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-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs355
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Permissions.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs476
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs46
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs224
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs556
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs219
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs806
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs209
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneViewer.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs23
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs87
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
18 files changed, 2306 insertions, 758 deletions
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 96da2c3..65c6a29 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -775,6 +779,26 @@ namespace OpenSim.Region.Framework.Scenes
775 } 779 }
776 } 780 }
777 } 781 }
782 public void TriggerTerrainUpdate()
783 {
784 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
785 if (handlerTerrainUpdate != null)
786 {
787 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
788 {
789 try
790 {
791 d();
792 }
793 catch (Exception e)
794 {
795 m_log.ErrorFormat(
796 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
797 e.Message, e.StackTrace);
798 }
799 }
800 }
801 }
778 802
779 public void TriggerTerrainTick() 803 public void TriggerTerrainTick()
780 { 804 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 663aa22..53f0f2e 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -124,34 +124,22 @@ namespace OpenSim.Region.Framework.Scenes
124 /// <param name="item"></param> 124 /// <param name="item"></param>
125 public bool AddInventoryItem(InventoryItemBase item) 125 public bool AddInventoryItem(InventoryItemBase item)
126 { 126 {
127 if (UUID.Zero == item.Folder) 127 InventoryFolderBase folder;
128
129 if (item.Folder == UUID.Zero)
128 { 130 {
129 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 131 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
130 if (f != null) 132 if (folder == null)
131 { 133 {
132// m_log.DebugFormat( 134 folder = InventoryService.GetRootFolder(item.Owner);
133// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}", 135
134// f.Name, (AssetType)f.Type, item.Name); 136 if (folder == null)
135
136 item.Folder = f.ID;
137 }
138 else
139 {
140 f = InventoryService.GetRootFolder(item.Owner);
141 if (f != null)
142 {
143 item.Folder = f.ID;
144 }
145 else
146 {
147 m_log.WarnFormat(
148 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
149 item.Owner, item.Name);
150 return false; 137 return false;
151 }
152 } 138 }
139
140 item.Folder = folder.ID;
153 } 141 }
154 142
155 if (InventoryService.AddItem(item)) 143 if (InventoryService.AddItem(item))
156 { 144 {
157 int userlevel = 0; 145 int userlevel = 0;
@@ -271,8 +259,7 @@ namespace OpenSim.Region.Framework.Scenes
271 259
272 // Update item with new asset 260 // Update item with new asset
273 item.AssetID = asset.FullID; 261 item.AssetID = asset.FullID;
274 if (group.UpdateInventoryItem(item)) 262 group.UpdateInventoryItem(item);
275 remoteClient.SendAgentAlertMessage("Script saved", false);
276 263
277 part.SendPropertiesToClient(remoteClient); 264 part.SendPropertiesToClient(remoteClient);
278 265
@@ -283,12 +270,7 @@ namespace OpenSim.Region.Framework.Scenes
283 { 270 {
284 // Needs to determine which engine was running it and use that 271 // Needs to determine which engine was running it and use that
285 // 272 //
286 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 273 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
287 errors = part.Inventory.GetScriptErrors(item.ItemID);
288 }
289 else
290 {
291 remoteClient.SendAgentAlertMessage("Script saved", false);
292 } 274 }
293 part.ParentGroup.ResumeScripts(); 275 part.ParentGroup.ResumeScripts();
294 return errors; 276 return errors;
@@ -351,6 +333,7 @@ namespace OpenSim.Region.Framework.Scenes
351 { 333 {
352 if (UUID.Zero == transactionID) 334 if (UUID.Zero == transactionID)
353 { 335 {
336 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
354 item.Name = itemUpd.Name; 337 item.Name = itemUpd.Name;
355 item.Description = itemUpd.Description; 338 item.Description = itemUpd.Description;
356 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) 339 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
@@ -728,6 +711,8 @@ namespace OpenSim.Region.Framework.Scenes
728 return; 711 return;
729 } 712 }
730 713
714 if (newName == null) newName = item.Name;
715
731 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 716 AssetBase asset = AssetService.Get(item.AssetID.ToString());
732 717
733 if (asset != null) 718 if (asset != null)
@@ -784,6 +769,24 @@ namespace OpenSim.Region.Framework.Scenes
784 } 769 }
785 770
786 /// <summary> 771 /// <summary>
772 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
773 /// </summary>
774 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
775 {
776 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
777 foreach (InventoryItemBase b in items)
778 {
779 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
780 InventoryItemBase n = InventoryService.GetItem(b);
781 n.Folder = destfolder;
782 moveitems.Add(n);
783 remoteClient.SendInventoryItemCreateUpdate(n, 0);
784 }
785
786 MoveInventoryItem(remoteClient, moveitems);
787 }
788
789 /// <summary>
787 /// Move an item within the agent's inventory. 790 /// Move an item within the agent's inventory.
788 /// </summary> 791 /// </summary>
789 /// <param name="remoteClient"></param> 792 /// <param name="remoteClient"></param>
@@ -984,25 +987,29 @@ namespace OpenSim.Region.Framework.Scenes
984 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 987 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
985 { 988 {
986 SceneObjectPart part = GetSceneObjectPart(localID); 989 SceneObjectPart part = GetSceneObjectPart(localID);
987 if (part == null) 990 SceneObjectGroup group = null;
988 return; 991 if (part != null)
992 {
993 group = part.ParentGroup;
994 }
995 if (part != null && group != null)
996 {
997 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
998 return;
989 999
990 SceneObjectGroup group = part.ParentGroup; 1000 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
991 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 1001 if (item == null)
992 return; 1002 return;
993
994 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
995 if (item == null)
996 return;
997 1003
998 if (item.Type == 10) 1004 if (item.Type == 10)
999 { 1005 {
1000 part.RemoveScriptEvents(itemID); 1006 part.RemoveScriptEvents(itemID);
1001 EventManager.TriggerRemoveScript(localID, itemID); 1007 EventManager.TriggerRemoveScript(localID, itemID);
1008 }
1009
1010 group.RemoveInventoryItem(localID, itemID);
1011 part.SendPropertiesToClient(remoteClient);
1002 } 1012 }
1003
1004 group.RemoveInventoryItem(localID, itemID);
1005 part.SendPropertiesToClient(remoteClient);
1006 } 1013 }
1007 1014
1008 private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId) 1015 private InventoryItemBase CreateAgentInventoryItemFromTask(UUID destAgent, SceneObjectPart part, UUID itemId)
@@ -1213,6 +1220,10 @@ namespace OpenSim.Region.Framework.Scenes
1213 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) 1220 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
1214 return; 1221 return;
1215 1222
1223 bool overrideNoMod = false;
1224 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1225 overrideNoMod = true;
1226
1216 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) 1227 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1217 { 1228 {
1218 // object cannot copy items to an object owned by a different owner 1229 // object cannot copy items to an object owned by a different owner
@@ -1222,7 +1233,7 @@ namespace OpenSim.Region.Framework.Scenes
1222 } 1233 }
1223 1234
1224 // must have both move and modify permission to put an item in an object 1235 // must have both move and modify permission to put an item in an object
1225 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1236 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1226 { 1237 {
1227 return; 1238 return;
1228 } 1239 }
@@ -1281,6 +1292,14 @@ namespace OpenSim.Region.Framework.Scenes
1281 1292
1282 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1293 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1283 { 1294 {
1295 SceneObjectPart destPart = GetSceneObjectPart(destID);
1296 if (destPart != null) // Move into a prim
1297 {
1298 foreach(UUID itemID in items)
1299 MoveTaskInventoryItem(destID, host, itemID);
1300 return destID; // Prim folder ID == prim ID
1301 }
1302
1284 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1303 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1285 1304
1286 UUID newFolderID = UUID.Random(); 1305 UUID newFolderID = UUID.Random();
@@ -1460,13 +1479,6 @@ namespace OpenSim.Region.Framework.Scenes
1460 { 1479 {
1461 agentTransactions.HandleTaskItemUpdateFromTransaction( 1480 agentTransactions.HandleTaskItemUpdateFromTransaction(
1462 remoteClient, part, transactionID, currentItem); 1481 remoteClient, part, transactionID, currentItem);
1463
1464 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1465 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1466 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1467 remoteClient.SendAgentAlertMessage("Script saved", false);
1468 else
1469 remoteClient.SendAgentAlertMessage("Item saved", false);
1470 } 1482 }
1471 1483
1472 // Base ALWAYS has move 1484 // Base ALWAYS has move
@@ -1607,7 +1619,7 @@ namespace OpenSim.Region.Framework.Scenes
1607 return; 1619 return;
1608 1620
1609 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1621 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1610 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1622 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1611 remoteClient.AgentId); 1623 remoteClient.AgentId);
1612 AssetService.Store(asset); 1624 AssetService.Store(asset);
1613 1625
@@ -1760,23 +1772,32 @@ namespace OpenSim.Region.Framework.Scenes
1760 // build a list of eligible objects 1772 // build a list of eligible objects
1761 List<uint> deleteIDs = new List<uint>(); 1773 List<uint> deleteIDs = new List<uint>();
1762 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1774 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1763 1775 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1764 // Start with true for both, then remove the flags if objects
1765 // that we can't derez are part of the selection
1766 bool permissionToTake = true;
1767 bool permissionToTakeCopy = true;
1768 bool permissionToDelete = true;
1769 1776
1770 foreach (uint localID in localIDs) 1777 foreach (uint localID in localIDs)
1771 { 1778 {
1779 // Start with true for both, then remove the flags if objects
1780 // that we can't derez are part of the selection
1781 bool permissionToTake = true;
1782 bool permissionToTakeCopy = true;
1783 bool permissionToDelete = true;
1784
1772 // Invalid id 1785 // Invalid id
1773 SceneObjectPart part = GetSceneObjectPart(localID); 1786 SceneObjectPart part = GetSceneObjectPart(localID);
1774 if (part == null) 1787 if (part == null)
1788 {
1789 //Client still thinks the object exists, kill it
1790 deleteIDs.Add(localID);
1775 continue; 1791 continue;
1792 }
1776 1793
1777 // Already deleted by someone else 1794 // Already deleted by someone else
1778 if (part.ParentGroup.IsDeleted) 1795 if (part.ParentGroup.IsDeleted)
1796 {
1797 //Client still thinks the object exists, kill it
1798 deleteIDs.Add(localID);
1779 continue; 1799 continue;
1800 }
1780 1801
1781 // Can't delete child prims 1802 // Can't delete child prims
1782 if (part != part.ParentGroup.RootPart) 1803 if (part != part.ParentGroup.RootPart)
@@ -1784,9 +1805,6 @@ namespace OpenSim.Region.Framework.Scenes
1784 1805
1785 SceneObjectGroup grp = part.ParentGroup; 1806 SceneObjectGroup grp = part.ParentGroup;
1786 1807
1787 deleteIDs.Add(localID);
1788 deleteGroups.Add(grp);
1789
1790 if (remoteClient == null) 1808 if (remoteClient == null)
1791 { 1809 {
1792 // Autoreturn has a null client. Nothing else does. So 1810 // Autoreturn has a null client. Nothing else does. So
@@ -1803,81 +1821,193 @@ namespace OpenSim.Region.Framework.Scenes
1803 } 1821 }
1804 else 1822 else
1805 { 1823 {
1806 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1824 if (action == DeRezAction.TakeCopy)
1825 {
1826 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1827 permissionToTakeCopy = false;
1828 }
1829 else
1830 {
1807 permissionToTakeCopy = false; 1831 permissionToTakeCopy = false;
1808 1832 }
1809 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1833 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1810 permissionToTake = false; 1834 permissionToTake = false;
1811 1835
1812 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1836 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1813 permissionToDelete = false; 1837 permissionToDelete = false;
1814 } 1838 }
1815 }
1816 1839
1817 // Handle god perms 1840 // Handle god perms
1818 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1841 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1819 { 1842 {
1820 permissionToTake = true; 1843 permissionToTake = true;
1821 permissionToTakeCopy = true; 1844 permissionToTakeCopy = true;
1822 permissionToDelete = true; 1845 permissionToDelete = true;
1823 } 1846 }
1824 1847
1825 // If we're re-saving, we don't even want to delete 1848 // If we're re-saving, we don't even want to delete
1826 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1849 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1827 permissionToDelete = false; 1850 permissionToDelete = false;
1828 1851
1829 // if we want to take a copy, we also don't want to delete 1852 // if we want to take a copy, we also don't want to delete
1830 // Note: after this point, the permissionToTakeCopy flag 1853 // Note: after this point, the permissionToTakeCopy flag
1831 // becomes irrelevant. It already includes the permissionToTake 1854 // becomes irrelevant. It already includes the permissionToTake
1832 // permission and after excluding no copy items here, we can 1855 // permission and after excluding no copy items here, we can
1833 // just use that. 1856 // just use that.
1834 if (action == DeRezAction.TakeCopy) 1857 if (action == DeRezAction.TakeCopy)
1835 { 1858 {
1836 // If we don't have permission, stop right here 1859 // If we don't have permission, stop right here
1837 if (!permissionToTakeCopy) 1860 if (!permissionToTakeCopy)
1838 return; 1861 return;
1839 1862
1840 permissionToTake = true; 1863 permissionToTake = true;
1841 // Don't delete 1864 // Don't delete
1842 permissionToDelete = false; 1865 permissionToDelete = false;
1843 } 1866 }
1844 1867
1845 if (action == DeRezAction.Return) 1868 if (action == DeRezAction.Return)
1846 {
1847 if (remoteClient != null)
1848 { 1869 {
1849 if (Permissions.CanReturnObjects( 1870 if (remoteClient != null)
1850 null,
1851 remoteClient.AgentId,
1852 deleteGroups))
1853 { 1871 {
1854 permissionToTake = true; 1872 if (Permissions.CanReturnObjects(
1855 permissionToDelete = true; 1873 null,
1856 1874 remoteClient.AgentId,
1857 foreach (SceneObjectGroup g in deleteGroups) 1875 deleteGroups))
1858 { 1876 {
1859 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1877 permissionToTake = true;
1878 permissionToDelete = true;
1879
1880 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1860 } 1881 }
1861 } 1882 }
1883 else // Auto return passes through here with null agent
1884 {
1885 permissionToTake = true;
1886 permissionToDelete = true;
1887 }
1862 } 1888 }
1863 else // Auto return passes through here with null agent 1889
1890 if (permissionToTake && (!permissionToDelete))
1891 takeGroups.Add(grp);
1892
1893 if (permissionToDelete)
1864 { 1894 {
1865 permissionToTake = true; 1895 if (permissionToTake)
1866 permissionToDelete = true; 1896 deleteGroups.Add(grp);
1897 deleteIDs.Add(grp.LocalId);
1867 } 1898 }
1868 } 1899 }
1869 1900
1870 if (permissionToTake) 1901 SendKillObject(deleteIDs);
1902
1903 if (deleteGroups.Count > 0)
1871 { 1904 {
1905 foreach (SceneObjectGroup g in deleteGroups)
1906 deleteIDs.Remove(g.LocalId);
1907
1872 m_asyncSceneObjectDeleter.DeleteToInventory( 1908 m_asyncSceneObjectDeleter.DeleteToInventory(
1873 action, destinationID, deleteGroups, remoteClient, 1909 action, destinationID, deleteGroups, remoteClient,
1874 permissionToDelete); 1910 true);
1875 } 1911 }
1876 else if (permissionToDelete) 1912 if (takeGroups.Count > 0)
1913 {
1914 m_asyncSceneObjectDeleter.DeleteToInventory(
1915 action, destinationID, takeGroups, remoteClient,
1916 false);
1917 }
1918 if (deleteIDs.Count > 0)
1877 { 1919 {
1878 foreach (SceneObjectGroup g in deleteGroups) 1920 foreach (SceneObjectGroup g in deleteGroups)
1879 DeleteSceneObject(g, false); 1921 DeleteSceneObject(g, true);
1922 }
1923 }
1924
1925 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
1926 {
1927 itemID = UUID.Zero;
1928 if (grp != null)
1929 {
1930 Vector3 inventoryStoredPosition = new Vector3
1931 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
1932 ? 250
1933 : grp.AbsolutePosition.X)
1934 ,
1935 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
1936 ? 250
1937 : grp.AbsolutePosition.X,
1938 grp.AbsolutePosition.Z);
1939
1940 Vector3 originalPosition = grp.AbsolutePosition;
1941
1942 grp.AbsolutePosition = inventoryStoredPosition;
1943
1944 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
1945
1946 grp.AbsolutePosition = originalPosition;
1947
1948 AssetBase asset = CreateAsset(
1949 grp.GetPartName(grp.LocalId),
1950 grp.GetPartDescription(grp.LocalId),
1951 (sbyte)AssetType.Object,
1952 Utils.StringToBytes(sceneObjectXml),
1953 remoteClient.AgentId);
1954 AssetService.Store(asset);
1955
1956 InventoryItemBase item = new InventoryItemBase();
1957 item.CreatorId = grp.RootPart.CreatorID.ToString();
1958 item.CreatorData = grp.RootPart.CreatorData;
1959 item.Owner = remoteClient.AgentId;
1960 item.ID = UUID.Random();
1961 item.AssetID = asset.FullID;
1962 item.Description = asset.Description;
1963 item.Name = asset.Name;
1964 item.AssetType = asset.Type;
1965 item.InvType = (int)InventoryType.Object;
1966
1967 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
1968 if (folder != null)
1969 item.Folder = folder.ID;
1970 else // oopsies
1971 item.Folder = UUID.Zero;
1972
1973 // Set up base perms properly
1974 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
1975 permsBase &= grp.RootPart.BaseMask;
1976 permsBase |= (uint)PermissionMask.Move;
1977
1978 // Make sure we don't lock it
1979 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
1980
1981 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
1982 {
1983 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
1984 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
1985 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1986 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
1987 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
1988 }
1989 else
1990 {
1991 item.BasePermissions = permsBase;
1992 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
1993 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1994 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
1995 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
1996 }
1997 item.CreationDate = Util.UnixTimeSinceEpoch();
1998
1999 // sets itemID so client can show item as 'attached' in inventory
2000 grp.SetFromItemID(item.ID);
2001
2002 if (AddInventoryItem(item))
2003 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2004 else
2005 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2006
2007 itemID = item.ID;
2008 return item.AssetID;
1880 } 2009 }
2010 return UUID.Zero;
1881 } 2011 }
1882 2012
1883 /// <summary> 2013 /// <summary>
@@ -2006,6 +2136,9 @@ namespace OpenSim.Region.Framework.Scenes
2006 2136
2007 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2137 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2008 { 2138 {
2139 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2140 return;
2141
2009 SceneObjectPart part = GetSceneObjectPart(objectID); 2142 SceneObjectPart part = GetSceneObjectPart(objectID);
2010 if (part == null) 2143 if (part == null)
2011 return; 2144 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 270e582..575079f 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -374,7 +374,10 @@ namespace OpenSim.Region.Framework.Scenes
374 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query); 374 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query);
375 375
376 if (accounts == null) 376 if (accounts == null)
377 {
378 m_log.DebugFormat("[LLCIENT]: ProcessAvatarPickerRequest: returned null result");
377 return; 379 return;
380 }
378 381
379 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply); 382 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply);
380 // TODO: don't create new blocks if recycling an old packet 383 // TODO: don't create new blocks if recycling an old packet
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index e1fedf4..48beb9c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -49,6 +49,7 @@ namespace OpenSim.Region.Framework.Scenes
49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition); 49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition);
50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene); 50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene);
51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene); 51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool ViewObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene); 53 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene);
53 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene); 54 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene);
54 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene); 55 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene);
@@ -116,6 +117,7 @@ namespace OpenSim.Region.Framework.Scenes
116 public event DuplicateObjectHandler OnDuplicateObject; 117 public event DuplicateObjectHandler OnDuplicateObject;
117 public event EditObjectHandler OnEditObject; 118 public event EditObjectHandler OnEditObject;
118 public event EditObjectInventoryHandler OnEditObjectInventory; 119 public event EditObjectInventoryHandler OnEditObjectInventory;
120 public event ViewObjectInventoryHandler OnViewObjectInventory;
119 public event MoveObjectHandler OnMoveObject; 121 public event MoveObjectHandler OnMoveObject;
120 public event ObjectEntryHandler OnObjectEntry; 122 public event ObjectEntryHandler OnObjectEntry;
121 public event ReturnObjectsHandler OnReturnObjects; 123 public event ReturnObjectsHandler OnReturnObjects;
@@ -401,6 +403,21 @@ namespace OpenSim.Region.Framework.Scenes
401 return true; 403 return true;
402 } 404 }
403 405
406 public bool CanViewObjectInventory(UUID objectID, UUID editorID)
407 {
408 ViewObjectInventoryHandler handler = OnViewObjectInventory;
409 if (handler != null)
410 {
411 Delegate[] list = handler.GetInvocationList();
412 foreach (ViewObjectInventoryHandler h in list)
413 {
414 if (h(objectID, editorID, m_scene) == false)
415 return false;
416 }
417 }
418 return true;
419 }
420
404 #endregion 421 #endregion
405 422
406 #region MOVE OBJECT 423 #region MOVE OBJECT
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 3b90c16..e668790 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -95,6 +95,7 @@ namespace OpenSim.Region.Framework.Scenes
95 // TODO: need to figure out how allow client agents but deny 95 // TODO: need to figure out how allow client agents but deny
96 // root agents when ACL denies access to root agent 96 // root agents when ACL denies access to root agent
97 public bool m_strictAccessControl = true; 97 public bool m_strictAccessControl = true;
98 public bool m_seeIntoBannedRegion = false;
98 public int MaxUndoCount = 5; 99 public int MaxUndoCount = 5;
99 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 100 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
100 public bool LoginLock = false; 101 public bool LoginLock = false;
@@ -110,12 +111,14 @@ namespace OpenSim.Region.Framework.Scenes
110 111
111 protected int m_splitRegionID; 112 protected int m_splitRegionID;
112 protected Timer m_restartWaitTimer = new Timer(); 113 protected Timer m_restartWaitTimer = new Timer();
114 protected Timer m_timerWatchdog = new Timer();
113 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 115 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
114 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 116 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
115 protected string m_simulatorVersion = "OpenSimulator Server"; 117 protected string m_simulatorVersion = "OpenSimulator Server";
116 protected ModuleLoader m_moduleLoader; 118 protected ModuleLoader m_moduleLoader;
117 protected AgentCircuitManager m_authenticateHandler; 119 protected AgentCircuitManager m_authenticateHandler;
118 protected SceneCommunicationService m_sceneGridService; 120 protected SceneCommunicationService m_sceneGridService;
121 protected ISnmpModule m_snmpService = null;
119 122
120 protected ISimulationDataService m_SimulationDataService; 123 protected ISimulationDataService m_SimulationDataService;
121 protected IEstateDataService m_EstateDataService; 124 protected IEstateDataService m_EstateDataService;
@@ -167,7 +170,7 @@ namespace OpenSim.Region.Framework.Scenes
167 private int m_update_events = 1; 170 private int m_update_events = 1;
168 private int m_update_backup = 200; 171 private int m_update_backup = 200;
169 private int m_update_terrain = 50; 172 private int m_update_terrain = 50;
170// private int m_update_land = 1; 173 private int m_update_land = 10;
171 private int m_update_coarse_locations = 50; 174 private int m_update_coarse_locations = 50;
172 175
173 private int agentMS; 176 private int agentMS;
@@ -182,6 +185,7 @@ namespace OpenSim.Region.Framework.Scenes
182 private int landMS; 185 private int landMS;
183 private int lastCompletedFrame; 186 private int lastCompletedFrame;
184 187
188 public bool CombineRegions = false;
185 /// <summary> 189 /// <summary>
186 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched 190 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
187 /// asynchronously from the update loop. 191 /// asynchronously from the update loop.
@@ -204,10 +208,12 @@ namespace OpenSim.Region.Framework.Scenes
204 private bool m_scripts_enabled = true; 208 private bool m_scripts_enabled = true;
205 private string m_defaultScriptEngine; 209 private string m_defaultScriptEngine;
206 private int m_LastLogin; 210 private int m_LastLogin;
207 private Thread HeartbeatThread; 211 private Thread HeartbeatThread = null;
208 private volatile bool shuttingdown; 212 private volatile bool shuttingdown;
209 213
210 private int m_lastUpdate; 214 private int m_lastUpdate;
215 private int m_lastIncoming;
216 private int m_lastOutgoing;
211 private bool m_firstHeartbeat = true; 217 private bool m_firstHeartbeat = true;
212 218
213 private object m_deleting_scene_object = new object(); 219 private object m_deleting_scene_object = new object();
@@ -255,6 +261,19 @@ namespace OpenSim.Region.Framework.Scenes
255 get { return m_sceneGridService; } 261 get { return m_sceneGridService; }
256 } 262 }
257 263
264 public ISnmpModule SnmpService
265 {
266 get
267 {
268 if (m_snmpService == null)
269 {
270 m_snmpService = RequestModuleInterface<ISnmpModule>();
271 }
272
273 return m_snmpService;
274 }
275 }
276
258 public ISimulationDataService SimulationDataService 277 public ISimulationDataService SimulationDataService
259 { 278 {
260 get 279 get
@@ -536,6 +555,9 @@ namespace OpenSim.Region.Framework.Scenes
536 m_EstateDataService = estateDataService; 555 m_EstateDataService = estateDataService;
537 m_regionHandle = m_regInfo.RegionHandle; 556 m_regionHandle = m_regInfo.RegionHandle;
538 m_regionName = m_regInfo.RegionName; 557 m_regionName = m_regInfo.RegionName;
558 m_lastUpdate = Util.EnvironmentTickCount();
559 m_lastIncoming = 0;
560 m_lastOutgoing = 0;
539 561
540 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 562 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
541 m_asyncSceneObjectDeleter.Enabled = true; 563 m_asyncSceneObjectDeleter.Enabled = true;
@@ -652,6 +674,7 @@ namespace OpenSim.Region.Framework.Scenes
652 m_physicalPrim = startupConfig.GetBoolean("physical_prim", true); 674 m_physicalPrim = startupConfig.GetBoolean("physical_prim", true);
653 675
654 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 676 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
677
655 if (RegionInfo.NonphysPrimMax > 0) 678 if (RegionInfo.NonphysPrimMax > 0)
656 { 679 {
657 m_maxNonphys = RegionInfo.NonphysPrimMax; 680 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -683,6 +706,7 @@ namespace OpenSim.Region.Framework.Scenes
683 m_persistAfter *= 10000000; 706 m_persistAfter *= 10000000;
684 707
685 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 708 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
709 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
686 710
687 IConfig packetConfig = m_config.Configs["PacketPool"]; 711 IConfig packetConfig = m_config.Configs["PacketPool"];
688 if (packetConfig != null) 712 if (packetConfig != null)
@@ -692,6 +716,8 @@ namespace OpenSim.Region.Framework.Scenes
692 } 716 }
693 717
694 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 718 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
719 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
720 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
695 721
696 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 722 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
697 if (m_generateMaptiles) 723 if (m_generateMaptiles)
@@ -727,9 +753,9 @@ namespace OpenSim.Region.Framework.Scenes
727 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 753 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
728 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 754 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
729 } 755 }
730 catch 756 catch (Exception e)
731 { 757 {
732 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 758 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
733 } 759 }
734 760
735 #endregion Region Config 761 #endregion Region Config
@@ -1140,7 +1166,9 @@ namespace OpenSim.Region.Framework.Scenes
1140 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1166 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1141 if (HeartbeatThread != null) 1167 if (HeartbeatThread != null)
1142 { 1168 {
1169 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1143 HeartbeatThread.Abort(); 1170 HeartbeatThread.Abort();
1171 Watchdog.AbortThread(HeartbeatThread.ManagedThreadId);
1144 HeartbeatThread = null; 1172 HeartbeatThread = null;
1145 } 1173 }
1146 m_lastUpdate = Util.EnvironmentTickCount(); 1174 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1183,9 +1211,6 @@ namespace OpenSim.Region.Framework.Scenes
1183 { 1211 {
1184 while (!shuttingdown) 1212 while (!shuttingdown)
1185 Update(); 1213 Update();
1186
1187 m_lastUpdate = Util.EnvironmentTickCount();
1188 m_firstHeartbeat = false;
1189 } 1214 }
1190 catch (ThreadAbortException) 1215 catch (ThreadAbortException)
1191 { 1216 {
@@ -1283,6 +1308,13 @@ namespace OpenSim.Region.Framework.Scenes
1283 eventMS = Util.EnvironmentTickCountSubtract(evMS); ; 1308 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1284 } 1309 }
1285 1310
1311 // if (Frame % m_update_land == 0)
1312 // {
1313 // int ldMS = Util.EnvironmentTickCount();
1314 // UpdateLand();
1315 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1316 // }
1317
1286 if (Frame % m_update_backup == 0) 1318 if (Frame % m_update_backup == 0)
1287 { 1319 {
1288 int backMS = Util.EnvironmentTickCount(); 1320 int backMS = Util.EnvironmentTickCount();
@@ -1384,12 +1416,16 @@ namespace OpenSim.Region.Framework.Scenes
1384 maintc = Util.EnvironmentTickCountSubtract(maintc); 1416 maintc = Util.EnvironmentTickCountSubtract(maintc);
1385 maintc = (int)(MinFrameTime * 1000) - maintc; 1417 maintc = (int)(MinFrameTime * 1000) - maintc;
1386 1418
1419
1420 m_lastUpdate = Util.EnvironmentTickCount();
1421 m_firstHeartbeat = false;
1422
1387 if (maintc > 0) 1423 if (maintc > 0)
1388 Thread.Sleep(maintc); 1424 Thread.Sleep(maintc);
1389 1425
1390 // Tell the watchdog that this thread is still alive 1426 // Tell the watchdog that this thread is still alive
1391 Watchdog.UpdateThread(); 1427 Watchdog.UpdateThread();
1392 } 1428 }
1393 1429
1394 public void AddGroupTarget(SceneObjectGroup grp) 1430 public void AddGroupTarget(SceneObjectGroup grp)
1395 { 1431 {
@@ -1405,9 +1441,9 @@ namespace OpenSim.Region.Framework.Scenes
1405 1441
1406 private void CheckAtTargets() 1442 private void CheckAtTargets()
1407 { 1443 {
1408 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1444 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1409 lock (m_groupsWithTargets) 1445 lock (m_groupsWithTargets)
1410 objs = m_groupsWithTargets.Values; 1446 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1411 1447
1412 foreach (SceneObjectGroup entry in objs) 1448 foreach (SceneObjectGroup entry in objs)
1413 entry.checkAtTargets(); 1449 entry.checkAtTargets();
@@ -1489,7 +1525,7 @@ namespace OpenSim.Region.Framework.Scenes
1489 msg.fromAgentName = "Server"; 1525 msg.fromAgentName = "Server";
1490 msg.dialog = (byte)19; // Object msg 1526 msg.dialog = (byte)19; // Object msg
1491 msg.fromGroup = false; 1527 msg.fromGroup = false;
1492 msg.offline = (byte)0; 1528 msg.offline = (byte)1;
1493 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1529 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1494 msg.Position = Vector3.Zero; 1530 msg.Position = Vector3.Zero;
1495 msg.RegionID = RegionInfo.RegionID.Guid; 1531 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1724,14 +1760,24 @@ namespace OpenSim.Region.Framework.Scenes
1724 /// <returns></returns> 1760 /// <returns></returns>
1725 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1761 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1726 { 1762 {
1763
1764 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1765 Vector3 wpos = Vector3.Zero;
1766 // Check for water surface intersection from above
1767 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1768 {
1769 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1770 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1771 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1772 wpos.Z = wheight;
1773 }
1774
1727 Vector3 pos = Vector3.Zero; 1775 Vector3 pos = Vector3.Zero;
1728 if (RayEndIsIntersection == (byte)1) 1776 if (RayEndIsIntersection == (byte)1)
1729 { 1777 {
1730 pos = RayEnd; 1778 pos = RayEnd;
1731 return pos;
1732 } 1779 }
1733 1780 else if (RayTargetID != UUID.Zero)
1734 if (RayTargetID != UUID.Zero)
1735 { 1781 {
1736 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1782 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1737 1783
@@ -1753,7 +1799,7 @@ namespace OpenSim.Region.Framework.Scenes
1753 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1799 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1754 1800
1755 // Un-comment out the following line to Get Raytrace results printed to the console. 1801 // Un-comment out the following line to Get Raytrace results printed to the console.
1756 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1802 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1757 float ScaleOffset = 0.5f; 1803 float ScaleOffset = 0.5f;
1758 1804
1759 // If we hit something 1805 // If we hit something
@@ -1776,13 +1822,10 @@ namespace OpenSim.Region.Framework.Scenes
1776 //pos.Z -= 0.25F; 1822 //pos.Z -= 0.25F;
1777 1823
1778 } 1824 }
1779
1780 return pos;
1781 } 1825 }
1782 else 1826 else
1783 { 1827 {
1784 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1828 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1785
1786 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1829 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1787 1830
1788 // Un-comment the following line to print the raytrace results to the console. 1831 // Un-comment the following line to print the raytrace results to the console.
@@ -1791,13 +1834,12 @@ namespace OpenSim.Region.Framework.Scenes
1791 if (ei.HitTF) 1834 if (ei.HitTF)
1792 { 1835 {
1793 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1836 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1794 } else 1837 }
1838 else
1795 { 1839 {
1796 // fall back to our stupid functionality 1840 // fall back to our stupid functionality
1797 pos = RayEnd; 1841 pos = RayEnd;
1798 } 1842 }
1799
1800 return pos;
1801 } 1843 }
1802 } 1844 }
1803 else 1845 else
@@ -1808,8 +1850,12 @@ namespace OpenSim.Region.Framework.Scenes
1808 //increase height so its above the ground. 1850 //increase height so its above the ground.
1809 //should be getting the normal of the ground at the rez point and using that? 1851 //should be getting the normal of the ground at the rez point and using that?
1810 pos.Z += scale.Z / 2f; 1852 pos.Z += scale.Z / 2f;
1811 return pos; 1853// return pos;
1812 } 1854 }
1855
1856 // check against posible water intercept
1857 if (wpos.Z > pos.Z) pos = wpos;
1858 return pos;
1813 } 1859 }
1814 1860
1815 1861
@@ -1893,7 +1939,10 @@ namespace OpenSim.Region.Framework.Scenes
1893 public bool AddRestoredSceneObject( 1939 public bool AddRestoredSceneObject(
1894 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1940 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1895 { 1941 {
1896 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1942 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1943 if (result)
1944 sceneObject.IsDeleted = false;
1945 return result;
1897 } 1946 }
1898 1947
1899 /// <summary> 1948 /// <summary>
@@ -1983,6 +2032,15 @@ namespace OpenSim.Region.Framework.Scenes
1983 /// </summary> 2032 /// </summary>
1984 public void DeleteAllSceneObjects() 2033 public void DeleteAllSceneObjects()
1985 { 2034 {
2035 DeleteAllSceneObjects(false);
2036 }
2037
2038 /// <summary>
2039 /// Delete every object from the scene. This does not include attachments worn by avatars.
2040 /// </summary>
2041 public void DeleteAllSceneObjects(bool exceptNoCopy)
2042 {
2043 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
1986 lock (Entities) 2044 lock (Entities)
1987 { 2045 {
1988 EntityBase[] entities = Entities.GetEntities(); 2046 EntityBase[] entities = Entities.GetEntities();
@@ -1991,11 +2049,24 @@ namespace OpenSim.Region.Framework.Scenes
1991 if (e is SceneObjectGroup) 2049 if (e is SceneObjectGroup)
1992 { 2050 {
1993 SceneObjectGroup sog = (SceneObjectGroup)e; 2051 SceneObjectGroup sog = (SceneObjectGroup)e;
1994 if (!sog.IsAttachment) 2052 if (sog != null && !sog.IsAttachment)
1995 DeleteSceneObject((SceneObjectGroup)e, false); 2053 {
2054 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2055 {
2056 DeleteSceneObject((SceneObjectGroup)e, false);
2057 }
2058 else
2059 {
2060 toReturn.Add((SceneObjectGroup)e);
2061 }
2062 }
1996 } 2063 }
1997 } 2064 }
1998 } 2065 }
2066 if (toReturn.Count > 0)
2067 {
2068 returnObjects(toReturn.ToArray(), UUID.Zero);
2069 }
1999 } 2070 }
2000 2071
2001 /// <summary> 2072 /// <summary>
@@ -2043,6 +2114,8 @@ namespace OpenSim.Region.Framework.Scenes
2043 } 2114 }
2044 2115
2045 group.DeleteGroupFromScene(silent); 2116 group.DeleteGroupFromScene(silent);
2117 if (!silent)
2118 SendKillObject(new List<uint>() { group.LocalId });
2046 2119
2047// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2120// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2048 } 2121 }
@@ -2397,10 +2470,17 @@ namespace OpenSim.Region.Framework.Scenes
2397 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2470 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2398 public bool AddSceneObject(SceneObjectGroup sceneObject) 2471 public bool AddSceneObject(SceneObjectGroup sceneObject)
2399 { 2472 {
2473 if (sceneObject.OwnerID == UUID.Zero)
2474 {
2475 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2476 return false;
2477 }
2478
2400 // If the user is banned, we won't let any of their objects 2479 // If the user is banned, we won't let any of their objects
2401 // enter. Period. 2480 // enter. Period.
2402 // 2481 //
2403 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2482 int flags = GetUserFlags(sceneObject.OwnerID);
2483 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2404 { 2484 {
2405 m_log.Info("[INTERREGION]: Denied prim crossing for " + 2485 m_log.Info("[INTERREGION]: Denied prim crossing for " +
2406 "banned avatar"); 2486 "banned avatar");
@@ -2447,12 +2527,23 @@ namespace OpenSim.Region.Framework.Scenes
2447 } 2527 }
2448 else 2528 else
2449 { 2529 {
2530 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2450 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2531 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2451 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2532 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2452 } 2533 }
2534 if (sceneObject.OwnerID == UUID.Zero)
2535 {
2536 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2537 return false;
2538 }
2453 } 2539 }
2454 else 2540 else
2455 { 2541 {
2542 if (sceneObject.OwnerID == UUID.Zero)
2543 {
2544 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2545 return false;
2546 }
2456 AddRestoredSceneObject(sceneObject, true, false); 2547 AddRestoredSceneObject(sceneObject, true, false);
2457 2548
2458 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2549 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2482,6 +2573,24 @@ namespace OpenSim.Region.Framework.Scenes
2482 return 2; // StateSource.PrimCrossing 2573 return 2; // StateSource.PrimCrossing
2483 } 2574 }
2484 2575
2576 public int GetUserFlags(UUID user)
2577 {
2578 //Unfortunately the SP approach means that the value is cached until region is restarted
2579 /*
2580 ScenePresence sp;
2581 if (TryGetScenePresence(user, out sp))
2582 {
2583 return sp.UserFlags;
2584 }
2585 else
2586 {
2587 */
2588 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2589 if (uac == null)
2590 return 0;
2591 return uac.UserFlags;
2592 //}
2593 }
2485 #endregion 2594 #endregion
2486 2595
2487 #region Add/Remove Avatar Methods 2596 #region Add/Remove Avatar Methods
@@ -2503,6 +2612,7 @@ namespace OpenSim.Region.Framework.Scenes
2503 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2612 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2504 2613
2505 CheckHeartbeat(); 2614 CheckHeartbeat();
2615 ScenePresence presence;
2506 2616
2507 if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here 2617 if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here
2508 { 2618 {
@@ -2538,7 +2648,14 @@ namespace OpenSim.Region.Framework.Scenes
2538 2648
2539 EventManager.TriggerOnNewClient(client); 2649 EventManager.TriggerOnNewClient(client);
2540 if (vialogin) 2650 if (vialogin)
2651 {
2541 EventManager.TriggerOnClientLogin(client); 2652 EventManager.TriggerOnClientLogin(client);
2653
2654 // Send initial parcel data
2655 Vector3 pos = createdSp.AbsolutePosition;
2656 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2657 land.SendLandUpdateToClient(client);
2658 }
2542 } 2659 }
2543 } 2660 }
2544 2661
@@ -2627,19 +2744,12 @@ namespace OpenSim.Region.Framework.Scenes
2627 // and the scene presence and the client, if they exist 2744 // and the scene presence and the client, if they exist
2628 try 2745 try
2629 { 2746 {
2630 // We need to wait for the client to make UDP contact first. 2747 ScenePresence sp = GetScenePresence(agentID);
2631 // It's the UDP contact that creates the scene presence 2748 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2632 ScenePresence sp = WaitGetScenePresence(agentID); 2749
2633 if (sp != null) 2750 if (sp != null)
2634 {
2635 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2636
2637 sp.ControllingClient.Close(); 2751 sp.ControllingClient.Close();
2638 } 2752
2639 else
2640 {
2641 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2642 }
2643 // BANG! SLASH! 2753 // BANG! SLASH!
2644 m_authenticateHandler.RemoveCircuit(agentID); 2754 m_authenticateHandler.RemoveCircuit(agentID);
2645 2755
@@ -2739,6 +2849,7 @@ namespace OpenSim.Region.Framework.Scenes
2739 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 2849 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2740 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2850 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2741 client.OnCopyInventoryItem += CopyInventoryItem; 2851 client.OnCopyInventoryItem += CopyInventoryItem;
2852 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2742 client.OnMoveInventoryItem += MoveInventoryItem; 2853 client.OnMoveInventoryItem += MoveInventoryItem;
2743 client.OnRemoveInventoryItem += RemoveInventoryItem; 2854 client.OnRemoveInventoryItem += RemoveInventoryItem;
2744 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2855 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2916,15 +3027,16 @@ namespace OpenSim.Region.Framework.Scenes
2916 /// </summary> 3027 /// </summary>
2917 /// <param name="agentId">The avatar's Unique ID</param> 3028 /// <param name="agentId">The avatar's Unique ID</param>
2918 /// <param name="client">The IClientAPI for the client</param> 3029 /// <param name="client">The IClientAPI for the client</param>
2919 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3030 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2920 { 3031 {
2921 if (m_teleportModule != null) 3032 if (m_teleportModule != null)
2922 m_teleportModule.TeleportHome(agentId, client); 3033 return m_teleportModule.TeleportHome(agentId, client);
2923 else 3034 else
2924 { 3035 {
2925 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3036 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2926 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3037 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2927 } 3038 }
3039 return false;
2928 } 3040 }
2929 3041
2930 /// <summary> 3042 /// <summary>
@@ -3016,6 +3128,16 @@ namespace OpenSim.Region.Framework.Scenes
3016 /// <param name="flags"></param> 3128 /// <param name="flags"></param>
3017 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3129 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3018 { 3130 {
3131 //Add half the avatar's height so that the user doesn't fall through prims
3132 ScenePresence presence;
3133 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3134 {
3135 if (presence.Appearance != null)
3136 {
3137 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3138 }
3139 }
3140
3019 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3141 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3020 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3142 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3021 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3143 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3084,8 +3206,9 @@ namespace OpenSim.Region.Framework.Scenes
3084 regions.Remove(RegionInfo.RegionHandle); 3206 regions.Remove(RegionInfo.RegionHandle);
3085 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3207 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3086 } 3208 }
3087 3209 m_log.Debug("[Scene] Beginning ClientClosed");
3088 m_eventManager.TriggerClientClosed(agentID, this); 3210 m_eventManager.TriggerClientClosed(agentID, this);
3211 m_log.Debug("[Scene] Finished ClientClosed");
3089 } 3212 }
3090 catch (NullReferenceException) 3213 catch (NullReferenceException)
3091 { 3214 {
@@ -3093,7 +3216,12 @@ namespace OpenSim.Region.Framework.Scenes
3093 // Avatar is already disposed :/ 3216 // Avatar is already disposed :/
3094 } 3217 }
3095 3218
3219 m_log.Debug("[Scene] Beginning OnRemovePresence");
3096 m_eventManager.TriggerOnRemovePresence(agentID); 3220 m_eventManager.TriggerOnRemovePresence(agentID);
3221 m_log.Debug("[Scene] Finished OnRemovePresence");
3222
3223 if (AttachmentsModule != null && !avatar.IsChildAgent && avatar.PresenceType != PresenceType.Npc)
3224 AttachmentsModule.SaveChangedAttachments(avatar);
3097 3225
3098 if (AttachmentsModule != null && !avatar.IsChildAgent && avatar.PresenceType != PresenceType.Npc) 3226 if (AttachmentsModule != null && !avatar.IsChildAgent && avatar.PresenceType != PresenceType.Npc)
3099 AttachmentsModule.SaveChangedAttachments(avatar); 3227 AttachmentsModule.SaveChangedAttachments(avatar);
@@ -3113,8 +3241,11 @@ namespace OpenSim.Region.Framework.Scenes
3113 } 3241 }
3114 3242
3115 // Remove the avatar from the scene 3243 // Remove the avatar from the scene
3244 m_log.Debug("[Scene] Begin RemoveScenePresence");
3116 m_sceneGraph.RemoveScenePresence(agentID); 3245 m_sceneGraph.RemoveScenePresence(agentID);
3246 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3117 m_clientManager.Remove(agentID); 3247 m_clientManager.Remove(agentID);
3248 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3118 3249
3119 try 3250 try
3120 { 3251 {
@@ -3128,9 +3259,10 @@ namespace OpenSim.Region.Framework.Scenes
3128 { 3259 {
3129 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3260 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3130 } 3261 }
3131 3262 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3132 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3263 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3133// CleanDroppedAttachments(); 3264// CleanDroppedAttachments();
3265 m_log.Debug("[Scene] The avatar has left the building");
3134 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3266 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3135 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3267 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3136 } 3268 }
@@ -3283,13 +3415,16 @@ namespace OpenSim.Region.Framework.Scenes
3283 sp = null; 3415 sp = null;
3284 } 3416 }
3285 3417
3286 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3287 3418
3288 //On login test land permisions 3419 //On login test land permisions
3289 if (vialogin) 3420 if (vialogin)
3290 { 3421 {
3291 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3422 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3423 if (cache != null)
3424 cache.Remove(agent.firstname + " " + agent.lastname);
3425 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3292 { 3426 {
3427 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3293 return false; 3428 return false;
3294 } 3429 }
3295 } 3430 }
@@ -3312,8 +3447,13 @@ namespace OpenSim.Region.Framework.Scenes
3312 3447
3313 try 3448 try
3314 { 3449 {
3315 if (!AuthorizeUser(agent, out reason)) 3450 // Always check estate if this is a login. Always
3316 return false; 3451 // check if banned regions are to be blacked out.
3452 if (vialogin || (!m_seeIntoBannedRegion))
3453 {
3454 if (!AuthorizeUser(agent, out reason))
3455 return false;
3456 }
3317 } 3457 }
3318 catch (Exception e) 3458 catch (Exception e)
3319 { 3459 {
@@ -3415,6 +3555,8 @@ namespace OpenSim.Region.Framework.Scenes
3415 } 3555 }
3416 } 3556 }
3417 // Honor parcel landing type and position. 3557 // Honor parcel landing type and position.
3558 /*
3559 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3418 if (land != null) 3560 if (land != null)
3419 { 3561 {
3420 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3562 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3422,26 +3564,34 @@ namespace OpenSim.Region.Framework.Scenes
3422 agent.startpos = land.LandData.UserLocation; 3564 agent.startpos = land.LandData.UserLocation;
3423 } 3565 }
3424 } 3566 }
3567 */// This is now handled properly in ScenePresence.MakeRootAgent
3425 } 3568 }
3426 3569
3427 return true; 3570 return true;
3428 } 3571 }
3429 3572
3430 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3573 private bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3431 { 3574 {
3432 3575 reason = String.Empty;
3433 bool banned = land.IsBannedFromLand(agent.AgentID); 3576 if (Permissions.IsGod(agentID))
3434 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3577 return true;
3578
3579 ILandObject land = LandChannel.GetLandObject(posX, posY);
3580 if (land == null)
3581 return false;
3582
3583 bool banned = land.IsBannedFromLand(agentID);
3584 bool restricted = land.IsRestrictedFromLand(agentID);
3435 3585
3436 if (banned || restricted) 3586 if (banned || restricted)
3437 { 3587 {
3438 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3588 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3439 if (nearestParcel != null) 3589 if (nearestParcel != null)
3440 { 3590 {
3441 //Move agent to nearest allowed 3591 //Move agent to nearest allowed
3442 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3592 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3443 agent.startpos.X = newPosition.X; 3593 posX = newPosition.X;
3444 agent.startpos.Y = newPosition.Y; 3594 posY = newPosition.Y;
3445 } 3595 }
3446 else 3596 else
3447 { 3597 {
@@ -3503,7 +3653,7 @@ namespace OpenSim.Region.Framework.Scenes
3503 3653
3504 if (!m_strictAccessControl) return true; 3654 if (!m_strictAccessControl) return true;
3505 if (Permissions.IsGod(agent.AgentID)) return true; 3655 if (Permissions.IsGod(agent.AgentID)) return true;
3506 3656
3507 if (AuthorizationService != null) 3657 if (AuthorizationService != null)
3508 { 3658 {
3509 if (!AuthorizationService.IsAuthorizedForRegion( 3659 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3511,14 +3661,14 @@ namespace OpenSim.Region.Framework.Scenes
3511 { 3661 {
3512 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3662 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3513 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3663 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3514 3664
3515 return false; 3665 return false;
3516 } 3666 }
3517 } 3667 }
3518 3668
3519 if (m_regInfo.EstateSettings != null) 3669 if (m_regInfo.EstateSettings != null)
3520 { 3670 {
3521 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3671 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3522 { 3672 {
3523 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3673 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3524 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3674 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3708,6 +3858,13 @@ namespace OpenSim.Region.Framework.Scenes
3708 3858
3709 // We have to wait until the viewer contacts this region after receiving EAC. 3859 // We have to wait until the viewer contacts this region after receiving EAC.
3710 // That calls AddNewClient, which finally creates the ScenePresence 3860 // That calls AddNewClient, which finally creates the ScenePresence
3861 int flags = GetUserFlags(cAgentData.AgentID);
3862 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3863 {
3864 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3865 return false;
3866 }
3867
3711 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3868 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3712 if (nearestParcel == null) 3869 if (nearestParcel == null)
3713 { 3870 {
@@ -3723,7 +3880,6 @@ namespace OpenSim.Region.Framework.Scenes
3723 return false; 3880 return false;
3724 } 3881 }
3725 3882
3726
3727 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); 3883 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
3728 3884
3729 if (childAgentUpdate != null) 3885 if (childAgentUpdate != null)
@@ -3790,12 +3946,22 @@ namespace OpenSim.Region.Framework.Scenes
3790 return false; 3946 return false;
3791 } 3947 }
3792 3948
3949 public bool IncomingCloseAgent(UUID agentID)
3950 {
3951 return IncomingCloseAgent(agentID, false);
3952 }
3953
3954 public bool IncomingCloseChildAgent(UUID agentID)
3955 {
3956 return IncomingCloseAgent(agentID, true);
3957 }
3958
3793 /// <summary> 3959 /// <summary>
3794 /// Tell a single agent to disconnect from the region. 3960 /// Tell a single agent to disconnect from the region.
3795 /// </summary> 3961 /// </summary>
3796 /// <param name="regionHandle"></param>
3797 /// <param name="agentID"></param> 3962 /// <param name="agentID"></param>
3798 public bool IncomingCloseAgent(UUID agentID) 3963 /// <param name="childOnly"></param>
3964 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3799 { 3965 {
3800 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3966 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3801 3967
@@ -3807,7 +3973,7 @@ namespace OpenSim.Region.Framework.Scenes
3807 { 3973 {
3808 m_sceneGraph.removeUserCount(false); 3974 m_sceneGraph.removeUserCount(false);
3809 } 3975 }
3810 else 3976 else if (!childOnly)
3811 { 3977 {
3812 m_sceneGraph.removeUserCount(true); 3978 m_sceneGraph.removeUserCount(true);
3813 } 3979 }
@@ -3823,9 +3989,12 @@ namespace OpenSim.Region.Framework.Scenes
3823 } 3989 }
3824 else 3990 else
3825 presence.ControllingClient.SendShutdownConnectionNotice(); 3991 presence.ControllingClient.SendShutdownConnectionNotice();
3992 presence.ControllingClient.Close(false);
3993 }
3994 else if (!childOnly)
3995 {
3996 presence.ControllingClient.Close(true);
3826 } 3997 }
3827
3828 presence.ControllingClient.Close();
3829 return true; 3998 return true;
3830 } 3999 }
3831 4000
@@ -4420,34 +4589,66 @@ namespace OpenSim.Region.Framework.Scenes
4420 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4589 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4421 } 4590 }
4422 4591
4423 public int GetHealth() 4592 public int GetHealth(out int flags, out string message)
4424 { 4593 {
4425 // Returns: 4594 // Returns:
4426 // 1 = sim is up and accepting http requests. The heartbeat has 4595 // 1 = sim is up and accepting http requests. The heartbeat has
4427 // stopped and the sim is probably locked up, but a remote 4596 // stopped and the sim is probably locked up, but a remote
4428 // admin restart may succeed 4597 // admin restart may succeed
4429 // 4598 //
4430 // 2 = Sim is up and the heartbeat is running. The sim is likely 4599 // 2 = Sim is up and the heartbeat is running. The sim is likely
4431 // usable for people within and logins _may_ work 4600 // usable for people within
4601 //
4602 // 3 = Sim is up and one packet thread is running. Sim is
4603 // unstable and will not accept new logins
4604 //
4605 // 4 = Sim is up and both packet threads are running. Sim is
4606 // likely usable
4432 // 4607 //
4433 // 3 = We have seen a new user enter within the past 4 minutes 4608 // 5 = We have seen a new user enter within the past 4 minutes
4434 // which can be seen as positive confirmation of sim health 4609 // which can be seen as positive confirmation of sim health
4435 // 4610 //
4611
4612 flags = 0;
4613 message = String.Empty;
4614
4615 CheckHeartbeat();
4616
4617 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4618 {
4619 // We're still starting
4620 // 0 means "in startup", it can't happen another way, since
4621 // to get here, we must be able to accept http connections
4622 return 0;
4623 }
4624
4436 int health=1; // Start at 1, means we're up 4625 int health=1; // Start at 1, means we're up
4437 4626
4438 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4627 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4628 {
4439 health+=1; 4629 health+=1;
4440 else 4630 flags |= 1;
4631 }
4632
4633 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4634 {
4635 health+=1;
4636 flags |= 2;
4637 }
4638
4639 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4640 {
4641 health+=1;
4642 flags |= 4;
4643 }
4644
4645 if (flags != 7)
4441 return health; 4646 return health;
4442 4647
4443 // A login in the last 4 mins? We can't be doing too badly 4648 // A login in the last 4 mins? We can't be doing too badly
4444 // 4649 //
4445 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4650 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4446 health++; 4651 health++;
4447 else
4448 return health;
4449
4450 CheckHeartbeat();
4451 4652
4452 return health; 4653 return health;
4453 } 4654 }
@@ -4640,7 +4841,7 @@ namespace OpenSim.Region.Framework.Scenes
4640 if (m_firstHeartbeat) 4841 if (m_firstHeartbeat)
4641 return; 4842 return;
4642 4843
4643 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4844 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
4644 StartTimer(); 4845 StartTimer();
4645 } 4846 }
4646 4847
@@ -5054,6 +5255,54 @@ namespace OpenSim.Region.Framework.Scenes
5054 } 5255 }
5055 } 5256 }
5056 5257
5258// public void CleanDroppedAttachments()
5259// {
5260// List<SceneObjectGroup> objectsToDelete =
5261// new List<SceneObjectGroup>();
5262//
5263// lock (m_cleaningAttachments)
5264// {
5265// ForEachSOG(delegate (SceneObjectGroup grp)
5266// {
5267// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5268// {
5269// UUID agentID = grp.OwnerID;
5270// if (agentID == UUID.Zero)
5271// {
5272// objectsToDelete.Add(grp);
5273// return;
5274// }
5275//
5276// ScenePresence sp = GetScenePresence(agentID);
5277// if (sp == null)
5278// {
5279// objectsToDelete.Add(grp);
5280// return;
5281// }
5282// }
5283// });
5284// }
5285//
5286// foreach (SceneObjectGroup grp in objectsToDelete)
5287// {
5288// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5289// DeleteSceneObject(grp, true);
5290// }
5291// }
5292
5293 public void ThreadAlive(int threadCode)
5294 {
5295 switch(threadCode)
5296 {
5297 case 1: // Incoming
5298 m_lastIncoming = Util.EnvironmentTickCount();
5299 break;
5300 case 2: // Incoming
5301 m_lastOutgoing = Util.EnvironmentTickCount();
5302 break;
5303 }
5304 }
5305
5057 // This method is called across the simulation connector to 5306 // This method is called across the simulation connector to
5058 // determine if a given agent is allowed in this region 5307 // determine if a given agent is allowed in this region
5059 // AS A ROOT AGENT. Returning false here will prevent them 5308 // AS A ROOT AGENT. Returning false here will prevent them
@@ -5062,6 +5311,14 @@ namespace OpenSim.Region.Framework.Scenes
5062 // child agent creation, thereby emulating the SL behavior. 5311 // child agent creation, thereby emulating the SL behavior.
5063 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5312 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5064 { 5313 {
5314 reason = "You are banned from the region";
5315
5316 if (Permissions.IsGod(agentID))
5317 {
5318 reason = String.Empty;
5319 return true;
5320 }
5321
5065 int num = m_sceneGraph.GetNumberOfScenePresences(); 5322 int num = m_sceneGraph.GetNumberOfScenePresences();
5066 5323
5067 if (num >= RegionInfo.RegionSettings.AgentLimit) 5324 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5073,11 +5330,82 @@ namespace OpenSim.Region.Framework.Scenes
5073 } 5330 }
5074 } 5331 }
5075 5332
5333 ScenePresence presence = GetScenePresence(agentID);
5334 IClientAPI client = null;
5335 AgentCircuitData aCircuit = null;
5336
5337 if (presence != null)
5338 {
5339 client = presence.ControllingClient;
5340 if (client != null)
5341 aCircuit = client.RequestClientInfo();
5342 }
5343
5344 // We may be called before there is a presence or a client.
5345 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5346 if (client == null)
5347 {
5348 aCircuit = new AgentCircuitData();
5349 aCircuit.AgentID = agentID;
5350 aCircuit.firstname = String.Empty;
5351 aCircuit.lastname = String.Empty;
5352 }
5353
5354 try
5355 {
5356 if (!AuthorizeUser(aCircuit, out reason))
5357 {
5358 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5359 return false;
5360 }
5361 }
5362 catch (Exception e)
5363 {
5364 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5365 return false;
5366 }
5367
5368 if (position == Vector3.Zero) // Teleport
5369 {
5370 float posX = 128.0f;
5371 float posY = 128.0f;
5372
5373 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5374 {
5375 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5376 return false;
5377 }
5378 }
5379 else // Walking
5380 {
5381 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5382 if (land == null)
5383 return false;
5384
5385 bool banned = land.IsBannedFromLand(agentID);
5386 bool restricted = land.IsRestrictedFromLand(agentID);
5387
5388 if (banned || restricted)
5389 return false;
5390 }
5391
5076 reason = String.Empty; 5392 reason = String.Empty;
5077 return true; 5393 return true;
5078 } 5394 }
5079 5395
5080 /// <summary> 5396 public void StartTimerWatchdog()
5397 {
5398 m_timerWatchdog.Interval = 1000;
5399 m_timerWatchdog.Elapsed += TimerWatchdog;
5400 m_timerWatchdog.AutoReset = true;
5401 m_timerWatchdog.Start();
5402 }
5403
5404 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5405 {
5406 CheckHeartbeat();
5407 }
5408
5081 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5409 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5082 /// autopilot that moves an avatar to a sit target!. 5410 /// autopilot that moves an avatar to a sit target!.
5083 /// </summary> 5411 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index dee2ecb..73e9392 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index eccce89..fe9fe31 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -164,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
164 164
165 if (neighbour != null) 165 if (neighbour != null)
166 { 166 {
167 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 167 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
168 m_scene.EventManager.TriggerOnRegionUp(neighbour); 168 m_scene.EventManager.TriggerOnRegionUp(neighbour);
169 } 169 }
170 else 170 else
@@ -179,7 +179,7 @@ namespace OpenSim.Region.Framework.Scenes
179 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 179 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
180 180
181 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 181 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
182 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 182 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
183 foreach (GridRegion n in neighbours) 183 foreach (GridRegion n in neighbours)
184 { 184 {
185 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 185 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -255,46 +255,42 @@ namespace OpenSim.Region.Framework.Scenes
255 255
256 } 256 }
257 257
258 //public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle); 258 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
259 //private void SendCloseChildAgentCompleted(IAsyncResult iar)
260 //{
261 // SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
262 // icon.EndInvoke(iar);
263 //}
264 259
265 /// <summary> 260 /// <summary>
266 /// Closes a child agent on a given region 261 /// This Closes child agents on neighboring regions
262 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
267 /// </summary> 263 /// </summary>
268 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 264 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
269 { 265 {
270 266
271 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 267 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
272 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 268 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
273 269
274 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 270 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
275 uint x = 0, y = 0; 271 uint x = 0, y = 0;
276 Utils.LongToUInts(regionHandle, out x, out y); 272 Utils.LongToUInts(regionHandle, out x, out y);
277 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 273 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
278 m_scene.SimulationService.CloseAgent(destination, agentID); 274 m_scene.SimulationService.CloseChildAgent(destination, agentID);
275 }
276
277 private void SendCloseChildAgentCompleted(IAsyncResult iar)
278 {
279 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
280 icon.EndInvoke(iar);
279 } 281 }
280 282
281 /// <summary>
282 /// Closes a child agents in a collection of regions. Does so asynchronously
283 /// so that the caller doesn't wait.
284 /// </summary>
285 /// <param name="agentID"></param>
286 /// <param name="regionslst"></param>
287 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 283 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
288 { 284 {
289 Util.FireAndForget(delegate 285 foreach (ulong handle in regionslst)
290 { 286 {
291 foreach (ulong handle in regionslst) 287 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
292 { 288 d.BeginInvoke(agentID, handle,
293 SendCloseChildAgent(agentID, handle); 289 SendCloseChildAgentCompleted,
294 } 290 d);
295 }); 291 }
296 } 292 }
297 293
298 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 294 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
299 { 295 {
300 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 296 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 743fd50..c16038c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -130,13 +139,18 @@ namespace OpenSim.Region.Framework.Scenes
130 139
131 protected internal void Close() 140 protected internal void Close()
132 { 141 {
133 lock (m_presenceLock) 142 m_scenePresencesLock.EnterWriteLock();
143 try
134 { 144 {
135 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 145 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
136 List<ScenePresence> newlist = new List<ScenePresence>(); 146 List<ScenePresence> newlist = new List<ScenePresence>();
137 m_scenePresenceMap = newmap; 147 m_scenePresenceMap = newmap;
138 m_scenePresenceArray = newlist; 148 m_scenePresenceArray = newlist;
139 } 149 }
150 finally
151 {
152 m_scenePresencesLock.ExitWriteLock();
153 }
140 154
141 lock (SceneObjectGroupsByFullID) 155 lock (SceneObjectGroupsByFullID)
142 SceneObjectGroupsByFullID.Clear(); 156 SceneObjectGroupsByFullID.Clear();
@@ -275,6 +289,33 @@ namespace OpenSim.Region.Framework.Scenes
275 protected internal bool AddRestoredSceneObject( 289 protected internal bool AddRestoredSceneObject(
276 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 290 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
277 { 291 {
292 if (!m_parentScene.CombineRegions)
293 {
294 // KF: Check for out-of-region, move inside and make static.
295 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
296 sceneObject.RootPart.GroupPosition.Y,
297 sceneObject.RootPart.GroupPosition.Z);
298 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
299 npos.X > Constants.RegionSize ||
300 npos.Y > Constants.RegionSize))
301 {
302 if (npos.X < 0.0) npos.X = 1.0f;
303 if (npos.Y < 0.0) npos.Y = 1.0f;
304 if (npos.Z < 0.0) npos.Z = 0.0f;
305 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
306 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
307
308 foreach (SceneObjectPart part in sceneObject.Parts)
309 {
310 part.GroupPosition = npos;
311 }
312 sceneObject.RootPart.Velocity = Vector3.Zero;
313 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
314 sceneObject.RootPart.Acceleration = Vector3.Zero;
315 sceneObject.RootPart.Velocity = Vector3.Zero;
316 }
317 }
318
278 if (attachToBackup && (!alreadyPersisted)) 319 if (attachToBackup && (!alreadyPersisted))
279 { 320 {
280 sceneObject.ForceInventoryPersistence(); 321 sceneObject.ForceInventoryPersistence();
@@ -492,6 +533,30 @@ namespace OpenSim.Region.Framework.Scenes
492 m_updateList[obj.UUID] = obj; 533 m_updateList[obj.UUID] = obj;
493 } 534 }
494 535
536 public void FireAttachToBackup(SceneObjectGroup obj)
537 {
538 if (OnAttachToBackup != null)
539 {
540 OnAttachToBackup(obj);
541 }
542 }
543
544 public void FireDetachFromBackup(SceneObjectGroup obj)
545 {
546 if (OnDetachFromBackup != null)
547 {
548 OnDetachFromBackup(obj);
549 }
550 }
551
552 public void FireChangeBackup(SceneObjectGroup obj)
553 {
554 if (OnChangeBackup != null)
555 {
556 OnChangeBackup(obj);
557 }
558 }
559
495 /// <summary> 560 /// <summary>
496 /// Process all pending updates 561 /// Process all pending updates
497 /// </summary> 562 /// </summary>
@@ -623,7 +688,8 @@ namespace OpenSim.Region.Framework.Scenes
623 688
624 Entities[presence.UUID] = presence; 689 Entities[presence.UUID] = presence;
625 690
626 lock (m_presenceLock) 691 m_scenePresencesLock.EnterWriteLock();
692 try
627 { 693 {
628 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 694 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
629 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 695 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -647,6 +713,10 @@ namespace OpenSim.Region.Framework.Scenes
647 m_scenePresenceMap = newmap; 713 m_scenePresenceMap = newmap;
648 m_scenePresenceArray = newlist; 714 m_scenePresenceArray = newlist;
649 } 715 }
716 finally
717 {
718 m_scenePresencesLock.ExitWriteLock();
719 }
650 } 720 }
651 721
652 /// <summary> 722 /// <summary>
@@ -661,7 +731,8 @@ namespace OpenSim.Region.Framework.Scenes
661 agentID); 731 agentID);
662 } 732 }
663 733
664 lock (m_presenceLock) 734 m_scenePresencesLock.EnterWriteLock();
735 try
665 { 736 {
666 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 737 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
667 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 738 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -683,6 +754,10 @@ namespace OpenSim.Region.Framework.Scenes
683 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 754 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
684 } 755 }
685 } 756 }
757 finally
758 {
759 m_scenePresencesLock.ExitWriteLock();
760 }
686 } 761 }
687 762
688 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 763 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1396,8 +1471,13 @@ namespace OpenSim.Region.Framework.Scenes
1396 { 1471 {
1397 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1472 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1398 { 1473 {
1399 if (m_parentScene.AttachmentsModule != null) 1474 // Set the new attachment point data in the object
1400 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1475 byte attachmentPoint = group.GetAttachmentPoint();
1476 group.UpdateGroupPosition(pos);
1477 group.IsAttachment = false;
1478 group.AbsolutePosition = group.RootPart.AttachedPos;
1479 group.AttachmentPoint = attachmentPoint;
1480 group.HasGroupChanged = true;
1401 } 1481 }
1402 else 1482 else
1403 { 1483 {
@@ -1669,9 +1749,10 @@ namespace OpenSim.Region.Framework.Scenes
1669 return; 1749 return;
1670 1750
1671 Monitor.Enter(m_updateLock); 1751 Monitor.Enter(m_updateLock);
1752
1672 try 1753 try
1673 { 1754 {
1674 SceneObjectGroup parentGroup = root.ParentGroup; 1755 parentGroup.areUpdatesSuspended = true;
1675 1756
1676 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1757 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1677 1758
@@ -1683,9 +1764,13 @@ namespace OpenSim.Region.Framework.Scenes
1683 // Make sure no child prim is set for sale 1764 // Make sure no child prim is set for sale
1684 // So that, on delink, no prims are unwittingly 1765 // So that, on delink, no prims are unwittingly
1685 // left for sale and sold off 1766 // left for sale and sold off
1686 child.RootPart.ObjectSaleType = 0; 1767
1687 child.RootPart.SalePrice = 10; 1768 if (child != null)
1688 childGroups.Add(child); 1769 {
1770 child.RootPart.ObjectSaleType = 0;
1771 child.RootPart.SalePrice = 10;
1772 childGroups.Add(child);
1773 }
1689 } 1774 }
1690 1775
1691 foreach (SceneObjectGroup child in childGroups) 1776 foreach (SceneObjectGroup child in childGroups)
@@ -1704,12 +1789,19 @@ namespace OpenSim.Region.Framework.Scenes
1704 // occur on link to invoke this elsewhere (such as object selection) 1789 // occur on link to invoke this elsewhere (such as object selection)
1705 parentGroup.RootPart.CreateSelected = true; 1790 parentGroup.RootPart.CreateSelected = true;
1706 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1791 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1707 parentGroup.HasGroupChanged = true;
1708 parentGroup.ScheduleGroupForFullUpdate();
1709
1710 } 1792 }
1711 finally 1793 finally
1712 { 1794 {
1795 lock (SceneObjectGroupsByLocalPartID)
1796 {
1797 foreach (SceneObjectPart part in parentGroup.Parts)
1798 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1799 }
1800
1801 parentGroup.areUpdatesSuspended = false;
1802 parentGroup.HasGroupChanged = true;
1803 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1804 parentGroup.ScheduleGroupForFullUpdate();
1713 Monitor.Exit(m_updateLock); 1805 Monitor.Exit(m_updateLock);
1714 } 1806 }
1715 } 1807 }
@@ -1746,21 +1838,24 @@ namespace OpenSim.Region.Framework.Scenes
1746 1838
1747 SceneObjectGroup group = part.ParentGroup; 1839 SceneObjectGroup group = part.ParentGroup;
1748 if (!affectedGroups.Contains(group)) 1840 if (!affectedGroups.Contains(group))
1841 {
1842 group.areUpdatesSuspended = true;
1749 affectedGroups.Add(group); 1843 affectedGroups.Add(group);
1844 }
1750 } 1845 }
1751 } 1846 }
1752 } 1847 }
1753 1848
1754 foreach (SceneObjectPart child in childParts) 1849 if (childParts.Count > 0)
1755 { 1850 {
1756 // Unlink all child parts from their groups 1851 foreach (SceneObjectPart child in childParts)
1757 // 1852 {
1758 child.ParentGroup.DelinkFromGroup(child, true); 1853 // Unlink all child parts from their groups
1759 1854 //
1760 // These are not in affected groups and will not be 1855 child.ParentGroup.DelinkFromGroup(child, true);
1761 // handled further. Do the honors here. 1856 child.ParentGroup.HasGroupChanged = true;
1762 child.ParentGroup.HasGroupChanged = true; 1857 child.ParentGroup.ScheduleGroupForFullUpdate();
1763 child.ParentGroup.ScheduleGroupForFullUpdate(); 1858 }
1764 } 1859 }
1765 1860
1766 foreach (SceneObjectPart root in rootParts) 1861 foreach (SceneObjectPart root in rootParts)
@@ -1770,56 +1865,68 @@ namespace OpenSim.Region.Framework.Scenes
1770 // However, editing linked parts and unlinking may be different 1865 // However, editing linked parts and unlinking may be different
1771 // 1866 //
1772 SceneObjectGroup group = root.ParentGroup; 1867 SceneObjectGroup group = root.ParentGroup;
1868 group.areUpdatesSuspended = true;
1773 1869
1774 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1870 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1775 int numChildren = newSet.Count; 1871 int numChildren = newSet.Count;
1776 1872
1873 if (numChildren == 1)
1874 break;
1875
1777 // If there are prims left in a link set, but the root is 1876 // If there are prims left in a link set, but the root is
1778 // slated for unlink, we need to do this 1877 // slated for unlink, we need to do this
1878 // Unlink the remaining set
1779 // 1879 //
1780 if (numChildren != 1) 1880 bool sendEventsToRemainder = true;
1781 { 1881 if (numChildren > 1)
1782 // Unlink the remaining set 1882 sendEventsToRemainder = false;
1783 //
1784 bool sendEventsToRemainder = true;
1785 if (numChildren > 1)
1786 sendEventsToRemainder = false;
1787 1883
1788 foreach (SceneObjectPart p in newSet) 1884 foreach (SceneObjectPart p in newSet)
1885 {
1886 if (p != group.RootPart)
1789 { 1887 {
1790 if (p != group.RootPart) 1888 group.DelinkFromGroup(p, sendEventsToRemainder);
1791 group.DelinkFromGroup(p, sendEventsToRemainder); 1889 if (numChildren > 2)
1890 {
1891 p.ParentGroup.areUpdatesSuspended = true;
1892 }
1893 else
1894 {
1895 p.ParentGroup.HasGroupChanged = true;
1896 p.ParentGroup.ScheduleGroupForFullUpdate();
1897 }
1792 } 1898 }
1899 }
1900
1901 // If there is more than one prim remaining, we
1902 // need to re-link
1903 //
1904 if (numChildren > 2)
1905 {
1906 // Remove old root
1907 //
1908 if (newSet.Contains(root))
1909 newSet.Remove(root);
1793 1910
1794 // If there is more than one prim remaining, we 1911 // Preserve link ordering
1795 // need to re-link
1796 // 1912 //
1797 if (numChildren > 2) 1913 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1798 { 1914 {
1799 // Remove old root 1915 return a.LinkNum.CompareTo(b.LinkNum);
1800 // 1916 });
1801 if (newSet.Contains(root))
1802 newSet.Remove(root);
1803
1804 // Preserve link ordering
1805 //
1806 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1807 {
1808 return a.LinkNum.CompareTo(b.LinkNum);
1809 });
1810 1917
1811 // Determine new root 1918 // Determine new root
1812 // 1919 //
1813 SceneObjectPart newRoot = newSet[0]; 1920 SceneObjectPart newRoot = newSet[0];
1814 newSet.RemoveAt(0); 1921 newSet.RemoveAt(0);
1815 1922
1816 foreach (SceneObjectPart newChild in newSet) 1923 foreach (SceneObjectPart newChild in newSet)
1817 newChild.ClearUpdateSchedule(); 1924 newChild.ClearUpdateSchedule();
1818 1925
1819 LinkObjects(newRoot, newSet); 1926 newRoot.ParentGroup.areUpdatesSuspended = true;
1820 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1927 LinkObjects(newRoot, newSet);
1821 affectedGroups.Add(newRoot.ParentGroup); 1928 if (!affectedGroups.Contains(newRoot.ParentGroup))
1822 } 1929 affectedGroups.Add(newRoot.ParentGroup);
1823 } 1930 }
1824 } 1931 }
1825 1932
@@ -1827,8 +1934,14 @@ namespace OpenSim.Region.Framework.Scenes
1827 // 1934 //
1828 foreach (SceneObjectGroup g in affectedGroups) 1935 foreach (SceneObjectGroup g in affectedGroups)
1829 { 1936 {
1937 // Child prims that have been unlinked and deleted will
1938 // return unless the root is deleted. This will remove them
1939 // from the database. They will be rewritten immediately,
1940 // minus the rows for the unlinked child prims.
1941 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1830 g.TriggerScriptChangedEvent(Changed.LINK); 1942 g.TriggerScriptChangedEvent(Changed.LINK);
1831 g.HasGroupChanged = true; // Persist 1943 g.HasGroupChanged = true; // Persist
1944 g.areUpdatesSuspended = false;
1832 g.ScheduleGroupForFullUpdate(); 1945 g.ScheduleGroupForFullUpdate();
1833 } 1946 }
1834 } 1947 }
@@ -1946,9 +2059,6 @@ namespace OpenSim.Region.Framework.Scenes
1946 child.ApplyNextOwnerPermissions(); 2059 child.ApplyNextOwnerPermissions();
1947 } 2060 }
1948 } 2061 }
1949
1950 copy.RootPart.ObjectSaleType = 0;
1951 copy.RootPart.SalePrice = 10;
1952 } 2062 }
1953 2063
1954 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2064 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 905ecc9..6bd9183 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -385,6 +381,9 @@ namespace OpenSim.Region.Framework.Scenes
385 381
386 public void ResumeScripts() 382 public void ResumeScripts()
387 { 383 {
384 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
385 return;
386
388 SceneObjectPart[] parts = m_parts.GetArray(); 387 SceneObjectPart[] parts = m_parts.GetArray();
389 for (int i = 0; i < parts.Length; i++) 388 for (int i = 0; i < parts.Length; i++)
390 parts[i].Inventory.ResumeScripts(); 389 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 4355394..da10505 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -105,8 +106,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 106 /// since the group's last persistent backup
106 /// </summary> 107 /// </summary>
107 private bool m_hasGroupChanged = false; 108 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 109 private long timeFirstChanged = 0;
109 private long timeLastChanged; 110 private long timeLastChanged = 0;
111 private long m_maxPersistTime = 0;
112 private long m_minPersistTime = 0;
113 private Random m_rand;
114 private bool m_suspendUpdates;
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
110 132
111 public bool HasGroupChanged 133 public bool HasGroupChanged
112 { 134 {
@@ -114,9 +136,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 136 {
115 if (value) 137 if (value)
116 { 138 {
139 if (m_isBackedUp)
140 {
141 m_scene.SceneGraph.FireChangeBackup(this);
142 }
117 timeLastChanged = DateTime.Now.Ticks; 143 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 144 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 145 timeFirstChanged = DateTime.Now.Ticks;
146 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
147 {
148 if (m_rand == null)
149 {
150 byte[] val = new byte[16];
151 m_rootPart.UUID.ToBytes(val, 0);
152 m_rand = new Random(BitConverter.ToInt32(val, 0));
153 }
154
155 if (m_scene.GetRootAgentCount() == 0)
156 {
157 //If the region is empty, this change has been made by an automated process
158 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
159
160 float factor = 1.5f + (float)(m_rand.NextDouble());
161 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
162 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
163 }
164 else
165 {
166 //If the region is not empty, we want to obey the minimum and maximum persist times
167 //but add a random factor so we stagger the object persistance a little
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
170 }
171 }
120 } 172 }
121 m_hasGroupChanged = value; 173 m_hasGroupChanged = value;
122 174
@@ -131,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 183 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 184 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 185 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 186 public bool HasGroupChangedDueToDelink { get; set; }
135 187
136 private bool isTimeToPersist() 188 private bool isTimeToPersist()
137 { 189 {
@@ -141,8 +193,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 193 return false;
142 if (m_scene.ShuttingDown) 194 if (m_scene.ShuttingDown)
143 return true; 195 return true;
196
197 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
198 {
199 m_maxPersistTime = m_scene.m_persistAfter;
200 m_minPersistTime = m_scene.m_dontPersistBefore;
201 }
202
144 long currentTime = DateTime.Now.Ticks; 203 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 204
205 if (timeLastChanged == 0) timeLastChanged = currentTime;
206 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
207
208 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 209 return true;
147 return false; 210 return false;
148 } 211 }
@@ -247,10 +310,10 @@ namespace OpenSim.Region.Framework.Scenes
247 310
248 private bool m_scriptListens_atTarget; 311 private bool m_scriptListens_atTarget;
249 private bool m_scriptListens_notAtTarget; 312 private bool m_scriptListens_notAtTarget;
250
251 private bool m_scriptListens_atRotTarget; 313 private bool m_scriptListens_atRotTarget;
252 private bool m_scriptListens_notAtRotTarget; 314 private bool m_scriptListens_notAtRotTarget;
253 315
316 public bool m_dupeInProgress = false;
254 internal Dictionary<UUID, string> m_savedScriptState; 317 internal Dictionary<UUID, string> m_savedScriptState;
255 318
256 #region Properties 319 #region Properties
@@ -281,6 +344,16 @@ namespace OpenSim.Region.Framework.Scenes
281 get { return m_parts.Count; } 344 get { return m_parts.Count; }
282 } 345 }
283 346
347// protected Quaternion m_rotation = Quaternion.Identity;
348//
349// public virtual Quaternion Rotation
350// {
351// get { return m_rotation; }
352// set {
353// m_rotation = value;
354// }
355// }
356
284 public Quaternion GroupRotation 357 public Quaternion GroupRotation
285 { 358 {
286 get { return m_rootPart.RotationOffset; } 359 get { return m_rootPart.RotationOffset; }
@@ -389,7 +462,11 @@ namespace OpenSim.Region.Framework.Scenes
389 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 462 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
390 } 463 }
391 } 464 }
392 465
466 foreach (SceneObjectPart part in m_parts.GetArray())
467 {
468 part.IgnoreUndoUpdate = true;
469 }
393 if (RootPart.GetStatusSandbox()) 470 if (RootPart.GetStatusSandbox())
394 { 471 {
395 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 472 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -403,10 +480,29 @@ namespace OpenSim.Region.Framework.Scenes
403 return; 480 return;
404 } 481 }
405 } 482 }
406
407 SceneObjectPart[] parts = m_parts.GetArray(); 483 SceneObjectPart[] parts = m_parts.GetArray();
408 for (int i = 0; i < parts.Length; i++) 484 foreach (SceneObjectPart part in parts)
409 parts[i].GroupPosition = val; 485 {
486 part.GroupPosition = val;
487 if (!m_dupeInProgress)
488 {
489 part.TriggerScriptChangedEvent(Changed.POSITION);
490 }
491 }
492 if (!m_dupeInProgress)
493 {
494 foreach (ScenePresence av in m_linkedAvatars)
495 {
496 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
497 if (m_parts.TryGetValue(p.UUID, out p))
498 {
499 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
500 av.AbsolutePosition += offset;
501 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
502 av.SendAvatarDataToAllAgents();
503 }
504 }
505 }
410 506
411 //if (m_rootPart.PhysActor != null) 507 //if (m_rootPart.PhysActor != null)
412 //{ 508 //{
@@ -565,6 +661,7 @@ namespace OpenSim.Region.Framework.Scenes
565 /// </summary> 661 /// </summary>
566 public SceneObjectGroup() 662 public SceneObjectGroup()
567 { 663 {
664
568 } 665 }
569 666
570 /// <summary> 667 /// <summary>
@@ -581,7 +678,7 @@ namespace OpenSim.Region.Framework.Scenes
581 /// Constructor. This object is added to the scene later via AttachToScene() 678 /// Constructor. This object is added to the scene later via AttachToScene()
582 /// </summary> 679 /// </summary>
583 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 680 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
584 { 681 {
585 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 682 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
586 } 683 }
587 684
@@ -629,6 +726,9 @@ namespace OpenSim.Region.Framework.Scenes
629 /// </summary> 726 /// </summary>
630 public virtual void AttachToBackup() 727 public virtual void AttachToBackup()
631 { 728 {
729 if (IsAttachment) return;
730 m_scene.SceneGraph.FireAttachToBackup(this);
731
632 if (InSceneBackup) 732 if (InSceneBackup)
633 { 733 {
634 //m_log.DebugFormat( 734 //m_log.DebugFormat(
@@ -671,6 +771,9 @@ namespace OpenSim.Region.Framework.Scenes
671 771
672 ApplyPhysics(m_scene.m_physicalPrim); 772 ApplyPhysics(m_scene.m_physicalPrim);
673 773
774 if (RootPart.PhysActor != null)
775 RootPart.Buoyancy = RootPart.Buoyancy;
776
674 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 777 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
675 // for the same object with very different properties. The caller must schedule the update. 778 // for the same object with very different properties. The caller must schedule the update.
676 //ScheduleGroupForFullUpdate(); 779 //ScheduleGroupForFullUpdate();
@@ -716,9 +819,9 @@ namespace OpenSim.Region.Framework.Scenes
716 result.normal = inter.normal; 819 result.normal = inter.normal;
717 result.distance = inter.distance; 820 result.distance = inter.distance;
718 } 821 }
822
719 } 823 }
720 } 824 }
721
722 return result; 825 return result;
723 } 826 }
724 827
@@ -738,17 +841,19 @@ namespace OpenSim.Region.Framework.Scenes
738 minZ = 8192f; 841 minZ = 8192f;
739 842
740 SceneObjectPart[] parts = m_parts.GetArray(); 843 SceneObjectPart[] parts = m_parts.GetArray();
741 for (int i = 0; i < parts.Length; i++) 844 foreach (SceneObjectPart part in parts)
742 { 845 {
743 SceneObjectPart part = parts[i];
744
745 Vector3 worldPos = part.GetWorldPosition(); 846 Vector3 worldPos = part.GetWorldPosition();
746 Vector3 offset = worldPos - AbsolutePosition; 847 Vector3 offset = worldPos - AbsolutePosition;
747 Quaternion worldRot; 848 Quaternion worldRot;
748 if (part.ParentID == 0) 849 if (part.ParentID == 0)
850 {
749 worldRot = part.RotationOffset; 851 worldRot = part.RotationOffset;
852 }
750 else 853 else
854 {
751 worldRot = part.GetWorldRotation(); 855 worldRot = part.GetWorldRotation();
856 }
752 857
753 Vector3 frontTopLeft; 858 Vector3 frontTopLeft;
754 Vector3 frontTopRight; 859 Vector3 frontTopRight;
@@ -760,6 +865,8 @@ namespace OpenSim.Region.Framework.Scenes
760 Vector3 backBottomLeft; 865 Vector3 backBottomLeft;
761 Vector3 backBottomRight; 866 Vector3 backBottomRight;
762 867
868 // Vector3[] corners = new Vector3[8];
869
763 Vector3 orig = Vector3.Zero; 870 Vector3 orig = Vector3.Zero;
764 871
765 frontTopLeft.X = orig.X - (part.Scale.X / 2); 872 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -794,6 +901,38 @@ namespace OpenSim.Region.Framework.Scenes
794 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 901 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
795 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 902 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
796 903
904
905
906 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
907 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
908 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
909 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
910 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
911 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
912 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
913 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
914
915 //for (int i = 0; i < 8; i++)
916 //{
917 // corners[i] = corners[i] * worldRot;
918 // corners[i] += offset;
919
920 // if (corners[i].X > maxX)
921 // maxX = corners[i].X;
922 // if (corners[i].X < minX)
923 // minX = corners[i].X;
924
925 // if (corners[i].Y > maxY)
926 // maxY = corners[i].Y;
927 // if (corners[i].Y < minY)
928 // minY = corners[i].Y;
929
930 // if (corners[i].Z > maxZ)
931 // maxZ = corners[i].Y;
932 // if (corners[i].Z < minZ)
933 // minZ = corners[i].Z;
934 //}
935
797 frontTopLeft = frontTopLeft * worldRot; 936 frontTopLeft = frontTopLeft * worldRot;
798 frontTopRight = frontTopRight * worldRot; 937 frontTopRight = frontTopRight * worldRot;
799 frontBottomLeft = frontBottomLeft * worldRot; 938 frontBottomLeft = frontBottomLeft * worldRot;
@@ -815,6 +954,15 @@ namespace OpenSim.Region.Framework.Scenes
815 backTopLeft += offset; 954 backTopLeft += offset;
816 backTopRight += offset; 955 backTopRight += offset;
817 956
957 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
958 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
959 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
960 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
961 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
962 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
963 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
964 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
965
818 if (frontTopRight.X > maxX) 966 if (frontTopRight.X > maxX)
819 maxX = frontTopRight.X; 967 maxX = frontTopRight.X;
820 if (frontTopLeft.X > maxX) 968 if (frontTopLeft.X > maxX)
@@ -960,15 +1108,20 @@ namespace OpenSim.Region.Framework.Scenes
960 1108
961 public void SaveScriptedState(XmlTextWriter writer) 1109 public void SaveScriptedState(XmlTextWriter writer)
962 { 1110 {
1111 SaveScriptedState(writer, false);
1112 }
1113
1114 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1115 {
963 XmlDocument doc = new XmlDocument(); 1116 XmlDocument doc = new XmlDocument();
964 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1117 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
965 1118
966 SceneObjectPart[] parts = m_parts.GetArray(); 1119 SceneObjectPart[] parts = m_parts.GetArray();
967 for (int i = 0; i < parts.Length; i++) 1120 for (int i = 0; i < parts.Length; i++)
968 { 1121 {
969 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1122 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
970 foreach (KeyValuePair<UUID, string> kvp in pstates) 1123 foreach (KeyValuePair<UUID, string> kvp in pstates)
971 states.Add(kvp.Key, kvp.Value); 1124 states[kvp.Key] = kvp.Value;
972 } 1125 }
973 1126
974 if (states.Count > 0) 1127 if (states.Count > 0)
@@ -988,6 +1141,168 @@ namespace OpenSim.Region.Framework.Scenes
988 } 1141 }
989 1142
990 /// <summary> 1143 /// <summary>
1144 /// Add the avatar to this linkset (avatar is sat).
1145 /// </summary>
1146 /// <param name="agentID"></param>
1147 public void AddAvatar(UUID agentID)
1148 {
1149 ScenePresence presence;
1150 if (m_scene.TryGetScenePresence(agentID, out presence))
1151 {
1152 if (!m_linkedAvatars.Contains(presence))
1153 {
1154 m_linkedAvatars.Add(presence);
1155 }
1156 }
1157 }
1158
1159 /// <summary>
1160 /// Delete the avatar from this linkset (avatar is unsat).
1161 /// </summary>
1162 /// <param name="agentID"></param>
1163 public void DeleteAvatar(UUID agentID)
1164 {
1165 ScenePresence presence;
1166 if (m_scene.TryGetScenePresence(agentID, out presence))
1167 {
1168 if (m_linkedAvatars.Contains(presence))
1169 {
1170 m_linkedAvatars.Remove(presence);
1171 }
1172 }
1173 }
1174
1175 /// <summary>
1176 /// Returns the list of linked presences (avatars sat on this group)
1177 /// </summary>
1178 /// <param name="agentID"></param>
1179 public List<ScenePresence> GetLinkedAvatars()
1180 {
1181 return m_linkedAvatars;
1182 }
1183
1184 /// <summary>
1185 /// Attach this scene object to the given avatar.
1186 /// </summary>
1187 /// <param name="agentID"></param>
1188 /// <param name="attachmentpoint"></param>
1189 /// <param name="AttachOffset"></param>
1190 private void AttachToAgent(
1191 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1192 {
1193 if (avatar != null)
1194 {
1195 // don't attach attachments to child agents
1196 if (avatar.IsChildAgent) return;
1197
1198 // Remove from database and parcel prim count
1199 m_scene.DeleteFromStorage(so.UUID);
1200 m_scene.EventManager.TriggerParcelPrimCountTainted();
1201
1202 so.AttachedAvatar = avatar.UUID;
1203
1204 if (so.RootPart.PhysActor != null)
1205 {
1206 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1207 so.RootPart.PhysActor = null;
1208 }
1209
1210 so.AbsolutePosition = attachOffset;
1211 so.RootPart.AttachedPos = attachOffset;
1212 so.IsAttachment = true;
1213 so.RootPart.SetParentLocalId(avatar.LocalId);
1214 so.AttachmentPoint = attachmentpoint;
1215
1216 avatar.AddAttachment(this);
1217
1218 if (!silent)
1219 {
1220 // Killing it here will cause the client to deselect it
1221 // It then reappears on the avatar, deselected
1222 // through the full update below
1223 //
1224 if (IsSelected)
1225 {
1226 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1227 }
1228
1229 IsSelected = false; // fudge....
1230 ScheduleGroupForFullUpdate();
1231 }
1232 }
1233 else
1234 {
1235 m_log.WarnFormat(
1236 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1237 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1238 }
1239 }
1240
1241 public byte GetAttachmentPoint()
1242 {
1243 return m_rootPart.Shape.State;
1244 }
1245
1246 public void DetachToGround()
1247 {
1248 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1249 if (avatar == null)
1250 return;
1251
1252 avatar.RemoveAttachment(this);
1253
1254 Vector3 detachedpos = new Vector3(127f,127f,127f);
1255 if (avatar == null)
1256 return;
1257
1258 detachedpos = avatar.AbsolutePosition;
1259 RootPart.FromItemID = UUID.Zero;
1260
1261 AbsolutePosition = detachedpos;
1262 AttachedAvatar = UUID.Zero;
1263
1264 //SceneObjectPart[] parts = m_parts.GetArray();
1265 //for (int i = 0; i < parts.Length; i++)
1266 // parts[i].AttachedAvatar = UUID.Zero;
1267
1268 m_rootPart.SetParentLocalId(0);
1269 AttachmentPoint = (byte)0;
1270 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1271 HasGroupChanged = true;
1272 RootPart.Rezzed = DateTime.Now;
1273 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1274 AttachToBackup();
1275 m_scene.EventManager.TriggerParcelPrimCountTainted();
1276 m_rootPart.ScheduleFullUpdate();
1277 m_rootPart.ClearUndoState();
1278 }
1279
1280 public void DetachToInventoryPrep()
1281 {
1282 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1283 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1284 if (avatar != null)
1285 {
1286 //detachedpos = avatar.AbsolutePosition;
1287 avatar.RemoveAttachment(this);
1288 }
1289
1290 AttachedAvatar = UUID.Zero;
1291
1292 /*SceneObjectPart[] parts = m_parts.GetArray();
1293 for (int i = 0; i < parts.Length; i++)
1294 parts[i].AttachedAvatar = UUID.Zero;*/
1295
1296 m_rootPart.SetParentLocalId(0);
1297 //m_rootPart.SetAttachmentPoint((byte)0);
1298 IsAttachment = false;
1299 AbsolutePosition = m_rootPart.AttachedPos;
1300 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1301 //AttachToBackup();
1302 //m_rootPart.ScheduleFullUpdate();
1303 }
1304
1305 /// <summary>
991 /// 1306 ///
992 /// </summary> 1307 /// </summary>
993 /// <param name="part"></param> 1308 /// <param name="part"></param>
@@ -1037,7 +1352,10 @@ namespace OpenSim.Region.Framework.Scenes
1037 public void AddPart(SceneObjectPart part) 1352 public void AddPart(SceneObjectPart part)
1038 { 1353 {
1039 part.SetParent(this); 1354 part.SetParent(this);
1040 part.LinkNum = m_parts.Add(part.UUID, part); 1355 m_parts.Add(part.UUID, part);
1356
1357 part.LinkNum = m_parts.Count;
1358
1041 if (part.LinkNum == 2) 1359 if (part.LinkNum == 2)
1042 RootPart.LinkNum = 1; 1360 RootPart.LinkNum = 1;
1043 } 1361 }
@@ -1145,6 +1463,11 @@ namespace OpenSim.Region.Framework.Scenes
1145 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1463 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1146 public void DeleteGroupFromScene(bool silent) 1464 public void DeleteGroupFromScene(bool silent)
1147 { 1465 {
1466 // We need to keep track of this state in case this group is still queued for backup.
1467 IsDeleted = true;
1468
1469 DetachFromBackup();
1470
1148 SceneObjectPart[] parts = m_parts.GetArray(); 1471 SceneObjectPart[] parts = m_parts.GetArray();
1149 for (int i = 0; i < parts.Length; i++) 1472 for (int i = 0; i < parts.Length; i++)
1150 { 1473 {
@@ -1167,6 +1490,8 @@ namespace OpenSim.Region.Framework.Scenes
1167 } 1490 }
1168 }); 1491 });
1169 } 1492 }
1493
1494
1170 } 1495 }
1171 1496
1172 public void AddScriptLPS(int count) 1497 public void AddScriptLPS(int count)
@@ -1263,7 +1588,12 @@ namespace OpenSim.Region.Framework.Scenes
1263 1588
1264 public void SetOwnerId(UUID userId) 1589 public void SetOwnerId(UUID userId)
1265 { 1590 {
1266 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1591 ForEachPart(delegate(SceneObjectPart part)
1592 {
1593
1594 part.OwnerID = userId;
1595
1596 });
1267 } 1597 }
1268 1598
1269 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1599 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1295,11 +1625,17 @@ namespace OpenSim.Region.Framework.Scenes
1295 return; 1625 return;
1296 } 1626 }
1297 1627
1628 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1629 return;
1630
1298 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1631 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1299 // any exception propogate upwards. 1632 // any exception propogate upwards.
1300 try 1633 try
1301 { 1634 {
1302 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1635 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1636 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1637 m_scene.LoadingPrims) // Land may not be valid yet
1638
1303 { 1639 {
1304 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1640 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1305 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1641 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1326,6 +1662,7 @@ namespace OpenSim.Region.Framework.Scenes
1326 } 1662 }
1327 } 1663 }
1328 } 1664 }
1665
1329 } 1666 }
1330 1667
1331 if (m_scene.UseBackup && HasGroupChanged) 1668 if (m_scene.UseBackup && HasGroupChanged)
@@ -1333,6 +1670,20 @@ namespace OpenSim.Region.Framework.Scenes
1333 // don't backup while it's selected or you're asking for changes mid stream. 1670 // don't backup while it's selected or you're asking for changes mid stream.
1334 if (isTimeToPersist() || forcedBackup) 1671 if (isTimeToPersist() || forcedBackup)
1335 { 1672 {
1673 if (m_rootPart.PhysActor != null &&
1674 (!m_rootPart.PhysActor.IsPhysical))
1675 {
1676 // Possible ghost prim
1677 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1678 {
1679 foreach (SceneObjectPart part in m_parts.GetArray())
1680 {
1681 // Re-set physics actor positions and
1682 // orientations
1683 part.GroupPosition = m_rootPart.GroupPosition;
1684 }
1685 }
1686 }
1336// m_log.DebugFormat( 1687// m_log.DebugFormat(
1337// "[SCENE]: Storing {0}, {1} in {2}", 1688// "[SCENE]: Storing {0}, {1} in {2}",
1338// Name, UUID, m_scene.RegionInfo.RegionName); 1689// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1410,7 +1761,7 @@ namespace OpenSim.Region.Framework.Scenes
1410 // This is only necessary when userExposed is false! 1761 // This is only necessary when userExposed is false!
1411 1762
1412 bool previousAttachmentStatus = dupe.IsAttachment; 1763 bool previousAttachmentStatus = dupe.IsAttachment;
1413 1764
1414 if (!userExposed) 1765 if (!userExposed)
1415 dupe.IsAttachment = true; 1766 dupe.IsAttachment = true;
1416 1767
@@ -1428,11 +1779,11 @@ namespace OpenSim.Region.Framework.Scenes
1428 dupe.m_rootPart.TrimPermissions(); 1779 dupe.m_rootPart.TrimPermissions();
1429 1780
1430 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1781 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1431 1782
1432 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1783 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1433 { 1784 {
1434 return p1.LinkNum.CompareTo(p2.LinkNum); 1785 return p1.LinkNum.CompareTo(p2.LinkNum);
1435 } 1786 }
1436 ); 1787 );
1437 1788
1438 foreach (SceneObjectPart part in partList) 1789 foreach (SceneObjectPart part in partList)
@@ -1452,7 +1803,7 @@ namespace OpenSim.Region.Framework.Scenes
1452 if (part.PhysActor != null && userExposed) 1803 if (part.PhysActor != null && userExposed)
1453 { 1804 {
1454 PrimitiveBaseShape pbs = newPart.Shape; 1805 PrimitiveBaseShape pbs = newPart.Shape;
1455 1806
1456 newPart.PhysActor 1807 newPart.PhysActor
1457 = m_scene.PhysicsScene.AddPrimShape( 1808 = m_scene.PhysicsScene.AddPrimShape(
1458 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 1809 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
@@ -1462,11 +1813,11 @@ namespace OpenSim.Region.Framework.Scenes
1462 newPart.RotationOffset, 1813 newPart.RotationOffset,
1463 part.PhysActor.IsPhysical, 1814 part.PhysActor.IsPhysical,
1464 newPart.LocalId); 1815 newPart.LocalId);
1465 1816
1466 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1817 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1467 } 1818 }
1468 } 1819 }
1469 1820
1470 if (userExposed) 1821 if (userExposed)
1471 { 1822 {
1472 dupe.UpdateParentIDs(); 1823 dupe.UpdateParentIDs();
@@ -1581,6 +1932,7 @@ namespace OpenSim.Region.Framework.Scenes
1581 return Vector3.Zero; 1932 return Vector3.Zero;
1582 } 1933 }
1583 1934
1935 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1584 public void moveToTarget(Vector3 target, float tau) 1936 public void moveToTarget(Vector3 target, float tau)
1585 { 1937 {
1586 if (IsAttachment) 1938 if (IsAttachment)
@@ -1608,10 +1960,44 @@ namespace OpenSim.Region.Framework.Scenes
1608 RootPart.PhysActor.PIDActive = false; 1960 RootPart.PhysActor.PIDActive = false;
1609 } 1961 }
1610 1962
1963 public void rotLookAt(Quaternion target, float strength, float damping)
1964 {
1965 SceneObjectPart rootpart = m_rootPart;
1966 if (rootpart != null)
1967 {
1968 if (IsAttachment)
1969 {
1970 /*
1971 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1972 if (avatar != null)
1973 {
1974 Rotate the Av?
1975 } */
1976 }
1977 else
1978 {
1979 if (rootpart.PhysActor != null)
1980 { // APID must be implemented in your physics system for this to function.
1981 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1982 rootpart.PhysActor.APIDStrength = strength;
1983 rootpart.PhysActor.APIDDamping = damping;
1984 rootpart.PhysActor.APIDActive = true;
1985 }
1986 }
1987 }
1988 }
1989
1611 public void stopLookAt() 1990 public void stopLookAt()
1612 { 1991 {
1613 if (RootPart.PhysActor != null) 1992 SceneObjectPart rootpart = m_rootPart;
1614 RootPart.PhysActor.APIDActive = false; 1993 if (rootpart != null)
1994 {
1995 if (rootpart.PhysActor != null)
1996 { // APID must be implemented in your physics system for this to function.
1997 rootpart.PhysActor.APIDActive = false;
1998 }
1999 }
2000
1615 } 2001 }
1616 2002
1617 /// <summary> 2003 /// <summary>
@@ -1669,6 +2055,8 @@ namespace OpenSim.Region.Framework.Scenes
1669 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2055 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1670 { 2056 {
1671 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2057 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2058 newPart.SetParent(this);
2059
1672 AddPart(newPart); 2060 AddPart(newPart);
1673 2061
1674 SetPartAsNonRoot(newPart); 2062 SetPartAsNonRoot(newPart);
@@ -1820,11 +2208,11 @@ namespace OpenSim.Region.Framework.Scenes
1820 /// Immediately send a full update for this scene object. 2208 /// Immediately send a full update for this scene object.
1821 /// </summary> 2209 /// </summary>
1822 public void SendGroupFullUpdate() 2210 public void SendGroupFullUpdate()
1823 { 2211 {
1824 if (IsDeleted) 2212 if (IsDeleted)
1825 return; 2213 return;
1826 2214
1827// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2215// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1828 2216
1829 RootPart.SendFullUpdateToAllClients(); 2217 RootPart.SendFullUpdateToAllClients();
1830 2218
@@ -2025,7 +2413,7 @@ namespace OpenSim.Region.Framework.Scenes
2025 objectGroup.IsDeleted = true; 2413 objectGroup.IsDeleted = true;
2026 2414
2027 objectGroup.m_parts.Clear(); 2415 objectGroup.m_parts.Clear();
2028 2416
2029 // Can't do this yet since backup still makes use of the root part without any synchronization 2417 // Can't do this yet since backup still makes use of the root part without any synchronization
2030// objectGroup.m_rootPart = null; 2418// objectGroup.m_rootPart = null;
2031 2419
@@ -2159,6 +2547,7 @@ namespace OpenSim.Region.Framework.Scenes
2159 /// <param name="objectGroup"></param> 2547 /// <param name="objectGroup"></param>
2160 public virtual void DetachFromBackup() 2548 public virtual void DetachFromBackup()
2161 { 2549 {
2550 m_scene.SceneGraph.FireDetachFromBackup(this);
2162 if (m_isBackedUp && Scene != null) 2551 if (m_isBackedUp && Scene != null)
2163 m_scene.EventManager.OnBackup -= ProcessBackup; 2552 m_scene.EventManager.OnBackup -= ProcessBackup;
2164 2553
@@ -2177,7 +2566,8 @@ namespace OpenSim.Region.Framework.Scenes
2177 2566
2178 axPos *= parentRot; 2567 axPos *= parentRot;
2179 part.OffsetPosition = axPos; 2568 part.OffsetPosition = axPos;
2180 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2569 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2570 part.GroupPosition = newPos;
2181 part.OffsetPosition = Vector3.Zero; 2571 part.OffsetPosition = Vector3.Zero;
2182 part.RotationOffset = worldRot; 2572 part.RotationOffset = worldRot;
2183 2573
@@ -2188,7 +2578,7 @@ namespace OpenSim.Region.Framework.Scenes
2188 2578
2189 part.LinkNum = linkNum; 2579 part.LinkNum = linkNum;
2190 2580
2191 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2581 part.OffsetPosition = newPos - AbsolutePosition;
2192 2582
2193 Quaternion rootRotation = m_rootPart.RotationOffset; 2583 Quaternion rootRotation = m_rootPart.RotationOffset;
2194 2584
@@ -2198,7 +2588,7 @@ namespace OpenSim.Region.Framework.Scenes
2198 2588
2199 parentRot = m_rootPart.RotationOffset; 2589 parentRot = m_rootPart.RotationOffset;
2200 oldRot = part.RotationOffset; 2590 oldRot = part.RotationOffset;
2201 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2591 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2202 part.RotationOffset = newRot; 2592 part.RotationOffset = newRot;
2203 } 2593 }
2204 2594
@@ -2445,8 +2835,12 @@ namespace OpenSim.Region.Framework.Scenes
2445 } 2835 }
2446 } 2836 }
2447 2837
2838 RootPart.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, SetVolumeDetect);
2448 for (int i = 0; i < parts.Length; i++) 2839 for (int i = 0; i < parts.Length; i++)
2449 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2840 {
2841 if (parts[i] != RootPart)
2842 parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, SetVolumeDetect);
2843 }
2450 } 2844 }
2451 } 2845 }
2452 2846
@@ -2459,6 +2853,17 @@ namespace OpenSim.Region.Framework.Scenes
2459 } 2853 }
2460 } 2854 }
2461 2855
2856
2857
2858 /// <summary>
2859 /// Gets the number of parts
2860 /// </summary>
2861 /// <returns></returns>
2862 public int GetPartCount()
2863 {
2864 return Parts.Count();
2865 }
2866
2462 /// <summary> 2867 /// <summary>
2463 /// Update the texture entry for this part 2868 /// Update the texture entry for this part
2464 /// </summary> 2869 /// </summary>
@@ -2520,7 +2925,6 @@ namespace OpenSim.Region.Framework.Scenes
2520 { 2925 {
2521// m_log.DebugFormat( 2926// m_log.DebugFormat(
2522// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 2927// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2523
2524 RootPart.StoreUndoState(true); 2928 RootPart.StoreUndoState(true);
2525 2929
2526 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 2930 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
@@ -2621,7 +3025,6 @@ namespace OpenSim.Region.Framework.Scenes
2621 prevScale.X *= x; 3025 prevScale.X *= x;
2622 prevScale.Y *= y; 3026 prevScale.Y *= y;
2623 prevScale.Z *= z; 3027 prevScale.Z *= z;
2624
2625// RootPart.IgnoreUndoUpdate = true; 3028// RootPart.IgnoreUndoUpdate = true;
2626 RootPart.Resize(prevScale); 3029 RootPart.Resize(prevScale);
2627// RootPart.IgnoreUndoUpdate = false; 3030// RootPart.IgnoreUndoUpdate = false;
@@ -2652,7 +3055,9 @@ namespace OpenSim.Region.Framework.Scenes
2652 } 3055 }
2653 3056
2654// obPart.IgnoreUndoUpdate = false; 3057// obPart.IgnoreUndoUpdate = false;
2655// obPart.StoreUndoState(); 3058 HasGroupChanged = true;
3059 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3060 ScheduleGroupForTerseUpdate();
2656 } 3061 }
2657 3062
2658// m_log.DebugFormat( 3063// m_log.DebugFormat(
@@ -2712,9 +3117,9 @@ namespace OpenSim.Region.Framework.Scenes
2712 { 3117 {
2713 SceneObjectPart part = GetChildPart(localID); 3118 SceneObjectPart part = GetChildPart(localID);
2714 3119
2715// SceneObjectPart[] parts = m_parts.GetArray(); 3120 SceneObjectPart[] parts = m_parts.GetArray();
2716// for (int i = 0; i < parts.Length; i++) 3121 for (int i = 0; i < parts.Length; i++)
2717// parts[i].StoreUndoState(); 3122 parts[i].StoreUndoState();
2718 3123
2719 if (part != null) 3124 if (part != null)
2720 { 3125 {
@@ -2770,10 +3175,27 @@ namespace OpenSim.Region.Framework.Scenes
2770 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3175 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2771 } 3176 }
2772 3177
2773 AbsolutePosition = newPos; 3178 //We have to set undoing here because otherwise an undo state will be saved
3179 if (!m_rootPart.Undoing)
3180 {
3181 m_rootPart.Undoing = true;
3182 AbsolutePosition = newPos;
3183 m_rootPart.Undoing = false;
3184 }
3185 else
3186 {
3187 AbsolutePosition = newPos;
3188 }
2774 3189
2775 HasGroupChanged = true; 3190 HasGroupChanged = true;
2776 ScheduleGroupForTerseUpdate(); 3191 if (m_rootPart.Undoing)
3192 {
3193 ScheduleGroupForFullUpdate();
3194 }
3195 else
3196 {
3197 ScheduleGroupForTerseUpdate();
3198 }
2777 } 3199 }
2778 3200
2779 #endregion 3201 #endregion
@@ -2850,10 +3272,7 @@ namespace OpenSim.Region.Framework.Scenes
2850 public void UpdateSingleRotation(Quaternion rot, uint localID) 3272 public void UpdateSingleRotation(Quaternion rot, uint localID)
2851 { 3273 {
2852 SceneObjectPart part = GetChildPart(localID); 3274 SceneObjectPart part = GetChildPart(localID);
2853
2854 SceneObjectPart[] parts = m_parts.GetArray(); 3275 SceneObjectPart[] parts = m_parts.GetArray();
2855 for (int i = 0; i < parts.Length; i++)
2856 parts[i].StoreUndoState();
2857 3276
2858 if (part != null) 3277 if (part != null)
2859 { 3278 {
@@ -2891,7 +3310,16 @@ namespace OpenSim.Region.Framework.Scenes
2891 if (part.UUID == m_rootPart.UUID) 3310 if (part.UUID == m_rootPart.UUID)
2892 { 3311 {
2893 UpdateRootRotation(rot); 3312 UpdateRootRotation(rot);
2894 AbsolutePosition = pos; 3313 if (!m_rootPart.Undoing)
3314 {
3315 m_rootPart.Undoing = true;
3316 AbsolutePosition = pos;
3317 m_rootPart.Undoing = false;
3318 }
3319 else
3320 {
3321 AbsolutePosition = pos;
3322 }
2895 } 3323 }
2896 else 3324 else
2897 { 3325 {
@@ -2915,9 +3343,10 @@ namespace OpenSim.Region.Framework.Scenes
2915 3343
2916 Quaternion axRot = rot; 3344 Quaternion axRot = rot;
2917 Quaternion oldParentRot = m_rootPart.RotationOffset; 3345 Quaternion oldParentRot = m_rootPart.RotationOffset;
2918
2919 m_rootPart.StoreUndoState(); 3346 m_rootPart.StoreUndoState();
2920 m_rootPart.UpdateRotation(rot); 3347
3348 //Don't use UpdateRotation because it schedules an update prematurely
3349 m_rootPart.RotationOffset = rot;
2921 if (m_rootPart.PhysActor != null) 3350 if (m_rootPart.PhysActor != null)
2922 { 3351 {
2923 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3352 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2931,15 +3360,17 @@ namespace OpenSim.Region.Framework.Scenes
2931 if (prim.UUID != m_rootPart.UUID) 3360 if (prim.UUID != m_rootPart.UUID)
2932 { 3361 {
2933 prim.IgnoreUndoUpdate = true; 3362 prim.IgnoreUndoUpdate = true;
3363
3364 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3365 NewRot = Quaternion.Inverse(axRot) * NewRot;
3366 prim.RotationOffset = NewRot;
3367
2934 Vector3 axPos = prim.OffsetPosition; 3368 Vector3 axPos = prim.OffsetPosition;
3369
2935 axPos *= oldParentRot; 3370 axPos *= oldParentRot;
2936 axPos *= Quaternion.Inverse(axRot); 3371 axPos *= Quaternion.Inverse(axRot);
2937 prim.OffsetPosition = axPos; 3372 prim.OffsetPosition = axPos;
2938 Quaternion primsRot = prim.RotationOffset; 3373
2939 Quaternion newRot = oldParentRot * primsRot;
2940 newRot = Quaternion.Inverse(axRot) * newRot;
2941 prim.RotationOffset = newRot;
2942 prim.ScheduleTerseUpdate();
2943 prim.IgnoreUndoUpdate = false; 3374 prim.IgnoreUndoUpdate = false;
2944 } 3375 }
2945 } 3376 }
@@ -2953,8 +3384,8 @@ namespace OpenSim.Region.Framework.Scenes
2953//// childpart.StoreUndoState(); 3384//// childpart.StoreUndoState();
2954// } 3385// }
2955// } 3386// }
2956 3387 HasGroupChanged = true;
2957 m_rootPart.ScheduleTerseUpdate(); 3388 ScheduleGroupForFullUpdate();
2958 3389
2959// m_log.DebugFormat( 3390// m_log.DebugFormat(
2960// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3391// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
@@ -3182,7 +3613,6 @@ namespace OpenSim.Region.Framework.Scenes
3182 public float GetMass() 3613 public float GetMass()
3183 { 3614 {
3184 float retmass = 0f; 3615 float retmass = 0f;
3185
3186 SceneObjectPart[] parts = m_parts.GetArray(); 3616 SceneObjectPart[] parts = m_parts.GetArray();
3187 for (int i = 0; i < parts.Length; i++) 3617 for (int i = 0; i < parts.Length; i++)
3188 retmass += parts[i].GetMass(); 3618 retmass += parts[i].GetMass();
@@ -3276,6 +3706,14 @@ namespace OpenSim.Region.Framework.Scenes
3276 SetFromItemID(uuid); 3706 SetFromItemID(uuid);
3277 } 3707 }
3278 3708
3709 public void ResetOwnerChangeFlag()
3710 {
3711 ForEachPart(delegate(SceneObjectPart part)
3712 {
3713 part.ResetOwnerChangeFlag();
3714 });
3715 }
3716
3279 #endregion 3717 #endregion
3280 } 3718 }
3281} 3719}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index ad60604..0970c92 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -184,6 +185,15 @@ namespace OpenSim.Region.Framework.Scenes
184 185
185 public UUID FromFolderID; 186 public UUID FromFolderID;
186 187
188 // The following two are to hold the attachment data
189 // while an object is inworld
190 [XmlIgnore]
191 public byte AttachPoint = 0;
192
193 [XmlIgnore]
194 public Vector3 AttachOffset = Vector3.Zero;
195
196 [XmlIgnore]
187 public int STATUS_ROTATE_X; 197 public int STATUS_ROTATE_X;
188 198
189 public int STATUS_ROTATE_Y; 199 public int STATUS_ROTATE_Y;
@@ -253,6 +263,7 @@ namespace OpenSim.Region.Framework.Scenes
253 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 263 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
254 private Vector3 m_sitTargetPosition; 264 private Vector3 m_sitTargetPosition;
255 private string m_sitAnimation = "SIT"; 265 private string m_sitAnimation = "SIT";
266 private bool m_occupied; // KF if any av is sitting on this prim
256 private string m_text = String.Empty; 267 private string m_text = String.Empty;
257 private string m_touchName = String.Empty; 268 private string m_touchName = String.Empty;
258 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 269 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
@@ -288,6 +299,7 @@ namespace OpenSim.Region.Framework.Scenes
288 protected Vector3 m_lastAcceleration; 299 protected Vector3 m_lastAcceleration;
289 protected Vector3 m_lastAngularVelocity; 300 protected Vector3 m_lastAngularVelocity;
290 protected int m_lastTerseSent; 301 protected int m_lastTerseSent;
302 protected float m_buoyancy = 0.0f;
291 303
292 /// <summary> 304 /// <summary>
293 /// Stores media texture data 305 /// Stores media texture data
@@ -340,7 +352,7 @@ namespace OpenSim.Region.Framework.Scenes
340 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 352 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
341 Quaternion rotationOffset, Vector3 offsetPosition) 353 Quaternion rotationOffset, Vector3 offsetPosition)
342 { 354 {
343 m_name = "Primitive"; 355 m_name = "Object";
344 356
345 Rezzed = DateTime.UtcNow; 357 Rezzed = DateTime.UtcNow;
346 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 358 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -395,7 +407,7 @@ namespace OpenSim.Region.Framework.Scenes
395 private uint _ownerMask = (uint)PermissionMask.All; 407 private uint _ownerMask = (uint)PermissionMask.All;
396 private uint _groupMask = (uint)PermissionMask.None; 408 private uint _groupMask = (uint)PermissionMask.None;
397 private uint _everyoneMask = (uint)PermissionMask.None; 409 private uint _everyoneMask = (uint)PermissionMask.None;
398 private uint _nextOwnerMask = (uint)PermissionMask.All; 410 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
399 private PrimFlags _flags = PrimFlags.None; 411 private PrimFlags _flags = PrimFlags.None;
400 private DateTime m_expires; 412 private DateTime m_expires;
401 private DateTime m_rezzed; 413 private DateTime m_rezzed;
@@ -494,12 +506,16 @@ namespace OpenSim.Region.Framework.Scenes
494 } 506 }
495 507
496 /// <value> 508 /// <value>
497 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 509 /// Get the inventory list
498 /// </value> 510 /// </value>
499 public TaskInventoryDictionary TaskInventory 511 public TaskInventoryDictionary TaskInventory
500 { 512 {
501 get { return m_inventory.Items; } 513 get {
502 set { m_inventory.Items = value; } 514 return m_inventory.Items;
515 }
516 set {
517 m_inventory.Items = value;
518 }
503 } 519 }
504 520
505 /// <summary> 521 /// <summary>
@@ -640,14 +656,12 @@ namespace OpenSim.Region.Framework.Scenes
640 set { m_LoopSoundSlavePrims = value; } 656 set { m_LoopSoundSlavePrims = value; }
641 } 657 }
642 658
643
644 public Byte[] TextureAnimation 659 public Byte[] TextureAnimation
645 { 660 {
646 get { return m_TextureAnimation; } 661 get { return m_TextureAnimation; }
647 set { m_TextureAnimation = value; } 662 set { m_TextureAnimation = value; }
648 } 663 }
649 664
650
651 public Byte[] ParticleSystem 665 public Byte[] ParticleSystem
652 { 666 {
653 get { return m_particleSystem; } 667 get { return m_particleSystem; }
@@ -684,9 +698,11 @@ namespace OpenSim.Region.Framework.Scenes
684 { 698 {
685 // If this is a linkset, we don't want the physics engine mucking up our group position here. 699 // If this is a linkset, we don't want the physics engine mucking up our group position here.
686 PhysicsActor actor = PhysActor; 700 PhysicsActor actor = PhysActor;
687 if (actor != null && _parentID == 0) 701 if (_parentID == 0)
688 { 702 {
689 m_groupPosition = actor.Position; 703 if (actor != null)
704 m_groupPosition = actor.Position;
705 return m_groupPosition;
690 } 706 }
691 707
692 if (m_parentGroup.IsAttachment) 708 if (m_parentGroup.IsAttachment)
@@ -696,12 +712,14 @@ namespace OpenSim.Region.Framework.Scenes
696 return sp.AbsolutePosition; 712 return sp.AbsolutePosition;
697 } 713 }
698 714
715 // use root prim's group position. Physics may have updated it
716 if (ParentGroup.RootPart != this)
717 m_groupPosition = ParentGroup.RootPart.GroupPosition;
699 return m_groupPosition; 718 return m_groupPosition;
700 } 719 }
701 set 720 set
702 { 721 {
703 m_groupPosition = value; 722 m_groupPosition = value;
704
705 PhysicsActor actor = PhysActor; 723 PhysicsActor actor = PhysActor;
706 if (actor != null) 724 if (actor != null)
707 { 725 {
@@ -721,22 +739,13 @@ namespace OpenSim.Region.Framework.Scenes
721 739
722 // Tell the physics engines that this prim changed. 740 // Tell the physics engines that this prim changed.
723 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 741 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
742
724 } 743 }
725 catch (Exception e) 744 catch (Exception e)
726 { 745 {
727 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 746 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
728 } 747 }
729 } 748 }
730
731 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
732 if (m_sitTargetAvatar != UUID.Zero)
733 {
734 ScenePresence avatar;
735 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
736 {
737 avatar.ParentPosition = GetWorldPosition();
738 }
739 }
740 } 749 }
741 } 750 }
742 751
@@ -745,7 +754,7 @@ namespace OpenSim.Region.Framework.Scenes
745 get { return m_offsetPosition; } 754 get { return m_offsetPosition; }
746 set 755 set
747 { 756 {
748// StoreUndoState(); 757 Vector3 oldpos = m_offsetPosition;
749 m_offsetPosition = value; 758 m_offsetPosition = value;
750 759
751 if (ParentGroup != null && !ParentGroup.IsDeleted) 760 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -760,7 +769,22 @@ namespace OpenSim.Region.Framework.Scenes
760 if (m_parentGroup.Scene != null) 769 if (m_parentGroup.Scene != null)
761 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 770 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
762 } 771 }
772
773 if (!m_parentGroup.m_dupeInProgress)
774 {
775 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
776 foreach (ScenePresence av in avs)
777 {
778 if (av.ParentID == m_localId)
779 {
780 Vector3 offset = (m_offsetPosition - oldpos);
781 av.AbsolutePosition += offset;
782 av.SendAvatarDataToAllAgents();
783 }
784 }
785 }
763 } 786 }
787 TriggerScriptChangedEvent(Changed.POSITION);
764 } 788 }
765 } 789 }
766 790
@@ -909,7 +933,16 @@ namespace OpenSim.Region.Framework.Scenes
909 /// <summary></summary> 933 /// <summary></summary>
910 public Vector3 Acceleration 934 public Vector3 Acceleration
911 { 935 {
912 get { return m_acceleration; } 936 get
937 {
938 PhysicsActor actor = PhysActor;
939 if (actor != null)
940 {
941 m_acceleration = actor.Acceleration;
942 }
943 return m_acceleration;
944 }
945
913 set { m_acceleration = value; } 946 set { m_acceleration = value; }
914 } 947 }
915 948
@@ -1248,6 +1281,13 @@ namespace OpenSim.Region.Framework.Scenes
1248 _flags = value; 1281 _flags = value;
1249 } 1282 }
1250 } 1283 }
1284
1285 [XmlIgnore]
1286 public bool IsOccupied // KF If an av is sittingon this prim
1287 {
1288 get { return m_occupied; }
1289 set { m_occupied = value; }
1290 }
1251 1291
1252 /// <summary> 1292 /// <summary>
1253 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1293 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1307,6 +1347,19 @@ namespace OpenSim.Region.Framework.Scenes
1307 set { m_collisionSoundVolume = value; } 1347 set { m_collisionSoundVolume = value; }
1308 } 1348 }
1309 1349
1350 public float Buoyancy
1351 {
1352 get { return m_buoyancy; }
1353 set
1354 {
1355 m_buoyancy = value;
1356 if (PhysActor != null)
1357 {
1358 PhysActor.Buoyancy = value;
1359 }
1360 }
1361 }
1362
1310 #endregion Public Properties with only Get 1363 #endregion Public Properties with only Get
1311 1364
1312 private uint ApplyMask(uint val, bool set, uint mask) 1365 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1662,6 +1715,9 @@ namespace OpenSim.Region.Framework.Scenes
1662 1715
1663 // Move afterwards ResetIDs as it clears the localID 1716 // Move afterwards ResetIDs as it clears the localID
1664 dupe.LocalId = localID; 1717 dupe.LocalId = localID;
1718 if(dupe.PhysActor != null)
1719 dupe.PhysActor.LocalID = localID;
1720
1665 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1721 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1666 dupe._lastOwnerID = OwnerID; 1722 dupe._lastOwnerID = OwnerID;
1667 1723
@@ -2023,19 +2079,17 @@ namespace OpenSim.Region.Framework.Scenes
2023 public Vector3 GetWorldPosition() 2079 public Vector3 GetWorldPosition()
2024 { 2080 {
2025 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2081 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2026
2027 Vector3 axPos = OffsetPosition; 2082 Vector3 axPos = OffsetPosition;
2028
2029 axPos *= parentRot; 2083 axPos *= parentRot;
2030 Vector3 translationOffsetPosition = axPos; 2084 Vector3 translationOffsetPosition = axPos;
2031 2085 if(_parentID == 0)
2032// m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name); 2086 {
2033 2087 return GroupPosition;
2034 Vector3 worldPos = GroupPosition + translationOffsetPosition; 2088 }
2035 2089 else
2036// m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name); 2090 {
2037 2091 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2038 return worldPos; 2092 }
2039 } 2093 }
2040 2094
2041 /// <summary> 2095 /// <summary>
@@ -2675,17 +2729,18 @@ namespace OpenSim.Region.Framework.Scenes
2675 //Trys to fetch sound id from prim's inventory. 2729 //Trys to fetch sound id from prim's inventory.
2676 //Prim's inventory doesn't support non script items yet 2730 //Prim's inventory doesn't support non script items yet
2677 2731
2678 lock (TaskInventory) 2732 TaskInventory.LockItemsForRead(true);
2733
2734 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2679 { 2735 {
2680 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2736 if (item.Value.Name == sound)
2681 { 2737 {
2682 if (item.Value.Name == sound) 2738 soundID = item.Value.ItemID;
2683 { 2739 break;
2684 soundID = item.Value.ItemID;
2685 break;
2686 }
2687 } 2740 }
2688 } 2741 }
2742
2743 TaskInventory.LockItemsForRead(false);
2689 } 2744 }
2690 2745
2691 m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2746 m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2768,7 +2823,7 @@ namespace OpenSim.Region.Framework.Scenes
2768 2823
2769 public void RotLookAt(Quaternion target, float strength, float damping) 2824 public void RotLookAt(Quaternion target, float strength, float damping)
2770 { 2825 {
2771 rotLookAt(target, strength, damping); 2826 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2772 } 2827 }
2773 2828
2774 public void rotLookAt(Quaternion target, float strength, float damping) 2829 public void rotLookAt(Quaternion target, float strength, float damping)
@@ -3014,8 +3069,8 @@ namespace OpenSim.Region.Framework.Scenes
3014 { 3069 {
3015 const float ROTATION_TOLERANCE = 0.01f; 3070 const float ROTATION_TOLERANCE = 0.01f;
3016 const float VELOCITY_TOLERANCE = 0.001f; 3071 const float VELOCITY_TOLERANCE = 0.001f;
3017 const float POSITION_TOLERANCE = 0.05f; 3072 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3018 const int TIME_MS_TOLERANCE = 3000; 3073 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3019 3074
3020 switch (UpdateFlag) 3075 switch (UpdateFlag)
3021 { 3076 {
@@ -3078,17 +3133,16 @@ namespace OpenSim.Region.Framework.Scenes
3078 if (!UUID.TryParse(sound, out soundID)) 3133 if (!UUID.TryParse(sound, out soundID))
3079 { 3134 {
3080 // search sound file from inventory 3135 // search sound file from inventory
3081 lock (TaskInventory) 3136 TaskInventory.LockItemsForRead(true);
3137 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3082 { 3138 {
3083 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3139 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3084 { 3140 {
3085 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3141 soundID = item.Value.ItemID;
3086 { 3142 break;
3087 soundID = item.Value.ItemID;
3088 break;
3089 }
3090 } 3143 }
3091 } 3144 }
3145 TaskInventory.LockItemsForRead(false);
3092 } 3146 }
3093 3147
3094 if (soundID == UUID.Zero) 3148 if (soundID == UUID.Zero)
@@ -3499,7 +3553,7 @@ namespace OpenSim.Region.Framework.Scenes
3499 3553
3500 public void StopLookAt() 3554 public void StopLookAt()
3501 { 3555 {
3502 m_parentGroup.stopLookAt(); 3556 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3503 3557
3504 m_parentGroup.ScheduleGroupForTerseUpdate(); 3558 m_parentGroup.ScheduleGroupForTerseUpdate();
3505 } 3559 }
@@ -3550,45 +3604,45 @@ namespace OpenSim.Region.Framework.Scenes
3550 // TODO: May need to fix for group comparison 3604 // TODO: May need to fix for group comparison
3551 if (last.Compare(this)) 3605 if (last.Compare(this))
3552 { 3606 {
3553 // m_log.DebugFormat( 3607 // m_log.DebugFormat(
3554 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", 3608 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3555 // Name, LocalId, m_undo.Count); 3609 // Name, LocalId, m_undo.Count);
3556 3610
3557 return; 3611 return;
3558 } 3612 }
3559 } 3613 }
3560 } 3614 }
3561 3615
3562 // m_log.DebugFormat( 3616 // m_log.DebugFormat(
3563 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", 3617 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3564 // Name, LocalId, forGroup, m_undo.Count); 3618 // Name, LocalId, forGroup, m_undo.Count);
3565 3619
3566 if (m_parentGroup.GetSceneMaxUndo() > 0) 3620 if (m_parentGroup.GetSceneMaxUndo() > 0)
3567 { 3621 {
3568 UndoState nUndo = new UndoState(this, forGroup); 3622 UndoState nUndo = new UndoState(this, forGroup);
3569 3623
3570 m_undo.Push(nUndo); 3624 m_undo.Push(nUndo);
3571 3625
3572 if (m_redo.Count > 0) 3626 if (m_redo.Count > 0)
3573 m_redo.Clear(); 3627 m_redo.Clear();
3574 3628
3575 // m_log.DebugFormat( 3629 // m_log.DebugFormat(
3576 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3630 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3577 // Name, LocalId, forGroup, m_undo.Count); 3631 // Name, LocalId, forGroup, m_undo.Count);
3578 } 3632 }
3579 } 3633 }
3580 } 3634 }
3581 } 3635 }
3582// else 3636 // else
3583// { 3637 // {
3584// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); 3638 // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3585// } 3639 // }
3586 } 3640 }
3587// else 3641 // else
3588// { 3642 // {
3589// m_log.DebugFormat( 3643 // m_log.DebugFormat(
3590// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); 3644 // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3591// } 3645 // }
3592 } 3646 }
3593 3647
3594 /// <summary> 3648 /// <summary>
@@ -4643,8 +4697,9 @@ namespace OpenSim.Region.Framework.Scenes
4643 { 4697 {
4644 m_shape.TextureEntry = textureEntry; 4698 m_shape.TextureEntry = textureEntry;
4645 TriggerScriptChangedEvent(Changed.TEXTURE); 4699 TriggerScriptChangedEvent(Changed.TEXTURE);
4646 4700 UpdateFlag = UpdateRequired.FULL;
4647 ParentGroup.HasGroupChanged = true; 4701 ParentGroup.HasGroupChanged = true;
4702
4648 //This is madness.. 4703 //This is madness..
4649 //ParentGroup.ScheduleGroupForFullUpdate(); 4704 //ParentGroup.ScheduleGroupForFullUpdate();
4650 //This is sparta 4705 //This is sparta
@@ -4841,5 +4896,17 @@ namespace OpenSim.Region.Framework.Scenes
4841 Color color = Color; 4896 Color color = Color;
4842 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4897 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4843 } 4898 }
4899
4900 public void ResetOwnerChangeFlag()
4901 {
4902 List<UUID> inv = Inventory.GetInventoryList();
4903
4904 foreach (UUID itemID in inv)
4905 {
4906 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4907 item.OwnerChanged = false;
4908 Inventory.UpdateInventoryItem(item, false, false);
4909 }
4910 }
4844 } 4911 }
4845} 4912}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 9446741..309f543 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -123,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
123 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
124 { 130 {
125 if (null == m_part) 131 if (null == m_part)
126 return; 132 m_items.LockItemsForWrite(true);
127 133
128 lock (m_items) 134 if (Items.Count == 0)
129 { 135 {
130 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
131 return; 137 return;
138 }
132 139
133 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
134 m_items.Clear(); 141 Items.Clear();
135 142
136 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
137 { 144 {
138 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
139 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
140 }
141 } 147 }
148 m_items.LockItemsForWrite(false);
142 } 149 }
143 150
144 public void ResetObjectID() 151 public void ResetObjectID()
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
147 { 156 {
148 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
149 Items.Clear(); 158 return;
150
151 foreach (TaskInventoryItem item in items)
152 {
153 item.ParentPartID = m_part.UUID;
154 item.ParentID = m_part.UUID;
155 Items.Add(item.ItemID, item);
156 }
157 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
158 } 171 }
159 172
160 /// <summary> 173 /// <summary>
@@ -163,12 +176,11 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
164 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
165 { 178 {
166 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
167 { 181 {
168 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
169 { 183 return;
170 return;
171 }
172 } 184 }
173 185
174 HasInventoryChanged = true; 186 HasInventoryChanged = true;
@@ -184,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 196 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 197 item.OwnerChanged = true;
186 } 198 }
199 m_items.LockItemsForWrite(false);
187 } 200 }
188 201
189 /// <summary> 202 /// <summary>
@@ -192,12 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 205 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 206 public void ChangeInventoryGroup(UUID groupID)
194 { 207 {
195 lock (Items) 208 m_items.LockItemsForWrite(true);
209 if (0 == Items.Count)
196 { 210 {
197 if (0 == Items.Count) 211 m_items.LockItemsForWrite(false);
198 { 212 return;
199 return;
200 }
201 } 213 }
202 214
203 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +221,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
210 } 222 }
211 223
212 List<TaskInventoryItem> items = GetInventoryItems(); 224 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 225 foreach (TaskInventoryItem item in items)
214 { 226 {
215 if (groupID != item.GroupID) 227 if (groupID != item.GroupID)
228 {
216 item.GroupID = groupID; 229 item.GroupID = groupID;
230 }
231 }
232 m_items.LockItemsForWrite(false);
233 }
234
235 private void QueryScriptStates()
236 {
237 if (m_part == null || m_part.ParentGroup == null)
238 return;
239
240 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
241 if (engines == null) // No engine at all
242 return;
243
244 Items.LockItemsForRead(true);
245 foreach (TaskInventoryItem item in Items.Values)
246 {
247 if (item.InvType == (int)InventoryType.LSL)
248 {
249 foreach (IScriptModule e in engines)
250 {
251 bool running;
252
253 if (e.HasScript(item.ItemID, out running))
254 {
255 item.ScriptRunning = running;
256 break;
257 }
258 }
259 }
217 } 260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -222,9 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
222 /// </summary> 267 /// </summary>
223 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 268 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
224 { 269 {
225 List<TaskInventoryItem> scripts = GetInventoryScripts(); 270 Items.LockItemsForRead(true);
226 foreach (TaskInventoryItem item in scripts) 271 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
227 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 272 Items.LockItemsForRead(false);
273 foreach (TaskInventoryItem item in items)
274 {
275 if ((int)InventoryType.LSL == item.InvType)
276 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
277 }
228 } 278 }
229 279
230 public ArrayList GetScriptErrors(UUID itemID) 280 public ArrayList GetScriptErrors(UUID itemID)
@@ -257,9 +307,18 @@ namespace OpenSim.Region.Framework.Scenes
257 /// </param> 307 /// </param>
258 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 308 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
259 { 309 {
260 List<TaskInventoryItem> scripts = GetInventoryScripts(); 310 Items.LockItemsForRead(true);
261 foreach (TaskInventoryItem item in scripts) 311 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
262 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 312 Items.LockItemsForRead(false);
313
314 foreach (TaskInventoryItem item in items)
315 {
316 if ((int)InventoryType.LSL == item.InvType)
317 {
318 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
319 m_part.RemoveScriptEvents(item.ItemID);
320 }
321 }
263 } 322 }
264 323
265 /// <summary> 324 /// <summary>
@@ -275,7 +334,10 @@ namespace OpenSim.Region.Framework.Scenes
275 // item.Name, item.ItemID, Name, UUID); 334 // item.Name, item.ItemID, Name, UUID);
276 335
277 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 336 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
337 {
338 StoreScriptError(item.ItemID, "no permission");
278 return; 339 return;
340 }
279 341
280 m_part.AddFlag(PrimFlags.Scripted); 342 m_part.AddFlag(PrimFlags.Scripted);
281 343
@@ -284,14 +346,13 @@ namespace OpenSim.Region.Framework.Scenes
284 if (stateSource == 2 && // Prim crossing 346 if (stateSource == 2 && // Prim crossing
285 m_part.ParentGroup.Scene.m_trustBinaries) 347 m_part.ParentGroup.Scene.m_trustBinaries)
286 { 348 {
287 lock (m_items) 349 m_items.LockItemsForWrite(true);
288 { 350 m_items[item.ItemID].PermsMask = 0;
289 m_items[item.ItemID].PermsMask = 0; 351 m_items[item.ItemID].PermsGranter = UUID.Zero;
290 m_items[item.ItemID].PermsGranter = UUID.Zero; 352 m_items.LockItemsForWrite(false);
291 }
292
293 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 353 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
294 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 354 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
355 StoreScriptErrors(item.ItemID, null);
295 m_part.ParentGroup.AddActiveScriptCount(1); 356 m_part.ParentGroup.AddActiveScriptCount(1);
296 m_part.ScheduleFullUpdate(); 357 m_part.ScheduleFullUpdate();
297 return; 358 return;
@@ -300,6 +361,8 @@ namespace OpenSim.Region.Framework.Scenes
300 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 361 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
301 if (null == asset) 362 if (null == asset)
302 { 363 {
364 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
365 StoreScriptError(item.ItemID, msg);
303 m_log.ErrorFormat( 366 m_log.ErrorFormat(
304 "[PRIM INVENTORY]: " + 367 "[PRIM INVENTORY]: " +
305 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 368 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -311,15 +374,20 @@ namespace OpenSim.Region.Framework.Scenes
311 if (m_part.ParentGroup.m_savedScriptState != null) 374 if (m_part.ParentGroup.m_savedScriptState != null)
312 RestoreSavedScriptState(item.OldItemID, item.ItemID); 375 RestoreSavedScriptState(item.OldItemID, item.ItemID);
313 376
314 lock (m_items) 377 m_items.LockItemsForWrite(true);
315 { 378
316 m_items[item.ItemID].PermsMask = 0; 379 m_items[item.ItemID].PermsMask = 0;
317 m_items[item.ItemID].PermsGranter = UUID.Zero; 380 m_items[item.ItemID].PermsGranter = UUID.Zero;
318 } 381
382 m_items.LockItemsForWrite(false);
319 383
320 string script = Utils.BytesToString(asset.Data); 384 string script = Utils.BytesToString(asset.Data);
321 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 385 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
322 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 386 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
387 StoreScriptErrors(item.ItemID, null);
388 if (!item.ScriptRunning)
389 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
390 m_part.LocalId, item.ItemID);
323 m_part.ParentGroup.AddActiveScriptCount(1); 391 m_part.ParentGroup.AddActiveScriptCount(1);
324 m_part.ScheduleFullUpdate(); 392 m_part.ScheduleFullUpdate();
325 } 393 }
@@ -383,21 +451,145 @@ namespace OpenSim.Region.Framework.Scenes
383 451
384 /// <summary> 452 /// <summary>
385 /// Start a script which is in this prim's inventory. 453 /// Start a script which is in this prim's inventory.
454 /// Some processing may occur in the background, but this routine returns asap.
386 /// </summary> 455 /// </summary>
387 /// <param name="itemId"> 456 /// <param name="itemId">
388 /// A <see cref="UUID"/> 457 /// A <see cref="UUID"/>
389 /// </param> 458 /// </param>
390 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 459 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
391 { 460 {
392 TaskInventoryItem item = GetInventoryItem(itemId); 461 lock (m_scriptErrors)
393 if (item != null) 462 {
394 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 463 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
464 m_scriptErrors.Remove(itemId);
465 }
466 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
467 }
468
469 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
470 {
471 m_items.LockItemsForRead(true);
472 if (m_items.ContainsKey(itemId))
473 {
474 if (m_items.ContainsKey(itemId))
475 {
476 m_items.LockItemsForRead(false);
477 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
478 }
479 else
480 {
481 m_items.LockItemsForRead(false);
482 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
483 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
484 StoreScriptError(itemId, msg);
485 m_log.ErrorFormat(
486 "[PRIM INVENTORY]: " +
487 "Couldn't start script with ID {0} since it {1}", itemId, msg);
488 }
489 }
395 else 490 else
491 {
492 m_items.LockItemsForRead(false);
493 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
494 StoreScriptError(itemId, msg);
396 m_log.ErrorFormat( 495 m_log.ErrorFormat(
397 "[PRIM INVENTORY]: " + 496 "[PRIM INVENTORY]: " +
398 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 497 "Couldn't start script with ID {0} since it {1}", itemId, msg);
399 itemId, m_part.Name, m_part.UUID, 498 }
400 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 499
500 }
501
502 /// <summary>
503 /// Start a script which is in this prim's inventory and return any compilation error messages.
504 /// </summary>
505 /// <param name="itemId">
506 /// A <see cref="UUID"/>
507 /// </param>
508 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
509 {
510 ArrayList errors;
511
512 // Indicate to CreateScriptInstanceInternal() we want it to
513 // post any compilation/loading error messages
514 lock (m_scriptErrors)
515 {
516 m_scriptErrors[itemId] = null;
517 }
518
519 // Perform compilation/loading
520 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
521
522 // Wait for and retrieve any errors
523 lock (m_scriptErrors)
524 {
525 while ((errors = m_scriptErrors[itemId]) == null)
526 {
527 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
528 {
529 m_log.ErrorFormat(
530 "[PRIM INVENTORY]: " +
531 "timedout waiting for script {0} errors", itemId);
532 errors = m_scriptErrors[itemId];
533 if (errors == null)
534 {
535 errors = new ArrayList(1);
536 errors.Add("timedout waiting for errors");
537 }
538 break;
539 }
540 }
541 m_scriptErrors.Remove(itemId);
542 }
543 return errors;
544 }
545
546 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
547 private void StoreScriptErrors(UUID itemId, ArrayList errors)
548 {
549 lock (m_scriptErrors)
550 {
551 // If compilation/loading initiated via CreateScriptInstance(),
552 // it does not want the errors, so just get out
553 if (!m_scriptErrors.ContainsKey(itemId))
554 {
555 return;
556 }
557
558 // Initiated via CreateScriptInstanceEr(), if we know what the
559 // errors are, save them and wake CreateScriptInstanceEr().
560 if (errors != null)
561 {
562 m_scriptErrors[itemId] = errors;
563 System.Threading.Monitor.PulseAll(m_scriptErrors);
564 return;
565 }
566 }
567
568 // Initiated via CreateScriptInstanceEr() but we don't know what
569 // the errors are yet, so retrieve them from the script engine.
570 // This may involve some waiting internal to GetScriptErrors().
571 errors = GetScriptErrors(itemId);
572
573 // Get a default non-null value to indicate success.
574 if (errors == null)
575 {
576 errors = new ArrayList();
577 }
578
579 // Post to CreateScriptInstanceEr() and wake it up
580 lock (m_scriptErrors)
581 {
582 m_scriptErrors[itemId] = errors;
583 System.Threading.Monitor.PulseAll(m_scriptErrors);
584 }
585 }
586
587 // Like StoreScriptErrors(), but just posts a single string message
588 private void StoreScriptError(UUID itemId, string message)
589 {
590 ArrayList errors = new ArrayList(1);
591 errors.Add(message);
592 StoreScriptErrors(itemId, errors);
401 } 593 }
402 594
403 /// <summary> 595 /// <summary>
@@ -410,15 +602,7 @@ namespace OpenSim.Region.Framework.Scenes
410 /// </param> 602 /// </param>
411 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 603 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
412 { 604 {
413 bool scriptPresent = false; 605 if (m_items.ContainsKey(itemId))
414
415 lock (m_items)
416 {
417 if (m_items.ContainsKey(itemId))
418 scriptPresent = true;
419 }
420
421 if (scriptPresent)
422 { 606 {
423 if (!sceneObjectBeingDeleted) 607 if (!sceneObjectBeingDeleted)
424 m_part.RemoveScriptEvents(itemId); 608 m_part.RemoveScriptEvents(itemId);
@@ -443,14 +627,16 @@ namespace OpenSim.Region.Framework.Scenes
443 /// <returns></returns> 627 /// <returns></returns>
444 private bool InventoryContainsName(string name) 628 private bool InventoryContainsName(string name)
445 { 629 {
446 lock (m_items) 630 m_items.LockItemsForRead(true);
631 foreach (TaskInventoryItem item in m_items.Values)
447 { 632 {
448 foreach (TaskInventoryItem item in m_items.Values) 633 if (item.Name == name)
449 { 634 {
450 if (item.Name == name) 635 m_items.LockItemsForRead(false);
451 return true; 636 return true;
452 } 637 }
453 } 638 }
639 m_items.LockItemsForRead(false);
454 return false; 640 return false;
455 } 641 }
456 642
@@ -492,8 +678,9 @@ namespace OpenSim.Region.Framework.Scenes
492 /// <param name="item"></param> 678 /// <param name="item"></param>
493 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 679 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
494 { 680 {
495 List<TaskInventoryItem> il = GetInventoryItems(); 681 m_items.LockItemsForRead(true);
496 682 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
683 m_items.LockItemsForRead(false);
497 foreach (TaskInventoryItem i in il) 684 foreach (TaskInventoryItem i in il)
498 { 685 {
499 if (i.Name == item.Name) 686 if (i.Name == item.Name)
@@ -531,14 +718,14 @@ namespace OpenSim.Region.Framework.Scenes
531 item.Name = name; 718 item.Name = name;
532 item.GroupID = m_part.GroupID; 719 item.GroupID = m_part.GroupID;
533 720
534 lock (m_items) 721 m_items.LockItemsForWrite(true);
535 m_items.Add(item.ItemID, item); 722 m_items.Add(item.ItemID, item);
536 723 m_items.LockItemsForWrite(false);
537 if (allowedDrop) 724 if (allowedDrop)
538 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 725 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
539 else 726 else
540 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 727 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
541 728
542 m_inventorySerial++; 729 m_inventorySerial++;
543 //m_inventorySerial += 2; 730 //m_inventorySerial += 2;
544 HasInventoryChanged = true; 731 HasInventoryChanged = true;
@@ -554,15 +741,15 @@ namespace OpenSim.Region.Framework.Scenes
554 /// <param name="items"></param> 741 /// <param name="items"></param>
555 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 742 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
556 { 743 {
557 lock (m_items) 744 m_items.LockItemsForWrite(true);
745 foreach (TaskInventoryItem item in items)
558 { 746 {
559 foreach (TaskInventoryItem item in items) 747 m_items.Add(item.ItemID, item);
560 { 748// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
561 m_items.Add(item.ItemID, item);
562// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 }
564 m_inventorySerial++;
565 } 749 }
750 m_items.LockItemsForWrite(false);
751
752 m_inventorySerial++;
566 } 753 }
567 754
568 /// <summary> 755 /// <summary>
@@ -573,10 +760,9 @@ namespace OpenSim.Region.Framework.Scenes
573 public TaskInventoryItem GetInventoryItem(UUID itemId) 760 public TaskInventoryItem GetInventoryItem(UUID itemId)
574 { 761 {
575 TaskInventoryItem item; 762 TaskInventoryItem item;
576 763 m_items.LockItemsForRead(true);
577 lock (m_items) 764 m_items.TryGetValue(itemId, out item);
578 m_items.TryGetValue(itemId, out item); 765 m_items.LockItemsForRead(false);
579
580 return item; 766 return item;
581 } 767 }
582 768
@@ -592,15 +778,16 @@ namespace OpenSim.Region.Framework.Scenes
592 { 778 {
593 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 779 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
594 780
595 lock (m_items) 781 m_items.LockItemsForRead(true);
782
783 foreach (TaskInventoryItem item in m_items.Values)
596 { 784 {
597 foreach (TaskInventoryItem item in m_items.Values) 785 if (item.Name == name)
598 { 786 items.Add(item);
599 if (item.Name == name)
600 items.Add(item);
601 }
602 } 787 }
603 788
789 m_items.LockItemsForRead(false);
790
604 return items; 791 return items;
605 } 792 }
606 793
@@ -619,6 +806,9 @@ namespace OpenSim.Region.Framework.Scenes
619 string xmlData = Utils.BytesToString(rezAsset.Data); 806 string xmlData = Utils.BytesToString(rezAsset.Data);
620 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 807 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
621 808
809 group.RootPart.AttachPoint = group.RootPart.Shape.State;
810 group.RootPart.AttachOffset = group.AbsolutePosition;
811
622 group.ResetIDs(); 812 group.ResetIDs();
623 813
624 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 814 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
@@ -693,8 +883,9 @@ namespace OpenSim.Region.Framework.Scenes
693 883
694 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 884 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
695 { 885 {
696 TaskInventoryItem it = GetInventoryItem(item.ItemID); 886 m_items.LockItemsForWrite(true);
697 if (it != null) 887
888 if (m_items.ContainsKey(item.ItemID))
698 { 889 {
699// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 890// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
700 891
@@ -707,14 +898,10 @@ namespace OpenSim.Region.Framework.Scenes
707 item.GroupID = m_part.GroupID; 898 item.GroupID = m_part.GroupID;
708 899
709 if (item.AssetID == UUID.Zero) 900 if (item.AssetID == UUID.Zero)
710 item.AssetID = it.AssetID; 901 item.AssetID = m_items[item.ItemID].AssetID;
711 902
712 lock (m_items) 903 m_items[item.ItemID] = item;
713 { 904 m_inventorySerial++;
714 m_items[item.ItemID] = item;
715 m_inventorySerial++;
716 }
717
718 if (fireScriptEvents) 905 if (fireScriptEvents)
719 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 906 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
720 907
@@ -723,7 +910,7 @@ namespace OpenSim.Region.Framework.Scenes
723 HasInventoryChanged = true; 910 HasInventoryChanged = true;
724 m_part.ParentGroup.HasGroupChanged = true; 911 m_part.ParentGroup.HasGroupChanged = true;
725 } 912 }
726 913 m_items.LockItemsForWrite(false);
727 return true; 914 return true;
728 } 915 }
729 else 916 else
@@ -734,8 +921,9 @@ namespace OpenSim.Region.Framework.Scenes
734 item.ItemID, m_part.Name, m_part.UUID, 921 item.ItemID, m_part.Name, m_part.UUID,
735 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 922 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
736 } 923 }
737 return false; 924 m_items.LockItemsForWrite(false);
738 925
926 return false;
739 } 927 }
740 928
741 /// <summary> 929 /// <summary>
@@ -746,43 +934,59 @@ namespace OpenSim.Region.Framework.Scenes
746 /// in this prim's inventory.</returns> 934 /// in this prim's inventory.</returns>
747 public int RemoveInventoryItem(UUID itemID) 935 public int RemoveInventoryItem(UUID itemID)
748 { 936 {
749 TaskInventoryItem item = GetInventoryItem(itemID); 937 m_items.LockItemsForRead(true);
750 if (item != null) 938
939 if (m_items.ContainsKey(itemID))
751 { 940 {
752 int type = m_items[itemID].InvType; 941 int type = m_items[itemID].InvType;
942 m_items.LockItemsForRead(false);
753 if (type == 10) // Script 943 if (type == 10) // Script
754 { 944 {
755 m_part.RemoveScriptEvents(itemID);
756 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 945 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
757 } 946 }
947 m_items.LockItemsForWrite(true);
758 m_items.Remove(itemID); 948 m_items.Remove(itemID);
949 m_items.LockItemsForWrite(false);
759 m_inventorySerial++; 950 m_inventorySerial++;
760 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 951 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
761 952
762 HasInventoryChanged = true; 953 HasInventoryChanged = true;
763 m_part.ParentGroup.HasGroupChanged = true; 954 m_part.ParentGroup.HasGroupChanged = true;
764 955
765 if (!ContainsScripts()) 956 int scriptcount = 0;
957 m_items.LockItemsForRead(true);
958 foreach (TaskInventoryItem item in m_items.Values)
959 {
960 if (item.Type == 10)
961 {
962 scriptcount++;
963 }
964 }
965 m_items.LockItemsForRead(false);
966
967
968 if (scriptcount <= 0)
969 {
766 m_part.RemFlag(PrimFlags.Scripted); 970 m_part.RemFlag(PrimFlags.Scripted);
971 }
767 972
768 m_part.ScheduleFullUpdate(); 973 m_part.ScheduleFullUpdate();
769 974
770 return type; 975 return type;
771
772 } 976 }
773 else 977 else
774 { 978 {
979 m_items.LockItemsForRead(false);
775 m_log.ErrorFormat( 980 m_log.ErrorFormat(
776 "[PRIM INVENTORY]: " + 981 "[PRIM INVENTORY]: " +
777 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 982 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
778 itemID, m_part.Name, m_part.UUID, 983 itemID, m_part.Name, m_part.UUID);
779 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
780 } 984 }
781 985
782 return -1; 986 return -1;
783 } 987 }
784 988
785 private bool CreateInventoryFile() 989 private bool CreateInventoryFileName()
786 { 990 {
787// m_log.DebugFormat( 991// m_log.DebugFormat(
788// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 992// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -791,116 +995,125 @@ namespace OpenSim.Region.Framework.Scenes
791 if (m_inventoryFileName == String.Empty || 995 if (m_inventoryFileName == String.Empty ||
792 m_inventoryFileNameSerial < m_inventorySerial) 996 m_inventoryFileNameSerial < m_inventorySerial)
793 { 997 {
794 // Something changed, we need to create a new file
795 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 998 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
796 m_inventoryFileNameSerial = m_inventorySerial; 999 m_inventoryFileNameSerial = m_inventorySerial;
797 1000
798 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 1001 return true;
1002 }
799 1003
800 lock (m_items) 1004 return false;
1005 }
1006
1007 /// <summary>
1008 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1009 /// </summary>
1010 /// <param name="xferManager"></param>
1011 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1012 {
1013 bool changed = CreateInventoryFileName();
1014
1015 bool includeAssets = false;
1016 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1017 includeAssets = true;
1018
1019 if (m_inventoryPrivileged != includeAssets)
1020 changed = true;
1021
1022 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1023
1024 Items.LockItemsForRead(true);
1025
1026 if (m_inventorySerial == 0) // No inventory
1027 {
1028 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1029 Items.LockItemsForRead(false);
1030 return;
1031 }
1032
1033 if (m_items.Count == 0) // No inventory
1034 {
1035 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1036 Items.LockItemsForRead(false);
1037 return;
1038 }
1039
1040 if (!changed)
1041 {
1042 if (m_inventoryFileData.Length > 2)
801 { 1043 {
802 foreach (TaskInventoryItem item in m_items.Values) 1044 xferManager.AddNewFile(m_inventoryFileName,
803 { 1045 m_inventoryFileData);
804// m_log.DebugFormat( 1046 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
805// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1047 Util.StringToBytes256(m_inventoryFileName));
806// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
807 1048
808 UUID ownerID = item.OwnerID; 1049 Items.LockItemsForRead(false);
809 uint everyoneMask = 0; 1050 return;
810 uint baseMask = item.BasePermissions; 1051 }
811 uint ownerMask = item.CurrentPermissions; 1052 }
812 uint groupMask = item.GroupPermissions;
813 1053
814 invString.AddItemStart(); 1054 m_inventoryPrivileged = includeAssets;
815 invString.AddNameValueLine("item_id", item.ItemID.ToString());
816 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
817 1055
818 invString.AddPermissionsStart(); 1056 foreach (TaskInventoryItem item in m_items.Values)
1057 {
1058 UUID ownerID = item.OwnerID;
1059 uint everyoneMask = 0;
1060 uint baseMask = item.BasePermissions;
1061 uint ownerMask = item.CurrentPermissions;
1062 uint groupMask = item.GroupPermissions;
819 1063
820 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1064 invString.AddItemStart();
821 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1065 invString.AddNameValueLine("item_id", item.ItemID.ToString());
822 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1066 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
823 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
824 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
825 1067
826 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1068 invString.AddPermissionsStart();
827 invString.AddNameValueLine("owner_id", ownerID.ToString());
828 1069
829 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1070 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1071 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1072 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1073 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1074 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
830 1075
831 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1076 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
832 invString.AddSectionEnd(); 1077 invString.AddNameValueLine("owner_id", ownerID.ToString());
833 1078
834 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1079 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
835 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
836 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
837 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
838 1080
839 invString.AddSaleStart(); 1081 invString.AddNameValueLine("group_id", item.GroupID.ToString());
840 invString.AddNameValueLine("sale_type", "not"); 1082 invString.AddSectionEnd();
841 invString.AddNameValueLine("sale_price", "0");
842 invString.AddSectionEnd();
843 1083
844 invString.AddNameValueLine("name", item.Name + "|"); 1084 if (includeAssets)
845 invString.AddNameValueLine("desc", item.Description + "|"); 1085 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1086 else
1087 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1088 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
1089 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
1090 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
846 1091
847 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1092 invString.AddSaleStart();
848 invString.AddSectionEnd(); 1093 invString.AddNameValueLine("sale_type", "not");
849 } 1094 invString.AddNameValueLine("sale_price", "0");
850 } 1095 invString.AddSectionEnd();
851 1096
852 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1097 invString.AddNameValueLine("name", item.Name + "|");
1098 invString.AddNameValueLine("desc", item.Description + "|");
853 1099
854 return true; 1100 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1101 invString.AddSectionEnd();
855 } 1102 }
856 1103
857 // No need to recreate, the existing file is fine 1104 Items.LockItemsForRead(false);
858 return false;
859 }
860 1105
861 /// <summary> 1106 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
862 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
863 /// </summary>
864 /// <param name="xferManager"></param>
865 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
866 {
867 lock (m_items)
868 {
869 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
870 // a new script if any previous deletion has left the prim inventory empty.
871 if (m_items.Count == 0) // No inventory
872 {
873// m_log.DebugFormat(
874// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
875// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
876 1107
877 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1108 if (m_inventoryFileData.Length > 2)
878 return; 1109 {
879 } 1110 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
880 1111 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
881 CreateInventoryFile(); 1112 Util.StringToBytes256(m_inventoryFileName));
882 1113 return;
883 // In principle, we should only do the rest if the inventory changed;
884 // by sending m_inventorySerial to the client, it ought to know
885 // that nothing changed and that it doesn't need to request the file.
886 // Unfortunately, it doesn't look like the client optimizes this;
887 // the client seems to always come back and request the Xfer,
888 // no matter what value m_inventorySerial has.
889 // FIXME: Could probably be > 0 here rather than > 2
890 if (m_inventoryFileData.Length > 2)
891 {
892 // Add the file for Xfer
893 // m_log.DebugFormat(
894 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
895 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
896
897 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
898 }
899
900 // Tell the client we're ready to Xfer the file
901 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
902 Util.StringToBytes256(m_inventoryFileName));
903 } 1114 }
1115
1116 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
904 } 1117 }
905 1118
906 /// <summary> 1119 /// <summary>
@@ -909,13 +1122,19 @@ namespace OpenSim.Region.Framework.Scenes
909 /// <param name="datastore"></param> 1122 /// <param name="datastore"></param>
910 public void ProcessInventoryBackup(ISimulationDataService datastore) 1123 public void ProcessInventoryBackup(ISimulationDataService datastore)
911 { 1124 {
912 if (HasInventoryChanged) 1125// Removed this because linking will cause an immediate delete of the new
913 { 1126// child prim from the database and the subsequent storing of the prim sees
914 HasInventoryChanged = false; 1127// the inventory of it as unchanged and doesn't store it at all. The overhead
915 List<TaskInventoryItem> items = GetInventoryItems(); 1128// of storing prim inventory needlessly is much less than the aggravation
916 datastore.StorePrimInventory(m_part.UUID, items); 1129// of prim inventory loss.
1130// if (HasInventoryChanged)
1131// {
1132 Items.LockItemsForRead(true);
1133 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1134 Items.LockItemsForRead(false);
917 1135
918 } 1136 HasInventoryChanged = false;
1137// }
919 } 1138 }
920 1139
921 public class InventoryStringBuilder 1140 public class InventoryStringBuilder
@@ -981,82 +1200,63 @@ namespace OpenSim.Region.Framework.Scenes
981 { 1200 {
982 uint mask=0x7fffffff; 1201 uint mask=0x7fffffff;
983 1202
984 lock (m_items) 1203 foreach (TaskInventoryItem item in m_items.Values)
985 { 1204 {
986 foreach (TaskInventoryItem item in m_items.Values) 1205 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1206 mask &= ~((uint)PermissionMask.Copy >> 13);
1207 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1208 mask &= ~((uint)PermissionMask.Transfer >> 13);
1209 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1210 mask &= ~((uint)PermissionMask.Modify >> 13);
1211
1212 if (item.InvType == (int)InventoryType.Object)
987 { 1213 {
988 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1214 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
989 mask &= ~((uint)PermissionMask.Copy >> 13); 1215 mask &= ~((uint)PermissionMask.Copy >> 13);
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1216 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Transfer >> 13); 1217 mask &= ~((uint)PermissionMask.Transfer >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1218 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Modify >> 13); 1219 mask &= ~((uint)PermissionMask.Modify >> 13);
994
995 if (item.InvType != (int)InventoryType.Object)
996 {
997 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
998 mask &= ~((uint)PermissionMask.Copy >> 13);
999 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1000 mask &= ~((uint)PermissionMask.Transfer >> 13);
1001 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1002 mask &= ~((uint)PermissionMask.Modify >> 13);
1003 }
1004 else
1005 {
1006 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1007 mask &= ~((uint)PermissionMask.Copy >> 13);
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1009 mask &= ~((uint)PermissionMask.Transfer >> 13);
1010 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1011 mask &= ~((uint)PermissionMask.Modify >> 13);
1012 }
1013
1014 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1015 mask &= ~(uint)PermissionMask.Copy;
1016 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1017 mask &= ~(uint)PermissionMask.Transfer;
1018 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1019 mask &= ~(uint)PermissionMask.Modify;
1020 } 1220 }
1221
1222 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1223 mask &= ~(uint)PermissionMask.Copy;
1224 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1225 mask &= ~(uint)PermissionMask.Transfer;
1226 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1227 mask &= ~(uint)PermissionMask.Modify;
1021 } 1228 }
1022
1023 return mask; 1229 return mask;
1024 } 1230 }
1025 1231
1026 public void ApplyNextOwnerPermissions() 1232 public void ApplyNextOwnerPermissions()
1027 { 1233 {
1028 lock (m_items) 1234 foreach (TaskInventoryItem item in m_items.Values)
1029 { 1235 {
1030 foreach (TaskInventoryItem item in m_items.Values) 1236 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1031 { 1237 {
1032 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1238 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1033 { 1239 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1034 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1240 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1035 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1241 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1242 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1243 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1039 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1040 }
1041 item.CurrentPermissions &= item.NextPermissions;
1042 item.BasePermissions &= item.NextPermissions;
1043 item.EveryonePermissions &= item.NextPermissions;
1044 item.OwnerChanged = true;
1045 item.PermsMask = 0;
1046 item.PermsGranter = UUID.Zero;
1047 } 1244 }
1245 item.OwnerChanged = true;
1246 item.CurrentPermissions &= item.NextPermissions;
1247 item.BasePermissions &= item.NextPermissions;
1248 item.EveryonePermissions &= item.NextPermissions;
1249 item.PermsMask = 0;
1250 item.PermsGranter = UUID.Zero;
1048 } 1251 }
1049 } 1252 }
1050 1253
1051 public void ApplyGodPermissions(uint perms) 1254 public void ApplyGodPermissions(uint perms)
1052 { 1255 {
1053 lock (m_items) 1256 foreach (TaskInventoryItem item in m_items.Values)
1054 { 1257 {
1055 foreach (TaskInventoryItem item in m_items.Values) 1258 item.CurrentPermissions = perms;
1056 { 1259 item.BasePermissions = perms;
1057 item.CurrentPermissions = perms;
1058 item.BasePermissions = perms;
1059 }
1060 } 1260 }
1061 1261
1062 m_inventorySerial++; 1262 m_inventorySerial++;
@@ -1069,17 +1269,13 @@ namespace OpenSim.Region.Framework.Scenes
1069 /// <returns></returns> 1269 /// <returns></returns>
1070 public bool ContainsScripts() 1270 public bool ContainsScripts()
1071 { 1271 {
1072 lock (m_items) 1272 foreach (TaskInventoryItem item in m_items.Values)
1073 { 1273 {
1074 foreach (TaskInventoryItem item in m_items.Values) 1274 if (item.InvType == (int)InventoryType.LSL)
1075 { 1275 {
1076 if (item.InvType == (int)InventoryType.LSL) 1276 return true;
1077 {
1078 return true;
1079 }
1080 } 1277 }
1081 } 1278 }
1082
1083 return false; 1279 return false;
1084 } 1280 }
1085 1281
@@ -1087,11 +1283,8 @@ namespace OpenSim.Region.Framework.Scenes
1087 { 1283 {
1088 List<UUID> ret = new List<UUID>(); 1284 List<UUID> ret = new List<UUID>();
1089 1285
1090 lock (m_items) 1286 foreach (TaskInventoryItem item in m_items.Values)
1091 { 1287 ret.Add(item.ItemID);
1092 foreach (TaskInventoryItem item in m_items.Values)
1093 ret.Add(item.ItemID);
1094 }
1095 1288
1096 return ret; 1289 return ret;
1097 } 1290 }
@@ -1122,6 +1315,11 @@ namespace OpenSim.Region.Framework.Scenes
1122 1315
1123 public Dictionary<UUID, string> GetScriptStates() 1316 public Dictionary<UUID, string> GetScriptStates()
1124 { 1317 {
1318 return GetScriptStates(false);
1319 }
1320
1321 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1322 {
1125 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1323 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1126 1324
1127 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1325 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1132,25 +1330,35 @@ namespace OpenSim.Region.Framework.Scenes
1132 if (engines == null) // No engine at all 1330 if (engines == null) // No engine at all
1133 return ret; 1331 return ret;
1134 1332
1135 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1333 Items.LockItemsForRead(true);
1136 1334 foreach (TaskInventoryItem item in m_items.Values)
1137 foreach (TaskInventoryItem item in scripts)
1138 { 1335 {
1139 foreach (IScriptModule e in engines) 1336 if (item.InvType == (int)InventoryType.LSL)
1140 { 1337 {
1141 if (e != null) 1338 foreach (IScriptModule e in engines)
1142 { 1339 {
1143 string n = e.GetXMLState(item.ItemID); 1340 if (e != null)
1144 if (n != String.Empty)
1145 { 1341 {
1146 if (!ret.ContainsKey(item.ItemID)) 1342 string n = e.GetXMLState(item.ItemID);
1147 ret[item.ItemID] = n; 1343 if (n != String.Empty)
1148 break; 1344 {
1345 if (oldIDs)
1346 {
1347 if (!ret.ContainsKey(item.OldItemID))
1348 ret[item.OldItemID] = n;
1349 }
1350 else
1351 {
1352 if (!ret.ContainsKey(item.ItemID))
1353 ret[item.ItemID] = n;
1354 }
1355 break;
1356 }
1149 } 1357 }
1150 } 1358 }
1151 } 1359 }
1152 } 1360 }
1153 1361 Items.LockItemsForRead(false);
1154 return ret; 1362 return ret;
1155 } 1363 }
1156 1364
@@ -1160,21 +1368,27 @@ namespace OpenSim.Region.Framework.Scenes
1160 if (engines == null) 1368 if (engines == null)
1161 return; 1369 return;
1162 1370
1163 List<TaskInventoryItem> scripts = GetInventoryScripts();
1164 1371
1165 foreach (TaskInventoryItem item in scripts) 1372 Items.LockItemsForRead(true);
1373
1374 foreach (TaskInventoryItem item in m_items.Values)
1166 { 1375 {
1167 foreach (IScriptModule engine in engines) 1376 if (item.InvType == (int)InventoryType.LSL)
1168 { 1377 {
1169 if (engine != null) 1378 foreach (IScriptModule engine in engines)
1170 { 1379 {
1171 if (item.OwnerChanged) 1380 if (engine != null)
1172 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1381 {
1173 item.OwnerChanged = false; 1382 if (item.OwnerChanged)
1174 engine.ResumeScript(item.ItemID); 1383 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1384 item.OwnerChanged = false;
1385 engine.ResumeScript(item.ItemID);
1386 }
1175 } 1387 }
1176 } 1388 }
1177 } 1389 }
1390
1391 Items.LockItemsForRead(false);
1178 } 1392 }
1179 } 1393 }
1180} 1394}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index fdf944b..fe2dfef 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -153,6 +153,7 @@ namespace OpenSim.Region.Framework.Scenes
153 private int m_lastColCount = -1; //KF: Look for Collision chnages 153 private int m_lastColCount = -1; //KF: Look for Collision chnages
154 private int m_updateCount = 0; //KF: Update Anims for a while 154 private int m_updateCount = 0; //KF: Update Anims for a while
155 private static readonly int UPDATE_COUNT = 10; // how many frames to update for 155 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
156 private List<uint> m_lastColliders = new List<uint>();
156 157
157 private TeleportFlags m_teleportFlags; 158 private TeleportFlags m_teleportFlags;
158 public TeleportFlags TeleportFlags 159 public TeleportFlags TeleportFlags
@@ -922,6 +923,8 @@ namespace OpenSim.Region.Framework.Scenes
922 pos.Y = crossedBorder.BorderLine.Z - 1; 923 pos.Y = crossedBorder.BorderLine.Z - 1;
923 } 924 }
924 925
926 CheckAndAdjustLandingPoint(ref pos);
927
925 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 928 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
926 { 929 {
927 m_log.WarnFormat( 930 m_log.WarnFormat(
@@ -1084,6 +1087,7 @@ namespace OpenSim.Region.Framework.Scenes
1084 1087
1085 RemoveFromPhysicalScene(); 1088 RemoveFromPhysicalScene();
1086 Velocity = Vector3.Zero; 1089 Velocity = Vector3.Zero;
1090 CheckLandingPoint(ref pos);
1087 AbsolutePosition = pos; 1091 AbsolutePosition = pos;
1088 AddToPhysicalScene(isFlying); 1092 AddToPhysicalScene(isFlying);
1089 1093
@@ -1097,6 +1101,7 @@ namespace OpenSim.Region.Framework.Scenes
1097 isFlying = PhysicsActor.Flying; 1101 isFlying = PhysicsActor.Flying;
1098 1102
1099 RemoveFromPhysicalScene(); 1103 RemoveFromPhysicalScene();
1104 CheckLandingPoint(ref pos);
1100 AbsolutePosition = pos; 1105 AbsolutePosition = pos;
1101 AddToPhysicalScene(isFlying); 1106 AddToPhysicalScene(isFlying);
1102 1107
@@ -1916,6 +1921,7 @@ namespace OpenSim.Region.Framework.Scenes
1916 if (part.SitTargetAvatar == UUID) 1921 if (part.SitTargetAvatar == UUID)
1917 part.SitTargetAvatar = UUID.Zero; 1922 part.SitTargetAvatar = UUID.Zero;
1918 1923
1924 part.ParentGroup.DeleteAvatar(UUID);
1919 ParentPosition = part.GetWorldPosition(); 1925 ParentPosition = part.GetWorldPosition();
1920 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1926 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1921 } 1927 }
@@ -2349,11 +2355,13 @@ namespace OpenSim.Region.Framework.Scenes
2349 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2355 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT;
2350 Rotation = sitTargetOrient; 2356 Rotation = sitTargetOrient;
2351 ParentPosition = part.AbsolutePosition; 2357 ParentPosition = part.AbsolutePosition;
2358 part.ParentGroup.AddAvatar(UUID);
2352 } 2359 }
2353 else 2360 else
2354 { 2361 {
2355 m_pos -= part.AbsolutePosition; 2362 m_pos -= part.AbsolutePosition;
2356 ParentPosition = part.AbsolutePosition; 2363 ParentPosition = part.AbsolutePosition;
2364 part.ParentGroup.AddAvatar(UUID);
2357 2365
2358// m_log.DebugFormat( 2366// m_log.DebugFormat(
2359// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2367// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -3412,6 +3420,8 @@ namespace OpenSim.Region.Framework.Scenes
3412 } 3420 }
3413 } 3421 }
3414 3422
3423 RaiseCollisionScriptEvents(coldata);
3424
3415 if (Invulnerable) 3425 if (Invulnerable)
3416 return; 3426 return;
3417 3427
@@ -3850,5 +3860,204 @@ namespace OpenSim.Region.Framework.Scenes
3850 m_reprioritization_called = false; 3860 m_reprioritization_called = false;
3851 } 3861 }
3852 } 3862 }
3863
3864 private void CheckLandingPoint(ref Vector3 pos)
3865 {
3866 // Never constrain lures
3867 if ((TeleportFlags & TeleportFlags.ViaLure) != 0)
3868 return;
3869
3870 if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport)
3871 return;
3872
3873 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
3874
3875 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
3876 land.LandData.UserLocation != Vector3.Zero &&
3877 land.LandData.OwnerID != m_uuid &&
3878 (!m_scene.Permissions.IsGod(m_uuid)) &&
3879 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid)))
3880 {
3881 float curr = Vector3.Distance(AbsolutePosition, pos);
3882 if (Vector3.Distance(land.LandData.UserLocation, pos) < curr)
3883 pos = land.LandData.UserLocation;
3884 else
3885 ControllingClient.SendAlertMessage("Can't teleport closer to destination");
3886 }
3887 }
3888
3889 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3890 {
3891 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
3892 if (land != null)
3893 {
3894 // If we come in via login, landmark or map, we want to
3895 // honor landing points. If we come in via Lure, we want
3896 // to ignore them.
3897 if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) ||
3898 (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 ||
3899 (m_teleportFlags & TeleportFlags.ViaLocation) != 0)
3900 {
3901 // Don't restrict gods, estate managers, or land owners to
3902 // the TP point. This behaviour mimics agni.
3903 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
3904 land.LandData.UserLocation != Vector3.Zero &&
3905 GodLevel < 200 &&
3906 ((land.LandData.OwnerID != m_uuid &&
3907 (!m_scene.Permissions.IsGod(m_uuid)) &&
3908 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0))
3909 {
3910 pos = land.LandData.UserLocation;
3911 }
3912 }
3913
3914 land.SendLandUpdateToClient(ControllingClient);
3915 }
3916 }
3917
3918 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
3919 {
3920 List<uint> thisHitColliders = new List<uint>();
3921 List<uint> endedColliders = new List<uint>();
3922 List<uint> startedColliders = new List<uint>();
3923
3924 foreach (uint localid in coldata.Keys)
3925 {
3926 thisHitColliders.Add(localid);
3927 if (!m_lastColliders.Contains(localid))
3928 {
3929 startedColliders.Add(localid);
3930 }
3931 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3932 }
3933
3934 // calculate things that ended colliding
3935 foreach (uint localID in m_lastColliders)
3936 {
3937 if (!thisHitColliders.Contains(localID))
3938 {
3939 endedColliders.Add(localID);
3940 }
3941 }
3942 //add the items that started colliding this time to the last colliders list.
3943 foreach (uint localID in startedColliders)
3944 {
3945 m_lastColliders.Add(localID);
3946 }
3947 // remove things that ended colliding from the last colliders list
3948 foreach (uint localID in endedColliders)
3949 {
3950 m_lastColliders.Remove(localID);
3951 }
3952
3953 // do event notification
3954 if (startedColliders.Count > 0)
3955 {
3956 ColliderArgs StartCollidingMessage = new ColliderArgs();
3957 List<DetectedObject> colliding = new List<DetectedObject>();
3958 foreach (uint localId in startedColliders)
3959 {
3960 if (localId == 0)
3961 continue;
3962
3963 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3964 string data = "";
3965 if (obj != null)
3966 {
3967 DetectedObject detobj = new DetectedObject();
3968 detobj.keyUUID = obj.UUID;
3969 detobj.nameStr = obj.Name;
3970 detobj.ownerUUID = obj.OwnerID;
3971 detobj.posVector = obj.AbsolutePosition;
3972 detobj.rotQuat = obj.GetWorldRotation();
3973 detobj.velVector = obj.Velocity;
3974 detobj.colliderType = 0;
3975 detobj.groupUUID = obj.GroupID;
3976 colliding.Add(detobj);
3977 }
3978 }
3979
3980 if (colliding.Count > 0)
3981 {
3982 StartCollidingMessage.Colliders = colliding;
3983
3984 foreach (SceneObjectGroup att in GetAttachments())
3985 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3986 }
3987 }
3988
3989 if (endedColliders.Count > 0)
3990 {
3991 ColliderArgs EndCollidingMessage = new ColliderArgs();
3992 List<DetectedObject> colliding = new List<DetectedObject>();
3993 foreach (uint localId in endedColliders)
3994 {
3995 if (localId == 0)
3996 continue;
3997
3998 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3999 string data = "";
4000 if (obj != null)
4001 {
4002 DetectedObject detobj = new DetectedObject();
4003 detobj.keyUUID = obj.UUID;
4004 detobj.nameStr = obj.Name;
4005 detobj.ownerUUID = obj.OwnerID;
4006 detobj.posVector = obj.AbsolutePosition;
4007 detobj.rotQuat = obj.GetWorldRotation();
4008 detobj.velVector = obj.Velocity;
4009 detobj.colliderType = 0;
4010 detobj.groupUUID = obj.GroupID;
4011 colliding.Add(detobj);
4012 }
4013 }
4014
4015 if (colliding.Count > 0)
4016 {
4017 EndCollidingMessage.Colliders = colliding;
4018
4019 foreach (SceneObjectGroup att in GetAttachments())
4020 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
4021 }
4022 }
4023
4024 if (thisHitColliders.Count > 0)
4025 {
4026 ColliderArgs CollidingMessage = new ColliderArgs();
4027 List<DetectedObject> colliding = new List<DetectedObject>();
4028 foreach (uint localId in thisHitColliders)
4029 {
4030 if (localId == 0)
4031 continue;
4032
4033 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4034 string data = "";
4035 if (obj != null)
4036 {
4037 DetectedObject detobj = new DetectedObject();
4038 detobj.keyUUID = obj.UUID;
4039 detobj.nameStr = obj.Name;
4040 detobj.ownerUUID = obj.OwnerID;
4041 detobj.posVector = obj.AbsolutePosition;
4042 detobj.rotQuat = obj.GetWorldRotation();
4043 detobj.velVector = obj.Velocity;
4044 detobj.colliderType = 0;
4045 detobj.groupUUID = obj.GroupID;
4046 colliding.Add(detobj);
4047 }
4048 }
4049
4050 if (colliding.Count > 0)
4051 {
4052 CollidingMessage.Colliders = colliding;
4053
4054 lock (m_attachments)
4055 {
4056 foreach (SceneObjectGroup att in m_attachments)
4057 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4058 }
4059 }
4060 }
4061 }
3853 } 4062 }
3854} 4063}
diff --git a/OpenSim/Region/Framework/Scenes/SceneViewer.cs b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
index d6bb81c..2c3084c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneViewer.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
@@ -123,7 +123,7 @@ namespace OpenSim.Region.Framework.Scenes
123 g.ScheduleFullUpdateToAvatar(m_presence); 123 g.ScheduleFullUpdateToAvatar(m_presence);
124 } 124 }
125 125
126 while (m_partsUpdateQueue.Count > 0) 126 while (m_partsUpdateQueue != null && m_partsUpdateQueue.Count != null && m_partsUpdateQueue.Count > 0)
127 { 127 {
128 SceneObjectPart part = m_partsUpdateQueue.Dequeue(); 128 SceneObjectPart part = m_partsUpdateQueue.Dequeue();
129 129
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 60cc788..680a6fa 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -345,6 +345,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
345 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 345 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
346 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 346 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
347 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 347 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
348
349 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
348 #endregion 350 #endregion
349 351
350 #region TaskInventoryXmlProcessors initialization 352 #region TaskInventoryXmlProcessors initialization
@@ -729,6 +731,11 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
729 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 731 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
730 } 732 }
731 733
734 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
735 {
736 obj.Buoyancy = (int)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
737 }
738
732 #endregion 739 #endregion
733 740
734 #region TaskInventoryXmlProcessors 741 #region TaskInventoryXmlProcessors
@@ -1212,6 +1219,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1212 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1219 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1213 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1220 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1214 1221
1222 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1223
1215 writer.WriteEndElement(); 1224 writer.WriteEndElement();
1216 } 1225 }
1217 1226
@@ -1496,12 +1505,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1496 { 1505 {
1497 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1506 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1498 1507
1499 if (reader.IsEmptyElement)
1500 {
1501 reader.Read();
1502 return tinv;
1503 }
1504
1505 reader.ReadStartElement(name, String.Empty); 1508 reader.ReadStartElement(name, String.Empty);
1506 1509
1507 while (reader.Name == "TaskInventoryItem") 1510 while (reader.Name == "TaskInventoryItem")
@@ -1544,12 +1547,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1544 1547
1545 PrimitiveBaseShape shape = new PrimitiveBaseShape(); 1548 PrimitiveBaseShape shape = new PrimitiveBaseShape();
1546 1549
1547 if (reader.IsEmptyElement)
1548 {
1549 reader.Read();
1550 return shape;
1551 }
1552
1553 reader.ReadStartElement(name, String.Empty); // Shape 1550 reader.ReadStartElement(name, String.Empty); // Shape
1554 1551
1555 string nodeName = string.Empty; 1552 string nodeName = string.Empty;
@@ -1589,4 +1586,4 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1589 1586
1590 #endregion 1587 #endregion
1591 } 1588 }
1592} 1589} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..5ed3c79 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -30,12 +30,27 @@ using System.Reflection;
30using log4net; 30using log4net;
31using OpenMetaverse; 31using OpenMetaverse;
32using OpenSim.Region.Framework.Interfaces; 32using OpenSim.Region.Framework.Interfaces;
33using System;
33 34
34namespace OpenSim.Region.Framework.Scenes 35namespace OpenSim.Region.Framework.Scenes
35{ 36{
37 [Flags]
38 public enum UndoType
39 {
40 STATE_PRIM_POSITION = 1,
41 STATE_PRIM_ROTATION = 2,
42 STATE_PRIM_SCALE = 4,
43 STATE_PRIM_ALL = 7,
44 STATE_GROUP_POSITION = 8,
45 STATE_GROUP_ROTATION = 16,
46 STATE_GROUP_SCALE = 32,
47 STATE_GROUP_ALL = 56,
48 STATE_ALL = 63
49 }
50
36 public class UndoState 51 public class UndoState
37 { 52 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 53 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
39 54
40 public Vector3 Position = Vector3.Zero; 55 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero; 56 public Vector3 Scale = Vector3.Zero;
@@ -57,37 +72,37 @@ namespace OpenSim.Region.Framework.Scenes
57 { 72 {
58 ForGroup = forGroup; 73 ForGroup = forGroup;
59 74
60// if (ForGroup) 75 // if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition; 76 Position = part.ParentGroup.AbsolutePosition;
62// else 77 // else
63// Position = part.OffsetPosition; 78 // Position = part.OffsetPosition;
64 79
65// m_log.DebugFormat( 80 // m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position); 81 // "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 82
68 Rotation = part.RotationOffset; 83 Rotation = part.RotationOffset;
69 84
70// m_log.DebugFormat( 85 // m_log.DebugFormat(
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 86 // "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
72 87
73 Scale = part.Shape.Scale; 88 Scale = part.Shape.Scale;
74 89
75// m_log.DebugFormat( 90 // m_log.DebugFormat(
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale); 91 // "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 92 }
78 else 93 else
79 { 94 {
80 Position = part.OffsetPosition; 95 Position = part.OffsetPosition;
81// m_log.DebugFormat( 96 // m_log.DebugFormat(
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 97 // "[UNDO STATE]: Storing undo position {0} for child part", Position);
83 98
84 Rotation = part.RotationOffset; 99 Rotation = part.RotationOffset;
85// m_log.DebugFormat( 100 // m_log.DebugFormat(
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 101 // "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
87 102
88 Scale = part.Shape.Scale; 103 Scale = part.Shape.Scale;
89// m_log.DebugFormat( 104 // m_log.DebugFormat(
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 105 // "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
91 } 106 }
92 } 107 }
93 108
@@ -121,9 +136,9 @@ namespace OpenSim.Region.Framework.Scenes
121 136
122 if (part.ParentID == 0) 137 if (part.ParentID == 0)
123 { 138 {
124// m_log.DebugFormat( 139 // m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}", 140 // "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId); 141 // Position, part.Name, part.LocalId);
127 142
128 if (Position != Vector3.Zero) 143 if (Position != Vector3.Zero)
129 { 144 {
@@ -133,9 +148,9 @@ namespace OpenSim.Region.Framework.Scenes
133 part.ParentGroup.UpdateRootPosition(Position); 148 part.ParentGroup.UpdateRootPosition(Position);
134 } 149 }
135 150
136// m_log.DebugFormat( 151 // m_log.DebugFormat(
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 152 // "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 153 // part.RotationOffset, Rotation, part.Name, part.LocalId);
139 154
140 if (ForGroup) 155 if (ForGroup)
141 part.UpdateRotation(Rotation); 156 part.UpdateRotation(Rotation);
@@ -144,9 +159,9 @@ namespace OpenSim.Region.Framework.Scenes
144 159
145 if (Scale != Vector3.Zero) 160 if (Scale != Vector3.Zero)
146 { 161 {
147// m_log.DebugFormat( 162 // m_log.DebugFormat(
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 163 // "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
149// part.Shape.Scale, Scale, part.Name, part.LocalId); 164 // part.Shape.Scale, Scale, part.Name, part.LocalId);
150 165
151 if (ForGroup) 166 if (ForGroup)
152 part.ParentGroup.GroupResize(Scale); 167 part.ParentGroup.GroupResize(Scale);
@@ -161,24 +176,24 @@ namespace OpenSim.Region.Framework.Scenes
161 // Note: Updating these properties on sop automatically schedules an update if needed 176 // Note: Updating these properties on sop automatically schedules an update if needed
162 if (Position != Vector3.Zero) 177 if (Position != Vector3.Zero)
163 { 178 {
164// m_log.DebugFormat( 179 // m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}", 180 // "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId); 181 // part.OffsetPosition, Position, part.Name, part.LocalId);
167 182
168 part.OffsetPosition = Position; 183 part.OffsetPosition = Position;
169 } 184 }
170 185
171// m_log.DebugFormat( 186 // m_log.DebugFormat(
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 187 // "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}",
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 188 // part.RotationOffset, Rotation, part.Name, part.LocalId);
174 189
175 part.UpdateRotation(Rotation); 190 part.UpdateRotation(Rotation);
176 191
177 if (Scale != Vector3.Zero) 192 if (Scale != Vector3.Zero)
178 { 193 {
179// m_log.DebugFormat( 194 // m_log.DebugFormat(
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 195 // "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}",
181// part.Shape.Scale, Scale, part.Name, part.LocalId); 196 // part.Shape.Scale, Scale, part.Name, part.LocalId);
182 197
183 part.Resize(Scale); 198 part.Resize(Scale);
184 } 199 }
@@ -247,4 +262,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 262 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 263 }
249 } 264 }
250} \ No newline at end of file 265}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;