return scene.RegionInfo;
521 }
522 }
523 } 461 }
524 462
525 return null; 463 return null;
@@ -537,14 +475,12 @@ namespace OpenSim.Region.Framework.Scenes
537 475
538 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 476 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
539 { 477 {
540 lock (m_localScenes) 478 List<Scene> sceneList = Scenes;
479 foreach (Scene scene in sceneList)
541 { 480 {
542 foreach (Scene scene in m_localScenes) 481 if (scene.TryGetScenePresence(avatarId, out avatar))
543 { 482 {
544 if (scene.TryGetScenePresence(avatarId, out avatar)) 483 return true;
545 {
546 return true;
547 }
548 } 484 }
549 } 485 }
550 486
@@ -554,15 +490,13 @@ namespace OpenSim.Region.Framework.Scenes
554 490
555 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) 491 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
556 { 492 {
557 lock (m_localScenes) 493 List<Scene> sceneList = Scenes;
494 foreach (Scene scene in sceneList)
558 { 495 {
559 foreach (Scene scene in m_localScenes) 496 avatar = scene.GetScenePresence(avatarId);
560 {
561 avatar = scene.GetScenePresence(avatarId);
562 497
563 if (avatar != null && !avatar.IsChildAgent) 498 if (avatar != null && !avatar.IsChildAgent)
564 return true; 499 return true;
565 }
566 } 500 }
567 501
568 avatar = null; 502 avatar = null;
@@ -572,21 +506,19 @@ namespace OpenSim.Region.Framework.Scenes
572 public void CloseScene(Scene scene) 506 public void CloseScene(Scene scene)
573 { 507 {
574 lock (m_localScenes) 508 lock (m_localScenes)
575 m_localScenes.Remove(scene); 509 m_localScenes.Remove(scene.RegionInfo.RegionID);
576 510
577 scene.Close(); 511 scene.Close();
578 } 512 }
579 513
580 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 514 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
581 { 515 {
582 lock (m_localScenes) 516 List<Scene> sceneList = Scenes;
517 foreach (Scene scene in sceneList)
583 { 518 {
584 foreach (Scene scene in m_localScenes) 519 if (scene.TryGetAvatarByName(avatarName, out avatar))
585 { 520 {
586 if (scene.TryGetAvatarByName(avatarName, out avatar)) 521 return true;
587 {
588 return true;
589 }
590 } 522 }
591 } 523 }
592 524
@@ -596,14 +528,12 @@ namespace OpenSim.Region.Framework.Scenes
596 528
597 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) 529 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
598 { 530 {
599 lock (m_localScenes) 531 List<Scene> sceneList = Scenes;
532 foreach (Scene scene in sceneList)
600 { 533 {
601 foreach (Scene scene in m_localScenes) 534 sp = scene.GetScenePresence(firstName, lastName);
602 { 535 if (sp != null && !sp.IsChildAgent)
603 sp = scene.GetScenePresence(firstName, lastName); 536 return true;
604 if (sp != null && !sp.IsChildAgent)
605 return true;
606 }
607 } 537 }
608 538
609 sp = null; 539 sp = null;
@@ -612,8 +542,8 @@ namespace OpenSim.Region.Framework.Scenes
612 542
613 public void ForEachScene(Action<Scene> action) 543 public void ForEachScene(Action<Scene> action)
614 { 544 {
615 lock (m_localScenes) 545 List<Scene> sceneList = Scenes;
616 m_localScenes.ForEach(action); 546 sceneList.ForEach(action);
617 } 547 }
618 } 548 }
619} 549}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 527ca35..8c50a81 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -88,10 +88,6 @@ namespace OpenSim.Region.Framework.Scenes
88 /// <summary> 88 /// <summary>
89 /// Stop and remove the scripts contained in all the prims in this group 89 /// Stop and remove the scripts contained in all the prims in this group
90 /// </summary> 90 /// </summary>
91 /// <param name="sceneObjectBeingDeleted">
92 /// Should be true if these scripts are being removed because the scene
93 /// object is being deleted. This will prevent spurious updates to the client.
94 /// </param>
95 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 91 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
96 { 92 {
97 SceneObjectPart[] parts = m_parts.GetArray(); 93 SceneObjectPart[] parts = m_parts.GetArray();
@@ -254,6 +250,11 @@ namespace OpenSim.Region.Framework.Scenes
254 250
255 public uint GetEffectivePermissions() 251 public uint GetEffectivePermissions()
256 { 252 {
253 return GetEffectivePermissions(false);
254 }
255
256 public uint GetEffectivePermissions(bool useBase)
257 {
257 uint perms=(uint)(PermissionMask.Modify | 258 uint perms=(uint)(PermissionMask.Modify |
258 PermissionMask.Copy | 259 PermissionMask.Copy |
259 PermissionMask.Move | 260 PermissionMask.Move |
@@ -265,7 +266,10 @@ namespace OpenSim.Region.Framework.Scenes
265 for (int i = 0; i < parts.Length; i++) 266 for (int i = 0; i < parts.Length; i++)
266 { 267 {
267 SceneObjectPart part = parts[i]; 268 SceneObjectPart part = parts[i];
268 ownerMask &= part.OwnerMask; 269 if (useBase)
270 ownerMask &= part.BaseMask;
271 else
272 ownerMask &= part.OwnerMask;
269 perms &= part.Inventory.MaskEffectivePermissions(); 273 perms &= part.Inventory.MaskEffectivePermissions();
270 } 274 }
271 275
@@ -407,6 +411,9 @@ namespace OpenSim.Region.Framework.Scenes
407 411
408 public void ResumeScripts() 412 public void ResumeScripts()
409 { 413 {
414 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
415 return;
416
410 SceneObjectPart[] parts = m_parts.GetArray(); 417 SceneObjectPart[] parts = m_parts.GetArray();
411 for (int i = 0; i < parts.Length; i++) 418 for (int i = 0; i < parts.Length; i++)
412 parts[i].Inventory.ResumeScripts(); 419 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 9bd7632..2420048 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,12 +24,13 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.ComponentModel; 29using System.ComponentModel;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Drawing; 31using System.Drawing;
32using System.IO; 32using System.IO;
33using System.Diagnostics;
33using System.Linq; 34using System.Linq;
34using System.Threading; 35using System.Threading;
35using System.Xml; 36using System.Xml;
@@ -44,6 +45,7 @@ using PermissionMask = OpenSim.Framework.PermissionMask;
44 45
45namespace OpenSim.Region.Framework.Scenes 46namespace OpenSim.Region.Framework.Scenes
46{ 47{
48
47 [Flags] 49 [Flags]
48 public enum scriptEvents 50 public enum scriptEvents
49 { 51 {
@@ -78,14 +80,14 @@ namespace OpenSim.Region.Framework.Scenes
78 object_rez = 4194304 80 object_rez = 4194304
79 } 81 }
80 82
81 struct scriptPosTarget 83 public struct scriptPosTarget
82 { 84 {
83 public Vector3 targetPos; 85 public Vector3 targetPos;
84 public float tolerance; 86 public float tolerance;
85 public uint handle; 87 public uint handle;
86 } 88 }
87 89
88 struct scriptRotTarget 90 public struct scriptRotTarget
89 { 91 {
90 public Quaternion targetRot; 92 public Quaternion targetRot;
91 public float tolerance; 93 public float tolerance;
@@ -119,8 +121,11 @@ namespace OpenSim.Region.Framework.Scenes
119 /// since the group's last persistent backup 121 /// since the group's last persistent backup
120 /// </summary> 122 /// </summary>
121 private bool m_hasGroupChanged = false; 123 private bool m_hasGroupChanged = false;
122 private long timeFirstChanged; 124 private long timeFirstChanged = 0;
123 private long timeLastChanged; 125 private long timeLastChanged = 0;
126 private long m_maxPersistTime = 0;
127 private long m_minPersistTime = 0;
128// private Random m_rand;
124 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>(); 129 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
125 130
126 /// <summary> 131 /// <summary>
@@ -138,9 +143,44 @@ namespace OpenSim.Region.Framework.Scenes
138 { 143 {
139 if (value) 144 if (value)
140 { 145 {
146
147 if (m_isBackedUp)
148 {
149 m_scene.SceneGraph.FireChangeBackup(this);
150 }
141 timeLastChanged = DateTime.Now.Ticks; 151 timeLastChanged = DateTime.Now.Ticks;
142 if (!m_hasGroupChanged) 152 if (!m_hasGroupChanged)
143 timeFirstChanged = DateTime.Now.Ticks; 153 timeFirstChanged = DateTime.Now.Ticks;
154 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
155 {
156/*
157 if (m_rand == null)
158 {
159 byte[] val = new byte[16];
160 m_rootPart.UUID.ToBytes(val, 0);
161 m_rand = new Random(BitConverter.ToInt32(val, 0));
162 }
163 */
164 if (m_scene.GetRootAgentCount() == 0)
165 {
166 //If the region is empty, this change has been made by an automated process
167 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
168
169// float factor = 1.5f + (float)(m_rand.NextDouble());
170 float factor = 2.0f;
171 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
172 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
173 }
174 else
175 {
176 //If the region is not empty, we want to obey the minimum and maximum persist times
177 //but add a random factor so we stagger the object persistance a little
178// m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
179// m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
180 m_maxPersistTime = m_scene.m_persistAfter;
181 m_minPersistTime = m_scene.m_dontPersistBefore;
182 }
183 }
144 } 184 }
145 m_hasGroupChanged = value; 185 m_hasGroupChanged = value;
146 186
@@ -155,7 +195,7 @@ namespace OpenSim.Region.Framework.Scenes
155 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 195 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
156 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 196 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
157 /// </summary> 197 /// </summary>
158 public bool HasGroupChangedDueToDelink { get; private set; } 198 public bool HasGroupChangedDueToDelink { get; set; }
159 199
160 private bool isTimeToPersist() 200 private bool isTimeToPersist()
161 { 201 {
@@ -165,8 +205,19 @@ namespace OpenSim.Region.Framework.Scenes
165 return false; 205 return false;
166 if (m_scene.ShuttingDown) 206 if (m_scene.ShuttingDown)
167 return true; 207 return true;
208
209 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
210 {
211 m_maxPersistTime = m_scene.m_persistAfter;
212 m_minPersistTime = m_scene.m_dontPersistBefore;
213 }
214
168 long currentTime = DateTime.Now.Ticks; 215 long currentTime = DateTime.Now.Ticks;
169 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 216
217 if (timeLastChanged == 0) timeLastChanged = currentTime;
218 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
219
220 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
170 return true; 221 return true;
171 return false; 222 return false;
172 } 223 }
@@ -224,6 +275,11 @@ namespace OpenSim.Region.Framework.Scenes
224 { 275 {
225 AttachmentPoint = 0; 276 AttachmentPoint = 0;
226 277
278 // Don't zap trees
279 if (RootPart.Shape.PCode == (byte)PCode.Tree ||
280 RootPart.Shape.PCode == (byte)PCode.NewTree)
281 return;
282
227 // Even though we don't use child part state parameters for attachments any more, we still need to set 283 // Even though we don't use child part state parameters for attachments any more, we still need to set
228 // these to zero since having them non-zero in rezzed scene objects will crash some clients. Even if 284 // these to zero since having them non-zero in rezzed scene objects will crash some clients. Even if
229 // we store them correctly, scene objects that we receive from elsewhere might not. 285 // we store them correctly, scene objects that we receive from elsewhere might not.
@@ -269,26 +325,38 @@ namespace OpenSim.Region.Framework.Scenes
269 get { return RootPart.VolumeDetectActive; } 325 get { return RootPart.VolumeDetectActive; }
270 } 326 }
271 327
272 private Vector3 lastPhysGroupPos;
273 private Quaternion lastPhysGroupRot;
274
275 private bool m_isBackedUp; 328 private bool m_isBackedUp;
276 329
330 public bool IsBackedUp
331 {
332 get { return m_isBackedUp; }
333 }
334
277 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); 335 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>();
278 336
279 protected ulong m_regionHandle; 337 protected ulong m_regionHandle;
280 protected SceneObjectPart m_rootPart; 338 protected SceneObjectPart m_rootPart;
281 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>(); 339 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
282 340
283 private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>(); 341 private SortedDictionary<uint, scriptPosTarget> m_targets = new SortedDictionary<uint, scriptPosTarget>();
284 private Dictionary<uint, scriptRotTarget> m_rotTargets = new Dictionary<uint, scriptRotTarget>(); 342 private SortedDictionary<uint, scriptRotTarget> m_rotTargets = new SortedDictionary<uint, scriptRotTarget>();
343
344 public SortedDictionary<uint, scriptPosTarget> AtTargets
345 {
346 get { return m_targets; }
347 }
348
349 public SortedDictionary<uint, scriptRotTarget> RotTargets
350 {
351 get { return m_rotTargets; }
352 }
285 353
286 private bool m_scriptListens_atTarget; 354 private bool m_scriptListens_atTarget;
287 private bool m_scriptListens_notAtTarget; 355 private bool m_scriptListens_notAtTarget;
288
289 private bool m_scriptListens_atRotTarget; 356 private bool m_scriptListens_atRotTarget;
290 private bool m_scriptListens_notAtRotTarget; 357 private bool m_scriptListens_notAtRotTarget;
291 358
359 public bool m_dupeInProgress = false;
292 internal Dictionary<UUID, string> m_savedScriptState; 360 internal Dictionary<UUID, string> m_savedScriptState;
293 361
294 #region Properties 362 #region Properties
@@ -325,6 +393,16 @@ namespace OpenSim.Region.Framework.Scenes
325 get { return m_parts.Count; } 393 get { return m_parts.Count; }
326 } 394 }
327 395
396// protected Quaternion m_rotation = Quaternion.Identity;
397//
398// public virtual Quaternion Rotation
399// {
400// get { return m_rotation; }
401// set {
402// m_rotation = value;
403// }
404// }
405
328 public Quaternion GroupRotation 406 public Quaternion GroupRotation
329 { 407 {
330 get { return m_rootPart.RotationOffset; } 408 get { return m_rootPart.RotationOffset; }
@@ -600,9 +678,38 @@ namespace OpenSim.Region.Framework.Scenes
600 // Restuff the new GroupPosition into each SOP of the linkset. 678 // Restuff the new GroupPosition into each SOP of the linkset.
601 // This has the affect of resetting and tainting the physics actors. 679 // This has the affect of resetting and tainting the physics actors.
602 SceneObjectPart[] parts = m_parts.GetArray(); 680 SceneObjectPart[] parts = m_parts.GetArray();
603 for (int i = 0; i < parts.Length; i++) 681 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
604 parts[i].GroupPosition = val; 682 if (m_dupeInProgress)
683 triggerScriptEvent = false;
684 foreach (SceneObjectPart part in parts)
685 {
686 part.GroupPosition = val;
687 if (triggerScriptEvent)
688 part.TriggerScriptChangedEvent(Changed.POSITION);
689 }
605 690
691/*
692 This seems not needed and should not be needed:
693 sp absolute position depends on sit part absolute position fixed above.
694 sp ParentPosition is not used anywhere.
695 Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
696 Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
697
698 if (!m_dupeInProgress)
699 {
700 foreach (ScenePresence av in m_linkedAvatars)
701 {
702 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
703 if (p != null && m_parts.TryGetValue(p.UUID, out p))
704 {
705 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
706 av.AbsolutePosition += offset;
707// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
708 av.SendAvatarDataToAllAgents();
709 }
710 }
711 }
712*/
606 //if (m_rootPart.PhysActor != null) 713 //if (m_rootPart.PhysActor != null)
607 //{ 714 //{
608 //m_rootPart.PhysActor.Position = 715 //m_rootPart.PhysActor.Position =
@@ -719,6 +826,11 @@ namespace OpenSim.Region.Framework.Scenes
719 m_isSelected = value; 826 m_isSelected = value;
720 // Tell physics engine that group is selected 827 // Tell physics engine that group is selected
721 828
829 // this is not right
830 // but ode engines should only really need to know about root part
831 // so they can put entire object simulation on hold and not colliding
832 // keep as was for now
833
722 PhysicsActor pa = m_rootPart.PhysActor; 834 PhysicsActor pa = m_rootPart.PhysActor;
723 if (pa != null) 835 if (pa != null)
724 { 836 {
@@ -740,6 +852,40 @@ namespace OpenSim.Region.Framework.Scenes
740 } 852 }
741 } 853 }
742 854
855 public void PartSelectChanged(bool partSelect)
856 {
857 // any part selected makes group selected
858 if (m_isSelected == partSelect)
859 return;
860
861 if (partSelect)
862 {
863 IsSelected = partSelect;
864// if (!IsAttachment)
865// ScheduleGroupForFullUpdate();
866 }
867 else
868 {
869 // bad bad bad 2 heavy for large linksets
870 // since viewer does send lot of (un)selects
871 // this needs to be replaced by a specific list or count ?
872 // but that will require extra code in several places
873
874 SceneObjectPart[] parts = m_parts.GetArray();
875 for (int i = 0; i < parts.Length; i++)
876 {
877 SceneObjectPart part = parts[i];
878 if (part.IsSelected)
879 return;
880 }
881 IsSelected = partSelect;
882 if (!IsAttachment)
883 {
884 ScheduleGroupForFullUpdate();
885 }
886 }
887 }
888
743 private SceneObjectPart m_PlaySoundMasterPrim = null; 889 private SceneObjectPart m_PlaySoundMasterPrim = null;
744 public SceneObjectPart PlaySoundMasterPrim 890 public SceneObjectPart PlaySoundMasterPrim
745 { 891 {
@@ -834,6 +980,7 @@ namespace OpenSim.Region.Framework.Scenes
834 /// </summary> 980 /// </summary>
835 public SceneObjectGroup() 981 public SceneObjectGroup()
836 { 982 {
983
837 } 984 }
838 985
839 /// <summary> 986 /// <summary>
@@ -851,8 +998,8 @@ namespace OpenSim.Region.Framework.Scenes
851 /// Constructor. This object is added to the scene later via AttachToScene() 998 /// Constructor. This object is added to the scene later via AttachToScene()
852 /// </summary> 999 /// </summary>
853 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 1000 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
854 :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)) 1001 {
855 { 1002 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
856 } 1003 }
857 1004
858 /// <summary> 1005 /// <summary>
@@ -887,6 +1034,9 @@ namespace OpenSim.Region.Framework.Scenes
887 /// </summary> 1034 /// </summary>
888 public virtual void AttachToBackup() 1035 public virtual void AttachToBackup()
889 { 1036 {
1037 if (IsAttachment) return;
1038 m_scene.SceneGraph.FireAttachToBackup(this);
1039
890 if (InSceneBackup) 1040 if (InSceneBackup)
891 { 1041 {
892 //m_log.DebugFormat( 1042 //m_log.DebugFormat(
@@ -934,6 +1084,13 @@ namespace OpenSim.Region.Framework.Scenes
934 1084
935 ApplyPhysics(); 1085 ApplyPhysics();
936 1086
1087 if (RootPart.PhysActor != null)
1088 RootPart.Force = RootPart.Force;
1089 if (RootPart.PhysActor != null)
1090 RootPart.Torque = RootPart.Torque;
1091 if (RootPart.PhysActor != null)
1092 RootPart.Buoyancy = RootPart.Buoyancy;
1093
937 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1094 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
938 // for the same object with very different properties. The caller must schedule the update. 1095 // for the same object with very different properties. The caller must schedule the update.
939 //ScheduleGroupForFullUpdate(); 1096 //ScheduleGroupForFullUpdate();
@@ -949,6 +1106,10 @@ namespace OpenSim.Region.Framework.Scenes
949 EntityIntersection result = new EntityIntersection(); 1106 EntityIntersection result = new EntityIntersection();
950 1107
951 SceneObjectPart[] parts = m_parts.GetArray(); 1108 SceneObjectPart[] parts = m_parts.GetArray();
1109
1110 // Find closest hit here
1111 float idist = float.MaxValue;
1112
952 for (int i = 0; i < parts.Length; i++) 1113 for (int i = 0; i < parts.Length; i++)
953 { 1114 {
954 SceneObjectPart part = parts[i]; 1115 SceneObjectPart part = parts[i];
@@ -963,11 +1124,6 @@ namespace OpenSim.Region.Framework.Scenes
963 1124
964 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1125 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
965 1126
966 // This may need to be updated to the maximum draw distance possible..
967 // We might (and probably will) be checking for prim creation from other sims
968 // when the camera crosses the border.
969 float idist = Constants.RegionSize;
970
971 if (inter.HitTF) 1127 if (inter.HitTF)
972 { 1128 {
973 // We need to find the closest prim to return to the testcaller along the ray 1129 // We need to find the closest prim to return to the testcaller along the ray
@@ -978,10 +1134,11 @@ namespace OpenSim.Region.Framework.Scenes
978 result.obj = part; 1134 result.obj = part;
979 result.normal = inter.normal; 1135 result.normal = inter.normal;
980 result.distance = inter.distance; 1136 result.distance = inter.distance;
1137
1138 idist = inter.distance;
981 } 1139 }
982 } 1140 }
983 } 1141 }
984
985 return result; 1142 return result;
986 } 1143 }
987 1144
@@ -993,25 +1150,27 @@ namespace OpenSim.Region.Framework.Scenes
993 /// <returns></returns> 1150 /// <returns></returns>
994 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1151 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
995 { 1152 {
996 maxX = -256f; 1153 maxX = float.MinValue;
997 maxY = -256f; 1154 maxY = float.MinValue;
998 maxZ = -256f; 1155 maxZ = float.MinValue;
999 minX = 256f; 1156 minX = float.MaxValue;
1000 minY = 256f; 1157 minY = float.MaxValue;
1001 minZ = 8192f; 1158 minZ = float.MaxValue;
1002 1159
1003 SceneObjectPart[] parts = m_parts.GetArray(); 1160 SceneObjectPart[] parts = m_parts.GetArray();
1004 for (int i = 0; i < parts.Length; i++) 1161 foreach (SceneObjectPart part in parts)
1005 { 1162 {
1006 SceneObjectPart part = parts[i];
1007
1008 Vector3 worldPos = part.GetWorldPosition(); 1163 Vector3 worldPos = part.GetWorldPosition();
1009 Vector3 offset = worldPos - AbsolutePosition; 1164 Vector3 offset = worldPos - AbsolutePosition;
1010 Quaternion worldRot; 1165 Quaternion worldRot;
1011 if (part.ParentID == 0) 1166 if (part.ParentID == 0)
1167 {
1012 worldRot = part.RotationOffset; 1168 worldRot = part.RotationOffset;
1169 }
1013 else 1170 else
1171 {
1014 worldRot = part.GetWorldRotation(); 1172 worldRot = part.GetWorldRotation();
1173 }
1015 1174
1016 Vector3 frontTopLeft; 1175 Vector3 frontTopLeft;
1017 Vector3 frontTopRight; 1176 Vector3 frontTopRight;
@@ -1023,6 +1182,8 @@ namespace OpenSim.Region.Framework.Scenes
1023 Vector3 backBottomLeft; 1182 Vector3 backBottomLeft;
1024 Vector3 backBottomRight; 1183 Vector3 backBottomRight;
1025 1184
1185 // Vector3[] corners = new Vector3[8];
1186
1026 Vector3 orig = Vector3.Zero; 1187 Vector3 orig = Vector3.Zero;
1027 1188
1028 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1189 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -1057,6 +1218,38 @@ namespace OpenSim.Region.Framework.Scenes
1057 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1218 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
1058 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1219 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
1059 1220
1221
1222
1223 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1224 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1225 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1226 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1227 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1228 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1229 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1230 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1231
1232 //for (int i = 0; i < 8; i++)
1233 //{
1234 // corners[i] = corners[i] * worldRot;
1235 // corners[i] += offset;
1236
1237 // if (corners[i].X > maxX)
1238 // maxX = corners[i].X;
1239 // if (corners[i].X < minX)
1240 // minX = corners[i].X;
1241
1242 // if (corners[i].Y > maxY)
1243 // maxY = corners[i].Y;
1244 // if (corners[i].Y < minY)
1245 // minY = corners[i].Y;
1246
1247 // if (corners[i].Z > maxZ)
1248 // maxZ = corners[i].Y;
1249 // if (corners[i].Z < minZ)
1250 // minZ = corners[i].Z;
1251 //}
1252
1060 frontTopLeft = frontTopLeft * worldRot; 1253 frontTopLeft = frontTopLeft * worldRot;
1061 frontTopRight = frontTopRight * worldRot; 1254 frontTopRight = frontTopRight * worldRot;
1062 frontBottomLeft = frontBottomLeft * worldRot; 1255 frontBottomLeft = frontBottomLeft * worldRot;
@@ -1078,6 +1271,15 @@ namespace OpenSim.Region.Framework.Scenes
1078 backTopLeft += offset; 1271 backTopLeft += offset;
1079 backTopRight += offset; 1272 backTopRight += offset;
1080 1273
1274 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1275 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1276 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1277 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1278 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1279 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1280 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1281 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1282
1081 if (frontTopRight.X > maxX) 1283 if (frontTopRight.X > maxX)
1082 maxX = frontTopRight.X; 1284 maxX = frontTopRight.X;
1083 if (frontTopLeft.X > maxX) 1285 if (frontTopLeft.X > maxX)
@@ -1221,17 +1423,118 @@ namespace OpenSim.Region.Framework.Scenes
1221 1423
1222 #endregion 1424 #endregion
1223 1425
1426 public void GetResourcesCosts(SceneObjectPart apart,
1427 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1428 {
1429 // this information may need to be cached
1430
1431 float cost;
1432 float tmpcost;
1433
1434 bool ComplexCost = false;
1435
1436 SceneObjectPart p;
1437 SceneObjectPart[] parts;
1438
1439 lock (m_parts)
1440 {
1441 parts = m_parts.GetArray();
1442 }
1443
1444 int nparts = parts.Length;
1445
1446
1447 for (int i = 0; i < nparts; i++)
1448 {
1449 p = parts[i];
1450
1451 if (p.UsesComplexCost)
1452 {
1453 ComplexCost = true;
1454 break;
1455 }
1456 }
1457
1458 if (ComplexCost)
1459 {
1460 linksetResCost = 0;
1461 linksetPhysCost = 0;
1462 partCost = 0;
1463 partPhysCost = 0;
1464
1465 for (int i = 0; i < nparts; i++)
1466 {
1467 p = parts[i];
1468
1469 cost = p.StreamingCost;
1470 tmpcost = p.SimulationCost;
1471 if (tmpcost > cost)
1472 cost = tmpcost;
1473 tmpcost = p.PhysicsCost;
1474 if (tmpcost > cost)
1475 cost = tmpcost;
1476
1477 linksetPhysCost += tmpcost;
1478 linksetResCost += cost;
1479
1480 if (p == apart)
1481 {
1482 partCost = cost;
1483 partPhysCost = tmpcost;
1484 }
1485 }
1486 }
1487 else
1488 {
1489 partPhysCost = 1.0f;
1490 partCost = 1.0f;
1491 linksetResCost = (float)nparts;
1492 linksetPhysCost = linksetResCost;
1493 }
1494 }
1495
1496 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1497 {
1498 SceneObjectPart p;
1499 SceneObjectPart[] parts;
1500
1501 lock (m_parts)
1502 {
1503 parts = m_parts.GetArray();
1504 }
1505
1506 int nparts = parts.Length;
1507
1508 PhysCost = 0;
1509 StreamCost = 0;
1510 SimulCost = 0;
1511
1512 for (int i = 0; i < nparts; i++)
1513 {
1514 p = parts[i];
1515
1516 StreamCost += p.StreamingCost;
1517 SimulCost += p.SimulationCost;
1518 PhysCost += p.PhysicsCost;
1519 }
1520 }
1521
1224 public void SaveScriptedState(XmlTextWriter writer) 1522 public void SaveScriptedState(XmlTextWriter writer)
1225 { 1523 {
1524 SaveScriptedState(writer, false);
1525 }
1526
1527 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1528 {
1226 XmlDocument doc = new XmlDocument(); 1529 XmlDocument doc = new XmlDocument();
1227 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1530 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1228 1531
1229 SceneObjectPart[] parts = m_parts.GetArray(); 1532 SceneObjectPart[] parts = m_parts.GetArray();
1230 for (int i = 0; i < parts.Length; i++) 1533 for (int i = 0; i < parts.Length; i++)
1231 { 1534 {
1232 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1535 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1233 foreach (KeyValuePair<UUID, string> kvp in pstates) 1536 foreach (KeyValuePair<UUID, string> kvp in pstates)
1234 states.Add(kvp.Key, kvp.Value); 1537 states[kvp.Key] = kvp.Value;
1235 } 1538 }
1236 1539
1237 if (states.Count > 0) 1540 if (states.Count > 0)
@@ -1250,16 +1553,6 @@ namespace OpenSim.Region.Framework.Scenes
1250 } 1553 }
1251 } 1554 }
1252 1555
1253
1254 /// <summary>
1255 ///
1256 /// </summary>
1257 /// <param name="part"></param>
1258 private void SetPartAsNonRoot(SceneObjectPart part)
1259 {
1260 part.ParentID = m_rootPart.LocalId;
1261 part.ClearUndoState();
1262 }
1263 /// <summary> 1556 /// <summary>
1264 /// Add the avatar to this linkset (avatar is sat). 1557 /// Add the avatar to this linkset (avatar is sat).
1265 /// </summary> 1558 /// </summary>
@@ -1301,6 +1594,139 @@ namespace OpenSim.Region.Framework.Scenes
1301 return m_linkedAvatars; 1594 return m_linkedAvatars;
1302 } 1595 }
1303 1596
1597 /// <summary>
1598 /// Attach this scene object to the given avatar.
1599 /// </summary>
1600 /// <param name="agentID"></param>
1601 /// <param name="attachmentpoint"></param>
1602 /// <param name="AttachOffset"></param>
1603 private void AttachToAgent(
1604 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1605 {
1606 if (avatar != null)
1607 {
1608 // don't attach attachments to child agents
1609 if (avatar.IsChildAgent) return;
1610
1611 // Remove from database and parcel prim count
1612 m_scene.DeleteFromStorage(so.UUID);
1613 m_scene.EventManager.TriggerParcelPrimCountTainted();
1614
1615 so.AttachedAvatar = avatar.UUID;
1616
1617 if (so.RootPart.PhysActor != null)
1618 {
1619 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1620 so.RootPart.PhysActor = null;
1621 }
1622
1623 so.AbsolutePosition = attachOffset;
1624 so.RootPart.AttachedPos = attachOffset;
1625 so.IsAttachment = true;
1626 so.RootPart.SetParentLocalId(avatar.LocalId);
1627 so.AttachmentPoint = attachmentpoint;
1628
1629 avatar.AddAttachment(this);
1630
1631 if (!silent)
1632 {
1633 // Killing it here will cause the client to deselect it
1634 // It then reappears on the avatar, deselected
1635 // through the full update below
1636 //
1637 if (IsSelected)
1638 {
1639 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1640 }
1641
1642 IsSelected = false; // fudge....
1643 ScheduleGroupForFullUpdate();
1644 }
1645 }
1646 else
1647 {
1648 m_log.WarnFormat(
1649 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1650 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1651 }
1652 }
1653
1654 public byte GetAttachmentPoint()
1655 {
1656 return m_rootPart.Shape.State;
1657 }
1658
1659 public void DetachToGround()
1660 {
1661 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1662 if (avatar == null)
1663 return;
1664 m_rootPart.Shape.LastAttachPoint = m_rootPart.Shape.State;
1665 m_rootPart.AttachedPos = m_rootPart.OffsetPosition;
1666 avatar.RemoveAttachment(this);
1667
1668 Vector3 detachedpos = new Vector3(127f,127f,127f);
1669 if (avatar == null)
1670 return;
1671
1672 detachedpos = avatar.AbsolutePosition;
1673 FromItemID = UUID.Zero;
1674
1675 AbsolutePosition = detachedpos;
1676 AttachedAvatar = UUID.Zero;
1677
1678 //SceneObjectPart[] parts = m_parts.GetArray();
1679 //for (int i = 0; i < parts.Length; i++)
1680 // parts[i].AttachedAvatar = UUID.Zero;
1681
1682 m_rootPart.SetParentLocalId(0);
1683 AttachmentPoint = (byte)0;
1684 // must check if buildind should be true or false here
1685 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1686 HasGroupChanged = true;
1687 RootPart.Rezzed = DateTime.Now;
1688 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1689 AttachToBackup();
1690 m_scene.EventManager.TriggerParcelPrimCountTainted();
1691 m_rootPart.ScheduleFullUpdate();
1692 m_rootPart.ClearUndoState();
1693 }
1694
1695 public void DetachToInventoryPrep()
1696 {
1697 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1698 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1699 if (avatar != null)
1700 {
1701 //detachedpos = avatar.AbsolutePosition;
1702 avatar.RemoveAttachment(this);
1703 }
1704
1705 AttachedAvatar = UUID.Zero;
1706
1707 /*SceneObjectPart[] parts = m_parts.GetArray();
1708 for (int i = 0; i < parts.Length; i++)
1709 parts[i].AttachedAvatar = UUID.Zero;*/
1710
1711 m_rootPart.SetParentLocalId(0);
1712 //m_rootPart.SetAttachmentPoint((byte)0);
1713 IsAttachment = false;
1714 AbsolutePosition = m_rootPart.AttachedPos;
1715 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1716 //AttachToBackup();
1717 //m_rootPart.ScheduleFullUpdate();
1718 }
1719
1720 /// <summary>
1721 ///
1722 /// </summary>
1723 /// <param name="part"></param>
1724 private void SetPartAsNonRoot(SceneObjectPart part)
1725 {
1726 part.ParentID = m_rootPart.LocalId;
1727 part.ClearUndoState();
1728 }
1729
1304 public ushort GetTimeDilation() 1730 public ushort GetTimeDilation()
1305 { 1731 {
1306 return Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f); 1732 return Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f);
@@ -1331,7 +1757,10 @@ namespace OpenSim.Region.Framework.Scenes
1331 public void AddPart(SceneObjectPart part) 1757 public void AddPart(SceneObjectPart part)
1332 { 1758 {
1333 part.SetParent(this); 1759 part.SetParent(this);
1334 part.LinkNum = m_parts.Add(part.UUID, part); 1760 m_parts.Add(part.UUID, part);
1761
1762 part.LinkNum = m_parts.Count;
1763
1335 if (part.LinkNum == 2) 1764 if (part.LinkNum == 2)
1336 RootPart.LinkNum = 1; 1765 RootPart.LinkNum = 1;
1337 } 1766 }
@@ -1357,6 +1786,14 @@ namespace OpenSim.Region.Framework.Scenes
1357 parts[i].UUID = UUID.Random(); 1786 parts[i].UUID = UUID.Random();
1358 } 1787 }
1359 1788
1789 // helper provided for parts.
1790 public int GetSceneMaxUndo()
1791 {
1792 if (m_scene != null)
1793 return m_scene.MaxUndoCount;
1794 return 5;
1795 }
1796
1360 // justincc: I don't believe this hack is needed any longer, especially since the physics 1797 // justincc: I don't believe this hack is needed any longer, especially since the physics
1361 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false 1798 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
1362 // this method was preventing proper reload of scene objects. 1799 // this method was preventing proper reload of scene objects.
@@ -1414,7 +1851,7 @@ namespace OpenSim.Region.Framework.Scenes
1414// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1851// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1415// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1852// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1416 1853
1417 part.StoreUndoState(); 1854// part.StoreUndoState();
1418 part.OnGrab(offsetPos, remoteClient); 1855 part.OnGrab(offsetPos, remoteClient);
1419 } 1856 }
1420 1857
@@ -1434,6 +1871,11 @@ namespace OpenSim.Region.Framework.Scenes
1434 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1871 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1435 public void DeleteGroupFromScene(bool silent) 1872 public void DeleteGroupFromScene(bool silent)
1436 { 1873 {
1874 // We need to keep track of this state in case this group is still queued for backup.
1875 IsDeleted = true;
1876
1877 DetachFromBackup();
1878
1437 SceneObjectPart[] parts = m_parts.GetArray(); 1879 SceneObjectPart[] parts = m_parts.GetArray();
1438 for (int i = 0; i < parts.Length; i++) 1880 for (int i = 0; i < parts.Length; i++)
1439 { 1881 {
@@ -1457,6 +1899,7 @@ namespace OpenSim.Region.Framework.Scenes
1457 } 1899 }
1458 }); 1900 });
1459 } 1901 }
1902
1460 } 1903 }
1461 1904
1462 public void AddScriptLPS(int count) 1905 public void AddScriptLPS(int count)
@@ -1526,28 +1969,43 @@ namespace OpenSim.Region.Framework.Scenes
1526 /// </summary> 1969 /// </summary>
1527 public void ApplyPhysics() 1970 public void ApplyPhysics()
1528 { 1971 {
1529 // Apply physics to the root prim
1530 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1531
1532 // Apply physics to child prims
1533 SceneObjectPart[] parts = m_parts.GetArray(); 1972 SceneObjectPart[] parts = m_parts.GetArray();
1534 if (parts.Length > 1) 1973 if (parts.Length > 1)
1535 { 1974 {
1975 ResetChildPrimPhysicsPositions();
1976
1977 // Apply physics to the root prim
1978 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1979
1980
1536 for (int i = 0; i < parts.Length; i++) 1981 for (int i = 0; i < parts.Length; i++)
1537 { 1982 {
1538 SceneObjectPart part = parts[i]; 1983 SceneObjectPart part = parts[i];
1539 if (part.LocalId != m_rootPart.LocalId) 1984 if (part.LocalId != m_rootPart.LocalId)
1540 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1985 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1541 } 1986 }
1542
1543 // Hack to get the physics scene geometries in the right spot 1987 // Hack to get the physics scene geometries in the right spot
1544 ResetChildPrimPhysicsPositions(); 1988// ResetChildPrimPhysicsPositions();
1989 if (m_rootPart.PhysActor != null)
1990 {
1991 m_rootPart.PhysActor.Building = false;
1992 }
1993 }
1994 else
1995 {
1996 // Apply physics to the root prim
1997 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1545 } 1998 }
1546 } 1999 }
1547 2000
1548 public void SetOwnerId(UUID userId) 2001 public void SetOwnerId(UUID userId)
1549 { 2002 {
1550 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 2003 ForEachPart(delegate(SceneObjectPart part)
2004 {
2005
2006 part.OwnerID = userId;
2007
2008 });
1551 } 2009 }
1552 2010
1553 public void ForEachPart(Action<SceneObjectPart> whatToDo) 2011 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1579,11 +2037,17 @@ namespace OpenSim.Region.Framework.Scenes
1579 return; 2037 return;
1580 } 2038 }
1581 2039
2040 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
2041 return;
2042
1582 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 2043 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1583 // any exception propogate upwards. 2044 // any exception propogate upwards.
1584 try 2045 try
1585 { 2046 {
1586 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 2047 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
2048 !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things
2049 m_scene.LoadingPrims) // Land may not be valid yet
2050
1587 { 2051 {
1588 ILandObject parcel = m_scene.LandChannel.GetLandObject( 2052 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1589 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 2053 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1610,6 +2074,7 @@ namespace OpenSim.Region.Framework.Scenes
1610 } 2074 }
1611 } 2075 }
1612 } 2076 }
2077
1613 } 2078 }
1614 2079
1615 if (m_scene.UseBackup && HasGroupChanged) 2080 if (m_scene.UseBackup && HasGroupChanged)
@@ -1617,10 +2082,31 @@ namespace OpenSim.Region.Framework.Scenes
1617 // don't backup while it's selected or you're asking for changes mid stream. 2082 // don't backup while it's selected or you're asking for changes mid stream.
1618 if (isTimeToPersist() || forcedBackup) 2083 if (isTimeToPersist() || forcedBackup)
1619 { 2084 {
2085 if (m_rootPart.PhysActor != null &&
2086 (!m_rootPart.PhysActor.IsPhysical))
2087 {
2088 // Possible ghost prim
2089 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2090 {
2091 foreach (SceneObjectPart part in m_parts.GetArray())
2092 {
2093 // Re-set physics actor positions and
2094 // orientations
2095 part.GroupPosition = m_rootPart.GroupPosition;
2096 }
2097 }
2098 }
1620// m_log.DebugFormat( 2099// m_log.DebugFormat(
1621// "[SCENE]: Storing {0}, {1} in {2}", 2100// "[SCENE]: Storing {0}, {1} in {2}",
1622// Name, UUID, m_scene.RegionInfo.RegionName); 2101// Name, UUID, m_scene.RegionInfo.RegionName);
1623 2102
2103 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2104 {
2105 RootPart.Shape.LastAttachPoint = RootPart.Shape.State;
2106 RootPart.Shape.State = 0;
2107 ScheduleGroupForFullUpdate();
2108 }
2109
1624 SceneObjectGroup backup_group = Copy(false); 2110 SceneObjectGroup backup_group = Copy(false);
1625 backup_group.RootPart.Velocity = RootPart.Velocity; 2111 backup_group.RootPart.Velocity = RootPart.Velocity;
1626 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2112 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1630,6 +2116,16 @@ namespace OpenSim.Region.Framework.Scenes
1630 HasGroupChangedDueToDelink = false; 2116 HasGroupChangedDueToDelink = false;
1631 2117
1632 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); 2118 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
2119/*
2120 backup_group.ForEachPart(delegate(SceneObjectPart part)
2121 {
2122 if (part.KeyframeMotion != null)
2123 {
2124 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2125// part.KeyframeMotion.UpdateSceneObject(this);
2126 }
2127 });
2128*/
1633 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); 2129 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
1634 2130
1635 backup_group.ForEachPart(delegate(SceneObjectPart part) 2131 backup_group.ForEachPart(delegate(SceneObjectPart part)
@@ -1686,10 +2182,14 @@ namespace OpenSim.Region.Framework.Scenes
1686 /// <returns></returns> 2182 /// <returns></returns>
1687 public SceneObjectGroup Copy(bool userExposed) 2183 public SceneObjectGroup Copy(bool userExposed)
1688 { 2184 {
2185 m_dupeInProgress = true;
1689 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2186 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1690 dupe.m_isBackedUp = false; 2187 dupe.m_isBackedUp = false;
1691 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2188 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1692 2189
2190 // new group as no sitting avatars
2191 dupe.m_linkedAvatars = new List<ScenePresence>();
2192
1693 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2193 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1694 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2194 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1695 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2195 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1700,7 +2200,7 @@ namespace OpenSim.Region.Framework.Scenes
1700 // This is only necessary when userExposed is false! 2200 // This is only necessary when userExposed is false!
1701 2201
1702 bool previousAttachmentStatus = dupe.IsAttachment; 2202 bool previousAttachmentStatus = dupe.IsAttachment;
1703 2203
1704 if (!userExposed) 2204 if (!userExposed)
1705 dupe.IsAttachment = true; 2205 dupe.IsAttachment = true;
1706 2206
@@ -1713,16 +2213,17 @@ namespace OpenSim.Region.Framework.Scenes
1713 2213
1714 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 2214 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1715 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 2215 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
2216
1716 2217
1717 if (userExposed) 2218 if (userExposed)
1718 dupe.m_rootPart.TrimPermissions(); 2219 dupe.m_rootPart.TrimPermissions();
1719 2220
1720 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2221 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1721 2222
1722 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2223 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1723 { 2224 {
1724 return p1.LinkNum.CompareTo(p2.LinkNum); 2225 return p1.LinkNum.CompareTo(p2.LinkNum);
1725 } 2226 }
1726 ); 2227 );
1727 2228
1728 foreach (SceneObjectPart part in partList) 2229 foreach (SceneObjectPart part in partList)
@@ -1732,43 +2233,56 @@ namespace OpenSim.Region.Framework.Scenes
1732 { 2233 {
1733 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2234 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1734 newPart.LinkNum = part.LinkNum; 2235 newPart.LinkNum = part.LinkNum;
1735 } 2236 if (userExposed)
2237 newPart.ParentID = dupe.m_rootPart.LocalId;
2238 }
1736 else 2239 else
1737 { 2240 {
1738 newPart = dupe.m_rootPart; 2241 newPart = dupe.m_rootPart;
1739 } 2242 }
2243/*
2244 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2245 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1740 2246
1741 // Need to duplicate the physics actor as well 2247 // Need to duplicate the physics actor as well
1742 PhysicsActor originalPartPa = part.PhysActor; 2248 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1743 if (originalPartPa != null && userExposed)
1744 { 2249 {
1745 PrimitiveBaseShape pbs = newPart.Shape; 2250 PrimitiveBaseShape pbs = newPart.Shape;
1746
1747 newPart.PhysActor 2251 newPart.PhysActor
1748 = m_scene.PhysicsScene.AddPrimShape( 2252 = m_scene.PhysicsScene.AddPrimShape(
1749 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2253 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1750 pbs, 2254 pbs,
1751 newPart.AbsolutePosition, 2255 newPart.AbsolutePosition,
1752 newPart.Scale, 2256 newPart.Scale,
1753 newPart.RotationOffset, 2257 newPart.GetWorldRotation(),
1754 originalPartPa.IsPhysical, 2258 isphys,
2259 isphan,
1755 newPart.LocalId); 2260 newPart.LocalId);
1756 2261
1757 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2262 newPart.DoPhysicsPropertyUpdate(isphys, true);
1758 } 2263 */
2264 if (userExposed)
2265 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2266// }
2267 // copy keyframemotion
1759 if (part.KeyframeMotion != null) 2268 if (part.KeyframeMotion != null)
1760 newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe); 2269 newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe);
1761 } 2270 }
1762 2271
1763 if (userExposed) 2272 if (userExposed)
1764 { 2273 {
1765 dupe.UpdateParentIDs(); 2274// done above dupe.UpdateParentIDs();
2275
2276 if (dupe.m_rootPart.PhysActor != null)
2277 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2278
1766 dupe.HasGroupChanged = true; 2279 dupe.HasGroupChanged = true;
1767 dupe.AttachToBackup(); 2280 dupe.AttachToBackup();
1768 2281
1769 ScheduleGroupForFullUpdate(); 2282 ScheduleGroupForFullUpdate();
1770 } 2283 }
1771 2284
2285 m_dupeInProgress = false;
1772 return dupe; 2286 return dupe;
1773 } 2287 }
1774 2288
@@ -1780,7 +2294,14 @@ namespace OpenSim.Region.Framework.Scenes
1780 /// <param name="cGroupID"></param> 2294 /// <param name="cGroupID"></param>
1781 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2295 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1782 { 2296 {
1783 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2297 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2298 // give newpart a new local ID lettng old part keep same
2299 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2300 newpart.LocalId = m_scene.AllocateLocalId();
2301
2302 SetRootPart(newpart);
2303 if (userExposed)
2304 RootPart.Velocity = Vector3.Zero; // In case source is moving
1784 } 2305 }
1785 2306
1786 public void ScriptSetPhysicsStatus(bool usePhysics) 2307 public void ScriptSetPhysicsStatus(bool usePhysics)
@@ -1838,13 +2359,14 @@ namespace OpenSim.Region.Framework.Scenes
1838 2359
1839 if (pa != null) 2360 if (pa != null)
1840 { 2361 {
1841 pa.AddForce(impulse, true); 2362 // false to be applied as a impulse
2363 pa.AddForce(impulse, false);
1842 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2364 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1843 } 2365 }
1844 } 2366 }
1845 } 2367 }
1846 2368
1847 public void applyAngularImpulse(Vector3 impulse) 2369 public void ApplyAngularImpulse(Vector3 impulse)
1848 { 2370 {
1849 PhysicsActor pa = RootPart.PhysActor; 2371 PhysicsActor pa = RootPart.PhysActor;
1850 2372
@@ -1852,21 +2374,8 @@ namespace OpenSim.Region.Framework.Scenes
1852 { 2374 {
1853 if (!IsAttachment) 2375 if (!IsAttachment)
1854 { 2376 {
1855 pa.AddAngularForce(impulse, true); 2377 // false to be applied as a impulse
1856 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2378 pa.AddAngularForce(impulse, false);
1857 }
1858 }
1859 }
1860
1861 public void setAngularImpulse(Vector3 impulse)
1862 {
1863 PhysicsActor pa = RootPart.PhysActor;
1864
1865 if (pa != null)
1866 {
1867 if (!IsAttachment)
1868 {
1869 pa.Torque = impulse;
1870 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2379 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1871 } 2380 }
1872 } 2381 }
@@ -1874,20 +2383,10 @@ namespace OpenSim.Region.Framework.Scenes
1874 2383
1875 public Vector3 GetTorque() 2384 public Vector3 GetTorque()
1876 { 2385 {
1877 PhysicsActor pa = RootPart.PhysActor; 2386 return RootPart.Torque;
1878
1879 if (pa != null)
1880 {
1881 if (!IsAttachment)
1882 {
1883 Vector3 torque = pa.Torque;
1884 return torque;
1885 }
1886 }
1887
1888 return Vector3.Zero;
1889 } 2387 }
1890 2388
2389 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1891 public void moveToTarget(Vector3 target, float tau) 2390 public void moveToTarget(Vector3 target, float tau)
1892 { 2391 {
1893 if (IsAttachment) 2392 if (IsAttachment)
@@ -1917,8 +2416,50 @@ namespace OpenSim.Region.Framework.Scenes
1917 2416
1918 if (pa != null) 2417 if (pa != null)
1919 pa.PIDActive = false; 2418 pa.PIDActive = false;
2419
2420 RootPart.ScheduleTerseUpdate(); // send a stop information
2421 }
2422
2423 public void rotLookAt(Quaternion target, float strength, float damping)
2424 {
2425 SceneObjectPart rootpart = m_rootPart;
2426 if (rootpart != null)
2427 {
2428 if (IsAttachment)
2429 {
2430 /*
2431 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2432 if (avatar != null)
2433 {
2434 Rotate the Av?
2435 } */
2436 }
2437 else
2438 {
2439 if (rootpart.PhysActor != null)
2440 { // APID must be implemented in your physics system for this to function.
2441 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2442 rootpart.PhysActor.APIDStrength = strength;
2443 rootpart.PhysActor.APIDDamping = damping;
2444 rootpart.PhysActor.APIDActive = true;
2445 }
2446 }
2447 }
1920 } 2448 }
2449
2450 public void stopLookAt()
2451 {
2452 SceneObjectPart rootpart = m_rootPart;
2453 if (rootpart != null)
2454 {
2455 if (rootpart.PhysActor != null)
2456 { // APID must be implemented in your physics system for this to function.
2457 rootpart.PhysActor.APIDActive = false;
2458 }
2459 }
1921 2460
2461 }
2462
1922 /// <summary> 2463 /// <summary>
1923 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2464 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1924 /// </summary> 2465 /// </summary>
@@ -1935,7 +2476,7 @@ namespace OpenSim.Region.Framework.Scenes
1935 { 2476 {
1936 pa.PIDHoverHeight = height; 2477 pa.PIDHoverHeight = height;
1937 pa.PIDHoverType = hoverType; 2478 pa.PIDHoverType = hoverType;
1938 pa.PIDTau = tau; 2479 pa.PIDHoverTau = tau;
1939 pa.PIDHoverActive = true; 2480 pa.PIDHoverActive = true;
1940 } 2481 }
1941 else 2482 else
@@ -1975,7 +2516,12 @@ namespace OpenSim.Region.Framework.Scenes
1975 /// <param name="cGroupID"></param> 2516 /// <param name="cGroupID"></param>
1976 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2517 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1977 { 2518 {
1978 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2519 // give new ID to the new part, letting old keep original
2520 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2521 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2522 newPart.LocalId = m_scene.AllocateLocalId();
2523 newPart.SetParent(this);
2524
1979 AddPart(newPart); 2525 AddPart(newPart);
1980 2526
1981 SetPartAsNonRoot(newPart); 2527 SetPartAsNonRoot(newPart);
@@ -2025,6 +2571,7 @@ namespace OpenSim.Region.Framework.Scenes
2025 2571
2026 #endregion 2572 #endregion
2027 2573
2574
2028 public override void Update() 2575 public override void Update()
2029 { 2576 {
2030 // Check that the group was not deleted before the scheduled update 2577 // Check that the group was not deleted before the scheduled update
@@ -2043,19 +2590,8 @@ namespace OpenSim.Region.Framework.Scenes
2043 // check to see if the physical position or rotation warrant an update. 2590 // check to see if the physical position or rotation warrant an update.
2044 if (m_rootPart.UpdateFlag == UpdateRequired.NONE) 2591 if (m_rootPart.UpdateFlag == UpdateRequired.NONE)
2045 { 2592 {
2046 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2593 // rootpart SendScheduledUpdates will check if a update is needed
2047 2594 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
2048 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
2049 {
2050 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
2051 lastPhysGroupPos = AbsolutePosition;
2052 }
2053
2054 if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f))
2055 {
2056 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
2057 lastPhysGroupRot = GroupRotation;
2058 }
2059 } 2595 }
2060 2596
2061 SceneObjectPart[] parts = m_parts.GetArray(); 2597 SceneObjectPart[] parts = m_parts.GetArray();
@@ -2114,11 +2650,11 @@ namespace OpenSim.Region.Framework.Scenes
2114 /// Immediately send a full update for this scene object. 2650 /// Immediately send a full update for this scene object.
2115 /// </summary> 2651 /// </summary>
2116 public void SendGroupFullUpdate() 2652 public void SendGroupFullUpdate()
2117 { 2653 {
2118 if (IsDeleted) 2654 if (IsDeleted)
2119 return; 2655 return;
2120 2656
2121// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2657// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2122 2658
2123 RootPart.SendFullUpdateToAllClients(); 2659 RootPart.SendFullUpdateToAllClients();
2124 2660
@@ -2274,6 +2810,11 @@ namespace OpenSim.Region.Framework.Scenes
2274 // 'linkPart' == the root of the group being linked into this group 2810 // 'linkPart' == the root of the group being linked into this group
2275 SceneObjectPart linkPart = objectGroup.m_rootPart; 2811 SceneObjectPart linkPart = objectGroup.m_rootPart;
2276 2812
2813 if (m_rootPart.PhysActor != null)
2814 m_rootPart.PhysActor.Building = true;
2815 if (linkPart.PhysActor != null)
2816 linkPart.PhysActor.Building = true;
2817
2277 // physics flags from group to be applied to linked parts 2818 // physics flags from group to be applied to linked parts
2278 bool grpusephys = UsesPhysics; 2819 bool grpusephys = UsesPhysics;
2279 bool grptemporary = IsTemporary; 2820 bool grptemporary = IsTemporary;
@@ -2299,12 +2840,12 @@ namespace OpenSim.Region.Framework.Scenes
2299 Vector3 axPos = linkPart.OffsetPosition; 2840 Vector3 axPos = linkPart.OffsetPosition;
2300 // Rotate the linking root SOP's position to be relative to the new root prim 2841 // Rotate the linking root SOP's position to be relative to the new root prim
2301 Quaternion parentRot = m_rootPart.RotationOffset; 2842 Quaternion parentRot = m_rootPart.RotationOffset;
2302 axPos *= Quaternion.Inverse(parentRot); 2843 axPos *= Quaternion.Conjugate(parentRot);
2303 linkPart.OffsetPosition = axPos; 2844 linkPart.OffsetPosition = axPos;
2304 2845
2305 // Make the linking root SOP's rotation relative to the new root prim 2846 // Make the linking root SOP's rotation relative to the new root prim
2306 Quaternion oldRot = linkPart.RotationOffset; 2847 Quaternion oldRot = linkPart.RotationOffset;
2307 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2848 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2308 linkPart.RotationOffset = newRot; 2849 linkPart.RotationOffset = newRot;
2309 2850
2310 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. 2851 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
@@ -2338,7 +2879,7 @@ namespace OpenSim.Region.Framework.Scenes
2338 linkPart.CreateSelected = true; 2879 linkPart.CreateSelected = true;
2339 2880
2340 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2881 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2341 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2882 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2342 2883
2343 // If the added SOP is physical, also tell the physics engine about the link relationship. 2884 // If the added SOP is physical, also tell the physics engine about the link relationship.
2344 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2885 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2348,6 +2889,7 @@ namespace OpenSim.Region.Framework.Scenes
2348 } 2889 }
2349 2890
2350 linkPart.LinkNum = linkNum++; 2891 linkPart.LinkNum = linkNum++;
2892 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2351 2893
2352 // Get a list of the SOP's in the old group in order of their linknum's. 2894 // Get a list of the SOP's in the old group in order of their linknum's.
2353 SceneObjectPart[] ogParts = objectGroup.Parts; 2895 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2366,7 +2908,7 @@ namespace OpenSim.Region.Framework.Scenes
2366 2908
2367 // Update the physics flags for the newly added SOP 2909 // Update the physics flags for the newly added SOP
2368 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) 2910 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??)
2369 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2911 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2370 2912
2371 // If the added SOP is physical, also tell the physics engine about the link relationship. 2913 // If the added SOP is physical, also tell the physics engine about the link relationship.
2372 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2914 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2384,7 +2926,7 @@ namespace OpenSim.Region.Framework.Scenes
2384 objectGroup.IsDeleted = true; 2926 objectGroup.IsDeleted = true;
2385 2927
2386 objectGroup.m_parts.Clear(); 2928 objectGroup.m_parts.Clear();
2387 2929
2388 // Can't do this yet since backup still makes use of the root part without any synchronization 2930 // Can't do this yet since backup still makes use of the root part without any synchronization
2389// objectGroup.m_rootPart = null; 2931// objectGroup.m_rootPart = null;
2390 2932
@@ -2398,6 +2940,9 @@ namespace OpenSim.Region.Framework.Scenes
2398 // unmoved prims! 2940 // unmoved prims!
2399 ResetChildPrimPhysicsPositions(); 2941 ResetChildPrimPhysicsPositions();
2400 2942
2943 if (m_rootPart.PhysActor != null)
2944 m_rootPart.PhysActor.Building = false;
2945
2401 //HasGroupChanged = true; 2946 //HasGroupChanged = true;
2402 //ScheduleGroupForFullUpdate(); 2947 //ScheduleGroupForFullUpdate();
2403 } 2948 }
@@ -2465,7 +3010,10 @@ namespace OpenSim.Region.Framework.Scenes
2465// m_log.DebugFormat( 3010// m_log.DebugFormat(
2466// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 3011// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2467// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 3012// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2468 3013
3014 if (m_rootPart.PhysActor != null)
3015 m_rootPart.PhysActor.Building = true;
3016
2469 linkPart.ClearUndoState(); 3017 linkPart.ClearUndoState();
2470 3018
2471 Vector3 worldPos = linkPart.GetWorldPosition(); 3019 Vector3 worldPos = linkPart.GetWorldPosition();
@@ -2536,6 +3084,14 @@ namespace OpenSim.Region.Framework.Scenes
2536 3084
2537 // When we delete a group, we currently have to force persist to the database if the object id has changed 3085 // When we delete a group, we currently have to force persist to the database if the object id has changed
2538 // (since delete works by deleting all rows which have a given object id) 3086 // (since delete works by deleting all rows which have a given object id)
3087
3088 // this is as it seems to be in sl now
3089 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
3090 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
3091
3092 if (m_rootPart.PhysActor != null)
3093 m_rootPart.PhysActor.Building = false;
3094
2539 objectGroup.HasGroupChangedDueToDelink = true; 3095 objectGroup.HasGroupChangedDueToDelink = true;
2540 3096
2541 return objectGroup; 3097 return objectGroup;
@@ -2547,6 +3103,8 @@ namespace OpenSim.Region.Framework.Scenes
2547 /// <param name="objectGroup"></param> 3103 /// <param name="objectGroup"></param>
2548 public virtual void DetachFromBackup() 3104 public virtual void DetachFromBackup()
2549 { 3105 {
3106 if (m_scene != null)
3107 m_scene.SceneGraph.FireDetachFromBackup(this);
2550 if (m_isBackedUp && Scene != null) 3108 if (m_isBackedUp && Scene != null)
2551 m_scene.EventManager.OnBackup -= ProcessBackup; 3109 m_scene.EventManager.OnBackup -= ProcessBackup;
2552 3110
@@ -2567,7 +3125,8 @@ namespace OpenSim.Region.Framework.Scenes
2567 Vector3 axPos = part.OffsetPosition; 3125 Vector3 axPos = part.OffsetPosition;
2568 axPos *= parentRot; 3126 axPos *= parentRot;
2569 part.OffsetPosition = axPos; 3127 part.OffsetPosition = axPos;
2570 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 3128 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
3129 part.GroupPosition = newPos;
2571 part.OffsetPosition = Vector3.Zero; 3130 part.OffsetPosition = Vector3.Zero;
2572 3131
2573 // Compution our rotation to be not relative to the old parent 3132 // Compution our rotation to be not relative to the old parent
@@ -2582,7 +3141,7 @@ namespace OpenSim.Region.Framework.Scenes
2582 part.LinkNum = linkNum; 3141 part.LinkNum = linkNum;
2583 3142
2584 // Compute the new position of this SOP relative to the group position 3143 // Compute the new position of this SOP relative to the group position
2585 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 3144 part.OffsetPosition = newPos - AbsolutePosition;
2586 3145
2587 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. 3146 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
2588 // It would have the affect of setting the physics engine position multiple 3147 // It would have the affect of setting the physics engine position multiple
@@ -2592,18 +3151,19 @@ namespace OpenSim.Region.Framework.Scenes
2592 // Rotate the relative position by the rotation of the group 3151 // Rotate the relative position by the rotation of the group
2593 Quaternion rootRotation = m_rootPart.RotationOffset; 3152 Quaternion rootRotation = m_rootPart.RotationOffset;
2594 Vector3 pos = part.OffsetPosition; 3153 Vector3 pos = part.OffsetPosition;
2595 pos *= Quaternion.Inverse(rootRotation); 3154 pos *= Quaternion.Conjugate(rootRotation);
2596 part.OffsetPosition = pos; 3155 part.OffsetPosition = pos;
2597 3156
2598 // Compute the SOP's rotation relative to the rotation of the group. 3157 // Compute the SOP's rotation relative to the rotation of the group.
2599 parentRot = m_rootPart.RotationOffset; 3158 parentRot = m_rootPart.RotationOffset;
2600 oldRot = part.RotationOffset; 3159 oldRot = part.RotationOffset;
2601 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3160 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2602 part.RotationOffset = newRot; 3161 part.RotationOffset = newRot;
2603 3162
2604 // Since this SOP's state has changed, push those changes into the physics engine 3163 // Since this SOP's state has changed, push those changes into the physics engine
2605 // and the simulator. 3164 // and the simulator.
2606 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3165 // done on caller
3166// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2607 } 3167 }
2608 3168
2609 /// <summary> 3169 /// <summary>
@@ -2625,10 +3185,14 @@ namespace OpenSim.Region.Framework.Scenes
2625 { 3185 {
2626 if (!m_rootPart.BlockGrab) 3186 if (!m_rootPart.BlockGrab)
2627 { 3187 {
2628 Vector3 llmoveforce = pos - AbsolutePosition; 3188/* Vector3 llmoveforce = pos - AbsolutePosition;
2629 Vector3 grabforce = llmoveforce; 3189 Vector3 grabforce = llmoveforce;
2630 grabforce = (grabforce / 10) * pa.Mass; 3190 grabforce = (grabforce / 10) * pa.Mass;
2631 pa.AddForce(grabforce, true); 3191 */
3192 // empirically convert distance diference to a impulse
3193 Vector3 grabforce = pos - AbsolutePosition;
3194 grabforce = grabforce * (pa.Mass/ 10.0f);
3195 pa.AddForce(grabforce, false);
2632 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3196 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2633 } 3197 }
2634 } 3198 }
@@ -2824,6 +3388,8 @@ namespace OpenSim.Region.Framework.Scenes
2824 /// <param name="SetVolumeDetect"></param> 3388 /// <param name="SetVolumeDetect"></param>
2825 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) 3389 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
2826 { 3390 {
3391 HasGroupChanged = true;
3392
2827 SceneObjectPart selectionPart = GetPart(localID); 3393 SceneObjectPart selectionPart = GetPart(localID);
2828 3394
2829 if (SetTemporary && Scene != null) 3395 if (SetTemporary && Scene != null)
@@ -2854,8 +3420,22 @@ namespace OpenSim.Region.Framework.Scenes
2854 } 3420 }
2855 } 3421 }
2856 3422
2857 for (int i = 0; i < parts.Length; i++) 3423 if (parts.Length > 1)
2858 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3424 {
3425 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3426
3427 for (int i = 0; i < parts.Length; i++)
3428 {
3429
3430 if (parts[i].UUID != m_rootPart.UUID)
3431 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3432 }
3433
3434 if (m_rootPart.PhysActor != null)
3435 m_rootPart.PhysActor.Building = false;
3436 }
3437 else
3438 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2859 } 3439 }
2860 } 3440 }
2861 3441
@@ -2868,6 +3448,17 @@ namespace OpenSim.Region.Framework.Scenes
2868 } 3448 }
2869 } 3449 }
2870 3450
3451
3452
3453 /// <summary>
3454 /// Gets the number of parts
3455 /// </summary>
3456 /// <returns></returns>
3457 public int GetPartCount()
3458 {
3459 return Parts.Count();
3460 }
3461
2871 /// <summary> 3462 /// <summary>
2872 /// Update the texture entry for this part 3463 /// Update the texture entry for this part
2873 /// </summary> 3464 /// </summary>
@@ -2905,8 +3496,24 @@ namespace OpenSim.Region.Framework.Scenes
2905 { 3496 {
2906 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); 3497 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
2907 3498
3499 bool god = Scene.Permissions.IsGod(AgentID);
3500
3501 if (field == 1 && god)
3502 {
3503 ForEachPart(part =>
3504 {
3505 part.BaseMask = RootPart.BaseMask;
3506 });
3507 }
3508
2908 AdjustChildPrimPermissions(); 3509 AdjustChildPrimPermissions();
2909 3510
3511 if (field == 1 && god) // Base mask was set. Update all child part inventories
3512 {
3513 foreach (SceneObjectPart part in Parts)
3514 part.Inventory.ApplyGodPermissions(RootPart.BaseMask);
3515 }
3516
2910 HasGroupChanged = true; 3517 HasGroupChanged = true;
2911 3518
2912 // Send the group's properties to all clients once all parts are updated 3519 // Send the group's properties to all clients once all parts are updated
@@ -2952,8 +3559,6 @@ namespace OpenSim.Region.Framework.Scenes
2952 3559
2953 PhysicsActor pa = m_rootPart.PhysActor; 3560 PhysicsActor pa = m_rootPart.PhysActor;
2954 3561
2955 RootPart.StoreUndoState(true);
2956
2957 if (Scene != null) 3562 if (Scene != null)
2958 { 3563 {
2959 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); 3564 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
@@ -2981,7 +3586,6 @@ namespace OpenSim.Region.Framework.Scenes
2981 SceneObjectPart obPart = parts[i]; 3586 SceneObjectPart obPart = parts[i];
2982 if (obPart.UUID != m_rootPart.UUID) 3587 if (obPart.UUID != m_rootPart.UUID)
2983 { 3588 {
2984// obPart.IgnoreUndoUpdate = true;
2985 Vector3 oldSize = new Vector3(obPart.Scale); 3589 Vector3 oldSize = new Vector3(obPart.Scale);
2986 3590
2987 float f = 1.0f; 3591 float f = 1.0f;
@@ -3093,8 +3697,6 @@ namespace OpenSim.Region.Framework.Scenes
3093 z *= a; 3697 z *= a;
3094 } 3698 }
3095 } 3699 }
3096
3097// obPart.IgnoreUndoUpdate = false;
3098 } 3700 }
3099 } 3701 }
3100 } 3702 }
@@ -3104,9 +3706,7 @@ namespace OpenSim.Region.Framework.Scenes
3104 prevScale.Y *= y; 3706 prevScale.Y *= y;
3105 prevScale.Z *= z; 3707 prevScale.Z *= z;
3106 3708
3107// RootPart.IgnoreUndoUpdate = true;
3108 RootPart.Resize(prevScale); 3709 RootPart.Resize(prevScale);
3109// RootPart.IgnoreUndoUpdate = false;
3110 3710
3111 for (int i = 0; i < parts.Length; i++) 3711 for (int i = 0; i < parts.Length; i++)
3112 { 3712 {
@@ -3114,8 +3714,6 @@ namespace OpenSim.Region.Framework.Scenes
3114 3714
3115 if (obPart.UUID != m_rootPart.UUID) 3715 if (obPart.UUID != m_rootPart.UUID)
3116 { 3716 {
3117 obPart.IgnoreUndoUpdate = true;
3118
3119 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3717 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
3120 currentpos.X *= x; 3718 currentpos.X *= x;
3121 currentpos.Y *= y; 3719 currentpos.Y *= y;
@@ -3128,16 +3726,12 @@ namespace OpenSim.Region.Framework.Scenes
3128 3726
3129 obPart.Resize(newSize); 3727 obPart.Resize(newSize);
3130 obPart.UpdateOffSet(currentpos); 3728 obPart.UpdateOffSet(currentpos);
3131
3132 obPart.IgnoreUndoUpdate = false;
3133 } 3729 }
3134 3730
3135// obPart.IgnoreUndoUpdate = false; 3731 HasGroupChanged = true;
3136// obPart.StoreUndoState(); 3732 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3733 ScheduleGroupForTerseUpdate();
3137 } 3734 }
3138
3139// m_log.DebugFormat(
3140// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
3141 } 3735 }
3142 3736
3143 #endregion 3737 #endregion
@@ -3150,14 +3744,6 @@ namespace OpenSim.Region.Framework.Scenes
3150 /// <param name="pos"></param> 3744 /// <param name="pos"></param>
3151 public void UpdateGroupPosition(Vector3 pos) 3745 public void UpdateGroupPosition(Vector3 pos)
3152 { 3746 {
3153// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
3154
3155 RootPart.StoreUndoState(true);
3156
3157// SceneObjectPart[] parts = m_parts.GetArray();
3158// for (int i = 0; i < parts.Length; i++)
3159// parts[i].StoreUndoState();
3160
3161 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3747 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
3162 { 3748 {
3163 if (IsAttachment) 3749 if (IsAttachment)
@@ -3190,21 +3776,17 @@ namespace OpenSim.Region.Framework.Scenes
3190 /// </summary> 3776 /// </summary>
3191 /// <param name="pos"></param> 3777 /// <param name="pos"></param>
3192 /// <param name="localID"></param> 3778 /// <param name="localID"></param>
3779 ///
3780
3193 public void UpdateSinglePosition(Vector3 pos, uint localID) 3781 public void UpdateSinglePosition(Vector3 pos, uint localID)
3194 { 3782 {
3195 SceneObjectPart part = GetPart(localID); 3783 SceneObjectPart part = GetPart(localID);
3196 3784
3197// SceneObjectPart[] parts = m_parts.GetArray();
3198// for (int i = 0; i < parts.Length; i++)
3199// parts[i].StoreUndoState();
3200
3201 if (part != null) 3785 if (part != null)
3202 { 3786 {
3203// m_log.DebugFormat( 3787// unlock parts position change
3204// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3788 if (m_rootPart.PhysActor != null)
3205 3789 m_rootPart.PhysActor.Building = true;
3206 part.StoreUndoState(false);
3207 part.IgnoreUndoUpdate = true;
3208 3790
3209 if (part.UUID == m_rootPart.UUID) 3791 if (part.UUID == m_rootPart.UUID)
3210 { 3792 {
@@ -3215,8 +3797,10 @@ namespace OpenSim.Region.Framework.Scenes
3215 part.UpdateOffSet(pos); 3797 part.UpdateOffSet(pos);
3216 } 3798 }
3217 3799
3800 if (m_rootPart.PhysActor != null)
3801 m_rootPart.PhysActor.Building = false;
3802
3218 HasGroupChanged = true; 3803 HasGroupChanged = true;
3219 part.IgnoreUndoUpdate = false;
3220 } 3804 }
3221 } 3805 }
3222 3806
@@ -3226,13 +3810,7 @@ namespace OpenSim.Region.Framework.Scenes
3226 /// <param name="newPos"></param> 3810 /// <param name="newPos"></param>
3227 public void UpdateRootPosition(Vector3 newPos) 3811 public void UpdateRootPosition(Vector3 newPos)
3228 { 3812 {
3229// m_log.DebugFormat( 3813 // needs to be called with phys building true
3230// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
3231
3232// SceneObjectPart[] parts = m_parts.GetArray();
3233// for (int i = 0; i < parts.Length; i++)
3234// parts[i].StoreUndoState();
3235
3236 Vector3 oldPos; 3814 Vector3 oldPos;
3237 3815
3238 if (IsAttachment) 3816 if (IsAttachment)
@@ -3258,7 +3836,14 @@ namespace OpenSim.Region.Framework.Scenes
3258 m_rootPart.AttachedPos = newPos; 3836 m_rootPart.AttachedPos = newPos;
3259 3837
3260 HasGroupChanged = true; 3838 HasGroupChanged = true;
3261 ScheduleGroupForTerseUpdate(); 3839 if (m_rootPart.Undoing)
3840 {
3841 ScheduleGroupForFullUpdate();
3842 }
3843 else
3844 {
3845 ScheduleGroupForTerseUpdate();
3846 }
3262 } 3847 }
3263 3848
3264 #endregion 3849 #endregion
@@ -3271,24 +3856,16 @@ namespace OpenSim.Region.Framework.Scenes
3271 /// <param name="rot"></param> 3856 /// <param name="rot"></param>
3272 public void UpdateGroupRotationR(Quaternion rot) 3857 public void UpdateGroupRotationR(Quaternion rot)
3273 { 3858 {
3274// m_log.DebugFormat(
3275// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
3276
3277// SceneObjectPart[] parts = m_parts.GetArray();
3278// for (int i = 0; i < parts.Length; i++)
3279// parts[i].StoreUndoState();
3280
3281 m_rootPart.StoreUndoState(true);
3282
3283 m_rootPart.UpdateRotation(rot); 3859 m_rootPart.UpdateRotation(rot);
3284 3860
3861/* this is done by rootpart RotationOffset set called by UpdateRotation
3285 PhysicsActor actor = m_rootPart.PhysActor; 3862 PhysicsActor actor = m_rootPart.PhysActor;
3286 if (actor != null) 3863 if (actor != null)
3287 { 3864 {
3288 actor.Orientation = m_rootPart.RotationOffset; 3865 actor.Orientation = m_rootPart.RotationOffset;
3289 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3866 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
3290 } 3867 }
3291 3868*/
3292 HasGroupChanged = true; 3869 HasGroupChanged = true;
3293 ScheduleGroupForTerseUpdate(); 3870 ScheduleGroupForTerseUpdate();
3294 } 3871 }
@@ -3300,16 +3877,6 @@ namespace OpenSim.Region.Framework.Scenes
3300 /// <param name="rot"></param> 3877 /// <param name="rot"></param>
3301 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3878 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
3302 { 3879 {
3303// m_log.DebugFormat(
3304// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
3305
3306// SceneObjectPart[] parts = m_parts.GetArray();
3307// for (int i = 0; i < parts.Length; i++)
3308// parts[i].StoreUndoState();
3309
3310 RootPart.StoreUndoState(true);
3311 RootPart.IgnoreUndoUpdate = true;
3312
3313 m_rootPart.UpdateRotation(rot); 3880 m_rootPart.UpdateRotation(rot);
3314 3881
3315 PhysicsActor actor = m_rootPart.PhysActor; 3882 PhysicsActor actor = m_rootPart.PhysActor;
@@ -3328,8 +3895,6 @@ namespace OpenSim.Region.Framework.Scenes
3328 3895
3329 HasGroupChanged = true; 3896 HasGroupChanged = true;
3330 ScheduleGroupForTerseUpdate(); 3897 ScheduleGroupForTerseUpdate();
3331
3332 RootPart.IgnoreUndoUpdate = false;
3333 } 3898 }
3334 3899
3335 /// <summary> 3900 /// <summary>
@@ -3342,13 +3907,11 @@ namespace OpenSim.Region.Framework.Scenes
3342 SceneObjectPart part = GetPart(localID); 3907 SceneObjectPart part = GetPart(localID);
3343 3908
3344 SceneObjectPart[] parts = m_parts.GetArray(); 3909 SceneObjectPart[] parts = m_parts.GetArray();
3345 for (int i = 0; i < parts.Length; i++)
3346 parts[i].StoreUndoState();
3347 3910
3348 if (part != null) 3911 if (part != null)
3349 { 3912 {
3350// m_log.DebugFormat( 3913 if (m_rootPart.PhysActor != null)
3351// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3914 m_rootPart.PhysActor.Building = true;
3352 3915
3353 if (part.UUID == m_rootPart.UUID) 3916 if (part.UUID == m_rootPart.UUID)
3354 { 3917 {
@@ -3358,6 +3921,9 @@ namespace OpenSim.Region.Framework.Scenes
3358 { 3921 {
3359 part.UpdateRotation(rot); 3922 part.UpdateRotation(rot);
3360 } 3923 }
3924
3925 if (m_rootPart.PhysActor != null)
3926 m_rootPart.PhysActor.Building = false;
3361 } 3927 }
3362 } 3928 }
3363 3929
@@ -3371,12 +3937,8 @@ namespace OpenSim.Region.Framework.Scenes
3371 SceneObjectPart part = GetPart(localID); 3937 SceneObjectPart part = GetPart(localID);
3372 if (part != null) 3938 if (part != null)
3373 { 3939 {
3374// m_log.DebugFormat( 3940 if (m_rootPart.PhysActor != null)
3375// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3941 m_rootPart.PhysActor.Building = true;
3376// part.Name, part.LocalId, rot);
3377
3378 part.StoreUndoState();
3379 part.IgnoreUndoUpdate = true;
3380 3942
3381 if (part.UUID == m_rootPart.UUID) 3943 if (part.UUID == m_rootPart.UUID)
3382 { 3944 {
@@ -3389,7 +3951,8 @@ namespace OpenSim.Region.Framework.Scenes
3389 part.OffsetPosition = pos; 3951 part.OffsetPosition = pos;
3390 } 3952 }
3391 3953
3392 part.IgnoreUndoUpdate = false; 3954 if (m_rootPart.PhysActor != null)
3955 m_rootPart.PhysActor.Building = false;
3393 } 3956 }
3394 } 3957 }
3395 3958
@@ -3399,15 +3962,12 @@ namespace OpenSim.Region.Framework.Scenes
3399 /// <param name="rot"></param> 3962 /// <param name="rot"></param>
3400 public void UpdateRootRotation(Quaternion rot) 3963 public void UpdateRootRotation(Quaternion rot)
3401 { 3964 {
3402// m_log.DebugFormat( 3965 // needs to be called with phys building true
3403// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
3404// Name, LocalId, rot);
3405
3406 Quaternion axRot = rot; 3966 Quaternion axRot = rot;
3407 Quaternion oldParentRot = m_rootPart.RotationOffset; 3967 Quaternion oldParentRot = m_rootPart.RotationOffset;
3408 3968
3409 m_rootPart.StoreUndoState(); 3969 //Don't use UpdateRotation because it schedules an update prematurely
3410 m_rootPart.UpdateRotation(rot); 3970 m_rootPart.RotationOffset = rot;
3411 3971
3412 PhysicsActor pa = m_rootPart.PhysActor; 3972 PhysicsActor pa = m_rootPart.PhysActor;
3413 3973
@@ -3423,35 +3983,145 @@ namespace OpenSim.Region.Framework.Scenes
3423 SceneObjectPart prim = parts[i]; 3983 SceneObjectPart prim = parts[i];
3424 if (prim.UUID != m_rootPart.UUID) 3984 if (prim.UUID != m_rootPart.UUID)
3425 { 3985 {
3426 prim.IgnoreUndoUpdate = true; 3986 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3987 NewRot = Quaternion.Inverse(axRot) * NewRot;
3988 prim.RotationOffset = NewRot;
3989
3427 Vector3 axPos = prim.OffsetPosition; 3990 Vector3 axPos = prim.OffsetPosition;
3991
3428 axPos *= oldParentRot; 3992 axPos *= oldParentRot;
3429 axPos *= Quaternion.Inverse(axRot); 3993 axPos *= Quaternion.Inverse(axRot);
3430 prim.OffsetPosition = axPos; 3994 prim.OffsetPosition = axPos;
3431 Quaternion primsRot = prim.RotationOffset; 3995 }
3432 Quaternion newRot = oldParentRot * primsRot; 3996 }
3433 newRot = Quaternion.Inverse(axRot) * newRot;
3434 prim.RotationOffset = newRot;
3435 prim.ScheduleTerseUpdate();
3436 prim.IgnoreUndoUpdate = false;
3437 }
3438 }
3439
3440// for (int i = 0; i < parts.Length; i++)
3441// {
3442// SceneObjectPart childpart = parts[i];
3443// if (childpart != m_rootPart)
3444// {
3445//// childpart.IgnoreUndoUpdate = false;
3446//// childpart.StoreUndoState();
3447// }
3448// }
3449 3997
3450 m_rootPart.ScheduleTerseUpdate(); 3998 HasGroupChanged = true;
3999 ScheduleGroupForFullUpdate();
4000 }
3451 4001
3452// m_log.DebugFormat( 4002 private enum updatetype :int
3453// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 4003 {
3454// Name, LocalId, rot); 4004 none = 0,
4005 partterse = 1,
4006 partfull = 2,
4007 groupterse = 3,
4008 groupfull = 4
4009 }
4010
4011 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
4012 {
4013 // TODO this still as excessive *.Schedule*Update()s
4014
4015 if (part != null && part.ParentGroup != null)
4016 {
4017 ObjectChangeType change = data.change;
4018 bool togroup = ((change & ObjectChangeType.Group) != 0);
4019 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
4020
4021 SceneObjectGroup group = part.ParentGroup;
4022 PhysicsActor pha = group.RootPart.PhysActor;
4023
4024 updatetype updateType = updatetype.none;
4025
4026 if (togroup)
4027 {
4028 // related to group
4029 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
4030 {
4031 if ((change & ObjectChangeType.Rotation) != 0)
4032 {
4033 group.RootPart.UpdateRotation(data.rotation);
4034 updateType = updatetype.none;
4035 }
4036 if ((change & ObjectChangeType.Position) != 0)
4037 {
4038 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
4039 UpdateGroupPosition(data.position);
4040 updateType = updatetype.groupterse;
4041 }
4042 else
4043 // ugly rotation update of all parts
4044 {
4045 group.ResetChildPrimPhysicsPositions();
4046 }
4047
4048 }
4049 if ((change & ObjectChangeType.Scale) != 0)
4050 {
4051 if (pha != null)
4052 pha.Building = true;
4053
4054 group.GroupResize(data.scale);
4055 updateType = updatetype.none;
4056
4057 if (pha != null)
4058 pha.Building = false;
4059 }
4060 }
4061 else
4062 {
4063 // related to single prim in a link-set ( ie group)
4064 if (pha != null)
4065 pha.Building = true;
4066
4067 // root part is special
4068 // parts offset positions or rotations need to change also
4069
4070 if (part == group.RootPart)
4071 {
4072 if ((change & ObjectChangeType.Rotation) != 0)
4073 group.UpdateRootRotation(data.rotation);
4074 if ((change & ObjectChangeType.Position) != 0)
4075 group.UpdateRootPosition(data.position);
4076 if ((change & ObjectChangeType.Scale) != 0)
4077 part.Resize(data.scale);
4078 }
4079 else
4080 {
4081 if ((change & ObjectChangeType.Position) != 0)
4082 {
4083 part.OffsetPosition = data.position;
4084 updateType = updatetype.partterse;
4085 }
4086 if ((change & ObjectChangeType.Rotation) != 0)
4087 {
4088 part.UpdateRotation(data.rotation);
4089 updateType = updatetype.none;
4090 }
4091 if ((change & ObjectChangeType.Scale) != 0)
4092 {
4093 part.Resize(data.scale);
4094 updateType = updatetype.none;
4095 }
4096 }
4097
4098 if (pha != null)
4099 pha.Building = false;
4100 }
4101
4102 if (updateType != updatetype.none)
4103 {
4104 group.HasGroupChanged = true;
4105
4106 switch (updateType)
4107 {
4108 case updatetype.partterse:
4109 part.ScheduleTerseUpdate();
4110 break;
4111 case updatetype.partfull:
4112 part.ScheduleFullUpdate();
4113 break;
4114 case updatetype.groupterse:
4115 group.ScheduleGroupForTerseUpdate();
4116 break;
4117 case updatetype.groupfull:
4118 group.ScheduleGroupForFullUpdate();
4119 break;
4120 default:
4121 break;
4122 }
4123 }
4124 }
3455 } 4125 }
3456 4126
3457 #endregion 4127 #endregion
@@ -3492,6 +4162,8 @@ namespace OpenSim.Region.Framework.Scenes
3492 waypoint.handle = handle; 4162 waypoint.handle = handle;
3493 lock (m_rotTargets) 4163 lock (m_rotTargets)
3494 { 4164 {
4165 if (m_rotTargets.Count >= 8)
4166 m_rotTargets.Remove(m_rotTargets.ElementAt(0).Key);
3495 m_rotTargets.Add(handle, waypoint); 4167 m_rotTargets.Add(handle, waypoint);
3496 } 4168 }
3497 m_scene.AddGroupTarget(this); 4169 m_scene.AddGroupTarget(this);
@@ -3517,6 +4189,8 @@ namespace OpenSim.Region.Framework.Scenes
3517 waypoint.handle = handle; 4189 waypoint.handle = handle;
3518 lock (m_targets) 4190 lock (m_targets)
3519 { 4191 {
4192 if (m_targets.Count >= 8)
4193 m_targets.Remove(m_targets.ElementAt(0).Key);
3520 m_targets.Add(handle, waypoint); 4194 m_targets.Add(handle, waypoint);
3521 } 4195 }
3522 m_scene.AddGroupTarget(this); 4196 m_scene.AddGroupTarget(this);
@@ -3550,10 +4224,11 @@ namespace OpenSim.Region.Framework.Scenes
3550 scriptPosTarget target = m_targets[idx]; 4224 scriptPosTarget target = m_targets[idx];
3551 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 4225 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3552 { 4226 {
4227 at_target = true;
4228
3553 // trigger at_target 4229 // trigger at_target
3554 if (m_scriptListens_atTarget) 4230 if (m_scriptListens_atTarget)
3555 { 4231 {
3556 at_target = true;
3557 scriptPosTarget att = new scriptPosTarget(); 4232 scriptPosTarget att = new scriptPosTarget();
3558 att.targetPos = target.targetPos; 4233 att.targetPos = target.targetPos;
3559 att.tolerance = target.tolerance; 4234 att.tolerance = target.tolerance;
@@ -3671,11 +4346,50 @@ namespace OpenSim.Region.Framework.Scenes
3671 } 4346 }
3672 } 4347 }
3673 } 4348 }
3674 4349
4350 public Vector3 GetGeometricCenter()
4351 {
4352 // this is not real geometric center but a average of positions relative to root prim acording to
4353 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4354 // ignoring tortured prims details since sl also seems to ignore
4355 // so no real use in doing it on physics
4356
4357 Vector3 gc = Vector3.Zero;
4358
4359 int nparts = m_parts.Count;
4360 if (nparts <= 1)
4361 return gc;
4362
4363 SceneObjectPart[] parts = m_parts.GetArray();
4364 nparts = parts.Length; // just in case it changed
4365 if (nparts <= 1)
4366 return gc;
4367
4368 Quaternion parentRot = RootPart.RotationOffset;
4369 Vector3 pPos;
4370
4371 // average all parts positions
4372 for (int i = 0; i < nparts; i++)
4373 {
4374 // do it directly
4375 // gc += parts[i].GetWorldPosition();
4376 if (parts[i] != RootPart)
4377 {
4378 pPos = parts[i].OffsetPosition;
4379 gc += pPos;
4380 }
4381
4382 }
4383 gc /= nparts;
4384
4385 // relative to root:
4386// gc -= AbsolutePosition;
4387 return gc;
4388 }
4389
3675 public float GetMass() 4390 public float GetMass()
3676 { 4391 {
3677 float retmass = 0f; 4392 float retmass = 0f;
3678
3679 SceneObjectPart[] parts = m_parts.GetArray(); 4393 SceneObjectPart[] parts = m_parts.GetArray();
3680 for (int i = 0; i < parts.Length; i++) 4394 for (int i = 0; i < parts.Length; i++)
3681 retmass += parts[i].GetMass(); 4395 retmass += parts[i].GetMass();
@@ -3683,6 +4397,39 @@ namespace OpenSim.Region.Framework.Scenes
3683 return retmass; 4397 return retmass;
3684 } 4398 }
3685 4399
4400 // center of mass of full object
4401 public Vector3 GetCenterOfMass()
4402 {
4403 PhysicsActor pa = RootPart.PhysActor;
4404
4405 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4406 {
4407 // physics knows better about center of mass of physical prims
4408 Vector3 tmp = pa.CenterOfMass;
4409 return tmp;
4410 }
4411
4412 Vector3 Ptot = Vector3.Zero;
4413 float totmass = 0f;
4414 float m;
4415
4416 SceneObjectPart[] parts = m_parts.GetArray();
4417 for (int i = 0; i < parts.Length; i++)
4418 {
4419 m = parts[i].GetMass();
4420 Ptot += parts[i].GetPartCenterOfMass() * m;
4421 totmass += m;
4422 }
4423
4424 if (totmass == 0)
4425 totmass = 0;
4426 else
4427 totmass = 1 / totmass;
4428 Ptot *= totmass;
4429
4430 return Ptot;
4431 }
4432
3686 /// <summary> 4433 /// <summary>
3687 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4434 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3688 /// the physics engine can use it. 4435 /// the physics engine can use it.
@@ -3862,6 +4609,14 @@ namespace OpenSim.Region.Framework.Scenes
3862 FromItemID = uuid; 4609 FromItemID = uuid;
3863 } 4610 }
3864 4611
4612 public void ResetOwnerChangeFlag()
4613 {
4614 ForEachPart(delegate(SceneObjectPart part)
4615 {
4616 part.ResetOwnerChangeFlag();
4617 });
4618 }
4619
3865 #endregion 4620 #endregion
3866 } 4621 }
3867} 4622}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 1cf7726..ce9baaa 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -64,7 +64,8 @@ namespace OpenSim.Region.Framework.Scenes
64 TELEPORT = 512, 64 TELEPORT = 512,
65 REGION_RESTART = 1024, 65 REGION_RESTART = 1024,
66 MEDIA = 2048, 66 MEDIA = 2048,
67 ANIMATION = 16384 67 ANIMATION = 16384,
68 POSITION = 32768
68 } 69 }
69 70
70 // I don't really know where to put this except here. 71 // I don't really know where to put this except here.
@@ -123,7 +124,18 @@ namespace OpenSim.Region.Framework.Scenes
123 /// Denote all sides of the prim 124 /// Denote all sides of the prim
124 /// </value> 125 /// </value>
125 public const int ALL_SIDES = -1; 126 public const int ALL_SIDES = -1;
126 127
128 private const scriptEvents PhysicsNeededSubsEvents = (
129 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
130 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
131 );
132 private const scriptEvents PhyscicsPhantonSubsEvents = (
133 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
134 );
135 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
136 scriptEvents.collision_start | scriptEvents.collision_end
137 );
138
127 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 139 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
128 140
129 /// <summary> 141 /// <summary>
@@ -160,7 +172,7 @@ namespace OpenSim.Region.Framework.Scenes
160 /// </remarks> 172 /// </remarks>
161 public bool IsRoot 173 public bool IsRoot
162 { 174 {
163 get { return ParentGroup.RootPart == this; } 175 get { return Object.ReferenceEquals(ParentGroup.RootPart, this); }
164 } 176 }
165 177
166 /// <summary> 178 /// <summary>
@@ -233,6 +245,18 @@ namespace OpenSim.Region.Framework.Scenes
233 245
234 public uint TimeStampTerse; 246 public uint TimeStampTerse;
235 247
248 // The following two are to hold the attachment data
249 // while an object is inworld
250 [XmlIgnore]
251 public byte AttachPoint = 0;
252
253 [XmlIgnore]
254 public Vector3 AttachOffset = Vector3.Zero;
255
256 [XmlIgnore]
257 public Quaternion AttachRotation = Quaternion.Identity;
258
259 [XmlIgnore]
236 public int STATUS_ROTATE_X; 260 public int STATUS_ROTATE_X;
237 261
238 public int STATUS_ROTATE_Y; 262 public int STATUS_ROTATE_Y;
@@ -259,8 +283,7 @@ namespace OpenSim.Region.Framework.Scenes
259 283
260 public Vector3 RotationAxis = Vector3.One; 284 public Vector3 RotationAxis = Vector3.One;
261 285
262 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 286 public bool VolumeDetectActive;
263 // Certainly this must be a persistant setting finally
264 287
265 public bool IsWaitingForFirstSpinUpdatePacket; 288 public bool IsWaitingForFirstSpinUpdatePacket;
266 289
@@ -300,10 +323,10 @@ namespace OpenSim.Region.Framework.Scenes
300 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 323 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
301 private Vector3 m_sitTargetPosition; 324 private Vector3 m_sitTargetPosition;
302 private string m_sitAnimation = "SIT"; 325 private string m_sitAnimation = "SIT";
326 private bool m_occupied; // KF if any av is sitting on this prim
303 private string m_text = String.Empty; 327 private string m_text = String.Empty;
304 private string m_touchName = String.Empty; 328 private string m_touchName = String.Empty;
305 private readonly List<UndoState> m_undo = new List<UndoState>(5); 329 private UndoRedoState m_UndoRedo = null;
306 private readonly List<UndoState> m_redo = new List<UndoState>(5);
307 330
308 private bool m_passTouches = false; 331 private bool m_passTouches = false;
309 private bool m_passCollisions = false; 332 private bool m_passCollisions = false;
@@ -331,14 +354,20 @@ namespace OpenSim.Region.Framework.Scenes
331 protected Vector3 m_lastVelocity; 354 protected Vector3 m_lastVelocity;
332 protected Vector3 m_lastAcceleration; 355 protected Vector3 m_lastAcceleration;
333 protected Vector3 m_lastAngularVelocity; 356 protected Vector3 m_lastAngularVelocity;
334 protected int m_lastTerseSent; 357 protected int m_lastUpdateSentTime;
358 protected float m_buoyancy = 0.0f;
359 protected Vector3 m_force;
360 protected Vector3 m_torque;
335 361
336 protected byte m_physicsShapeType = (byte)PhysShapeType.prim; 362 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
337 protected float m_density = 1000.0f; // in kg/m^3 363 protected float m_density = 1000.0f; // in kg/m^3
338 protected float m_gravitymod = 1.0f; 364 protected float m_gravitymod = 1.0f;
339 protected float m_friction = 0.6f; // wood 365 protected float m_friction = 0.6f; // wood
340 protected float m_bounce = 0.5f; // wood 366 protected float m_bounce = 0.5f; // wood
341 367
368
369 protected bool m_isSelected = false;
370
342 /// <summary> 371 /// <summary>
343 /// Stores media texture data 372 /// Stores media texture data
344 /// </summary> 373 /// </summary>
@@ -350,15 +379,23 @@ namespace OpenSim.Region.Framework.Scenes
350 private Vector3 m_cameraAtOffset; 379 private Vector3 m_cameraAtOffset;
351 private bool m_forceMouselook; 380 private bool m_forceMouselook;
352 381
353 // TODO: Collision sound should have default. 382
383 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
384 private sbyte m_collisionSoundType;
354 private UUID m_collisionSound; 385 private UUID m_collisionSound;
355 private float m_collisionSoundVolume; 386 private float m_collisionSoundVolume;
356 387
388 private int LastColSoundSentTime;
389
390
391 private SOPVehicle m_vehicleParams = null;
392
357 public KeyframeMotion KeyframeMotion 393 public KeyframeMotion KeyframeMotion
358 { 394 {
359 get; set; 395 get; set;
360 } 396 }
361 397
398
362 #endregion Fields 399 #endregion Fields
363 400
364// ~SceneObjectPart() 401// ~SceneObjectPart()
@@ -388,6 +425,7 @@ namespace OpenSim.Region.Framework.Scenes
388 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 425 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
389 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log 426 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
390 m_inventory = new SceneObjectPartInventory(this); 427 m_inventory = new SceneObjectPartInventory(this);
428 LastColSoundSentTime = Util.EnvironmentTickCount();
391 } 429 }
392 430
393 /// <summary> 431 /// <summary>
@@ -402,7 +440,7 @@ namespace OpenSim.Region.Framework.Scenes
402 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 440 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
403 Quaternion rotationOffset, Vector3 offsetPosition) : this() 441 Quaternion rotationOffset, Vector3 offsetPosition) : this()
404 { 442 {
405 m_name = "Primitive"; 443 m_name = "Object";
406 444
407 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 445 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
408 LastOwnerID = CreatorID = OwnerID = ownerID; 446 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -441,7 +479,7 @@ namespace OpenSim.Region.Framework.Scenes
441 private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export); 479 private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export);
442 private uint _groupMask = (uint)PermissionMask.None; 480 private uint _groupMask = (uint)PermissionMask.None;
443 private uint _everyoneMask = (uint)PermissionMask.None; 481 private uint _everyoneMask = (uint)PermissionMask.None;
444 private uint _nextOwnerMask = (uint)PermissionMask.All; 482 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
445 private PrimFlags _flags = PrimFlags.None; 483 private PrimFlags _flags = PrimFlags.None;
446 private DateTime m_expires; 484 private DateTime m_expires;
447 private DateTime m_rezzed; 485 private DateTime m_rezzed;
@@ -539,12 +577,16 @@ namespace OpenSim.Region.Framework.Scenes
539 } 577 }
540 578
541 /// <value> 579 /// <value>
542 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 580 /// Get the inventory list
543 /// </value> 581 /// </value>
544 public TaskInventoryDictionary TaskInventory 582 public TaskInventoryDictionary TaskInventory
545 { 583 {
546 get { return m_inventory.Items; } 584 get {
547 set { m_inventory.Items = value; } 585 return m_inventory.Items;
586 }
587 set {
588 m_inventory.Items = value;
589 }
548 } 590 }
549 591
550 /// <summary> 592 /// <summary>
@@ -594,20 +636,6 @@ namespace OpenSim.Region.Framework.Scenes
594 } 636 }
595 } 637 }
596 638
597 public byte Material
598 {
599 get { return (byte) m_material; }
600 set
601 {
602 m_material = (Material)value;
603
604 PhysicsActor pa = PhysActor;
605
606 if (pa != null)
607 pa.SetMaterial((int)value);
608 }
609 }
610
611 [XmlIgnore] 639 [XmlIgnore]
612 public bool PassTouches 640 public bool PassTouches
613 { 641 {
@@ -633,6 +661,18 @@ namespace OpenSim.Region.Framework.Scenes
633 } 661 }
634 } 662 }
635 663
664 public bool IsSelected
665 {
666 get { return m_isSelected; }
667 set
668 {
669 m_isSelected = value;
670 if (ParentGroup != null)
671 ParentGroup.PartSelectChanged(value);
672 }
673 }
674
675
636 public Dictionary<int, string> CollisionFilter 676 public Dictionary<int, string> CollisionFilter
637 { 677 {
638 get { return m_CollisionFilter; } 678 get { return m_CollisionFilter; }
@@ -701,14 +741,12 @@ namespace OpenSim.Region.Framework.Scenes
701 set { m_LoopSoundSlavePrims = value; } 741 set { m_LoopSoundSlavePrims = value; }
702 } 742 }
703 743
704
705 public Byte[] TextureAnimation 744 public Byte[] TextureAnimation
706 { 745 {
707 get { return m_TextureAnimation; } 746 get { return m_TextureAnimation; }
708 set { m_TextureAnimation = value; } 747 set { m_TextureAnimation = value; }
709 } 748 }
710 749
711
712 public Byte[] ParticleSystem 750 public Byte[] ParticleSystem
713 { 751 {
714 get { return m_particleSystem; } 752 get { return m_particleSystem; }
@@ -745,9 +783,12 @@ namespace OpenSim.Region.Framework.Scenes
745 { 783 {
746 // If this is a linkset, we don't want the physics engine mucking up our group position here. 784 // If this is a linkset, we don't want the physics engine mucking up our group position here.
747 PhysicsActor actor = PhysActor; 785 PhysicsActor actor = PhysActor;
748 // If physical and the root prim of a linkset, the position of the group is what physics thinks. 786 if (ParentID == 0)
749 if (actor != null && ParentID == 0) 787 {
750 m_groupPosition = actor.Position; 788 if (actor != null)
789 m_groupPosition = actor.Position;
790 return m_groupPosition;
791 }
751 792
752 // If I'm an attachment, my position is reported as the position of who I'm attached to 793 // If I'm an attachment, my position is reported as the position of who I'm attached to
753 if (ParentGroup.IsAttachment) 794 if (ParentGroup.IsAttachment)
@@ -757,14 +798,16 @@ namespace OpenSim.Region.Framework.Scenes
757 return sp.AbsolutePosition; 798 return sp.AbsolutePosition;
758 } 799 }
759 800
801 // use root prim's group position. Physics may have updated it
802 if (ParentGroup.RootPart != this)
803 m_groupPosition = ParentGroup.RootPart.GroupPosition;
760 return m_groupPosition; 804 return m_groupPosition;
761 } 805 }
762 set 806 set
763 { 807 {
764 m_groupPosition = value; 808 m_groupPosition = value;
765
766 PhysicsActor actor = PhysActor; 809 PhysicsActor actor = PhysActor;
767 if (actor != null) 810 if (actor != null && ParentGroup.Scene.PhysicsScene != null)
768 { 811 {
769 try 812 try
770 { 813 {
@@ -797,7 +840,7 @@ namespace OpenSim.Region.Framework.Scenes
797 get { return m_offsetPosition; } 840 get { return m_offsetPosition; }
798 set 841 set
799 { 842 {
800// StoreUndoState(); 843 Vector3 oldpos = m_offsetPosition;
801 m_offsetPosition = value; 844 m_offsetPosition = value;
802 845
803 if (ParentGroup != null && !ParentGroup.IsDeleted) 846 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -809,10 +852,25 @@ namespace OpenSim.Region.Framework.Scenes
809 actor.Orientation = GetWorldRotation(); 852 actor.Orientation = GetWorldRotation();
810 853
811 // Tell the physics engines that this prim changed. 854 // Tell the physics engines that this prim changed.
812 if (ParentGroup.Scene != null) 855 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
813 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 856 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
814 } 857 }
858
859 if (!m_parentGroup.m_dupeInProgress)
860 {
861 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
862 foreach (ScenePresence av in avs)
863 {
864 if (av.ParentID == m_localId)
865 {
866 Vector3 offset = (m_offsetPosition - oldpos);
867 av.AbsolutePosition += offset;
868 av.SendAvatarDataToAllAgents();
869 }
870 }
871 }
815 } 872 }
873 TriggerScriptChangedEvent(Changed.POSITION);
816 } 874 }
817 } 875 }
818 876
@@ -863,7 +921,7 @@ namespace OpenSim.Region.Framework.Scenes
863 921
864 set 922 set
865 { 923 {
866 StoreUndoState(); 924// StoreUndoState();
867 m_rotationOffset = value; 925 m_rotationOffset = value;
868 926
869 PhysicsActor actor = PhysActor; 927 PhysicsActor actor = PhysActor;
@@ -951,19 +1009,36 @@ namespace OpenSim.Region.Framework.Scenes
951 get 1009 get
952 { 1010 {
953 PhysicsActor actor = PhysActor; 1011 PhysicsActor actor = PhysActor;
954 if ((actor != null) && actor.IsPhysical) 1012 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
955 { 1013 {
956 m_angularVelocity = actor.RotationalVelocity; 1014 m_angularVelocity = actor.RotationalVelocity;
957 } 1015 }
958 return m_angularVelocity; 1016 return m_angularVelocity;
959 } 1017 }
960 set { m_angularVelocity = value; } 1018 set
1019 {
1020 m_angularVelocity = value;
1021 PhysicsActor actor = PhysActor;
1022 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
1023 {
1024 actor.RotationalVelocity = m_angularVelocity;
1025 }
1026 }
961 } 1027 }
962 1028
963 /// <summary></summary> 1029 /// <summary></summary>
964 public Vector3 Acceleration 1030 public Vector3 Acceleration
965 { 1031 {
966 get { return m_acceleration; } 1032 get
1033 {
1034 PhysicsActor actor = PhysActor;
1035 if (actor != null)
1036 {
1037 m_acceleration = actor.Acceleration;
1038 }
1039 return m_acceleration;
1040 }
1041
967 set { m_acceleration = value; } 1042 set { m_acceleration = value; }
968 } 1043 }
969 1044
@@ -1031,7 +1106,10 @@ namespace OpenSim.Region.Framework.Scenes
1031 public PrimitiveBaseShape Shape 1106 public PrimitiveBaseShape Shape
1032 { 1107 {
1033 get { return m_shape; } 1108 get { return m_shape; }
1034 set { m_shape = value;} 1109 set
1110 {
1111 m_shape = value;
1112 }
1035 } 1113 }
1036 1114
1037 /// <summary> 1115 /// <summary>
@@ -1044,7 +1122,6 @@ namespace OpenSim.Region.Framework.Scenes
1044 { 1122 {
1045 if (m_shape != null) 1123 if (m_shape != null)
1046 { 1124 {
1047 StoreUndoState();
1048 1125
1049 m_shape.Scale = value; 1126 m_shape.Scale = value;
1050 1127
@@ -1112,10 +1189,7 @@ namespace OpenSim.Region.Framework.Scenes
1112 { 1189 {
1113 get 1190 get
1114 { 1191 {
1115 if (ParentGroup.IsAttachment) 1192 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1116 return GroupPosition;
1117
1118 return m_offsetPosition + m_groupPosition;
1119 } 1193 }
1120 } 1194 }
1121 1195
@@ -1284,6 +1358,13 @@ namespace OpenSim.Region.Framework.Scenes
1284 _flags = value; 1358 _flags = value;
1285 } 1359 }
1286 } 1360 }
1361
1362 [XmlIgnore]
1363 public bool IsOccupied // KF If an av is sittingon this prim
1364 {
1365 get { return m_occupied; }
1366 set { m_occupied = value; }
1367 }
1287 1368
1288 /// <summary> 1369 /// <summary>
1289 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero 1370 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
@@ -1334,12 +1415,41 @@ namespace OpenSim.Region.Framework.Scenes
1334 set { m_sitAnimation = value; } 1415 set { m_sitAnimation = value; }
1335 } 1416 }
1336 1417
1418 public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
1419
1420 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
1421 // runtime thing.. do not persist
1422 [XmlIgnore]
1423 public sbyte CollisionSoundType
1424 {
1425 get
1426 {
1427 return m_collisionSoundType;
1428 }
1429 set
1430 {
1431 m_collisionSoundType = value;
1432 if (value == -1)
1433 m_collisionSound = invalidCollisionSoundUUID;
1434 else if (value == 0)
1435 m_collisionSound = UUID.Zero;
1436 }
1437 }
1438
1337 public UUID CollisionSound 1439 public UUID CollisionSound
1338 { 1440 {
1339 get { return m_collisionSound; } 1441 get { return m_collisionSound; }
1340 set 1442 set
1341 { 1443 {
1342 m_collisionSound = value; 1444 m_collisionSound = value;
1445
1446 if (value == invalidCollisionSoundUUID)
1447 m_collisionSoundType = -1;
1448 else if (value == UUID.Zero)
1449 m_collisionSoundType = 0;
1450 else
1451 m_collisionSoundType = 1;
1452
1343 aggregateScriptEvents(); 1453 aggregateScriptEvents();
1344 } 1454 }
1345 } 1455 }
@@ -1350,6 +1460,125 @@ namespace OpenSim.Region.Framework.Scenes
1350 set { m_collisionSoundVolume = value; } 1460 set { m_collisionSoundVolume = value; }
1351 } 1461 }
1352 1462
1463 public float Buoyancy
1464 {
1465 get
1466 {
1467 if (ParentGroup.RootPart == this)
1468 return m_buoyancy;
1469
1470 return ParentGroup.RootPart.Buoyancy;
1471 }
1472 set
1473 {
1474 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1475 {
1476 ParentGroup.RootPart.Buoyancy = value;
1477 return;
1478 }
1479 m_buoyancy = value;
1480 if (PhysActor != null)
1481 PhysActor.Buoyancy = value;
1482 }
1483 }
1484
1485 public Vector3 Force
1486 {
1487 get
1488 {
1489 if (ParentGroup.RootPart == this)
1490 return m_force;
1491
1492 return ParentGroup.RootPart.Force;
1493 }
1494
1495 set
1496 {
1497 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1498 {
1499 ParentGroup.RootPart.Force = value;
1500 return;
1501 }
1502 m_force = value;
1503 if (PhysActor != null)
1504 PhysActor.Force = value;
1505 }
1506 }
1507
1508 public Vector3 Torque
1509 {
1510 get
1511 {
1512 if (ParentGroup.RootPart == this)
1513 return m_torque;
1514
1515 return ParentGroup.RootPart.Torque;
1516 }
1517
1518 set
1519 {
1520 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1521 {
1522 ParentGroup.RootPart.Torque = value;
1523 return;
1524 }
1525 m_torque = value;
1526 if (PhysActor != null)
1527 PhysActor.Torque = value;
1528 }
1529 }
1530
1531 public byte Material
1532 {
1533 get { return (byte)m_material; }
1534 set
1535 {
1536 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1537 {
1538 bool update = false;
1539
1540 if (m_material != (Material)value)
1541 {
1542 update = true;
1543 m_material = (Material)value;
1544 }
1545
1546 if (m_friction != SOPMaterialData.friction(m_material))
1547 {
1548 update = true;
1549 m_friction = SOPMaterialData.friction(m_material);
1550 }
1551
1552 if (m_bounce != SOPMaterialData.bounce(m_material))
1553 {
1554 update = true;
1555 m_bounce = SOPMaterialData.bounce(m_material);
1556 }
1557
1558 if (update)
1559 {
1560 if (PhysActor != null)
1561 {
1562 PhysActor.SetMaterial((int)value);
1563 }
1564 if(ParentGroup != null)
1565 ParentGroup.HasGroupChanged = true;
1566 ScheduleFullUpdateIfNone();
1567 UpdatePhysRequired = true;
1568 }
1569 }
1570 }
1571 }
1572
1573 // not a propriety to move to methods place later
1574 private bool HasMesh()
1575 {
1576 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1577 return true;
1578 return false;
1579 }
1580
1581 // not a propriety to move to methods place later
1353 public byte DefaultPhysicsShapeType() 1582 public byte DefaultPhysicsShapeType()
1354 { 1583 {
1355 byte type; 1584 byte type;
@@ -1362,6 +1591,65 @@ namespace OpenSim.Region.Framework.Scenes
1362 return type; 1591 return type;
1363 } 1592 }
1364 1593
1594 [XmlIgnore]
1595 public bool UsesComplexCost
1596 {
1597 get
1598 {
1599 byte pst = PhysicsShapeType;
1600 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1601 return true;
1602 return false;
1603 }
1604 }
1605
1606 [XmlIgnore]
1607 public float PhysicsCost
1608 {
1609 get
1610 {
1611 if(PhysicsShapeType == (byte)PhysShapeType.none)
1612 return 0;
1613
1614 float cost = 0.1f;
1615 if (PhysActor != null)
1616 cost = PhysActor.PhysicsCost;
1617 else
1618 cost = 0.1f;
1619
1620 if ((Flags & PrimFlags.Physics) != 0)
1621 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1622 return cost;
1623 }
1624 }
1625
1626 [XmlIgnore]
1627 public float StreamingCost
1628 {
1629 get
1630 {
1631 float cost;
1632 if (PhysActor != null)
1633 cost = PhysActor.StreamCost;
1634 else
1635 cost = 1.0f;
1636 return 1.0f;
1637 }
1638 }
1639
1640 [XmlIgnore]
1641 public float SimulationCost
1642 {
1643 get
1644 {
1645 // ignoring scripts. Don't like considering them for this
1646 if((Flags & PrimFlags.Physics) != 0)
1647 return 1.0f;
1648
1649 return 0.5f;
1650 }
1651 }
1652
1365 public byte PhysicsShapeType 1653 public byte PhysicsShapeType
1366 { 1654 {
1367 get { return m_physicsShapeType; } 1655 get { return m_physicsShapeType; }
@@ -1395,11 +1683,14 @@ namespace OpenSim.Region.Framework.Scenes
1395 } 1683 }
1396 else if (PhysActor == null) 1684 else if (PhysActor == null)
1397 { 1685 {
1398 ApplyPhysics((uint)Flags, VolumeDetectActive); 1686 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1687 UpdatePhysicsSubscribedEvents();
1399 } 1688 }
1400 else 1689 else
1401 { 1690 {
1402 PhysActor.PhysicsShapeType = m_physicsShapeType; 1691 PhysActor.PhysicsShapeType = m_physicsShapeType;
1692// if (Shape.SculptEntry)
1693// CheckSculptAndLoad();
1403 } 1694 }
1404 1695
1405 if (ParentGroup != null) 1696 if (ParentGroup != null)
@@ -1501,6 +1792,7 @@ namespace OpenSim.Region.Framework.Scenes
1501 } 1792 }
1502 } 1793 }
1503 1794
1795
1504 #endregion Public Properties with only Get 1796 #endregion Public Properties with only Get
1505 1797
1506 private uint ApplyMask(uint val, bool set, uint mask) 1798 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1646,6 +1938,61 @@ namespace OpenSim.Region.Framework.Scenes
1646 } 1938 }
1647 } 1939 }
1648 1940
1941 // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future
1942 public void SetVelocity(Vector3 pVel, bool localGlobalTF)
1943 {
1944 if (ParentGroup == null || ParentGroup.IsDeleted)
1945 return;
1946
1947 if (ParentGroup.IsAttachment)
1948 return; // don't work on attachments (for now ??)
1949
1950 SceneObjectPart root = ParentGroup.RootPart;
1951
1952 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1953 return;
1954
1955 PhysicsActor pa = root.PhysActor;
1956
1957 if (pa == null || !pa.IsPhysical)
1958 return;
1959
1960 if (localGlobalTF)
1961 {
1962 pVel = pVel * GetWorldRotation();
1963 }
1964
1965 ParentGroup.Velocity = pVel;
1966 }
1967
1968 // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future
1969 public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF)
1970 {
1971 if (ParentGroup == null || ParentGroup.IsDeleted)
1972 return;
1973
1974 if (ParentGroup.IsAttachment)
1975 return; // don't work on attachments (for now ??)
1976
1977 SceneObjectPart root = ParentGroup.RootPart;
1978
1979 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1980 return;
1981
1982 PhysicsActor pa = root.PhysActor;
1983
1984 if (pa == null || !pa.IsPhysical)
1985 return;
1986
1987 if (localGlobalTF)
1988 {
1989 pAngVel = pAngVel * GetWorldRotation();
1990 }
1991
1992 root.AngularVelocity = pAngVel;
1993 }
1994
1995
1649 /// <summary> 1996 /// <summary>
1650 /// hook to the physics scene to apply angular impulse 1997 /// hook to the physics scene to apply angular impulse
1651 /// This is sent up to the group, which then finds the root prim 1998 /// This is sent up to the group, which then finds the root prim
@@ -1666,7 +2013,7 @@ namespace OpenSim.Region.Framework.Scenes
1666 impulse = newimpulse; 2013 impulse = newimpulse;
1667 } 2014 }
1668 2015
1669 ParentGroup.applyAngularImpulse(impulse); 2016 ParentGroup.ApplyAngularImpulse(impulse);
1670 } 2017 }
1671 2018
1672 /// <summary> 2019 /// <summary>
@@ -1676,20 +2023,24 @@ namespace OpenSim.Region.Framework.Scenes
1676 /// </summary> 2023 /// </summary>
1677 /// <param name="impulsei">Vector force</param> 2024 /// <param name="impulsei">Vector force</param>
1678 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 2025 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1679 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 2026
2027 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
2028 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1680 { 2029 {
1681 Vector3 impulse = impulsei; 2030 Vector3 torque = torquei;
1682 2031
1683 if (localGlobalTF) 2032 if (localGlobalTF)
1684 { 2033 {
2034/*
1685 Quaternion grot = GetWorldRotation(); 2035 Quaternion grot = GetWorldRotation();
1686 Quaternion AXgrot = grot; 2036 Quaternion AXgrot = grot;
1687 Vector3 AXimpulsei = impulsei; 2037 Vector3 AXimpulsei = impulsei;
1688 Vector3 newimpulse = AXimpulsei * AXgrot; 2038 Vector3 newimpulse = AXimpulsei * AXgrot;
1689 impulse = newimpulse; 2039 */
2040 torque *= GetWorldRotation();
1690 } 2041 }
1691 2042
1692 ParentGroup.setAngularImpulse(impulse); 2043 Torque = torque;
1693 } 2044 }
1694 2045
1695 /// <summary> 2046 /// <summary>
@@ -1697,7 +2048,9 @@ namespace OpenSim.Region.Framework.Scenes
1697 /// </summary> 2048 /// </summary>
1698 /// <param name="rootObjectFlags"></param> 2049 /// <param name="rootObjectFlags"></param>
1699 /// <param name="VolumeDetectActive"></param> 2050 /// <param name="VolumeDetectActive"></param>
1700 public void ApplyPhysics(uint rootObjectFlags, bool _VolumeDetectActive) 2051 /// <param name="building"></param>
2052
2053 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1701 { 2054 {
1702 VolumeDetectActive = _VolumeDetectActive; 2055 VolumeDetectActive = _VolumeDetectActive;
1703 2056
@@ -1707,8 +2060,8 @@ namespace OpenSim.Region.Framework.Scenes
1707 if (PhysicsShapeType == (byte)PhysShapeType.none) 2060 if (PhysicsShapeType == (byte)PhysShapeType.none)
1708 return; 2061 return;
1709 2062
1710 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 2063 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
1711 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 2064 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1712 2065
1713 if (_VolumeDetectActive) 2066 if (_VolumeDetectActive)
1714 isPhantom = true; 2067 isPhantom = true;
@@ -1722,7 +2075,8 @@ namespace OpenSim.Region.Framework.Scenes
1722 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment 2075 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1723 && !(Shape.PathCurve == (byte)Extrusion.Flexible)) 2076 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1724 { 2077 {
1725 AddToPhysics(isPhysical, isPhantom, isPhysical); 2078 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
2079 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1726 } 2080 }
1727 else 2081 else
1728 PhysActor = null; // just to be sure 2082 PhysActor = null; // just to be sure
@@ -1777,6 +2131,12 @@ namespace OpenSim.Region.Framework.Scenes
1777 dupe.Category = Category; 2131 dupe.Category = Category;
1778 dupe.m_rezzed = m_rezzed; 2132 dupe.m_rezzed = m_rezzed;
1779 2133
2134 dupe.m_UndoRedo = null;
2135 dupe.m_isSelected = false;
2136
2137 dupe.IgnoreUndoUpdate = false;
2138 dupe.Undoing = false;
2139
1780 dupe.m_inventory = new SceneObjectPartInventory(dupe); 2140 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1781 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 2141 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1782 2142
@@ -1792,6 +2152,7 @@ namespace OpenSim.Region.Framework.Scenes
1792 2152
1793 // Move afterwards ResetIDs as it clears the localID 2153 // Move afterwards ResetIDs as it clears the localID
1794 dupe.LocalId = localID; 2154 dupe.LocalId = localID;
2155
1795 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 2156 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1796 dupe.LastOwnerID = OwnerID; 2157 dupe.LastOwnerID = OwnerID;
1797 2158
@@ -1816,8 +2177,12 @@ namespace OpenSim.Region.Framework.Scenes
1816*/ 2177*/
1817 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2178 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1818 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2179 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2180// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1819 } 2181 }
1820 2182
2183 if (dupe.PhysActor != null)
2184 dupe.PhysActor.LocalID = localID;
2185
1821 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2186 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1822 2187
1823// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2188// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1836,10 +2201,10 @@ namespace OpenSim.Region.Framework.Scenes
1836 { 2201 {
1837 if (asset != null) 2202 if (asset != null)
1838 SculptTextureCallback(asset); 2203 SculptTextureCallback(asset);
1839 else 2204// else
1840 m_log.WarnFormat( 2205// m_log.WarnFormat(
1841 "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", 2206// "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
1842 Name, UUID, id); 2207// Name, UUID, id);
1843 } 2208 }
1844*/ 2209*/
1845 /// <summary> 2210 /// <summary>
@@ -1938,6 +2303,7 @@ namespace OpenSim.Region.Framework.Scenes
1938 2303
1939 /// <summary> 2304 /// <summary>
1940 /// Do a physics propery update for this part. 2305 /// Do a physics propery update for this part.
2306 /// now also updates phantom and volume detector
1941 /// </summary> 2307 /// </summary>
1942 /// <param name="UsePhysics"></param> 2308 /// <param name="UsePhysics"></param>
1943 /// <param name="isNew"></param> 2309 /// <param name="isNew"></param>
@@ -1963,64 +2329,69 @@ namespace OpenSim.Region.Framework.Scenes
1963 { 2329 {
1964 if (pa.IsPhysical) // implies UsePhysics==false for this block 2330 if (pa.IsPhysical) // implies UsePhysics==false for this block
1965 { 2331 {
1966 if (!isNew) 2332 if (!isNew) // implies UsePhysics==false for this block
2333 {
1967 ParentGroup.Scene.RemovePhysicalPrim(1); 2334 ParentGroup.Scene.RemovePhysicalPrim(1);
1968 2335
1969 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2336 Velocity = new Vector3(0, 0, 0);
1970 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2337 Acceleration = new Vector3(0, 0, 0);
1971 pa.delink(); 2338 if (ParentGroup.RootPart == this)
2339 AngularVelocity = new Vector3(0, 0, 0);
1972 2340
1973 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2341 if (pa.Phantom && !VolumeDetectActive)
1974 { 2342 {
1975 // destroy all joints connected to this now deactivated body 2343 RemoveFromPhysics();
1976 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2344 return;
1977 } 2345 }
1978 2346
1979 // stop client-side interpolation of all joint proxy objects that have just been deleted 2347 pa.IsPhysical = UsePhysics;
1980 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2348 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1981 // which stops client-side interpolation of deactivated joint proxy objects. 2349 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2350 pa.delink();
2351 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2352 {
2353 // destroy all joints connected to this now deactivated body
2354 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2355 }
2356 }
1982 } 2357 }
1983 2358
1984 if (!UsePhysics && !isNew) 2359 if (pa.IsPhysical != UsePhysics)
1985 { 2360 pa.IsPhysical = UsePhysics;
1986 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1987 // prim still has velocity and continues to interpolate its position along the old
1988 // velocity-vector.
1989 Velocity = new Vector3(0, 0, 0);
1990 Acceleration = new Vector3(0, 0, 0);
1991 AngularVelocity = new Vector3(0, 0, 0);
1992 //RotationalVelocity = new Vector3(0, 0, 0);
1993 }
1994 2361
1995 pa.IsPhysical = UsePhysics; 2362 if (UsePhysics)
2363 {
2364 if (ParentGroup.RootPart.KeyframeMotion != null)
2365 ParentGroup.RootPart.KeyframeMotion.Stop();
2366 ParentGroup.RootPart.KeyframeMotion = null;
2367 ParentGroup.Scene.AddPhysicalPrim(1);
1996 2368
1997 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2369 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1998 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2370 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1999 /// that's not wholesome. Had to make Scene public
2000 //PhysActor = null;
2001 2371
2002 if ((Flags & PrimFlags.Phantom) == 0) 2372 if (ParentID != 0 && ParentID != LocalId)
2003 {
2004 if (UsePhysics)
2005 { 2373 {
2006 if (ParentGroup.RootPart.KeyframeMotion != null) 2374 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
2007 ParentGroup.RootPart.KeyframeMotion.Stop();
2008 ParentGroup.RootPart.KeyframeMotion = null;
2009 ParentGroup.Scene.AddPhysicalPrim(1);
2010
2011 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
2012 pa.OnOutOfBounds += PhysicsOutOfBounds;
2013 if (ParentID != 0 && ParentID != LocalId)
2014 {
2015 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
2016 2375
2017 if (parentPa != null) 2376 if (parentPa != null)
2018 { 2377 {
2019 pa.link(parentPa); 2378 pa.link(parentPa);
2020 }
2021 } 2379 }
2022 } 2380 }
2023 } 2381 }
2382 }
2383
2384 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2385 if (pa.Phantom != phan)
2386 pa.Phantom = phan;
2387
2388// some engines dont' have this check still
2389// if (VolumeDetectActive != pa.IsVolumeDtc)
2390 {
2391 if (VolumeDetectActive)
2392 pa.SetVolumeDetect(1);
2393 else
2394 pa.SetVolumeDetect(0);
2024 } 2395 }
2025 2396
2026 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2397 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -2139,42 +2510,63 @@ namespace OpenSim.Region.Framework.Scenes
2139 2510
2140 public Vector3 GetGeometricCenter() 2511 public Vector3 GetGeometricCenter()
2141 { 2512 {
2513 // this is not real geometric center but a average of positions relative to root prim acording to
2514 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
2515 // ignoring tortured prims details since sl also seems to ignore
2516 // so no real use in doing it on physics
2517 if (ParentGroup.IsDeleted)
2518 return new Vector3(0, 0, 0);
2519
2520 return ParentGroup.GetGeometricCenter();
2521 }
2522
2523 public float GetMass()
2524 {
2142 PhysicsActor pa = PhysActor; 2525 PhysicsActor pa = PhysActor;
2143 2526
2144 if (pa != null) 2527 if (pa != null)
2145 return pa.GeometricCenter; 2528 return pa.Mass;
2146 else 2529 else
2147 return Vector3.Zero; 2530 return 0;
2148 } 2531 }
2149 2532
2150 public Vector3 GetCenterOfMass() 2533 public Vector3 GetCenterOfMass()
2151 { 2534 {
2535 if (ParentGroup.RootPart == this)
2536 {
2537 if (ParentGroup.IsDeleted)
2538 return AbsolutePosition;
2539 return ParentGroup.GetCenterOfMass();
2540 }
2541
2152 PhysicsActor pa = PhysActor; 2542 PhysicsActor pa = PhysActor;
2153 2543
2154 if (pa != null) 2544 if (pa != null)
2155 return pa.CenterOfMass; 2545 {
2546 Vector3 tmp = pa.CenterOfMass;
2547 return tmp;
2548 }
2156 else 2549 else
2157 return Vector3.Zero; 2550 return AbsolutePosition;
2158 } 2551 }
2159 2552
2160 public float GetMass() 2553 public Vector3 GetPartCenterOfMass()
2161 { 2554 {
2162 PhysicsActor pa = PhysActor; 2555 PhysicsActor pa = PhysActor;
2163 2556
2164 if (pa != null) 2557 if (pa != null)
2165 return pa.Mass; 2558 {
2559 Vector3 tmp = pa.CenterOfMass;
2560 return tmp;
2561 }
2166 else 2562 else
2167 return 0; 2563 return AbsolutePosition;
2168 } 2564 }
2169 2565
2566
2170 public Vector3 GetForce() 2567 public Vector3 GetForce()
2171 { 2568 {
2172 PhysicsActor pa = PhysActor; 2569 return Force;
2173
2174 if (pa != null)
2175 return pa.Force;
2176 else
2177 return Vector3.Zero;
2178 } 2570 }
2179 2571
2180 /// <summary> 2572 /// <summary>
@@ -2389,15 +2781,25 @@ namespace OpenSim.Region.Framework.Scenes
2389 2781
2390 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) 2782 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
2391 { 2783 {
2392 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) 2784 bool sendToRoot = true;
2393 { 2785
2394 ColliderArgs LandCollidingMessage = new ColliderArgs(); 2786 ColliderArgs LandCollidingMessage = new ColliderArgs();
2395 List<DetectedObject> colliding = new List<DetectedObject>(); 2787 List<DetectedObject> colliding = new List<DetectedObject>();
2396 2788
2397 colliding.Add(CreateDetObjectForGround()); 2789 colliding.Add(CreateDetObjectForGround());
2398 LandCollidingMessage.Colliders = colliding; 2790 LandCollidingMessage.Colliders = colliding;
2399 2791
2792 if (Inventory.ContainsScripts())
2793 {
2794 if (!PassCollisions)
2795 sendToRoot = false;
2796 }
2797 if ((ScriptEvents & ev) != 0)
2400 notify(LocalId, LandCollidingMessage); 2798 notify(LocalId, LandCollidingMessage);
2799
2800 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
2801 {
2802 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
2401 } 2803 }
2402 } 2804 }
2403 2805
@@ -2413,44 +2815,81 @@ namespace OpenSim.Region.Framework.Scenes
2413 List<uint> endedColliders = new List<uint>(); 2815 List<uint> endedColliders = new List<uint>();
2414 List<uint> startedColliders = new List<uint>(); 2816 List<uint> startedColliders = new List<uint>();
2415 2817
2416 // calculate things that started colliding this time 2818 if (collissionswith.Count == 0)
2417 // and build up list of colliders this time
2418 foreach (uint localid in collissionswith.Keys)
2419 { 2819 {
2420 thisHitColliders.Add(localid); 2820 if (m_lastColliders.Count == 0)
2421 if (!m_lastColliders.Contains(localid)) 2821 return; // nothing to do
2422 startedColliders.Add(localid);
2423 }
2424 2822
2425 // calculate things that ended colliding 2823 foreach (uint localID in m_lastColliders)
2426 foreach (uint localID in m_lastColliders) 2824 {
2427 {
2428 if (!thisHitColliders.Contains(localID))
2429 endedColliders.Add(localID); 2825 endedColliders.Add(localID);
2826 }
2827 m_lastColliders.Clear();
2430 } 2828 }
2431 2829
2432 //add the items that started colliding this time to the last colliders list. 2830 else
2433 foreach (uint localID in startedColliders) 2831 {
2434 m_lastColliders.Add(localID); 2832 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
2833
2834 // calculate things that started colliding this time
2835 // and build up list of colliders this time
2836 if (!VolumeDetectActive && CollisionSoundType >= 0)
2837 {
2838 CollisionForSoundInfo soundinfo;
2839 ContactPoint curcontact;
2435 2840
2436 // remove things that ended colliding from the last colliders list 2841 foreach (uint id in collissionswith.Keys)
2437 foreach (uint localID in endedColliders) 2842 {
2438 m_lastColliders.Remove(localID); 2843 thisHitColliders.Add(id);
2844 if (!m_lastColliders.Contains(id))
2845 {
2846 startedColliders.Add(id);
2439 2847
2440 // play the sound. 2848 curcontact = collissionswith[id];
2441 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2849 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
2442 { 2850 {
2443 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); 2851 soundinfo = new CollisionForSoundInfo();
2444 if (soundModule != null) 2852 soundinfo.colliderID = id;
2853 soundinfo.position = curcontact.Position;
2854 soundinfo.relativeVel = curcontact.RelativeSpeed;
2855 soundinfolist.Add(soundinfo);
2856 }
2857 }
2858 }
2859 }
2860 else
2861 {
2862 foreach (uint id in collissionswith.Keys)
2863 {
2864 thisHitColliders.Add(id);
2865 if (!m_lastColliders.Contains(id))
2866 startedColliders.Add(id);
2867 }
2868 }
2869
2870 // calculate things that ended colliding
2871 foreach (uint localID in m_lastColliders)
2445 { 2872 {
2446 soundModule.SendSound(UUID, CollisionSound, 2873 if (!thisHitColliders.Contains(localID))
2447 CollisionSoundVolume, true, 0, 0, false, 2874 endedColliders.Add(localID);
2448 false);
2449 } 2875 }
2876
2877 //add the items that started colliding this time to the last colliders list.
2878 foreach (uint localID in startedColliders)
2879 m_lastColliders.Add(localID);
2880
2881 // remove things that ended colliding from the last colliders list
2882 foreach (uint localID in endedColliders)
2883 m_lastColliders.Remove(localID);
2884
2885 // play sounds.
2886 if (soundinfolist.Count > 0)
2887 CollisionSounds.PartCollisionSound(this, soundinfolist);
2450 } 2888 }
2451 2889
2452 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2890 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2453 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2891 if (!VolumeDetectActive)
2892 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2454 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2893 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2455 2894
2456 if (startedColliders.Contains(0)) 2895 if (startedColliders.Contains(0))
@@ -2461,6 +2900,35 @@ namespace OpenSim.Region.Framework.Scenes
2461 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2900 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2462 } 2901 }
2463 2902
2903 // The Collision sounds code calls this
2904 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
2905 {
2906 if (soundID == UUID.Zero)
2907 return;
2908
2909 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
2910 if (soundModule == null)
2911 return;
2912
2913 if (volume > 1)
2914 volume = 1;
2915 if (volume < 0)
2916 volume = 0;
2917
2918 int now = Util.EnvironmentTickCount();
2919 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
2920 return;
2921
2922 LastColSoundSentTime = now;
2923
2924 UUID ownerID = OwnerID;
2925 UUID objectID = ParentGroup.RootPart.UUID;
2926 UUID parentID = ParentGroup.UUID;
2927 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
2928
2929 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
2930 }
2931
2464 public void PhysicsOutOfBounds(Vector3 pos) 2932 public void PhysicsOutOfBounds(Vector3 pos)
2465 { 2933 {
2466 // Note: This is only being called on the root prim at this time. 2934 // Note: This is only being called on the root prim at this time.
@@ -2482,9 +2950,9 @@ namespace OpenSim.Region.Framework.Scenes
2482 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2950 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2483 2951
2484 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2952 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2485 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2953 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2486 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2954 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2487 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2955 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2488 { 2956 {
2489 ParentGroup.AbsolutePosition = newpos; 2957 ParentGroup.AbsolutePosition = newpos;
2490 return; 2958 return;
@@ -2790,6 +3258,14 @@ namespace OpenSim.Region.Framework.Scenes
2790 if (ParentGroup == null) 3258 if (ParentGroup == null)
2791 return; 3259 return;
2792 3260
3261 // Update the "last" values
3262 m_lastPosition = OffsetPosition;
3263 m_lastRotation = RotationOffset;
3264 m_lastVelocity = Velocity;
3265 m_lastAcceleration = Acceleration;
3266 m_lastAngularVelocity = AngularVelocity;
3267 m_lastUpdateSentTime = Environment.TickCount;
3268
2793 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 3269 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
2794 { 3270 {
2795 SendFullUpdate(avatar.ControllingClient); 3271 SendFullUpdate(avatar.ControllingClient);
@@ -2848,8 +3324,8 @@ namespace OpenSim.Region.Framework.Scenes
2848 { 3324 {
2849 const float ROTATION_TOLERANCE = 0.01f; 3325 const float ROTATION_TOLERANCE = 0.01f;
2850 const float VELOCITY_TOLERANCE = 0.001f; 3326 const float VELOCITY_TOLERANCE = 0.001f;
2851 const float POSITION_TOLERANCE = 0.05f; 3327 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2852 const int TIME_MS_TOLERANCE = 3000; 3328 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2853 3329
2854 switch (UpdateFlag) 3330 switch (UpdateFlag)
2855 { 3331 {
@@ -2863,17 +3339,10 @@ namespace OpenSim.Region.Framework.Scenes
2863 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || 3339 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) ||
2864 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || 3340 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) ||
2865 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 3341 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
2866 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3342 Environment.TickCount - m_lastUpdateSentTime > TIME_MS_TOLERANCE)
2867 { 3343 {
2868 SendTerseUpdateToAllClients(); 3344 SendTerseUpdateToAllClients();
2869 3345
2870 // Update the "last" values
2871 m_lastPosition = OffsetPosition;
2872 m_lastRotation = RotationOffset;
2873 m_lastVelocity = Velocity;
2874 m_lastAcceleration = Acceleration;
2875 m_lastAngularVelocity = AngularVelocity;
2876 m_lastTerseSent = Environment.TickCount;
2877 } 3346 }
2878 break; 3347 break;
2879 } 3348 }
@@ -2891,6 +3360,17 @@ namespace OpenSim.Region.Framework.Scenes
2891 /// </summary> 3360 /// </summary>
2892 public void SendTerseUpdateToAllClients() 3361 public void SendTerseUpdateToAllClients()
2893 { 3362 {
3363 if (ParentGroup == null || ParentGroup.Scene == null)
3364 return;
3365
3366 // Update the "last" values
3367 m_lastPosition = OffsetPosition;
3368 m_lastRotation = RotationOffset;
3369 m_lastVelocity = Velocity;
3370 m_lastAcceleration = Acceleration;
3371 m_lastAngularVelocity = AngularVelocity;
3372 m_lastUpdateSentTime = Environment.TickCount;
3373
2894 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) 3374 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
2895 { 3375 {
2896 SendTerseUpdateToClient(client); 3376 SendTerseUpdateToClient(client);
@@ -2914,10 +3394,13 @@ namespace OpenSim.Region.Framework.Scenes
2914 3394
2915 public void SetBuoyancy(float fvalue) 3395 public void SetBuoyancy(float fvalue)
2916 { 3396 {
2917 PhysicsActor pa = PhysActor; 3397 Buoyancy = fvalue;
2918 3398/*
2919 if (pa != null) 3399 if (PhysActor != null)
2920 pa.Buoyancy = fvalue; 3400 {
3401 PhysActor.Buoyancy = fvalue;
3402 }
3403 */
2921 } 3404 }
2922 3405
2923 public void SetDieAtEdge(bool p) 3406 public void SetDieAtEdge(bool p)
@@ -2933,47 +3416,111 @@ namespace OpenSim.Region.Framework.Scenes
2933 PhysicsActor pa = PhysActor; 3416 PhysicsActor pa = PhysActor;
2934 3417
2935 if (pa != null) 3418 if (pa != null)
2936 pa.FloatOnWater = floatYN == 1; 3419 pa.FloatOnWater = (floatYN == 1);
2937 } 3420 }
2938 3421
2939 public void SetForce(Vector3 force) 3422 public void SetForce(Vector3 force)
2940 { 3423 {
2941 PhysicsActor pa = PhysActor; 3424 Force = force;
3425 }
2942 3426
2943 if (pa != null) 3427 public SOPVehicle VehicleParams
2944 pa.Force = force; 3428 {
3429 get
3430 {
3431 return m_vehicleParams;
3432 }
3433 set
3434 {
3435 m_vehicleParams = value;
3436 }
3437 }
3438
3439
3440 public int VehicleType
3441 {
3442 get
3443 {
3444 if (m_vehicleParams == null)
3445 return (int)Vehicle.TYPE_NONE;
3446 else
3447 return (int)m_vehicleParams.Type;
3448 }
3449 set
3450 {
3451 SetVehicleType(value);
3452 }
2945 } 3453 }
2946 3454
2947 public void SetVehicleType(int type) 3455 public void SetVehicleType(int type)
2948 { 3456 {
2949 PhysicsActor pa = PhysActor; 3457 m_vehicleParams = null;
3458
3459 if (type == (int)Vehicle.TYPE_NONE)
3460 {
3461 if (_parentID ==0 && PhysActor != null)
3462 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3463 return;
3464 }
3465 m_vehicleParams = new SOPVehicle();
3466 m_vehicleParams.ProcessTypeChange((Vehicle)type);
3467 {
3468 if (_parentID ==0 && PhysActor != null)
3469 PhysActor.VehicleType = type;
3470 return;
3471 }
3472 }
2950 3473
2951 if (pa != null) 3474 public void SetVehicleFlags(int param, bool remove)
2952 pa.VehicleType = type; 3475 {
3476 if (m_vehicleParams == null)
3477 return;
3478
3479 m_vehicleParams.ProcessVehicleFlags(param, remove);
3480
3481 if (_parentID ==0 && PhysActor != null)
3482 {
3483 PhysActor.VehicleFlags(param, remove);
3484 }
2953 } 3485 }
2954 3486
2955 public void SetVehicleFloatParam(int param, float value) 3487 public void SetVehicleFloatParam(int param, float value)
2956 { 3488 {
2957 PhysicsActor pa = PhysActor; 3489 if (m_vehicleParams == null)
3490 return;
2958 3491
2959 if (pa != null) 3492 m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value);
2960 pa.VehicleFloatParam(param, value); 3493
3494 if (_parentID == 0 && PhysActor != null)
3495 {
3496 PhysActor.VehicleFloatParam(param, value);
3497 }
2961 } 3498 }
2962 3499
2963 public void SetVehicleVectorParam(int param, Vector3 value) 3500 public void SetVehicleVectorParam(int param, Vector3 value)
2964 { 3501 {
2965 PhysicsActor pa = PhysActor; 3502 if (m_vehicleParams == null)
3503 return;
2966 3504
2967 if (pa != null) 3505 m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value);
2968 pa.VehicleVectorParam(param, value); 3506
3507 if (_parentID == 0 && PhysActor != null)
3508 {
3509 PhysActor.VehicleVectorParam(param, value);
3510 }
2969 } 3511 }
2970 3512
2971 public void SetVehicleRotationParam(int param, Quaternion rotation) 3513 public void SetVehicleRotationParam(int param, Quaternion rotation)
2972 { 3514 {
2973 PhysicsActor pa = PhysActor; 3515 if (m_vehicleParams == null)
3516 return;
2974 3517
2975 if (pa != null) 3518 m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation);
2976 pa.VehicleRotationParam(param, rotation); 3519
3520 if (_parentID == 0 && PhysActor != null)
3521 {
3522 PhysActor.VehicleRotationParam(param, rotation);
3523 }
2977 } 3524 }
2978 3525
2979 /// <summary> 3526 /// <summary>
@@ -3174,14 +3721,6 @@ namespace OpenSim.Region.Framework.Scenes
3174 hasProfileCut = hasDimple; // is it the same thing? 3721 hasProfileCut = hasDimple; // is it the same thing?
3175 } 3722 }
3176 3723
3177 public void SetVehicleFlags(int param, bool remove)
3178 {
3179 PhysicsActor pa = PhysActor;
3180
3181 if (pa != null)
3182 pa.VehicleFlags(param, remove);
3183 }
3184
3185 public void SetGroup(UUID groupID, IClientAPI client) 3724 public void SetGroup(UUID groupID, IClientAPI client)
3186 { 3725 {
3187 // Scene.AddNewPrims() calls with client == null so can't use this. 3726 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3285,71 +3824,20 @@ namespace OpenSim.Region.Framework.Scenes
3285 { 3824 {
3286 ParentGroup.stopMoveToTarget(); 3825 ParentGroup.stopMoveToTarget();
3287 3826
3288 ParentGroup.ScheduleGroupForTerseUpdate(); 3827// ParentGroup.ScheduleGroupForTerseUpdate();
3289 //ParentGroup.ScheduleGroupForFullUpdate(); 3828 //ParentGroup.ScheduleGroupForFullUpdate();
3290 } 3829 }
3291 3830
3292 public void StoreUndoState() 3831 public void StoreUndoState(ObjectChangeType change)
3293 {
3294 StoreUndoState(false);
3295 }
3296
3297 public void StoreUndoState(bool forGroup)
3298 { 3832 {
3299 if (ParentGroup == null || ParentGroup.Scene == null) 3833 if (m_UndoRedo == null)
3300 return; 3834 m_UndoRedo = new UndoRedoState(5);
3301
3302 if (Undoing)
3303 {
3304// m_log.DebugFormat(
3305// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3306 return;
3307 }
3308
3309 if (IgnoreUndoUpdate)
3310 {
3311// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3312 return;
3313 }
3314 3835
3315 lock (m_undo) 3836 lock (m_UndoRedo)
3316 { 3837 {
3317 if (m_undo.Count > 0) 3838 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3318 {
3319 UndoState last = m_undo[m_undo.Count - 1];
3320 if (last != null)
3321 {
3322 // TODO: May need to fix for group comparison
3323 if (last.Compare(this))
3324 {
3325// m_log.DebugFormat(
3326// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3327// Name, LocalId, m_undo.Count);
3328
3329 return;
3330 }
3331 }
3332 }
3333
3334// m_log.DebugFormat(
3335// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3336// Name, LocalId, forGroup, m_undo.Count);
3337
3338 if (ParentGroup.Scene.MaxUndoCount > 0)
3339 { 3839 {
3340 UndoState nUndo = new UndoState(this, forGroup); 3840 m_UndoRedo.StoreUndo(this, change);
3341
3342 m_undo.Add(nUndo);
3343
3344 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3345 m_undo.RemoveAt(0);
3346
3347 if (m_redo.Count > 0)
3348 m_redo.Clear();
3349
3350// m_log.DebugFormat(
3351// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3352// Name, LocalId, forGroup, m_undo.Count);
3353 } 3841 }
3354 } 3842 }
3355 } 3843 }
@@ -3361,88 +3849,46 @@ namespace OpenSim.Region.Framework.Scenes
3361 { 3849 {
3362 get 3850 get
3363 { 3851 {
3364 lock (m_undo) 3852 if (m_UndoRedo == null)
3365 return m_undo.Count; 3853 return 0;
3854 return m_UndoRedo.Count;
3366 } 3855 }
3367 } 3856 }
3368 3857
3369 public void Undo() 3858 public void Undo()
3370 { 3859 {
3371 lock (m_undo) 3860 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3372 { 3861 return;
3373// m_log.DebugFormat(
3374// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3375// Name, LocalId, m_undo.Count);
3376
3377 if (m_undo.Count > 0)
3378 {
3379 UndoState goback = m_undo[m_undo.Count - 1];
3380 m_undo.RemoveAt(m_undo.Count - 1);
3381
3382 UndoState nUndo = null;
3383
3384 if (ParentGroup.Scene.MaxUndoCount > 0)
3385 {
3386 nUndo = new UndoState(this, goback.ForGroup);
3387 }
3388
3389 goback.PlaybackState(this);
3390
3391 if (nUndo != null)
3392 {
3393 m_redo.Add(nUndo);
3394
3395 if (m_redo.Count > ParentGroup.Scene.MaxUndoCount)
3396 m_redo.RemoveAt(0);
3397 }
3398 }
3399 3862
3400// m_log.DebugFormat( 3863 lock (m_UndoRedo)
3401// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3864 {
3402// Name, LocalId, m_undo.Count); 3865 Undoing = true;
3866 m_UndoRedo.Undo(this);
3867 Undoing = false;
3403 } 3868 }
3404 } 3869 }
3405 3870
3406 public void Redo() 3871 public void Redo()
3407 { 3872 {
3408 lock (m_undo) 3873 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3409 { 3874 return;
3410// m_log.DebugFormat(
3411// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3412// Name, LocalId, m_redo.Count);
3413
3414 if (m_redo.Count > 0)
3415 {
3416 UndoState gofwd = m_redo[m_redo.Count - 1];
3417 m_redo.RemoveAt(m_redo.Count - 1);
3418
3419 if (ParentGroup.Scene.MaxUndoCount > 0)
3420 {
3421 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3422
3423 m_undo.Add(nUndo);
3424
3425 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3426 m_undo.RemoveAt(0);
3427 }
3428
3429 gofwd.PlayfwdState(this);
3430 3875
3431// m_log.DebugFormat( 3876 lock (m_UndoRedo)
3432// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3877 {
3433// Name, LocalId, m_redo.Count); 3878 Undoing = true;
3434 } 3879 m_UndoRedo.Redo(this);
3880 Undoing = false;
3435 } 3881 }
3436 } 3882 }
3437 3883
3438 public void ClearUndoState() 3884 public void ClearUndoState()
3439 { 3885 {
3440// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3886 if (m_UndoRedo == null || Undoing)
3887 return;
3441 3888
3442 lock (m_undo) 3889 lock (m_UndoRedo)
3443 { 3890 {
3444 m_undo.Clear(); 3891 m_UndoRedo.Clear();
3445 m_redo.Clear();
3446 } 3892 }
3447 } 3893 }
3448 3894
@@ -3994,7 +4440,7 @@ namespace OpenSim.Region.Framework.Scenes
3994 if (god) 4440 if (god)
3995 { 4441 {
3996 BaseMask = ApplyMask(BaseMask, set, mask); 4442 BaseMask = ApplyMask(BaseMask, set, mask);
3997 Inventory.ApplyGodPermissions(_baseMask); 4443 Inventory.ApplyGodPermissions(BaseMask);
3998 } 4444 }
3999 4445
4000 break; 4446 break;
@@ -4025,7 +4471,7 @@ namespace OpenSim.Region.Framework.Scenes
4025 } 4471 }
4026 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & 4472 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
4027 baseMask; 4473 baseMask;
4028 // Prevent the client from creating no mod, no copy 4474 // Prevent the client from creating no copy, no transfer
4029 // objects 4475 // objects
4030 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) 4476 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0)
4031 NextOwnerMask |= (uint)PermissionMask.Transfer; 4477 NextOwnerMask |= (uint)PermissionMask.Transfer;
@@ -4043,20 +4489,20 @@ namespace OpenSim.Region.Framework.Scenes
4043 { 4489 {
4044 bool update = false; 4490 bool update = false;
4045 4491
4046 if (BaseMask != source.BaseMask || 4492 uint prevOwnerMask = OwnerMask;
4047 OwnerMask != source.OwnerMask || 4493 uint prevGroupMask = GroupMask;
4048 GroupMask != source.GroupMask || 4494 uint prevEveryoneMask = EveryoneMask;
4049 EveryoneMask != source.EveryoneMask || 4495 uint prevNextOwnerMask = NextOwnerMask;
4050 NextOwnerMask != source.NextOwnerMask)
4051 update = true;
4052 4496
4053 BaseMask = source.BaseMask; 4497 OwnerMask = source.OwnerMask & BaseMask;
4054 OwnerMask = source.OwnerMask; 4498 GroupMask = source.GroupMask & BaseMask;
4055 GroupMask = source.GroupMask; 4499 EveryoneMask = source.EveryoneMask & BaseMask;
4056 EveryoneMask = source.EveryoneMask; 4500 NextOwnerMask = source.NextOwnerMask & BaseMask;
4057 NextOwnerMask = source.NextOwnerMask;
4058 4501
4059 if (update) 4502 if (OwnerMask != prevOwnerMask ||
4503 GroupMask != prevGroupMask ||
4504 EveryoneMask != prevEveryoneMask ||
4505 NextOwnerMask != prevNextOwnerMask)
4060 SendFullUpdateToAllClients(); 4506 SendFullUpdateToAllClients();
4061 } 4507 }
4062 4508
@@ -4107,6 +4553,7 @@ namespace OpenSim.Region.Framework.Scenes
4107 } 4553 }
4108 } 4554 }
4109 4555
4556
4110 public void UpdateExtraPhysics(ExtraPhysicsData physdata) 4557 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4111 { 4558 {
4112 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) 4559 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
@@ -4134,7 +4581,7 @@ namespace OpenSim.Region.Framework.Scenes
4134 /// <param name="SetTemporary"></param> 4581 /// <param name="SetTemporary"></param>
4135 /// <param name="SetPhantom"></param> 4582 /// <param name="SetPhantom"></param>
4136 /// <param name="SetVD"></param> 4583 /// <param name="SetVD"></param>
4137 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4584 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4138 { 4585 {
4139 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4586 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4140 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4587 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -4144,97 +4591,103 @@ namespace OpenSim.Region.Framework.Scenes
4144 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4591 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4145 return; 4592 return;
4146 4593
4147 PhysicsActor pa = PhysActor; 4594 VolumeDetectActive = SetVD;
4148
4149 // Special cases for VD. VD can only be called from a script
4150 // and can't be combined with changes to other states. So we can rely
4151 // that...
4152 // ... if VD is changed, all others are not.
4153 // ... if one of the others is changed, VD is not.
4154 if (SetVD) // VD is active, special logic applies
4155 {
4156 // State machine logic for VolumeDetect
4157 // More logic below
4158 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4159
4160 if (phanReset) // Phantom changes from on to off switch VD off too
4161 {
4162 SetVD = false; // Switch it of for the course of this routine
4163 VolumeDetectActive = false; // and also permanently
4164
4165 if (pa != null)
4166 pa.SetVolumeDetect(0); // Let physics know about it too
4167 }
4168 else
4169 {
4170 // If volumedetect is active we don't want phantom to be applied.
4171 // If this is a new call to VD out of the state "phantom"
4172 // this will also cause the prim to be visible to physics
4173 SetPhantom = false;
4174 }
4175 }
4176 4595
4177 if (UsePhysics && IsJoint()) 4596 // volume detector implies phantom
4178 { 4597 if (VolumeDetectActive)
4179 SetPhantom = true; 4598 SetPhantom = true;
4180 }
4181 4599
4182 if (UsePhysics) 4600 if (UsePhysics)
4183 {
4184 AddFlag(PrimFlags.Physics); 4601 AddFlag(PrimFlags.Physics);
4185 if (!wasUsingPhysics)
4186 {
4187 DoPhysicsPropertyUpdate(UsePhysics, false);
4188 }
4189 }
4190 else 4602 else
4191 {
4192 RemFlag(PrimFlags.Physics); 4603 RemFlag(PrimFlags.Physics);
4193 if (wasUsingPhysics)
4194 {
4195 DoPhysicsPropertyUpdate(UsePhysics, false);
4196 }
4197 }
4198 4604
4199 if (SetPhantom 4605 if (SetPhantom)
4200 || ParentGroup.IsAttachment
4201 || PhysicsShapeType == (byte)PhysShapeType.none
4202 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4203 {
4204 AddFlag(PrimFlags.Phantom); 4606 AddFlag(PrimFlags.Phantom);
4607 else
4608 RemFlag(PrimFlags.Phantom);
4205 4609
4206 if (PhysActor != null) 4610 if (SetTemporary)
4611 AddFlag(PrimFlags.TemporaryOnRez);
4612 else
4613 RemFlag(PrimFlags.TemporaryOnRez);
4614
4615
4616 if (ParentGroup.Scene == null)
4617 return;
4618
4619 PhysicsActor pa = PhysActor;
4620
4621 if (pa != null && building && pa.Building != building)
4622 pa.Building = building;
4623
4624 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4625 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4626 {
4627 if (pa != null)
4207 { 4628 {
4629 if(wasUsingPhysics)
4630 ParentGroup.Scene.RemovePhysicalPrim(1);
4208 RemoveFromPhysics(); 4631 RemoveFromPhysics();
4209 pa = null;
4210 } 4632 }
4633
4634 Velocity = new Vector3(0, 0, 0);
4635 Acceleration = new Vector3(0, 0, 0);
4636 if (ParentGroup.RootPart == this)
4637 AngularVelocity = new Vector3(0, 0, 0);
4211 } 4638 }
4212 else // Not phantom 4639
4640 else
4213 { 4641 {
4214 RemFlag(PrimFlags.Phantom); 4642 if (ParentGroup.Scene.CollidablePrims)
4215
4216 if (ParentGroup.Scene == null)
4217 return;
4218
4219 if (ParentGroup.Scene.CollidablePrims && pa == null)
4220 { 4643 {
4221 AddToPhysics(UsePhysics, SetPhantom, false); 4644 if (pa == null)
4222 pa = PhysActor; 4645 {
4223 4646 AddToPhysics(UsePhysics, SetPhantom, building, false);
4224 if (pa != null) 4647 pa = PhysActor;
4648/*
4649 if (pa != null)
4650 {
4651 if (
4652// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4653// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4654// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4655// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4656// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4657// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4658 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4659 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4660 (CollisionSound != UUID.Zero)
4661 )
4662 {
4663 pa.OnCollisionUpdate += PhysicsCollision;
4664 pa.SubscribeEvents(1000);
4665 }
4666 }
4667*/
4668 if (pa != null)
4669 {
4670 pa.SetMaterial(Material);
4671 DoPhysicsPropertyUpdate(UsePhysics, true);
4672 }
4673 }
4674 else // it already has a physical representation
4225 { 4675 {
4226 pa.SetMaterial(Material); 4676 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4227 DoPhysicsPropertyUpdate(UsePhysics, true); 4677/* moved into DoPhysicsPropertyUpdate
4678 if(VolumeDetectActive)
4679 pa.SetVolumeDetect(1);
4680 else
4681 pa.SetVolumeDetect(0);
4682*/
4228 4683
4229 SubscribeForCollisionEvents(); 4684 if (pa.Building != building)
4685 pa.Building = building;
4230 } 4686 }
4231 }
4232 else // it already has a physical representation
4233 {
4234 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4235 }
4236 }
4237 4687
4688 UpdatePhysicsSubscribedEvents();
4689 }
4690 }
4238 if (SetVD) 4691 if (SetVD)
4239 { 4692 {
4240 // If the above logic worked (this is urgent candidate to unit tests!) 4693 // If the above logic worked (this is urgent candidate to unit tests!)
@@ -4248,6 +4701,7 @@ namespace OpenSim.Region.Framework.Scenes
4248 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4701 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4249 VolumeDetectActive = true; 4702 VolumeDetectActive = true;
4250 } 4703 }
4704 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4251 } 4705 }
4252 else if (SetVD != wasVD) 4706 else if (SetVD != wasVD)
4253 { 4707 {
@@ -4259,105 +4713,51 @@ namespace OpenSim.Region.Framework.Scenes
4259 RemFlag(PrimFlags.Phantom); 4713 RemFlag(PrimFlags.Phantom);
4260 VolumeDetectActive = false; 4714 VolumeDetectActive = false;
4261 } 4715 }
4262 4716 // and last in case we have a new actor and not building
4263 if (SetTemporary)
4264 {
4265 AddFlag(PrimFlags.TemporaryOnRez);
4266 }
4267 else
4268 {
4269 RemFlag(PrimFlags.TemporaryOnRez);
4270 }
4271
4272 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4273 4717
4274 if (ParentGroup != null) 4718 if (ParentGroup != null)
4275 { 4719 {
4276 ParentGroup.HasGroupChanged = true; 4720 ParentGroup.HasGroupChanged = true;
4277 ScheduleFullUpdate(); 4721 ScheduleFullUpdate();
4278 } 4722 }
4279 4723
4280// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4724// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4281 } 4725 }
4282 4726
4283 /// <summary> 4727 /// <summary>
4284 /// Subscribe for physics collision events if needed for scripts and sounds
4285 /// </summary>
4286 public void SubscribeForCollisionEvents()
4287 {
4288 PhysicsActor pa = PhysActor;
4289
4290 if (pa != null)
4291 {
4292 if (
4293 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4294 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4295 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4296 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4297 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4298 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4299 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4300 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4301 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4302 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4303 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4304 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4305 (CollisionSound != UUID.Zero)
4306 )
4307 {
4308 if (!pa.SubscribedEvents())
4309 {
4310 // If not already subscribed for event, set up for a collision event.
4311 pa.OnCollisionUpdate += PhysicsCollision;
4312 pa.SubscribeEvents(1000);
4313 }
4314 }
4315 else
4316 {
4317 // There is no need to be subscribed to collisions so, if subscribed, remove subscription
4318 if (pa.SubscribedEvents())
4319 {
4320 pa.OnCollisionUpdate -= PhysicsCollision;
4321 pa.UnSubscribeEvents();
4322 }
4323 }
4324 }
4325 }
4326
4327 /// <summary>
4328 /// Adds this part to the physics scene. 4728 /// Adds this part to the physics scene.
4729 /// and sets the PhysActor property
4329 /// </summary> 4730 /// </summary>
4330 /// <remarks>This method also sets the PhysActor property.</remarks> 4731 /// <param name="isPhysical">Add this prim as physical.</param>
4331 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4732 /// <param name="isPhantom">Add this prim as phantom.</param>
4332 /// <returns> 4733 /// <param name="building">tells physics to delay full construction of object</param>
4333 /// The physics actor. null if there was a failure. 4734 /// <param name="applyDynamics">applies velocities, force and torque</param>
4334 /// </returns> 4735 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4335 private void AddToPhysics(bool isPhysical, bool isPhantom, bool applyDynamics) 4736 {
4336 {
4337 PhysicsActor pa; 4737 PhysicsActor pa;
4338 4738
4339 Vector3 velocity = Velocity; 4739 Vector3 velocity = Velocity;
4340 Vector3 rotationalVelocity = AngularVelocity;; 4740 Vector3 rotationalVelocity = AngularVelocity;;
4341 4741
4342 try 4742 try
4343 { 4743 {
4344 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4744 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4345 string.Format("{0}/{1}", Name, UUID), 4745 string.Format("{0}/{1}", Name, UUID),
4346 Shape, 4746 Shape,
4347 AbsolutePosition, 4747 AbsolutePosition,
4348 Scale, 4748 Scale,
4349 GetWorldRotation(), 4749 GetWorldRotation(),
4350 isPhysical, 4750 isPhysical,
4351 isPhantom, 4751 isPhantom,
4352 PhysicsShapeType, 4752 PhysicsShapeType,
4353 m_localId); 4753 m_localId);
4354 } 4754 }
4355 catch (Exception e) 4755 catch (Exception e)
4356 { 4756 {
4357 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); 4757 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e);
4358 pa = null; 4758 pa = null;
4359 } 4759 }
4360 4760
4361 if (pa != null) 4761 if (pa != null)
4362 { 4762 {
4363 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4763 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
@@ -4370,9 +4770,16 @@ namespace OpenSim.Region.Framework.Scenes
4370 4770
4371 if (VolumeDetectActive) // change if not the default only 4771 if (VolumeDetectActive) // change if not the default only
4372 pa.SetVolumeDetect(1); 4772 pa.SetVolumeDetect(1);
4773
4774 if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId)
4775 m_vehicleParams.SetVehicle(pa);
4776
4373 // we are going to tell rest of code about physics so better have this here 4777 // we are going to tell rest of code about physics so better have this here
4374 PhysActor = pa; 4778 PhysActor = pa;
4375 4779
4780 // DoPhysicsPropertyUpdate(isPhysical, true);
4781 // lets expand it here just with what it really needs to do
4782
4376 if (isPhysical) 4783 if (isPhysical)
4377 { 4784 {
4378 if (ParentGroup.RootPart.KeyframeMotion != null) 4785 if (ParentGroup.RootPart.KeyframeMotion != null)
@@ -4394,19 +4801,34 @@ namespace OpenSim.Region.Framework.Scenes
4394 } 4801 }
4395 } 4802 }
4396 4803
4397 if (applyDynamics) 4804 if (applyDynamics)
4398 // do independent of isphysical so parameters get setted (at least some) 4805 // do independent of isphysical so parameters get setted (at least some)
4399 { 4806 {
4400 Velocity = velocity; 4807 Velocity = velocity;
4401 AngularVelocity = rotationalVelocity; 4808 AngularVelocity = rotationalVelocity;
4402// pa.Velocity = velocity; 4809// pa.Velocity = velocity;
4403 pa.RotationalVelocity = rotationalVelocity; 4810 pa.RotationalVelocity = rotationalVelocity;
4811
4812 // if not vehicle and root part apply force and torque
4813 if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE)
4814 && LocalId == ParentGroup.RootPart.LocalId)
4815 {
4816 pa.Force = Force;
4817 pa.Torque = Torque;
4818 }
4404 } 4819 }
4405 4820
4406 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 4821// if (Shape.SculptEntry)
4822// CheckSculptAndLoad();
4823// else
4824 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4825
4826 if (!building)
4827 pa.Building = false;
4407 } 4828 }
4408 4829
4409 PhysActor = pa; 4830 PhysActor = pa;
4831
4410 ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this); 4832 ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this);
4411 } 4833 }
4412 4834
@@ -4415,14 +4837,21 @@ namespace OpenSim.Region.Framework.Scenes
4415 /// </summary> 4837 /// </summary>
4416 /// <remarks> 4838 /// <remarks>
4417 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4839 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4418 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4840 /// representation for collision detection.
4419 /// phantom.
4420 /// </remarks> 4841 /// </remarks>
4421 public void RemoveFromPhysics() 4842 public void RemoveFromPhysics()
4422 { 4843 {
4423 ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); 4844 PhysicsActor pa = PhysActor;
4424 if (ParentGroup.Scene.PhysicsScene != null) 4845 if (pa != null)
4425 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 4846 {
4847 pa.OnCollisionUpdate -= PhysicsCollision;
4848 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
4849 pa.OnOutOfBounds -= PhysicsOutOfBounds;
4850
4851 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
4852
4853 ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this);
4854 }
4426 PhysActor = null; 4855 PhysActor = null;
4427 } 4856 }
4428 4857
@@ -4554,6 +4983,8 @@ namespace OpenSim.Region.Framework.Scenes
4554 { 4983 {
4555// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); 4984// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
4556 4985
4986 return;
4987
4557 if (ParentGroup.IsDeleted) 4988 if (ParentGroup.IsDeleted)
4558 return; 4989 return;
4559 4990
@@ -4677,6 +5108,44 @@ namespace OpenSim.Region.Framework.Scenes
4677 } 5108 }
4678 } 5109 }
4679 5110
5111
5112 private void UpdatePhysicsSubscribedEvents()
5113 {
5114 PhysicsActor pa = PhysActor;
5115 if (pa == null)
5116 return;
5117
5118 pa.OnCollisionUpdate -= PhysicsCollision;
5119
5120 bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0));
5121
5122 scriptEvents CombinedEvents = AggregateScriptEvents;
5123
5124 // merge with root part
5125 if (ParentGroup != null && ParentGroup.RootPart != null)
5126 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
5127
5128 // submit to this part case
5129 if (VolumeDetectActive)
5130 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
5131 else if ((Flags & PrimFlags.Phantom) != 0)
5132 CombinedEvents &= PhyscicsPhantonSubsEvents;
5133 else
5134 CombinedEvents &= PhysicsNeededSubsEvents;
5135
5136 if (hassound || CombinedEvents != 0)
5137 {
5138 // subscribe to physics updates.
5139 pa.OnCollisionUpdate += PhysicsCollision;
5140 pa.SubscribeEvents(50); // 20 reports per second
5141 }
5142 else
5143 {
5144 pa.UnSubscribeEvents();
5145 }
5146 }
5147
5148
4680 public void aggregateScriptEvents() 5149 public void aggregateScriptEvents()
4681 { 5150 {
4682 if (ParentGroup == null || ParentGroup.RootPart == null) 5151 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4713,8 +5182,32 @@ namespace OpenSim.Region.Framework.Scenes
4713 { 5182 {
4714 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 5183 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4715 } 5184 }
4716 5185/*
4717 SubscribeForCollisionEvents(); 5186 PhysicsActor pa = PhysActor;
5187 if (pa != null)
5188 {
5189 if (
5190// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5191// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5192// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5193// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5194// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5195// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5196 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5197 )
5198 {
5199 // subscribe to physics updates.
5200 pa.OnCollisionUpdate += PhysicsCollision;
5201 pa.SubscribeEvents(1000);
5202 }
5203 else
5204 {
5205 pa.UnSubscribeEvents();
5206 pa.OnCollisionUpdate -= PhysicsCollision;
5207 }
5208 }
5209 */
5210 UpdatePhysicsSubscribedEvents();
4718 5211
4719 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5212 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4720 //{ 5213 //{
@@ -4906,6 +5399,18 @@ namespace OpenSim.Region.Framework.Scenes
4906 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5399 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4907 } 5400 }
4908 5401
5402 public void ResetOwnerChangeFlag()
5403 {
5404 List<UUID> inv = Inventory.GetInventoryList();
5405
5406 foreach (UUID itemID in inv)
5407 {
5408 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5409 item.OwnerChanged = false;
5410 Inventory.UpdateInventoryItem(item, false, false);
5411 }
5412 }
5413
4909 /// <summary> 5414 /// <summary>
4910 /// Record an avatar sitting on this part. 5415 /// Record an avatar sitting on this part.
4911 /// </summary> 5416 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index fb8ecd5..8893cc0 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -49,6 +49,9 @@ namespace OpenSim.Region.Framework.Scenes
49 private string m_inventoryFileName = String.Empty; 49 private string m_inventoryFileName = String.Empty;
50 private byte[] m_inventoryFileData = new byte[0]; 50 private byte[] m_inventoryFileData = new byte[0];
51 private uint m_inventoryFileNameSerial = 0; 51 private uint m_inventoryFileNameSerial = 0;
52 private bool m_inventoryPrivileged = false;
53
54 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
52 55
53 /// <value> 56 /// <value>
54 /// The part to which the inventory belongs. 57 /// The part to which the inventory belongs.
@@ -85,7 +88,9 @@ namespace OpenSim.Region.Framework.Scenes
85 /// </value> 88 /// </value>
86 protected internal TaskInventoryDictionary Items 89 protected internal TaskInventoryDictionary Items
87 { 90 {
88 get { return m_items; } 91 get {
92 return m_items;
93 }
89 set 94 set
90 { 95 {
91 m_items = value; 96 m_items = value;
@@ -134,38 +139,45 @@ namespace OpenSim.Region.Framework.Scenes
134 public void ResetInventoryIDs() 139 public void ResetInventoryIDs()
135 { 140 {
136 if (null == m_part) 141 if (null == m_part)
137 return; 142 m_items.LockItemsForWrite(true);
138 143
139 lock (m_items) 144 if (Items.Count == 0)
140 { 145 {
141 if (0 == m_items.Count) 146 m_items.LockItemsForWrite(false);
142 return; 147 return;
148 }
143 149
144 IList<TaskInventoryItem> items = GetInventoryItems(); 150 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
145 m_items.Clear(); 151 Items.Clear();
146 152
147 foreach (TaskInventoryItem item in items) 153 foreach (TaskInventoryItem item in items)
148 { 154 {
149 item.ResetIDs(m_part.UUID); 155 item.ResetIDs(m_part.UUID);
150 m_items.Add(item.ItemID, item); 156 Items.Add(item.ItemID, item);
151 }
152 } 157 }
158 m_items.LockItemsForWrite(false);
153 } 159 }
154 160
155 public void ResetObjectID() 161 public void ResetObjectID()
156 { 162 {
157 lock (Items) 163 m_items.LockItemsForWrite(true);
164
165 if (Items.Count == 0)
158 { 166 {
159 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 167 m_items.LockItemsForWrite(false);
160 Items.Clear(); 168 return;
161
162 foreach (TaskInventoryItem item in items)
163 {
164 item.ParentPartID = m_part.UUID;
165 item.ParentID = m_part.UUID;
166 Items.Add(item.ItemID, item);
167 }
168 } 169 }
170
171 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
172 Items.Clear();
173
174 foreach (TaskInventoryItem item in items)
175 {
176 item.ParentPartID = m_part.UUID;
177 item.ParentID = m_part.UUID;
178 Items.Add(item.ItemID, item);
179 }
180 m_items.LockItemsForWrite(false);
169 } 181 }
170 182
171 /// <summary> 183 /// <summary>
@@ -174,17 +186,14 @@ namespace OpenSim.Region.Framework.Scenes
174 /// <param name="ownerId"></param> 186 /// <param name="ownerId"></param>
175 public void ChangeInventoryOwner(UUID ownerId) 187 public void ChangeInventoryOwner(UUID ownerId)
176 { 188 {
177 lock (Items) 189 List<TaskInventoryItem> items = GetInventoryItems();
178 { 190
179 if (0 == Items.Count) 191 if (items.Count == 0)
180 { 192 return;
181 return;
182 }
183 }
184 193
194 m_items.LockItemsForWrite(true);
185 HasInventoryChanged = true; 195 HasInventoryChanged = true;
186 m_part.ParentGroup.HasGroupChanged = true; 196 m_part.ParentGroup.HasGroupChanged = true;
187 List<TaskInventoryItem> items = GetInventoryItems();
188 foreach (TaskInventoryItem item in items) 197 foreach (TaskInventoryItem item in items)
189 { 198 {
190 if (ownerId != item.OwnerID) 199 if (ownerId != item.OwnerID)
@@ -195,6 +204,7 @@ namespace OpenSim.Region.Framework.Scenes
195 item.PermsGranter = UUID.Zero; 204 item.PermsGranter = UUID.Zero;
196 item.OwnerChanged = true; 205 item.OwnerChanged = true;
197 } 206 }
207 m_items.LockItemsForWrite(false);
198 } 208 }
199 209
200 /// <summary> 210 /// <summary>
@@ -203,12 +213,11 @@ namespace OpenSim.Region.Framework.Scenes
203 /// <param name="groupID"></param> 213 /// <param name="groupID"></param>
204 public void ChangeInventoryGroup(UUID groupID) 214 public void ChangeInventoryGroup(UUID groupID)
205 { 215 {
206 lock (Items) 216 m_items.LockItemsForWrite(true);
217 if (0 == Items.Count)
207 { 218 {
208 if (0 == Items.Count) 219 m_items.LockItemsForWrite(false);
209 { 220 return;
210 return;
211 }
212 } 221 }
213 222
214 // Don't let this set the HasGroupChanged flag for attachments 223 // Don't let this set the HasGroupChanged flag for attachments
@@ -220,12 +229,15 @@ namespace OpenSim.Region.Framework.Scenes
220 m_part.ParentGroup.HasGroupChanged = true; 229 m_part.ParentGroup.HasGroupChanged = true;
221 } 230 }
222 231
223 List<TaskInventoryItem> items = GetInventoryItems(); 232 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
224 foreach (TaskInventoryItem item in items) 233 foreach (TaskInventoryItem item in items)
225 { 234 {
226 if (groupID != item.GroupID) 235 if (groupID != item.GroupID)
236 {
227 item.GroupID = groupID; 237 item.GroupID = groupID;
238 }
228 } 239 }
240 m_items.LockItemsForWrite(false);
229 } 241 }
230 242
231 private void QueryScriptStates() 243 private void QueryScriptStates()
@@ -233,15 +245,18 @@ namespace OpenSim.Region.Framework.Scenes
233 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null) 245 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null)
234 return; 246 return;
235 247
236 lock (Items) 248 Items.LockItemsForRead(true);
249 foreach (TaskInventoryItem item in Items.Values)
237 { 250 {
238 foreach (TaskInventoryItem item in Items.Values) 251 if (item.InvType == (int)InventoryType.LSL)
239 { 252 {
240 bool running; 253 bool running;
241 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running)) 254 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running))
242 item.ScriptRunning = running; 255 item.ScriptRunning = running;
243 } 256 }
244 } 257 }
258
259 Items.LockItemsForRead(false);
245 } 260 }
246 261
247 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running) 262 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running)
@@ -318,7 +333,10 @@ namespace OpenSim.Region.Framework.Scenes
318 { 333 {
319 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 334 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
320 foreach (TaskInventoryItem item in scripts) 335 foreach (TaskInventoryItem item in scripts)
336 {
321 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 337 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
338 m_part.RemoveScriptEvents(item.ItemID);
339 }
322 } 340 }
323 341
324 /// <summary> 342 /// <summary>
@@ -340,7 +358,10 @@ namespace OpenSim.Region.Framework.Scenes
340// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 358// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
341 359
342 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 360 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
361 {
362 StoreScriptError(item.ItemID, "no permission");
343 return false; 363 return false;
364 }
344 365
345 m_part.AddFlag(PrimFlags.Scripted); 366 m_part.AddFlag(PrimFlags.Scripted);
346 367
@@ -350,14 +371,13 @@ namespace OpenSim.Region.Framework.Scenes
350 if (stateSource == 2 && // Prim crossing 371 if (stateSource == 2 && // Prim crossing
351 m_part.ParentGroup.Scene.m_trustBinaries) 372 m_part.ParentGroup.Scene.m_trustBinaries)
352 { 373 {
353 lock (m_items) 374 m_items.LockItemsForWrite(true);
354 { 375 m_items[item.ItemID].PermsMask = 0;
355 m_items[item.ItemID].PermsMask = 0; 376 m_items[item.ItemID].PermsGranter = UUID.Zero;
356 m_items[item.ItemID].PermsGranter = UUID.Zero; 377 m_items.LockItemsForWrite(false);
357 }
358
359 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 378 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
360 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 379 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
380 StoreScriptErrors(item.ItemID, null);
361 m_part.ParentGroup.AddActiveScriptCount(1); 381 m_part.ParentGroup.AddActiveScriptCount(1);
362 m_part.ScheduleFullUpdate(); 382 m_part.ScheduleFullUpdate();
363 return true; 383 return true;
@@ -366,6 +386,8 @@ namespace OpenSim.Region.Framework.Scenes
366 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 386 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
367 if (null == asset) 387 if (null == asset)
368 { 388 {
389 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
390 StoreScriptError(item.ItemID, msg);
369 m_log.ErrorFormat( 391 m_log.ErrorFormat(
370 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 392 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
371 item.Name, item.ItemID, m_part.AbsolutePosition, 393 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -378,16 +400,18 @@ namespace OpenSim.Region.Framework.Scenes
378 if (m_part.ParentGroup.m_savedScriptState != null) 400 if (m_part.ParentGroup.m_savedScriptState != null)
379 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 401 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
380 402
381 lock (m_items) 403 m_items.LockItemsForWrite(true);
382 {
383 m_items[item.ItemID].OldItemID = item.OldItemID;
384 m_items[item.ItemID].PermsMask = 0;
385 m_items[item.ItemID].PermsGranter = UUID.Zero;
386 }
387 404
405 m_items[item.ItemID].OldItemID = item.OldItemID;
406 m_items[item.ItemID].PermsMask = 0;
407 m_items[item.ItemID].PermsGranter = UUID.Zero;
408
409 m_items.LockItemsForWrite(false);
410
388 string script = Utils.BytesToString(asset.Data); 411 string script = Utils.BytesToString(asset.Data);
389 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 412 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
390 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 413 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
414 StoreScriptErrors(item.ItemID, null);
391 if (!item.ScriptRunning) 415 if (!item.ScriptRunning)
392 m_part.ParentGroup.Scene.EventManager.TriggerStopScript( 416 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
393 m_part.LocalId, item.ItemID); 417 m_part.LocalId, item.ItemID);
@@ -460,22 +484,149 @@ namespace OpenSim.Region.Framework.Scenes
460 return stateID; 484 return stateID;
461 } 485 }
462 486
487 /// <summary>
488 /// Start a script which is in this prim's inventory.
489 /// Some processing may occur in the background, but this routine returns asap.
490 /// </summary>
491 /// <param name="itemId">
492 /// A <see cref="UUID"/>
493 /// </param>
463 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 494 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
464 { 495 {
465 TaskInventoryItem item = GetInventoryItem(itemId); 496 lock (m_scriptErrors)
466 if (item != null)
467 { 497 {
468 return CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 498 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
499 m_scriptErrors.Remove(itemId);
500 }
501 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
502 return true;
503 }
504
505 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
506 {
507 m_items.LockItemsForRead(true);
508 if (m_items.ContainsKey(itemId))
509 {
510 if (m_items.ContainsKey(itemId))
511 {
512 m_items.LockItemsForRead(false);
513 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
514 }
515 else
516 {
517 m_items.LockItemsForRead(false);
518 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
519 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
520 StoreScriptError(itemId, msg);
521 m_log.ErrorFormat(
522 "[PRIM INVENTORY]: " +
523 "Couldn't start script with ID {0} since it {1}", itemId, msg);
524 }
469 } 525 }
470 else 526 else
471 { 527 {
528 m_items.LockItemsForRead(false);
529 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
530 StoreScriptError(itemId, msg);
472 m_log.ErrorFormat( 531 m_log.ErrorFormat(
473 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 532 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
474 itemId, m_part.Name, m_part.UUID, 533 itemId, m_part.Name, m_part.UUID,
475 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 534 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
535 }
536
537 }
476 538
477 return false; 539 /// <summary>
540 /// Start a script which is in this prim's inventory and return any compilation error messages.
541 /// </summary>
542 /// <param name="itemId">
543 /// A <see cref="UUID"/>
544 /// </param>
545 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
546 {
547 ArrayList errors;
548
549 // Indicate to CreateScriptInstanceInternal() we want it to
550 // post any compilation/loading error messages
551 lock (m_scriptErrors)
552 {
553 m_scriptErrors[itemId] = null;
554 }
555
556 // Perform compilation/loading
557 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
558
559 // Wait for and retrieve any errors
560 lock (m_scriptErrors)
561 {
562 while ((errors = m_scriptErrors[itemId]) == null)
563 {
564 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
565 {
566 m_log.ErrorFormat(
567 "[PRIM INVENTORY]: " +
568 "timedout waiting for script {0} errors", itemId);
569 errors = m_scriptErrors[itemId];
570 if (errors == null)
571 {
572 errors = new ArrayList(1);
573 errors.Add("timedout waiting for errors");
574 }
575 break;
576 }
577 }
578 m_scriptErrors.Remove(itemId);
579 }
580 return errors;
581 }
582
583 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
584 private void StoreScriptErrors(UUID itemId, ArrayList errors)
585 {
586 lock (m_scriptErrors)
587 {
588 // If compilation/loading initiated via CreateScriptInstance(),
589 // it does not want the errors, so just get out
590 if (!m_scriptErrors.ContainsKey(itemId))
591 {
592 return;
593 }
594
595 // Initiated via CreateScriptInstanceEr(), if we know what the
596 // errors are, save them and wake CreateScriptInstanceEr().
597 if (errors != null)
598 {
599 m_scriptErrors[itemId] = errors;
600 System.Threading.Monitor.PulseAll(m_scriptErrors);
601 return;
602 }
478 } 603 }
604
605 // Initiated via CreateScriptInstanceEr() but we don't know what
606 // the errors are yet, so retrieve them from the script engine.
607 // This may involve some waiting internal to GetScriptErrors().
608 errors = GetScriptErrors(itemId);
609
610 // Get a default non-null value to indicate success.
611 if (errors == null)
612 {
613 errors = new ArrayList();
614 }
615
616 // Post to CreateScriptInstanceEr() and wake it up
617 lock (m_scriptErrors)
618 {
619 m_scriptErrors[itemId] = errors;
620 System.Threading.Monitor.PulseAll(m_scriptErrors);
621 }
622 }
623
624 // Like StoreScriptErrors(), but just posts a single string message
625 private void StoreScriptError(UUID itemId, string message)
626 {
627 ArrayList errors = new ArrayList(1);
628 errors.Add(message);
629 StoreScriptErrors(itemId, errors);
479 } 630 }
480 631
481 /// <summary> 632 /// <summary>
@@ -488,15 +639,7 @@ namespace OpenSim.Region.Framework.Scenes
488 /// </param> 639 /// </param>
489 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 640 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
490 { 641 {
491 bool scriptPresent = false; 642 if (m_items.ContainsKey(itemId))
492
493 lock (m_items)
494 {
495 if (m_items.ContainsKey(itemId))
496 scriptPresent = true;
497 }
498
499 if (scriptPresent)
500 { 643 {
501 if (!sceneObjectBeingDeleted) 644 if (!sceneObjectBeingDeleted)
502 m_part.RemoveScriptEvents(itemId); 645 m_part.RemoveScriptEvents(itemId);
@@ -567,14 +710,16 @@ namespace OpenSim.Region.Framework.Scenes
567 /// <returns></returns> 710 /// <returns></returns>
568 private bool InventoryContainsName(string name) 711 private bool InventoryContainsName(string name)
569 { 712 {
570 lock (m_items) 713 m_items.LockItemsForRead(true);
714 foreach (TaskInventoryItem item in m_items.Values)
571 { 715 {
572 foreach (TaskInventoryItem item in m_items.Values) 716 if (item.Name == name)
573 { 717 {
574 if (item.Name == name) 718 m_items.LockItemsForRead(false);
575 return true; 719 return true;
576 } 720 }
577 } 721 }
722 m_items.LockItemsForRead(false);
578 return false; 723 return false;
579 } 724 }
580 725
@@ -616,8 +761,9 @@ namespace OpenSim.Region.Framework.Scenes
616 /// <param name="item"></param> 761 /// <param name="item"></param>
617 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 762 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
618 { 763 {
619 List<TaskInventoryItem> il = GetInventoryItems(); 764 m_items.LockItemsForRead(true);
620 765 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
766 m_items.LockItemsForRead(false);
621 foreach (TaskInventoryItem i in il) 767 foreach (TaskInventoryItem i in il)
622 { 768 {
623 if (i.Name == item.Name) 769 if (i.Name == item.Name)
@@ -655,14 +801,14 @@ namespace OpenSim.Region.Framework.Scenes
655 item.Name = name; 801 item.Name = name;
656 item.GroupID = m_part.GroupID; 802 item.GroupID = m_part.GroupID;
657 803
658 lock (m_items) 804 m_items.LockItemsForWrite(true);
659 m_items.Add(item.ItemID, item); 805 m_items.Add(item.ItemID, item);
660 806 m_items.LockItemsForWrite(false);
661 if (allowedDrop) 807 if (allowedDrop)
662 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 808 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
663 else 809 else
664 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 810 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
665 811
666 m_inventorySerial++; 812 m_inventorySerial++;
667 //m_inventorySerial += 2; 813 //m_inventorySerial += 2;
668 HasInventoryChanged = true; 814 HasInventoryChanged = true;
@@ -678,15 +824,15 @@ namespace OpenSim.Region.Framework.Scenes
678 /// <param name="items"></param> 824 /// <param name="items"></param>
679 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 825 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
680 { 826 {
681 lock (m_items) 827 m_items.LockItemsForWrite(true);
828 foreach (TaskInventoryItem item in items)
682 { 829 {
683 foreach (TaskInventoryItem item in items) 830 m_items.Add(item.ItemID, item);
684 { 831// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
685 m_items.Add(item.ItemID, item);
686// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
687 }
688 m_inventorySerial++;
689 } 832 }
833 m_items.LockItemsForWrite(false);
834
835 m_inventorySerial++;
690 } 836 }
691 837
692 /// <summary> 838 /// <summary>
@@ -697,23 +843,24 @@ namespace OpenSim.Region.Framework.Scenes
697 public TaskInventoryItem GetInventoryItem(UUID itemId) 843 public TaskInventoryItem GetInventoryItem(UUID itemId)
698 { 844 {
699 TaskInventoryItem item; 845 TaskInventoryItem item;
700 846 m_items.LockItemsForRead(true);
701 lock (m_items) 847 m_items.TryGetValue(itemId, out item);
702 m_items.TryGetValue(itemId, out item); 848 m_items.LockItemsForRead(false);
703
704 return item; 849 return item;
705 } 850 }
706 851
707 public TaskInventoryItem GetInventoryItem(string name) 852 public TaskInventoryItem GetInventoryItem(string name)
708 { 853 {
709 lock (m_items) 854 m_items.LockItemsForRead(true);
855 foreach (TaskInventoryItem item in m_items.Values)
710 { 856 {
711 foreach (TaskInventoryItem item in m_items.Values) 857 if (item.Name == name)
712 { 858 {
713 if (item.Name == name) 859 m_items.LockItemsForRead(false);
714 return item; 860 return item;
715 } 861 }
716 } 862 }
863 m_items.LockItemsForRead(false);
717 864
718 return null; 865 return null;
719 } 866 }
@@ -722,15 +869,16 @@ namespace OpenSim.Region.Framework.Scenes
722 { 869 {
723 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 870 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
724 871
725 lock (m_items) 872 m_items.LockItemsForRead(true);
873
874 foreach (TaskInventoryItem item in m_items.Values)
726 { 875 {
727 foreach (TaskInventoryItem item in m_items.Values) 876 if (item.Name == name)
728 { 877 items.Add(item);
729 if (item.Name == name)
730 items.Add(item);
731 }
732 } 878 }
733 879
880 m_items.LockItemsForRead(false);
881
734 return items; 882 return items;
735 } 883 }
736 884
@@ -757,6 +905,10 @@ namespace OpenSim.Region.Framework.Scenes
757 { 905 {
758 SceneObjectGroup group = objlist[i]; 906 SceneObjectGroup group = objlist[i];
759 907
908 group.RootPart.AttachPoint = group.RootPart.Shape.State;
909 group.RootPart.AttachOffset = group.AbsolutePosition;
910 group.RootPart.AttachRotation = group.GroupRotation;
911
760 group.ResetIDs(); 912 group.ResetIDs();
761 913
762 SceneObjectPart rootPart = group.GetPart(group.UUID); 914 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -811,8 +963,9 @@ namespace OpenSim.Region.Framework.Scenes
811 963
812 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 964 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
813 { 965 {
814 TaskInventoryItem it = GetInventoryItem(item.ItemID); 966 m_items.LockItemsForWrite(true);
815 if (it != null) 967
968 if (m_items.ContainsKey(item.ItemID))
816 { 969 {
817// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 970// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
818 971
@@ -825,14 +978,10 @@ namespace OpenSim.Region.Framework.Scenes
825 item.GroupID = m_part.GroupID; 978 item.GroupID = m_part.GroupID;
826 979
827 if (item.AssetID == UUID.Zero) 980 if (item.AssetID == UUID.Zero)
828 item.AssetID = it.AssetID; 981 item.AssetID = m_items[item.ItemID].AssetID;
829 982
830 lock (m_items) 983 m_items[item.ItemID] = item;
831 { 984 m_inventorySerial++;
832 m_items[item.ItemID] = item;
833 m_inventorySerial++;
834 }
835
836 if (fireScriptEvents) 985 if (fireScriptEvents)
837 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 986 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
838 987
@@ -841,7 +990,7 @@ namespace OpenSim.Region.Framework.Scenes
841 HasInventoryChanged = true; 990 HasInventoryChanged = true;
842 m_part.ParentGroup.HasGroupChanged = true; 991 m_part.ParentGroup.HasGroupChanged = true;
843 } 992 }
844 993 m_items.LockItemsForWrite(false);
845 return true; 994 return true;
846 } 995 }
847 else 996 else
@@ -852,8 +1001,9 @@ namespace OpenSim.Region.Framework.Scenes
852 item.ItemID, m_part.Name, m_part.UUID, 1001 item.ItemID, m_part.Name, m_part.UUID,
853 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 1002 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
854 } 1003 }
855 return false; 1004 m_items.LockItemsForWrite(false);
856 1005
1006 return false;
857 } 1007 }
858 1008
859 /// <summary> 1009 /// <summary>
@@ -864,43 +1014,59 @@ namespace OpenSim.Region.Framework.Scenes
864 /// in this prim's inventory.</returns> 1014 /// in this prim's inventory.</returns>
865 public int RemoveInventoryItem(UUID itemID) 1015 public int RemoveInventoryItem(UUID itemID)
866 { 1016 {
867 TaskInventoryItem item = GetInventoryItem(itemID); 1017 m_items.LockItemsForRead(true);
868 if (item != null) 1018
1019 if (m_items.ContainsKey(itemID))
869 { 1020 {
870 int type = m_items[itemID].InvType; 1021 int type = m_items[itemID].InvType;
1022 m_items.LockItemsForRead(false);
871 if (type == 10) // Script 1023 if (type == 10) // Script
872 { 1024 {
873 m_part.RemoveScriptEvents(itemID);
874 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 1025 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
875 } 1026 }
1027 m_items.LockItemsForWrite(true);
876 m_items.Remove(itemID); 1028 m_items.Remove(itemID);
1029 m_items.LockItemsForWrite(false);
877 m_inventorySerial++; 1030 m_inventorySerial++;
878 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 1031 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
879 1032
880 HasInventoryChanged = true; 1033 HasInventoryChanged = true;
881 m_part.ParentGroup.HasGroupChanged = true; 1034 m_part.ParentGroup.HasGroupChanged = true;
882 1035
883 if (!ContainsScripts()) 1036 int scriptcount = 0;
1037 m_items.LockItemsForRead(true);
1038 foreach (TaskInventoryItem item in m_items.Values)
1039 {
1040 if (item.Type == 10)
1041 {
1042 scriptcount++;
1043 }
1044 }
1045 m_items.LockItemsForRead(false);
1046
1047
1048 if (scriptcount <= 0)
1049 {
884 m_part.RemFlag(PrimFlags.Scripted); 1050 m_part.RemFlag(PrimFlags.Scripted);
1051 }
885 1052
886 m_part.ScheduleFullUpdate(); 1053 m_part.ScheduleFullUpdate();
887 1054
888 return type; 1055 return type;
889
890 } 1056 }
891 else 1057 else
892 { 1058 {
1059 m_items.LockItemsForRead(false);
893 m_log.ErrorFormat( 1060 m_log.ErrorFormat(
894 "[PRIM INVENTORY]: " + 1061 "[PRIM INVENTORY]: " +
895 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 1062 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
896 itemID, m_part.Name, m_part.UUID, 1063 itemID, m_part.Name, m_part.UUID);
897 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
898 } 1064 }
899 1065
900 return -1; 1066 return -1;
901 } 1067 }
902 1068
903 private bool CreateInventoryFile() 1069 private bool CreateInventoryFileName()
904 { 1070 {
905// m_log.DebugFormat( 1071// m_log.DebugFormat(
906// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 1072// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -909,70 +1075,12 @@ namespace OpenSim.Region.Framework.Scenes
909 if (m_inventoryFileName == String.Empty || 1075 if (m_inventoryFileName == String.Empty ||
910 m_inventoryFileNameSerial < m_inventorySerial) 1076 m_inventoryFileNameSerial < m_inventorySerial)
911 { 1077 {
912 // Something changed, we need to create a new file
913 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1078 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
914 m_inventoryFileNameSerial = m_inventorySerial; 1079 m_inventoryFileNameSerial = m_inventorySerial;
915 1080
916 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
917
918 lock (m_items)
919 {
920 foreach (TaskInventoryItem item in m_items.Values)
921 {
922// m_log.DebugFormat(
923// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}",
924// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
925
926 UUID ownerID = item.OwnerID;
927 uint everyoneMask = 0;
928 uint baseMask = item.BasePermissions;
929 uint ownerMask = item.CurrentPermissions;
930 uint groupMask = item.GroupPermissions;
931
932 invString.AddItemStart();
933 invString.AddNameValueLine("item_id", item.ItemID.ToString());
934 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
935
936 invString.AddPermissionsStart();
937
938 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
939 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
940 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
941 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
942 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
943
944 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
945 invString.AddNameValueLine("owner_id", ownerID.ToString());
946
947 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
948
949 invString.AddNameValueLine("group_id", item.GroupID.ToString());
950 invString.AddSectionEnd();
951
952 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
953 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
954 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
955 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
956
957 invString.AddSaleStart();
958 invString.AddNameValueLine("sale_type", "not");
959 invString.AddNameValueLine("sale_price", "0");
960 invString.AddSectionEnd();
961
962 invString.AddNameValueLine("name", item.Name + "|");
963 invString.AddNameValueLine("desc", item.Description + "|");
964
965 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
966 invString.AddSectionEnd();
967 }
968 }
969
970 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
971
972 return true; 1081 return true;
973 } 1082 }
974 1083
975 // No need to recreate, the existing file is fine
976 return false; 1084 return false;
977 } 1085 }
978 1086
@@ -982,43 +1090,110 @@ namespace OpenSim.Region.Framework.Scenes
982 /// <param name="xferManager"></param> 1090 /// <param name="xferManager"></param>
983 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 1091 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
984 { 1092 {
985 lock (m_items) 1093 bool changed = CreateInventoryFileName();
986 {
987 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
988 // a new script if any previous deletion has left the prim inventory empty.
989 if (m_items.Count == 0) // No inventory
990 {
991// m_log.DebugFormat(
992// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
993// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
994 1094
995 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1095 bool includeAssets = false;
996 return; 1096 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
997 } 1097 includeAssets = true;
1098
1099 if (m_inventoryPrivileged != includeAssets)
1100 changed = true;
1101
1102 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
998 1103
999 CreateInventoryFile(); 1104 Items.LockItemsForRead(true);
1105
1106 if (m_inventorySerial == 0) // No inventory
1107 {
1108 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1109 Items.LockItemsForRead(false);
1110 return;
1111 }
1112
1113 if (m_items.Count == 0) // No inventory
1114 {
1115 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1116 Items.LockItemsForRead(false);
1117 return;
1118 }
1000 1119
1001 // In principle, we should only do the rest if the inventory changed; 1120 if (!changed)
1002 // by sending m_inventorySerial to the client, it ought to know 1121 {
1003 // that nothing changed and that it doesn't need to request the file.
1004 // Unfortunately, it doesn't look like the client optimizes this;
1005 // the client seems to always come back and request the Xfer,
1006 // no matter what value m_inventorySerial has.
1007 // FIXME: Could probably be > 0 here rather than > 2
1008 if (m_inventoryFileData.Length > 2) 1122 if (m_inventoryFileData.Length > 2)
1009 { 1123 {
1010 // Add the file for Xfer 1124 xferManager.AddNewFile(m_inventoryFileName,
1011 // m_log.DebugFormat( 1125 m_inventoryFileData);
1012 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}", 1126 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1013 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId); 1127 Util.StringToBytes256(m_inventoryFileName));
1014 1128
1015 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1129 Items.LockItemsForRead(false);
1130 return;
1016 } 1131 }
1017
1018 // Tell the client we're ready to Xfer the file
1019 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1020 Util.StringToBytes256(m_inventoryFileName));
1021 } 1132 }
1133
1134 m_inventoryPrivileged = includeAssets;
1135
1136 foreach (TaskInventoryItem item in m_items.Values)
1137 {
1138 UUID ownerID = item.OwnerID;
1139 uint everyoneMask = 0;
1140 uint baseMask = item.BasePermissions;
1141 uint ownerMask = item.CurrentPermissions;
1142 uint groupMask = item.GroupPermissions;
1143
1144 invString.AddItemStart();
1145 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1146 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1147
1148 invString.AddPermissionsStart();
1149
1150 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1151 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1152 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1153 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1154 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1155
1156 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1157 invString.AddNameValueLine("owner_id", ownerID.ToString());
1158
1159 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1160
1161 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1162 invString.AddSectionEnd();
1163
1164 if (includeAssets)
1165 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1166 else
1167 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1168 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1169 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1170 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1171
1172 invString.AddSaleStart();
1173 invString.AddNameValueLine("sale_type", "not");
1174 invString.AddNameValueLine("sale_price", "0");
1175 invString.AddSectionEnd();
1176
1177 invString.AddNameValueLine("name", item.Name + "|");
1178 invString.AddNameValueLine("desc", item.Description + "|");
1179
1180 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1181 invString.AddSectionEnd();
1182 }
1183
1184 Items.LockItemsForRead(false);
1185
1186 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
1187
1188 if (m_inventoryFileData.Length > 2)
1189 {
1190 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1191 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1192 Util.StringToBytes256(m_inventoryFileName));
1193 return;
1194 }
1195
1196 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1022 } 1197 }
1023 1198
1024 /// <summary> 1199 /// <summary>
@@ -1027,13 +1202,19 @@ namespace OpenSim.Region.Framework.Scenes
1027 /// <param name="datastore"></param> 1202 /// <param name="datastore"></param>
1028 public void ProcessInventoryBackup(ISimulationDataService datastore) 1203 public void ProcessInventoryBackup(ISimulationDataService datastore)
1029 { 1204 {
1030 if (HasInventoryChanged) 1205// Removed this because linking will cause an immediate delete of the new
1031 { 1206// child prim from the database and the subsequent storing of the prim sees
1032 HasInventoryChanged = false; 1207// the inventory of it as unchanged and doesn't store it at all. The overhead
1033 List<TaskInventoryItem> items = GetInventoryItems(); 1208// of storing prim inventory needlessly is much less than the aggravation
1034 datastore.StorePrimInventory(m_part.UUID, items); 1209// of prim inventory loss.
1210// if (HasInventoryChanged)
1211// {
1212 Items.LockItemsForRead(true);
1213 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1214 Items.LockItemsForRead(false);
1035 1215
1036 } 1216 HasInventoryChanged = false;
1217// }
1037 } 1218 }
1038 1219
1039 public class InventoryStringBuilder 1220 public class InventoryStringBuilder
@@ -1099,65 +1280,63 @@ namespace OpenSim.Region.Framework.Scenes
1099 { 1280 {
1100 uint mask=0x7fffffff; 1281 uint mask=0x7fffffff;
1101 1282
1102 lock (m_items) 1283 foreach (TaskInventoryItem item in m_items.Values)
1103 { 1284 {
1104 foreach (TaskInventoryItem item in m_items.Values) 1285 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1286 mask &= ~((uint)PermissionMask.Copy >> 13);
1287 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1288 mask &= ~((uint)PermissionMask.Transfer >> 13);
1289 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1290 mask &= ~((uint)PermissionMask.Modify >> 13);
1291
1292 if (item.InvType == (int)InventoryType.Object)
1105 { 1293 {
1106 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1294 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1107 mask &= ~((uint)PermissionMask.Copy >> 13); 1295 mask &= ~((uint)PermissionMask.Copy >> 13);
1108 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1296 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1109 mask &= ~((uint)PermissionMask.Transfer >> 13); 1297 mask &= ~((uint)PermissionMask.Transfer >> 13);
1110 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1298 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1111 mask &= ~((uint)PermissionMask.Modify >> 13); 1299 mask &= ~((uint)PermissionMask.Modify >> 13);
1112
1113 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1114 mask &= ~(uint)PermissionMask.Copy;
1115 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1116 mask &= ~(uint)PermissionMask.Transfer;
1117 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1118 mask &= ~(uint)PermissionMask.Modify;
1119 } 1300 }
1301
1302 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1303 mask &= ~(uint)PermissionMask.Copy;
1304 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1305 mask &= ~(uint)PermissionMask.Transfer;
1306 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1307 mask &= ~(uint)PermissionMask.Modify;
1120 } 1308 }
1121
1122 return mask; 1309 return mask;
1123 } 1310 }
1124 1311
1125 public void ApplyNextOwnerPermissions() 1312 public void ApplyNextOwnerPermissions()
1126 { 1313 {
1127 lock (m_items) 1314 foreach (TaskInventoryItem item in m_items.Values)
1128 { 1315 {
1129 foreach (TaskInventoryItem item in m_items.Values) 1316 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1130 { 1317 {
1131// m_log.DebugFormat ( 1318 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1132// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", 1319 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1133// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); 1320 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1134 1321 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1135 if (item.InvType == (int)InventoryType.Object) 1322 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1136 { 1323 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1137 uint perms = item.CurrentPermissions;
1138 PermissionsUtil.ApplyFoldedPermissions(perms, ref perms);
1139 item.CurrentPermissions = perms;
1140 }
1141
1142 item.CurrentPermissions &= item.NextPermissions;
1143 item.BasePermissions &= item.NextPermissions;
1144 item.EveryonePermissions &= item.NextPermissions;
1145 item.OwnerChanged = true;
1146 item.PermsMask = 0;
1147 item.PermsGranter = UUID.Zero;
1148 } 1324 }
1325 item.CurrentPermissions &= item.NextPermissions;
1326 item.BasePermissions &= item.NextPermissions;
1327 item.EveryonePermissions &= item.NextPermissions;
1328 item.OwnerChanged = true;
1329 item.PermsMask = 0;
1330 item.PermsGranter = UUID.Zero;
1149 } 1331 }
1150 } 1332 }
1151 1333
1152 public void ApplyGodPermissions(uint perms) 1334 public void ApplyGodPermissions(uint perms)
1153 { 1335 {
1154 lock (m_items) 1336 foreach (TaskInventoryItem item in m_items.Values)
1155 { 1337 {
1156 foreach (TaskInventoryItem item in m_items.Values) 1338 item.CurrentPermissions = perms;
1157 { 1339 item.BasePermissions = perms;
1158 item.CurrentPermissions = perms;
1159 item.BasePermissions = perms;
1160 }
1161 } 1340 }
1162 1341
1163 m_inventorySerial++; 1342 m_inventorySerial++;
@@ -1170,14 +1349,11 @@ namespace OpenSim.Region.Framework.Scenes
1170 /// <returns></returns> 1349 /// <returns></returns>
1171 public bool ContainsScripts() 1350 public bool ContainsScripts()
1172 { 1351 {
1173 lock (m_items) 1352 foreach (TaskInventoryItem item in m_items.Values)
1174 { 1353 {
1175 foreach (TaskInventoryItem item in m_items.Values) 1354 if (item.InvType == (int)InventoryType.LSL)
1176 { 1355 {
1177 if (item.InvType == (int)InventoryType.LSL) 1356 return true;
1178 {
1179 return true;
1180 }
1181 } 1357 }
1182 } 1358 }
1183 1359
@@ -1191,17 +1367,15 @@ namespace OpenSim.Region.Framework.Scenes
1191 public int ScriptCount() 1367 public int ScriptCount()
1192 { 1368 {
1193 int count = 0; 1369 int count = 0;
1194 lock (m_items) 1370 Items.LockItemsForRead(true);
1371 foreach (TaskInventoryItem item in m_items.Values)
1195 { 1372 {
1196 foreach (TaskInventoryItem item in m_items.Values) 1373 if (item.InvType == (int)InventoryType.LSL)
1197 { 1374 {
1198 if (item.InvType == (int)InventoryType.LSL) 1375 count++;
1199 {
1200 count++;
1201 }
1202 } 1376 }
1203 } 1377 }
1204 1378 Items.LockItemsForRead(false);
1205 return count; 1379 return count;
1206 } 1380 }
1207 /// <summary> 1381 /// <summary>
@@ -1237,11 +1411,8 @@ namespace OpenSim.Region.Framework.Scenes
1237 { 1411 {
1238 List<UUID> ret = new List<UUID>(); 1412 List<UUID> ret = new List<UUID>();
1239 1413
1240 lock (m_items) 1414 foreach (TaskInventoryItem item in m_items.Values)
1241 { 1415 ret.Add(item.ItemID);
1242 foreach (TaskInventoryItem item in m_items.Values)
1243 ret.Add(item.ItemID);
1244 }
1245 1416
1246 return ret; 1417 return ret;
1247 } 1418 }
@@ -1250,8 +1421,9 @@ namespace OpenSim.Region.Framework.Scenes
1250 { 1421 {
1251 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1422 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1252 1423
1253 lock (m_items) 1424 Items.LockItemsForRead(true);
1254 ret = new List<TaskInventoryItem>(m_items.Values); 1425 ret = new List<TaskInventoryItem>(m_items.Values);
1426 Items.LockItemsForRead(false);
1255 1427
1256 return ret; 1428 return ret;
1257 } 1429 }
@@ -1260,18 +1432,24 @@ namespace OpenSim.Region.Framework.Scenes
1260 { 1432 {
1261 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1433 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1262 1434
1263 lock (m_items) 1435 Items.LockItemsForRead(true);
1264 { 1436
1265 foreach (TaskInventoryItem item in m_items.Values) 1437 foreach (TaskInventoryItem item in m_items.Values)
1266 if (item.InvType == (int)type) 1438 if (item.InvType == (int)type)
1267 ret.Add(item); 1439 ret.Add(item);
1268 } 1440
1441 Items.LockItemsForRead(false);
1269 1442
1270 return ret; 1443 return ret;
1271 } 1444 }
1272 1445
1273 public Dictionary<UUID, string> GetScriptStates() 1446 public Dictionary<UUID, string> GetScriptStates()
1274 { 1447 {
1448 return GetScriptStates(false);
1449 }
1450
1451 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1452 {
1275 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1453 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1276 1454
1277 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1455 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1297,14 +1475,21 @@ namespace OpenSim.Region.Framework.Scenes
1297 string n = e.GetXMLState(item.ItemID); 1475 string n = e.GetXMLState(item.ItemID);
1298 if (n != String.Empty) 1476 if (n != String.Empty)
1299 { 1477 {
1300 if (!ret.ContainsKey(item.ItemID)) 1478 if (oldIDs)
1301 ret[item.ItemID] = n; 1479 {
1480 if (!ret.ContainsKey(item.OldItemID))
1481 ret[item.OldItemID] = n;
1482 }
1483 else
1484 {
1485 if (!ret.ContainsKey(item.ItemID))
1486 ret[item.ItemID] = n;
1487 }
1302 break; 1488 break;
1303 } 1489 }
1304 } 1490 }
1305 } 1491 }
1306 } 1492 }
1307
1308 return ret; 1493 return ret;
1309 } 1494 }
1310 1495
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 84201cc..f57d4fe 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -946,8 +946,10 @@ namespace OpenSim.Region.Framework.Scenes
946 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 946 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
947 ControllingClient.OnStartAnim += HandleStartAnim; 947 ControllingClient.OnStartAnim += HandleStartAnim;
948 ControllingClient.OnStopAnim += HandleStopAnim; 948 ControllingClient.OnStopAnim += HandleStopAnim;
949 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
949 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 950 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
950 ControllingClient.OnAutoPilotGo += MoveToTarget; 951 ControllingClient.OnAutoPilotGo += MoveToTarget;
952 ControllingClient.OnUpdateThrottles += RaiseUpdateThrottles;
951 953
952 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); 954 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
953 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); 955 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
@@ -1582,9 +1584,8 @@ namespace OpenSim.Region.Framework.Scenes
1582 1584
1583 public void SetSize(Vector3 size, float feetoffset) 1585 public void SetSize(Vector3 size, float feetoffset)
1584 { 1586 {
1585// TODO: Merge the physics bits 1587 if (PhysicsActor != null && !IsChildAgent)
1586// if (PhysicsActor != null && !IsChildAgent) 1588 PhysicsActor.setAvatarSize(size, feetoffset);
1587// PhysicsActor.setAvatarSize(size, feetoffset);
1588 1589
1589 } 1590 }
1590 1591
@@ -2743,9 +2744,6 @@ namespace OpenSim.Region.Framework.Scenes
2743 // returns false if does not suport so older sit can be tried 2744 // returns false if does not suport so older sit can be tried
2744 public bool PhysicsSit(SceneObjectPart part, Vector3 offset) 2745 public bool PhysicsSit(SceneObjectPart part, Vector3 offset)
2745 { 2746 {
2746// TODO: Pull in these bits
2747 return false;
2748/*
2749 if (part == null || part.ParentGroup.IsAttachment) 2747 if (part == null || part.ParentGroup.IsAttachment)
2750 { 2748 {
2751 return true; 2749 return true;
@@ -2775,7 +2773,6 @@ namespace OpenSim.Region.Framework.Scenes
2775 return true; 2773 return true;
2776 2774
2777 return false; 2775 return false;
2778*/
2779 } 2776 }
2780 2777
2781 2778
@@ -2989,6 +2986,13 @@ namespace OpenSim.Region.Framework.Scenes
2989 TriggerScenePresenceUpdated(); 2986 TriggerScenePresenceUpdated();
2990 } 2987 }
2991 2988
2989 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2990 {
2991 Animator.avnChangeAnim(animID, addRemove, sendPack);
2992 }
2993
2994
2995
2992 /// <summary> 2996 /// <summary>
2993 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2997 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2994 /// </summary> 2998 /// </summary>
@@ -3723,6 +3727,11 @@ namespace OpenSim.Region.Framework.Scenes
3723 3727
3724 private static Vector3 marker = new Vector3(-1f, -1f, -1f); 3728 private static Vector3 marker = new Vector3(-1f, -1f, -1f);
3725 3729
3730 private void RaiseUpdateThrottles()
3731 {
3732 m_scene.EventManager.TriggerThrottleUpdate(this);
3733 }
3734
3726 /// <summary> 3735 /// <summary>
3727 /// This updates important decision making data about a child agent 3736 /// This updates important decision making data about a child agent
3728 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region 3737 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
@@ -3969,7 +3978,7 @@ namespace OpenSim.Region.Framework.Scenes
3969 3978
3970 PhysicsActor = scene.AddAvatar( 3979 PhysicsActor = scene.AddAvatar(
3971 LocalId, Firstname + "." + Lastname, pVec, 3980 LocalId, Firstname + "." + Lastname, pVec,
3972 Appearance.AvatarBoxSize, isFlying); 3981 Appearance.AvatarBoxSize,Appearance.AvatarFeetOffset, isFlying);
3973 3982
3974 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3983 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3975 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3984 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
@@ -4028,7 +4037,49 @@ namespace OpenSim.Region.Framework.Scenes
4028// m_lastColCount = coldata.Count; 4037// m_lastColCount = coldata.Count;
4029// } 4038// }
4030 4039
4031 CollisionPlane = Vector4.UnitW; 4040 if (coldata.Count != 0)
4041 {
4042/*
4043 switch (Animator.CurrentMovementAnimation)
4044 {
4045 case "STAND":
4046 case "WALK":
4047 case "RUN":
4048 case "CROUCH":
4049 case "CROUCHWALK":
4050 {
4051 */
4052 ContactPoint lowest;
4053 lowest.SurfaceNormal = Vector3.Zero;
4054 lowest.Position = Vector3.Zero;
4055 lowest.Position.Z = float.MaxValue;
4056
4057 foreach (ContactPoint contact in coldata.Values)
4058 {
4059
4060 if (contact.CharacterFeet && contact.Position.Z < lowest.Position.Z)
4061 {
4062 lowest = contact;
4063 }
4064 }
4065
4066 if (lowest.Position.Z != float.MaxValue)
4067 {
4068 lowest.SurfaceNormal = -lowest.SurfaceNormal;
4069 CollisionPlane = new Vector4(lowest.SurfaceNormal, Vector3.Dot(lowest.Position, lowest.SurfaceNormal));
4070 }
4071 else
4072 CollisionPlane = Vector4.UnitW;
4073/*
4074 }
4075 break;
4076 }
4077*/
4078 }
4079 else
4080 CollisionPlane = Vector4.UnitW;
4081
4082 RaiseCollisionScriptEvents(coldata);
4032 4083
4033 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 4084 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
4034 if (Invulnerable || GodLevel > 0) 4085 if (Invulnerable || GodLevel > 0)
@@ -4930,6 +4981,93 @@ namespace OpenSim.Region.Framework.Scenes
4930 } 4981 }
4931 } 4982 }
4932 4983
4984 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4985 {
4986 try
4987 {
4988 List<uint> thisHitColliders = new List<uint>();
4989 List<uint> endedColliders = new List<uint>();
4990 List<uint> startedColliders = new List<uint>();
4991 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4992 CollisionForSoundInfo soundinfo;
4993 ContactPoint curcontact;
4994
4995 if (coldata.Count == 0)
4996 {
4997 if (m_lastColliders.Count == 0)
4998 return; // nothing to do
4999
5000 foreach (uint localID in m_lastColliders)
5001 {
5002 endedColliders.Add(localID);
5003 }
5004 m_lastColliders.Clear();
5005 }
5006
5007 else
5008 {
5009 foreach (uint id in coldata.Keys)
5010 {
5011 thisHitColliders.Add(id);
5012 if (!m_lastColliders.Contains(id))
5013 {
5014 startedColliders.Add(id);
5015 curcontact = coldata[id];
5016 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
5017 {
5018 soundinfo = new CollisionForSoundInfo();
5019 soundinfo.colliderID = id;
5020 soundinfo.position = curcontact.Position;
5021 soundinfo.relativeVel = curcontact.RelativeSpeed;
5022 soundinfolist.Add(soundinfo);
5023 }
5024 }
5025 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
5026 }
5027
5028 // calculate things that ended colliding
5029 foreach (uint localID in m_lastColliders)
5030 {
5031 if (!thisHitColliders.Contains(localID))
5032 {
5033 endedColliders.Add(localID);
5034 }
5035 }
5036 //add the items that started colliding this time to the last colliders list.
5037 foreach (uint localID in startedColliders)
5038 {
5039 m_lastColliders.Add(localID);
5040 }
5041 // remove things that ended colliding from the last colliders list
5042 foreach (uint localID in endedColliders)
5043 {
5044 m_lastColliders.Remove(localID);
5045 }
5046
5047 if (soundinfolist.Count > 0)
5048 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
5049 }
5050
5051 foreach (SceneObjectGroup att in GetAttachments())
5052 {
5053 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
5054 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
5055 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
5056
5057 if (startedColliders.Contains(0))
5058 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
5059 if (m_lastColliders.Contains(0))
5060 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
5061 if (endedColliders.Contains(0))
5062 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
5063 }
5064 }
5065 finally
5066 {
5067 m_collisionEventFlag = false;
5068 }
5069 }
5070
4933 private void TeleportFlagsDebug() { 5071 private void TeleportFlagsDebug() {
4934 5072
4935 // Some temporary debugging help to show all the TeleportFlags we have... 5073 // Some temporary debugging help to show all the TeleportFlags we have...
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index f07dee9..5372360 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -375,11 +375,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
375 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 375 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
376 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 376 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
377 377
378 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
379 m_SOPXmlProcessors.Add("Force", ProcessForce);
380 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
381 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
382
383
384 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
385
378 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType); 386 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
379 m_SOPXmlProcessors.Add("Density", ProcessDensity); 387 m_SOPXmlProcessors.Add("Density", ProcessDensity);
380 m_SOPXmlProcessors.Add("Friction", ProcessFriction); 388 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
381 m_SOPXmlProcessors.Add("Bounce", ProcessBounce); 389 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
382 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier); 390 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
391 m_SOPXmlProcessors.Add("CameraEyeOffset", ProcessCameraEyeOffset);
392 m_SOPXmlProcessors.Add("CameraAtOffset", ProcessCameraAtOffset);
383 393
384 #endregion 394 #endregion
385 395
@@ -408,7 +418,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
408 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 418 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
409 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 419 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
410 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 420 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
411 421
412 #endregion 422 #endregion
413 423
414 #region ShapeXmlProcessors initialization 424 #region ShapeXmlProcessors initialization
@@ -634,6 +644,33 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
634 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty); 644 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
635 } 645 }
636 646
647 private static void ProcessCameraEyeOffset(SceneObjectPart obj, XmlTextReader reader)
648 {
649 obj.SetCameraEyeOffset(Util.ReadVector(reader, "CameraEyeOffset"));
650 }
651
652 private static void ProcessCameraAtOffset(SceneObjectPart obj, XmlTextReader reader)
653 {
654 obj.SetCameraAtOffset(Util.ReadVector(reader, "CameraAtOffset"));
655 }
656
657 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
658 {
659 SOPVehicle vehicle = SOPVehicle.FromXml2(reader);
660
661 if (vehicle == null)
662 {
663 obj.VehicleParams = null;
664 m_log.DebugFormat(
665 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
666 obj.Name, obj.UUID);
667 }
668 else
669 {
670 obj.VehicleParams = vehicle;
671 }
672 }
673
637 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 674 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
638 { 675 {
639 List<string> errorNodeNames; 676 List<string> errorNodeNames;
@@ -808,6 +845,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
808 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 845 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
809 } 846 }
810 847
848 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
849 {
850 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
851 }
852
853 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
854 {
855 obj.Force = Util.ReadVector(reader, "Force");
856 }
857 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
858 {
859 obj.Torque = Util.ReadVector(reader, "Torque");
860 }
861
862 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
863 {
864 obj.VolumeDetectActive = Util.ReadBoolean(reader);
865 }
866
811 #endregion 867 #endregion
812 868
813 #region TaskInventoryXmlProcessors 869 #region TaskInventoryXmlProcessors
@@ -1203,7 +1259,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1203 1259
1204 if (sog.RootPart.KeyframeMotion != null) 1260 if (sog.RootPart.KeyframeMotion != null)
1205 { 1261 {
1206 Byte[] data = sog.RootPart.KeyframeMotion.Serialize(); 1262 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1207 1263
1208 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty); 1264 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1209 writer.WriteBase64(data, 0, data.Length); 1265 writer.WriteBase64(data, 0, data.Length);
@@ -1318,6 +1374,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1318 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1374 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1319 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1375 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1320 1376
1377 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1378
1379 WriteVector(writer, "Force", sop.Force);
1380 WriteVector(writer, "Torque", sop.Torque);
1381
1382 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1383
1384 if (sop.VehicleParams != null)
1385 sop.VehicleParams.ToXml2(writer);
1386
1321 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType()) 1387 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1322 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower()); 1388 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1323 if (sop.Density != 1000.0f) 1389 if (sop.Density != 1000.0f)
@@ -1328,6 +1394,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1328 writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower()); 1394 writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower());
1329 if (sop.GravityModifier != 1.0f) 1395 if (sop.GravityModifier != 1.0f)
1330 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower()); 1396 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1397 WriteVector(writer, "CameraEyeOffset", sop.GetCameraEyeOffset());
1398 WriteVector(writer, "CameraAtOffset", sop.GetCameraAtOffset());
1331 1399
1332 writer.WriteEndElement(); 1400 writer.WriteEndElement();
1333 } 1401 }
@@ -1554,12 +1622,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1554 { 1622 {
1555 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1623 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1556 1624
1557 if (reader.IsEmptyElement)
1558 {
1559 reader.Read();
1560 return tinv;
1561 }
1562
1563 reader.ReadStartElement(name, String.Empty); 1625 reader.ReadStartElement(name, String.Empty);
1564 1626
1565 while (reader.Name == "TaskInventoryItem") 1627 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 95f9caf..bf32251 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -175,7 +175,7 @@ namespace OpenSim.Region.Framework.Scenes
175 175
176 // saved last reported value so there is something available for llGetRegionFPS 176 // saved last reported value so there is something available for llGetRegionFPS
177 private float lastReportedSimFPS; 177 private float lastReportedSimFPS;
178 private float[] lastReportedSimStats = new float[22]; 178 private float[] lastReportedSimStats = new float[23];
179 private float m_pfps; 179 private float m_pfps;
180 180
181 /// <summary> 181 /// <summary>
@@ -189,12 +189,13 @@ namespace OpenSim.Region.Framework.Scenes
189 private int m_objectUpdates; 189 private int m_objectUpdates;
190 190
191 private int m_frameMS; 191 private int m_frameMS;
192 private int m_spareMS; 192
193 private int m_netMS; 193 private int m_netMS;
194 private int m_agentMS; 194 private int m_agentMS;
195 private int m_physicsMS; 195 private int m_physicsMS;
196 private int m_imageMS; 196 private int m_imageMS;
197 private int m_otherMS; 197 private int m_otherMS;
198 private int m_sleeptimeMS;
198 199
199//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. 200//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
200//Ckrinke private int m_scriptMS = 0; 201//Ckrinke private int m_scriptMS = 0;
@@ -292,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
292 if (!m_scene.Active) 293 if (!m_scene.Active)
293 return; 294 return;
294 295
295 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; 296 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
296 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 297 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
297 298
298 // Know what's not thread safe in Mono... modifying timers. 299 // Know what's not thread safe in Mono... modifying timers.
@@ -330,6 +331,35 @@ namespace OpenSim.Region.Framework.Scenes
330 physfps = 0; 331 physfps = 0;
331 332
332#endregion 333#endregion
334 float factor = 1 / m_statsUpdateFactor;
335
336 if (reportedFPS <= 0)
337 reportedFPS = 1;
338
339 float perframe = 1.0f / (float)reportedFPS;
340
341 float TotalFrameTime = m_frameMS * perframe;
342
343 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
344
345 float sparetime;
346 float sleeptime;
347
348 if (TotalFrameTime > targetframetime)
349 {
350 sparetime = 0;
351 sleeptime = 0;
352 }
353 else
354 {
355 sparetime = m_frameMS - m_physicsMS - m_agentMS;
356 sparetime *= perframe;
357 if (sparetime < 0)
358 sparetime = 0;
359 else if (sparetime > TotalFrameTime)
360 sparetime = TotalFrameTime;
361 sleeptime = m_sleeptimeMS * perframe;
362 }
333 363
334 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 364 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
335 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 365 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
@@ -341,25 +371,15 @@ namespace OpenSim.Region.Framework.Scenes
341 // so that stat numbers are always consistent. 371 // so that stat numbers are always consistent.
342 CheckStatSanity(); 372 CheckStatSanity();
343 373
344 //Our time dilation is 0.91 when we're running a full speed, 374 // other MS is actually simulation time
345 // therefore to make sure we get an appropriate range, 375 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
346 // we have to factor in our error. (0.10f * statsUpdateFactor) 376 // m_imageMS m_netMS are not included in m_frameMS
347 // multiplies the fix for the error times the amount of times it'll occur a second
348 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
349 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
350
351 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
352 // values to X-per-second values.
353 377
354 uint thisFrame = m_scene.Frame; 378 m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
355 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor; 379 if (m_otherMS < 0)
356 m_lastUpdateFrame = thisFrame; 380 m_otherMS = 0;
357 381
358 // Avoid div-by-zero if somehow we've not updated any frames. 382 for (int i = 0; i < 23; i++)
359 if (framesUpdated == 0)
360 framesUpdated = 1;
361
362 for (int i = 0; i < 22; i++)
363 { 383 {
364 sb[i] = new SimStatsPacket.StatBlock(); 384 sb[i] = new SimStatsPacket.StatBlock();
365 } 385 }
@@ -389,19 +409,19 @@ namespace OpenSim.Region.Framework.Scenes
389 sb[7].StatValue = m_activePrim; 409 sb[7].StatValue = m_activePrim;
390 410
391 sb[8].StatID = (uint)Stats.FrameMS; 411 sb[8].StatID = (uint)Stats.FrameMS;
392 sb[8].StatValue = m_frameMS / framesUpdated; 412 sb[8].StatValue = TotalFrameTime;
393 413
394 sb[9].StatID = (uint)Stats.NetMS; 414 sb[9].StatID = (uint)Stats.NetMS;
395 sb[9].StatValue = m_netMS / framesUpdated; 415 sb[9].StatValue = m_netMS * perframe;
396 416
397 sb[10].StatID = (uint)Stats.PhysicsMS; 417 sb[10].StatID = (uint)Stats.PhysicsMS;
398 sb[10].StatValue = m_physicsMS / framesUpdated; 418 sb[10].StatValue = m_physicsMS * perframe;
399 419
400 sb[11].StatID = (uint)Stats.ImageMS ; 420 sb[11].StatID = (uint)Stats.ImageMS ;
401 sb[11].StatValue = m_imageMS / framesUpdated; 421 sb[11].StatValue = m_imageMS * perframe;
402 422
403 sb[12].StatID = (uint)Stats.OtherMS; 423 sb[12].StatID = (uint)Stats.OtherMS;
404 sb[12].StatValue = m_otherMS / framesUpdated; 424 sb[12].StatValue = m_otherMS * perframe;
405 425
406 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 426 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
407 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); 427 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
@@ -413,7 +433,7 @@ namespace OpenSim.Region.Framework.Scenes
413 sb[15].StatValue = m_unAckedBytes; 433 sb[15].StatValue = m_unAckedBytes;
414 434
415 sb[16].StatID = (uint)Stats.AgentMS; 435 sb[16].StatID = (uint)Stats.AgentMS;
416 sb[16].StatValue = m_agentMS / framesUpdated; 436 sb[16].StatValue = m_agentMS * perframe;
417 437
418 sb[17].StatID = (uint)Stats.PendingDownloads; 438 sb[17].StatID = (uint)Stats.PendingDownloads;
419 sb[17].StatValue = m_pendingDownloads; 439 sb[17].StatValue = m_pendingDownloads;
@@ -428,7 +448,10 @@ namespace OpenSim.Region.Framework.Scenes
428 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; 448 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
429 449
430 sb[21].StatID = (uint)Stats.SimSpareMs; 450 sb[21].StatID = (uint)Stats.SimSpareMs;
431 sb[21].StatValue = m_spareMS / framesUpdated; 451 sb[21].StatValue = sparetime;
452
453 sb[22].StatID = (uint)Stats.SimSleepMs;
454 sb[22].StatValue = sleeptime;
432 455
433 for (int i = 0; i < 22; i++) 456 for (int i = 0; i < 22; i++)
434 { 457 {
@@ -447,28 +470,32 @@ namespace OpenSim.Region.Framework.Scenes
447 } 470 }
448 471
449 // Extra statistics that aren't currently sent to clients 472 // Extra statistics that aren't currently sent to clients
450 lock (m_lastReportedExtraSimStats) 473 if (m_scene.PhysicsScene != null)
451 { 474 {
452 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor; 475 lock (m_lastReportedExtraSimStats)
453 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
454
455 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
456
457 if (physicsStats != null)
458 { 476 {
459 foreach (KeyValuePair<string, float> tuple in physicsStats) 477 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
478 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
479
480 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
481
482 if (physicsStats != null)
460 { 483 {
461 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second 484 foreach (KeyValuePair<string, float> tuple in physicsStats)
462 // Need to change things so that stats source can indicate whether they are per second or 485 {
463 // per frame. 486 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
464 if (tuple.Key.EndsWith("MS")) 487 // Need to change things so that stats source can indicate whether they are per second or
465 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated; 488 // per frame.
466 else 489 if (tuple.Key.EndsWith("MS"))
467 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; 490 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
491 else
492 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
493 }
468 } 494 }
469 } 495 }
470 } 496 }
471 497
498// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
472 ResetValues(); 499 ResetValues();
473 } 500 }
474 } 501 }
@@ -491,7 +518,8 @@ namespace OpenSim.Region.Framework.Scenes
491 m_physicsMS = 0; 518 m_physicsMS = 0;
492 m_imageMS = 0; 519 m_imageMS = 0;
493 m_otherMS = 0; 520 m_otherMS = 0;
494 m_spareMS = 0; 521// m_spareMS = 0;
522 m_sleeptimeMS = 0;
495 523
496//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 524//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
497//Ckrinke m_scriptMS = 0; 525//Ckrinke m_scriptMS = 0;
@@ -575,11 +603,6 @@ namespace OpenSim.Region.Framework.Scenes
575 SlowFramesStat.Value++; 603 SlowFramesStat.Value++;
576 } 604 }
577 605
578 public void AddSpareMS(int ms)
579 {
580 m_spareMS += ms;
581 }
582
583 public void addNetMS(int ms) 606 public void addNetMS(int ms)
584 { 607 {
585 m_netMS += ms; 608 m_netMS += ms;
@@ -605,6 +628,11 @@ namespace OpenSim.Region.Framework.Scenes
605 m_otherMS += ms; 628 m_otherMS += ms;
606 } 629 }
607 630
631 public void addSleepMS(int ms)
632 {
633 m_sleeptimeMS += ms;
634 }
635
608 public void AddPendingDownloads(int count) 636 public void AddPendingDownloads(int count)
609 { 637 {
610 m_pendingDownloads += count; 638 m_pendingDownloads += count;
diff --git a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
index c0ca48e..b6e0a97 100644
--- a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
+++ b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
@@ -131,7 +131,15 @@ namespace OpenSim.Region.Framework.Scenes
131 131
132 public double this[int x, int y] 132 public double this[int x, int y]
133 { 133 {
134 get { return map[x, y]; } 134 get
135 {
136 if (x < 0) x = 0;
137 if (y < 0) y = 0;
138 if (x >= (int)Constants.RegionSize) x = (int)Constants.RegionSize - 1;
139 if (y >= (int)Constants.RegionSize) y = (int)Constants.RegionSize - 1;
140
141 return map[x, y];
142 }
135 set 143 set
136 { 144 {
137 // Will "fix" terrain hole problems. Although not fantastically. 145 // Will "fix" terrain hole problems. Although not fantastically.
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
index 5b5fb92..95b30d5 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
@@ -83,8 +83,11 @@ namespace OpenSim.Region.Framework.Scenes.Tests
83 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 83 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
84 84
85 TestScene scene = new SceneHelpers().SetupScene(); 85 TestScene scene = new SceneHelpers().SetupScene();
86 SceneHelpers.SetupSceneModules(scene, new PermissionsModule()); 86 IConfigSource configSource = new IniConfigSource();
87 TestClient client = (TestClient)SceneHelpers.AddScenePresence(scene, userId).ControllingClient; 87 IConfig config = configSource.AddConfig("Startup");
88 config.Set("serverside_object_permissions", true);
89 SceneHelpers.SetupSceneModules(scene, configSource, new object[] { new DefaultPermissionsModule() });
90 IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
88 91
89 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. 92 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
90 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter; 93 AsyncSceneObjectGroupDeleter sogd = scene.SceneObjectGroupDeleter;
@@ -106,9 +109,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
106 109
107 SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId); 110 SceneObjectPart retrievedPart2 = scene.GetSceneObjectPart(so.LocalId);
108 Assert.That(retrievedPart2, Is.Null); 111 Assert.That(retrievedPart2, Is.Null);
109
110 Assert.That(client.ReceivedKills.Count, Is.EqualTo(1));
111 Assert.That(client.ReceivedKills[0], Is.EqualTo(soLocalId));
112 } 112 }
113 113
114 /// <summary> 114 /// <summary>
@@ -135,7 +135,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
135 SceneHelpers.SetupSceneModules(sceneB, config, etmB); 135 SceneHelpers.SetupSceneModules(sceneB, config, etmB);
136 136
137 // We need this for derez 137 // We need this for derez
138 SceneHelpers.SetupSceneModules(sceneA, new PermissionsModule()); 138 //SceneHelpers.SetupSceneModules(sceneA, new PermissionsModule());
139 139
140 UserAccount uaA = UserAccountHelpers.CreateUserWithInventory(sceneA, "Andy", "AAA", 0x1, ""); 140 UserAccount uaA = UserAccountHelpers.CreateUserWithInventory(sceneA, "Andy", "AAA", 0x1, "");
141 UserAccount uaB = UserAccountHelpers.CreateUserWithInventory(sceneA, "Brian", "BBB", 0x2, ""); 141 UserAccount uaB = UserAccountHelpers.CreateUserWithInventory(sceneA, "Brian", "BBB", 0x2, "");
@@ -155,12 +155,6 @@ namespace OpenSim.Region.Framework.Scenes.Tests
155 uint soLocalId = so.LocalId; 155 uint soLocalId = so.LocalId;
156 156
157 sceneA.DeleteSceneObject(so, false); 157 sceneA.DeleteSceneObject(so, false);
158
159 Assert.That(clientA.ReceivedKills.Count, Is.EqualTo(1));
160 Assert.That(clientA.ReceivedKills[0], Is.EqualTo(soLocalId));
161
162 Assert.That(childClientsB[0].ReceivedKills.Count, Is.EqualTo(1));
163 Assert.That(childClientsB[0].ReceivedKills[0], Is.EqualTo(soLocalId));
164 } 158 }
165 159
166 /// <summary> 160 /// <summary>
@@ -179,7 +173,10 @@ namespace OpenSim.Region.Framework.Scenes.Tests
179 UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001"); 173 UUID objectOwnerId = UUID.Parse("20000000-0000-0000-0000-000000000001");
180 174
181 TestScene scene = new SceneHelpers().SetupScene(); 175 TestScene scene = new SceneHelpers().SetupScene();
182 SceneHelpers.SetupSceneModules(scene, new PermissionsModule()); 176 IConfigSource configSource = new IniConfigSource();
177 IConfig config = configSource.AddConfig("Startup");
178 config.Set("serverside_object_permissions", true);
179 SceneHelpers.SetupSceneModules(scene, configSource, new object[] { new DefaultPermissionsModule() });
183 IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient; 180 IClientAPI client = SceneHelpers.AddScenePresence(scene, userId).ControllingClient;
184 181
185 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test. 182 // Turn off the timer on the async sog deleter - we'll crank it by hand for this test.
@@ -262,4 +259,4 @@ namespace OpenSim.Region.Framework.Scenes.Tests
262// Assert.That(retrievedPart, Is.Null); 259// Assert.That(retrievedPart, Is.Null);
263 } 260 }
264 } 261 }
265} \ No newline at end of file 262}
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
index c264433..1182c96 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
@@ -62,6 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2)); 62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2));
63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3)); 63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3));
64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4)); 64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4));
65
66 Assert.That(g1Post.RootPart.UndoCount, Is.EqualTo(1));
65 } 67 }
66 68
67 /// <summary> 69 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
deleted file mode 100644
index 4883ae7..0000000
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
+++ /dev/null
@@ -1,184 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Reflection;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Framework.Communications;
34using OpenSim.Region.Framework.Scenes;
35using OpenSim.Tests.Common;
36using OpenSim.Tests.Common.Mock;
37
38namespace OpenSim.Region.Framework.Scenes.Tests
39{
40 /// <summary>
41 /// Tests for undo/redo
42 /// </summary>
43 public class SceneObjectUndoRedoTests : OpenSimTestCase
44 {
45 [Test]
46 public void TestUndoRedoResizeSceneObject()
47 {
48 TestHelpers.InMethod();
49// TestHelpers.EnableLogging();
50
51 Vector3 firstSize = new Vector3(2, 3, 4);
52 Vector3 secondSize = new Vector3(5, 6, 7);
53
54 Scene scene = new SceneHelpers().SetupScene();
55 scene.MaxUndoCount = 20;
56 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
57
58 // TODO: It happens to be the case that we are not storing undo states for SOPs which are not yet in a SOG,
59 // which is the way that AddSceneObject() sets up the object (i.e. it creates the SOP first). However,
60 // this is somewhat by chance. Really, we shouldn't be storing undo states at all if the object is not
61 // in a scene.
62 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
63
64 g1.GroupResize(firstSize);
65 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
66
67 g1.GroupResize(secondSize);
68 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
69
70 g1.RootPart.Undo();
71 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
72 Assert.That(g1.GroupScale, Is.EqualTo(firstSize));
73
74 g1.RootPart.Redo();
75 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
76 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
77 }
78
79 [Test]
80 public void TestUndoLimit()
81 {
82 TestHelpers.InMethod();
83
84 Vector3 firstSize = new Vector3(2, 3, 4);
85 Vector3 secondSize = new Vector3(5, 6, 7);
86 Vector3 thirdSize = new Vector3(8, 9, 10);
87 Vector3 fourthSize = new Vector3(11, 12, 13);
88
89 Scene scene = new SceneHelpers().SetupScene();
90 scene.MaxUndoCount = 2;
91 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
92
93 g1.GroupResize(firstSize);
94 g1.GroupResize(secondSize);
95 g1.GroupResize(thirdSize);
96 g1.GroupResize(fourthSize);
97
98 g1.RootPart.Undo();
99 g1.RootPart.Undo();
100 g1.RootPart.Undo();
101
102 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
103 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
104 }
105
106 [Test]
107 public void TestNoUndoOnObjectsNotInScene()
108 {
109 TestHelpers.InMethod();
110
111 Vector3 firstSize = new Vector3(2, 3, 4);
112 Vector3 secondSize = new Vector3(5, 6, 7);
113// Vector3 thirdSize = new Vector3(8, 9, 10);
114// Vector3 fourthSize = new Vector3(11, 12, 13);
115
116 Scene scene = new SceneHelpers().SetupScene();
117 scene.MaxUndoCount = 20;
118 SceneObjectGroup g1 = SceneHelpers.CreateSceneObject(1, TestHelpers.ParseTail(0x1));
119
120 g1.GroupResize(firstSize);
121 g1.GroupResize(secondSize);
122
123 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
124
125 g1.RootPart.Undo();
126
127 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
128 }
129
130 [Test]
131 public void TestUndoBeyondAvailable()
132 {
133 TestHelpers.InMethod();
134
135 Vector3 newSize = new Vector3(2, 3, 4);
136
137 Scene scene = new SceneHelpers().SetupScene();
138 scene.MaxUndoCount = 20;
139 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
140 Vector3 originalSize = g1.GroupScale;
141
142 g1.RootPart.Undo();
143
144 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
145 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
146
147 g1.GroupResize(newSize);
148 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
149 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
150
151 g1.RootPart.Undo();
152 g1.RootPart.Undo();
153
154 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
155 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
156 }
157
158 [Test]
159 public void TestRedoBeyondAvailable()
160 {
161 TestHelpers.InMethod();
162
163 Vector3 newSize = new Vector3(2, 3, 4);
164
165 Scene scene = new SceneHelpers().SetupScene();
166 scene.MaxUndoCount = 20;
167 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
168 Vector3 originalSize = g1.GroupScale;
169
170 g1.RootPart.Redo();
171
172 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
173 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
174
175 g1.GroupResize(newSize);
176 g1.RootPart.Undo();
177 g1.RootPart.Redo();
178 g1.RootPart.Redo();
179
180 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
181 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
182 }
183 }
184} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
index 2b79271..e7a1fe0 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
@@ -44,7 +44,7 @@ using OpenSim.Tests.Common.Mock;
44namespace OpenSim.Region.Framework.Scenes.Tests 44namespace OpenSim.Region.Framework.Scenes.Tests
45{ 45{
46 [TestFixture] 46 [TestFixture]
47 public class SceneObjectUserGroupTests : OpenSimTestCase 47 public class SceneObjectUserGroupTests
48 { 48 {
49 /// <summary> 49 /// <summary>
50 /// Test share with group object functionality 50 /// Test share with group object functionality
@@ -54,6 +54,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
54 public void TestShareWithGroup() 54 public void TestShareWithGroup()
55 { 55 {
56 TestHelpers.InMethod(); 56 TestHelpers.InMethod();
57// log4net.Config.XmlConfigurator.Configure();
57 58
58 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 59 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
59 60
@@ -70,7 +71,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
70 71
71 SceneHelpers.SetupSceneModules( 72 SceneHelpers.SetupSceneModules(
72 scene, configSource, new object[] 73 scene, configSource, new object[]
73 { new PermissionsModule(), 74 { new DefaultPermissionsModule(),
74 new GroupsModule(), 75 new GroupsModule(),
75 new MockGroupsServicesConnector() }); 76 new MockGroupsServicesConnector() });
76 77
@@ -81,4 +82,4 @@ namespace OpenSim.Region.Framework.Scenes.Tests
81 groupsModule.CreateGroup(client, "group1", "To boldly go", true, UUID.Zero, 5, true, true, true); 82 groupsModule.CreateGroup(client, "group1", "To boldly go", true, UUID.Zero, 5, true, true, true);
82 } 83 }
83 } 84 }
84} \ No newline at end of file 85}
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs
index 4fdfc74..9fa0a71 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs
@@ -75,14 +75,16 @@ namespace OpenSim.Region.Framework.Scenes.Tests
75 SceneHelpers.SetupSceneModules(scene, capsMod); 75 SceneHelpers.SetupSceneModules(scene, capsMod);
76 76
77 ScenePresence sp = SceneHelpers.AddChildScenePresence(scene, spUuid); 77 ScenePresence sp = SceneHelpers.AddChildScenePresence(scene, spUuid);
78 Assert.That(capsMod.GetCapsForUser(spUuid), Is.Not.Null); 78 //Assert.That(capsMod.GetCapsForUser(spUuid), Is.Not.Null);
79 79
80 // TODO: Need to add tests for other ICapabiltiesModule methods. 80 // TODO: Need to add tests for other ICapabiltiesModule methods.
81 81
82// scene.IncomingCloseAgent(sp.UUID, false);
83// //Assert.That(capsMod.GetCapsForUser(spUuid), Is.Null);
82 scene.CloseAgent(sp.UUID, false); 84 scene.CloseAgent(sp.UUID, false);
83 Assert.That(capsMod.GetCapsForUser(spUuid), Is.Null); 85// Assert.That(capsMod.GetCapsForUser(spUuid), Is.Null);
84 86
85 // TODO: Need to add tests for other ICapabiltiesModule methods. 87 // TODO: Need to add tests for other ICapabiltiesModule methods.
86 } 88 }
87 } 89 }
88} \ No newline at end of file 90}
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
index cf211a1..b806a97 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCrossingTests.cs
@@ -192,7 +192,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
192 // We need to set up the permisions module on scene B so that our later use of agent limit to deny 192 // We need to set up the permisions module on scene B so that our later use of agent limit to deny
193 // QueryAccess won't succeed anyway because administrators are always allowed in and the default 193 // QueryAccess won't succeed anyway because administrators are always allowed in and the default
194 // IsAdministrator if no permissions module is present is true. 194 // IsAdministrator if no permissions module is present is true.
195 SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), new PermissionsModule(), etmB); 195// SceneHelpers.SetupSceneModules(sceneB, config, new CapabilitiesModule(), new PermissionsModule(), etmB);
196 196
197 AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId); 197 AgentCircuitData acd = SceneHelpers.GenerateAgentData(userId);
198 TestClient tc = new TestClient(acd, sceneA); 198 TestClient tc = new TestClient(acd, sceneA);
@@ -246,4 +246,4 @@ namespace OpenSim.Region.Framework.Scenes.Tests
246 Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True); 246 Assert.That(spAfterCrossSceneB.IsChildAgent, Is.True);
247 } 247 }
248 } 248 }
249} \ No newline at end of file 249}
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
index 8c25dbc..fff542b 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceTeleportTests.cs
@@ -282,7 +282,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
282 // We need to set up the permisions module on scene B so that our later use of agent limit to deny 282 // We need to set up the permisions module on scene B so that our later use of agent limit to deny
283 // QueryAccess won't succeed anyway because administrators are always allowed in and the default 283 // QueryAccess won't succeed anyway because administrators are always allowed in and the default
284 // IsAdministrator if no permissions module is present is true. 284 // IsAdministrator if no permissions module is present is true.
285 SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new PermissionsModule(), etmB }); 285 SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new DefaultPermissionsModule(), etmB });
286 286
287 // Shared scene modules 287 // Shared scene modules
288 SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); 288 SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
@@ -447,7 +447,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
447 // We need to set up the permisions module on scene B so that our later use of agent limit to deny 447 // We need to set up the permisions module on scene B so that our later use of agent limit to deny
448 // QueryAccess won't succeed anyway because administrators are always allowed in and the default 448 // QueryAccess won't succeed anyway because administrators are always allowed in and the default
449 // IsAdministrator if no permissions module is present is true. 449 // IsAdministrator if no permissions module is present is true.
450 SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new PermissionsModule(), etmB }); 450 SceneHelpers.SetupSceneModules(sceneB, config, new object[] { new DefaultPermissionsModule(), etmB });
451 451
452 // Shared scene modules 452 // Shared scene modules
453 SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm); 453 SceneHelpers.SetupSceneModules(new Scene[] { sceneA, sceneB }, config, lscm);
@@ -660,4 +660,4 @@ namespace OpenSim.Region.Framework.Scenes.Tests
660// TestHelpers.DisableLogging(); 660// TestHelpers.DisableLogging();
661 } 661 }
662 } 662 }
663} \ No newline at end of file 663}
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 75a51b5..67655d6 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -86,10 +86,6 @@ namespace OpenSim.Region.Framework.Scenes
86 /// <param name="assetUuids">The assets gathered</param> 86 /// <param name="assetUuids">The assets gathered</param>
87 public void GatherAssetUuids(UUID assetUuid, sbyte assetType, IDictionary<UUID, sbyte> assetUuids) 87 public void GatherAssetUuids(UUID assetUuid, sbyte assetType, IDictionary<UUID, sbyte> assetUuids)
88 { 88 {
89 // avoid infinite loops
90 if (assetUuids.ContainsKey(assetUuid))
91 return;
92
93 try 89 try
94 { 90 {
95 assetUuids[assetUuid] = assetType; 91 assetUuids[assetUuid] = assetType;