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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs19
-rw-r--r--OpenSim/Region/Framework/Scenes/CollisionSounds.cs304
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs43
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs791
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs348
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs152
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs569
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs11
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs443
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs246
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1421
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1493
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs767
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs1117
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs78
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs124
-rw-r--r--OpenSim/Region/Framework/Scenes/TerrainChannel.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs184
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
27 files changed, 6334 insertions, 2299 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 3b5a5bd..5529a25 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -80,12 +80,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
80 m_scenePresence = sp; 80 m_scenePresence = sp;
81 CurrentMovementAnimation = "CROUCH"; 81 CurrentMovementAnimation = "CROUCH";
82 } 82 }
83 83
84 public void AddAnimation(UUID animID, UUID objectID) 84 public void AddAnimation(UUID animID, UUID objectID)
85 { 85 {
86 if (m_scenePresence.IsChildAgent) 86 if (m_scenePresence.IsChildAgent)
87 return; 87 return;
88 88
89 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
89 if (m_scenePresence.Scene.DebugAnimations) 90 if (m_scenePresence.Scene.DebugAnimations)
90 m_log.DebugFormat( 91 m_log.DebugFormat(
91 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", 92 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}",
@@ -140,6 +141,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
140 } 141 }
141 } 142 }
142 143
144 public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
145 {
146 if (m_scenePresence.IsChildAgent)
147 return;
148
149 if (animID != UUID.Zero)
150 {
151 if (addRemove)
152 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
153 else
154 m_animations.Remove(animID, true);
155 }
156 if(sendPack)
157 SendAnimPack();
158 }
159
143 // Called from scripts 160 // Called from scripts
144 public void RemoveAnimation(string name) 161 public void RemoveAnimation(string name)
145 { 162 {
diff --git a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
new file mode 100644
index 0000000..075724e
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
@@ -0,0 +1,304 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27// Ubit 2012
28
29using System;
30using System.Reflection;
31using System.Collections.Generic;
32using OpenMetaverse;
33using OpenSim.Framework;
34using log4net;
35
36namespace OpenSim.Region.Framework.Scenes
37{
38 public struct CollisionForSoundInfo
39 {
40 public uint colliderID;
41 public Vector3 position;
42 public float relativeVel;
43 }
44
45 public static class CollisionSounds
46 {
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48
49 private const int MaxMaterials = 7;
50 // part part
51
52 private static UUID snd_StoneStone = new UUID("be7295c0-a158-11e1-b3dd-0800200c9a66");
53 private static UUID snd_StoneMetal = new UUID("be7295c0-a158-11e1-b3dd-0800201c9a66");
54 private static UUID snd_StoneGlass = new UUID("be7295c0-a158-11e1-b3dd-0800202c9a66");
55 private static UUID snd_StoneWood = new UUID("be7295c0-a158-11e1-b3dd-0800203c9a66");
56 private static UUID snd_StoneFlesh = new UUID("be7295c0-a158-11e1-b3dd-0800204c9a66");
57 private static UUID snd_StonePlastic = new UUID("be7295c0-a158-11e1-b3dd-0800205c9a66");
58 private static UUID snd_StoneRubber = new UUID("be7295c0-a158-11e1-b3dd-0800206c9a66");
59
60 private static UUID snd_MetalMetal = new UUID("be7295c0-a158-11e1-b3dd-0801201c9a66");
61 private static UUID snd_MetalGlass = new UUID("be7295c0-a158-11e1-b3dd-0801202c9a66");
62 private static UUID snd_MetalWood = new UUID("be7295c0-a158-11e1-b3dd-0801203c9a66");
63 private static UUID snd_MetalFlesh = new UUID("be7295c0-a158-11e1-b3dd-0801204c9a66");
64 private static UUID snd_MetalPlastic = new UUID("be7295c0-a158-11e1-b3dd-0801205c9a66");
65 private static UUID snd_MetalRubber = new UUID("be7295c0-a158-11e1-b3dd-0801206c9a66");
66
67 private static UUID snd_GlassGlass = new UUID("be7295c0-a158-11e1-b3dd-0802202c9a66");
68 private static UUID snd_GlassWood = new UUID("be7295c0-a158-11e1-b3dd-0802203c9a66");
69 private static UUID snd_GlassFlesh = new UUID("be7295c0-a158-11e1-b3dd-0802204c9a66");
70 private static UUID snd_GlassPlastic = new UUID("be7295c0-a158-11e1-b3dd-0802205c9a66");
71 private static UUID snd_GlassRubber = new UUID("be7295c0-a158-11e1-b3dd-0802206c9a66");
72
73 private static UUID snd_WoodWood = new UUID("be7295c0-a158-11e1-b3dd-0803203c9a66");
74 private static UUID snd_WoodFlesh = new UUID("be7295c0-a158-11e1-b3dd-0803204c9a66");
75 private static UUID snd_WoodPlastic = new UUID("be7295c0-a158-11e1-b3dd-0803205c9a66");
76 private static UUID snd_WoodRubber = new UUID("be7295c0-a158-11e1-b3dd-0803206c9a66");
77
78 private static UUID snd_FleshFlesh = new UUID("be7295c0-a158-11e1-b3dd-0804204c9a66");
79 private static UUID snd_FleshPlastic = new UUID("be7295c0-a158-11e1-b3dd-0804205c9a66");
80 private static UUID snd_FleshRubber = new UUID("be7295c0-a158-11e1-b3dd-0804206c9a66");
81
82 private static UUID snd_PlasticPlastic = new UUID("be7295c0-a158-11e1-b3dd-0805205c9a66");
83 private static UUID snd_PlasticRubber = new UUID("be7295c0-a158-11e1-b3dd-0805206c9a66");
84
85 private static UUID snd_RubberRubber = new UUID("be7295c0-a158-11e1-b3dd-0806206c9a66");
86
87 // terrain part
88 private static UUID snd_TerrainStone = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
89 private static UUID snd_TerrainMetal = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
90 private static UUID snd_TerrainGlass = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
91 private static UUID snd_TerrainWood = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
92 private static UUID snd_TerrainFlesh = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
93 private static UUID snd_TerrainPlastic = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
94 private static UUID snd_TerrainRubber = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
95
96 public static UUID[] m_TerrainPart = {
97 snd_TerrainStone,
98 snd_TerrainMetal,
99 snd_TerrainGlass,
100 snd_TerrainWood,
101 snd_TerrainFlesh,
102 snd_TerrainPlastic,
103 snd_TerrainRubber
104 };
105
106 // simetric sounds
107 public static UUID[] m_PartPart = {
108 snd_StoneStone, snd_StoneMetal, snd_StoneGlass, snd_StoneWood, snd_StoneFlesh, snd_StonePlastic, snd_StoneRubber,
109 snd_StoneMetal, snd_MetalMetal, snd_MetalGlass, snd_MetalWood, snd_MetalFlesh, snd_MetalPlastic, snd_MetalRubber,
110 snd_StoneGlass, snd_MetalGlass, snd_GlassGlass, snd_GlassWood, snd_GlassFlesh, snd_GlassPlastic, snd_GlassRubber,
111 snd_StoneWood, snd_MetalWood, snd_GlassWood, snd_WoodWood, snd_WoodFlesh, snd_WoodPlastic, snd_WoodRubber,
112 snd_StoneFlesh, snd_MetalFlesh, snd_GlassFlesh, snd_WoodFlesh, snd_FleshFlesh, snd_FleshPlastic, snd_FleshRubber,
113 snd_StonePlastic, snd_MetalPlastic, snd_GlassPlastic, snd_WoodPlastic, snd_FleshPlastic, snd_PlasticPlastic, snd_PlasticRubber,
114 snd_StoneRubber, snd_MetalRubber, snd_GlassRubber, snd_WoodRubber, snd_FleshRubber, snd_PlasticRubber, snd_RubberRubber
115 };
116
117 public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist)
118 {
119 if (collidersinfolist.Count == 0 || part == null)
120 return;
121
122 if (part.VolumeDetectActive || (part.Flags & PrimFlags.Physics) == 0)
123 return;
124
125 if (part.ParentGroup == null)
126 return;
127
128 if (part.CollisionSoundType < 0)
129 return;
130
131 float volume = 0.0f;
132 bool HaveSound = false;
133
134 UUID soundID = part.CollisionSound;
135
136 if (part.CollisionSoundType > 0)
137 {
138 // soundID = part.CollisionSound;
139 volume = part.CollisionSoundVolume;
140 if (volume == 0.0f)
141 return;
142 HaveSound = true;
143 }
144
145 bool doneownsound = false;
146
147 int thisMaterial = (int)part.Material;
148 if (thisMaterial >= MaxMaterials)
149 thisMaterial = 3;
150 int thisMatScaled = thisMaterial * MaxMaterials;
151
152 CollisionForSoundInfo colInfo;
153 uint id;
154
155 for(int i = 0; i< collidersinfolist.Count; i++)
156 {
157 colInfo = collidersinfolist[i];
158
159 id = colInfo.colliderID;
160 if (id == 0) // terrain collision
161 {
162 if (!doneownsound)
163 {
164 if (!HaveSound)
165 {
166 volume = Math.Abs(colInfo.relativeVel);
167 if (volume < 0.2f)
168 continue;
169
170 volume *= volume * .0625f; // 4m/s == full volume
171 if (volume > 1.0f)
172 volume = 1.0f;
173
174 soundID = m_TerrainPart[thisMaterial];
175 }
176 part.SendCollisionSound(soundID, volume, colInfo.position);
177 doneownsound = true;
178 }
179 continue;
180 }
181
182 SceneObjectPart otherPart = part.ParentGroup.Scene.GetSceneObjectPart(id);
183 if (otherPart != null)
184 {
185 if (otherPart.CollisionSoundType < 0 || otherPart.VolumeDetectActive)
186 continue;
187
188 if (!HaveSound)
189 {
190 if (otherPart.CollisionSoundType > 0)
191 {
192 soundID = otherPart.CollisionSound;
193 volume = otherPart.CollisionSoundVolume;
194 if (volume == 0.0f)
195 continue;
196 }
197 else
198 {
199 volume = Math.Abs(colInfo.relativeVel);
200 if (volume < 0.2f)
201 continue;
202
203 volume *= volume * .0625f; // 4m/s == full volume
204 if (volume > 1.0f)
205 volume = 1.0f;
206
207 int otherMaterial = (int)otherPart.Material;
208 if (otherMaterial >= MaxMaterials)
209 otherMaterial = 3;
210
211 soundID = m_PartPart[thisMatScaled + otherMaterial];
212 }
213 }
214
215 if (doneownsound)
216 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
217 else
218 {
219 part.SendCollisionSound(soundID, volume, colInfo.position);
220 doneownsound = true;
221 }
222 }
223 }
224 }
225
226 public static void AvatarCollisionSound(ScenePresence av, List<CollisionForSoundInfo> collidersinfolist)
227 {
228 if (collidersinfolist.Count == 0 || av == null)
229 return;
230
231 UUID soundID;
232 int otherMaterial;
233
234 int thisMaterial = 4; // flesh
235
236 int thisMatScaled = thisMaterial * MaxMaterials;
237
238 // bool doneownsound = false;
239
240 CollisionForSoundInfo colInfo;
241 uint id;
242 float volume;
243
244 for(int i = 0; i< collidersinfolist.Count; i++)
245 {
246 colInfo = collidersinfolist[i];
247
248 id = colInfo.colliderID;
249
250 if (id == 0) // no terrain collision sounds for now
251 {
252 continue;
253// volume = Math.Abs(colInfo.relativeVel);
254// if (volume < 0.2f)
255// continue;
256
257 }
258
259 SceneObjectPart otherPart = av.Scene.GetSceneObjectPart(id);
260 if (otherPart != null)
261 {
262 if (otherPart.CollisionSoundType < 0)
263 continue;
264 if (otherPart.CollisionSoundType > 0 && otherPart.CollisionSoundVolume > 0f)
265 otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, colInfo.position);
266 else
267 {
268 volume = Math.Abs(colInfo.relativeVel);
269 // Most noral collisions (running into walls, stairs)
270 // should never be heard.
271 if (volume < 3.2f)
272 continue;
273// m_log.DebugFormat("Collision speed was {0}", volume);
274
275 // Cap to 0.2 times volume because climbing stairs should not be noisy
276 // Also changed scaling
277 volume *= volume * .0125f; // 4m/s == volume 0.2
278 if (volume > 0.2f)
279 volume = 0.2f;
280 otherMaterial = (int)otherPart.Material;
281 if (otherMaterial >= MaxMaterials)
282 otherMaterial = 3;
283
284 soundID = m_PartPart[thisMatScaled + otherMaterial];
285 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
286 }
287 continue;
288 }
289/*
290 else if (!doneownsound)
291 {
292 ScenePresence otherav = av.Scene.GetScenePresence(Id);
293 if (otherav != null && (!otherav.IsChildAgent))
294 {
295 soundID = snd_FleshFlesh;
296 av.SendCollisionSound(soundID, 1.0);
297 doneownsound = true;
298 }
299 }
300 */
301 }
302 }
303 }
304}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 39d7512..6e8eb91 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -90,6 +90,10 @@ namespace OpenSim.Region.Framework.Scenes
90 /// </remarks> 90 /// </remarks>
91 public event OnTerrainTickDelegate OnTerrainTick; 91 public event OnTerrainTickDelegate OnTerrainTick;
92 92
93 public delegate void OnTerrainUpdateDelegate();
94
95 public event OnTerrainUpdateDelegate OnTerrainUpdate;
96
93 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 97 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
94 98
95 /// <summary> 99 /// <summary>
@@ -339,8 +343,6 @@ namespace OpenSim.Region.Framework.Scenes
339 /// in <see cref="Scene.SetScriptRunning"/> 343 /// in <see cref="Scene.SetScriptRunning"/>
340 /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>, 344 /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>,
341 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/> 345 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/>
342 /// XXX: This is only triggered when it is the client that starts the script, not in other situations where
343 /// a script is started, unlike OnStopScript!
344 /// </remarks> 346 /// </remarks>
345 public event StartScript OnStartScript; 347 public event StartScript OnStartScript;
346 348
@@ -354,7 +356,6 @@ namespace OpenSim.Region.Framework.Scenes
354 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>, 356 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>,
355 /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>, 357 /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>,
356 /// <see cref="Scene.SetScriptRunning"/> 358 /// <see cref="Scene.SetScriptRunning"/>
357 /// XXX: This is triggered when a sciprt is stopped for any reason, unlike OnStartScript!
358 /// </remarks> 359 /// </remarks>
359 public event StopScript OnStopScript; 360 public event StopScript OnStopScript;
360 361
@@ -842,6 +843,10 @@ namespace OpenSim.Region.Framework.Scenes
842 public event ParcelPrimCountTainted OnParcelPrimCountTainted; 843 public event ParcelPrimCountTainted OnParcelPrimCountTainted;
843 public event GetScriptRunning OnGetScriptRunning; 844 public event GetScriptRunning OnGetScriptRunning;
844 845
846 public delegate void ThrottleUpdate(ScenePresence scenePresence);
847
848 public event ThrottleUpdate OnThrottleUpdate;
849
845 /// <summary> 850 /// <summary>
846 /// RegisterCapsEvent is called by Scene after the Caps object 851 /// RegisterCapsEvent is called by Scene after the Caps object
847 /// has been instantiated and before it is return to the 852 /// has been instantiated and before it is return to the
@@ -1435,6 +1440,26 @@ namespace OpenSim.Region.Framework.Scenes
1435 } 1440 }
1436 } 1441 }
1437 } 1442 }
1443 public void TriggerTerrainUpdate()
1444 {
1445 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
1446 if (handlerTerrainUpdate != null)
1447 {
1448 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
1449 {
1450 try
1451 {
1452 d();
1453 }
1454 catch (Exception e)
1455 {
1456 m_log.ErrorFormat(
1457 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
1458 e.Message, e.StackTrace);
1459 }
1460 }
1461 }
1462 }
1438 1463
1439 public void TriggerTerrainTick() 1464 public void TriggerTerrainTick()
1440 { 1465 {
@@ -1767,6 +1792,7 @@ namespace OpenSim.Region.Framework.Scenes
1767 m_log.ErrorFormat( 1792 m_log.ErrorFormat(
1768 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}", 1793 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}",
1769 e.Message, e.StackTrace); 1794 e.Message, e.StackTrace);
1795 m_log.ErrorFormat(Environment.StackTrace);
1770 } 1796 }
1771 } 1797 }
1772 } 1798 }
@@ -3045,6 +3071,7 @@ namespace OpenSim.Region.Framework.Scenes
3045 { 3071 {
3046 foreach (Action<Scene> d in handler.GetInvocationList()) 3072 foreach (Action<Scene> d in handler.GetInvocationList())
3047 { 3073 {
3074 m_log.InfoFormat("[EVENT MANAGER]: TriggerSceneShuttingDown invoque {0}", d.Method.Name.ToString());
3048 try 3075 try
3049 { 3076 {
3050 d(s); 3077 d(s);
@@ -3057,6 +3084,7 @@ namespace OpenSim.Region.Framework.Scenes
3057 } 3084 }
3058 } 3085 }
3059 } 3086 }
3087 m_log.Info("[EVENT MANAGER]: TriggerSceneShuttingDown done");
3060 } 3088 }
3061 3089
3062 public void TriggerOnRegionStarted(Scene scene) 3090 public void TriggerOnRegionStarted(Scene scene)
@@ -3248,6 +3276,15 @@ namespace OpenSim.Region.Framework.Scenes
3248 } 3276 }
3249 } 3277 }
3250 3278
3279 public void TriggerThrottleUpdate(ScenePresence scenePresence)
3280 {
3281 ThrottleUpdate handler = OnThrottleUpdate;
3282 if (handler != null)
3283 {
3284 handler(scenePresence);
3285 }
3286 }
3287
3251// public void TriggerGatherUuids(SceneObjectPart sop, IDictionary<UUID, AssetType> assetUuids) 3288// public void TriggerGatherUuids(SceneObjectPart sop, IDictionary<UUID, AssetType> assetUuids)
3252// { 3289// {
3253// GatherUuids handler = OnGatherUuids; 3290// GatherUuids handler = OnGatherUuids;
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..ddae073 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -212,9 +212,15 @@ namespace OpenSim.Region.Framework.Scenes
212 } 212 }
213 213
214 // Use the camera position for local agents and avatar position for remote agents 214 // Use the camera position for local agents and avatar position for remote agents
215 Vector3 presencePos = (presence.IsChildAgent) ? 215 // Why would I want that? They could be camming but I still see them at the
216 presence.AbsolutePosition : 216 // avatar position, so why should I update them as if they were at their
217 presence.CameraPosition; 217 // camera positions? Makes no sense!
218 // TODO: Fix this mess
219 //Vector3 presencePos = (presence.IsChildAgent) ?
220 // presence.AbsolutePosition :
221 // presence.CameraPosition;
222
223 Vector3 presencePos = presence.AbsolutePosition;
218 224
219 // Compute the distance... 225 // Compute the distance...
220 double distance = Vector3.Distance(presencePos, entityPos); 226 double distance = Vector3.Distance(presencePos, entityPos);
@@ -226,7 +232,7 @@ namespace OpenSim.Region.Framework.Scenes
226 232
227 for (int i = 0; i < queues - 1; i++) 233 for (int i = 0; i < queues - 1; i++)
228 { 234 {
229 if (distance < 10 * Math.Pow(2.0,i)) 235 if (distance < 30 * Math.Pow(2.0,i))
230 break; 236 break;
231 pqueue++; 237 pqueue++;
232 } 238 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..9cb901a
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,791 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Text;
34using System.IO;
35using System.Xml;
36using OpenSim.Framework.Serialization;
37using OpenSim.Framework.Serialization.External;
38using OpenSim.Region.Framework.Scenes.Serialization;
39
40namespace OpenSim.Region.Framework.Scenes
41{
42 public class SOPVehicle
43 {
44 public VehicleData vd;
45
46 public Vehicle Type
47 {
48 get { return vd.m_type; }
49 }
50
51 public SOPVehicle()
52 {
53 vd = new VehicleData();
54 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
55 }
56
57 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
58 {
59 float len;
60 float timestep = 0.01f;
61 switch (pParam)
62 {
63 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
64 if (pValue < 0f) pValue = 0f;
65 if (pValue > 1f) pValue = 1f;
66 vd.m_angularDeflectionEfficiency = pValue;
67 break;
68 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
69 if (pValue < timestep) pValue = timestep;
70 vd.m_angularDeflectionTimescale = pValue;
71 break;
72 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
73 if (pValue < timestep) pValue = timestep;
74 else if (pValue > 120) pValue = 120;
75 vd.m_angularMotorDecayTimescale = pValue;
76 break;
77 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
78 if (pValue < timestep) pValue = timestep;
79 vd.m_angularMotorTimescale = pValue;
80 break;
81 case Vehicle.BANKING_EFFICIENCY:
82 if (pValue < -1f) pValue = -1f;
83 if (pValue > 1f) pValue = 1f;
84 vd.m_bankingEfficiency = pValue;
85 break;
86 case Vehicle.BANKING_MIX:
87 if (pValue < 0f) pValue = 0f;
88 if (pValue > 1f) pValue = 1f;
89 vd.m_bankingMix = pValue;
90 break;
91 case Vehicle.BANKING_TIMESCALE:
92 if (pValue < timestep) pValue = timestep;
93 vd.m_bankingTimescale = pValue;
94 break;
95 case Vehicle.BUOYANCY:
96 if (pValue < -1f) pValue = -1f;
97 if (pValue > 1f) pValue = 1f;
98 vd.m_VehicleBuoyancy = pValue;
99 break;
100 case Vehicle.HOVER_EFFICIENCY:
101 if (pValue < 0f) pValue = 0f;
102 if (pValue > 1f) pValue = 1f;
103 vd.m_VhoverEfficiency = pValue;
104 break;
105 case Vehicle.HOVER_HEIGHT:
106 vd.m_VhoverHeight = pValue;
107 break;
108 case Vehicle.HOVER_TIMESCALE:
109 if (pValue < timestep) pValue = timestep;
110 vd.m_VhoverTimescale = pValue;
111 break;
112 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
113 if (pValue < 0f) pValue = 0f;
114 if (pValue > 1f) pValue = 1f;
115 vd.m_linearDeflectionEfficiency = pValue;
116 break;
117 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
118 if (pValue < timestep) pValue = timestep;
119 vd.m_linearDeflectionTimescale = pValue;
120 break;
121 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
122 if (pValue < timestep) pValue = timestep;
123 else if (pValue > 120) pValue = 120;
124 vd.m_linearMotorDecayTimescale = pValue;
125 break;
126 case Vehicle.LINEAR_MOTOR_TIMESCALE:
127 if (pValue < timestep) pValue = timestep;
128 vd.m_linearMotorTimescale = pValue;
129 break;
130 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
131 if (pValue < 0f) pValue = 0f;
132 if (pValue > 1f) pValue = 1f;
133 vd.m_verticalAttractionEfficiency = pValue;
134 break;
135 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
136 if (pValue < timestep) pValue = timestep;
137 vd.m_verticalAttractionTimescale = pValue;
138 break;
139
140 // These are vector properties but the engine lets you use a single float value to
141 // set all of the components to the same value
142 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
143 if (pValue < timestep) pValue = timestep;
144 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
145 break;
146 case Vehicle.ANGULAR_MOTOR_DIRECTION:
147 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
148 len = vd.m_angularMotorDirection.Length();
149 if (len > 12.566f)
150 vd.m_angularMotorDirection *= (12.566f / len);
151 break;
152 case Vehicle.LINEAR_FRICTION_TIMESCALE:
153 if (pValue < timestep) pValue = timestep;
154 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
155 break;
156 case Vehicle.LINEAR_MOTOR_DIRECTION:
157 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
158 len = vd.m_linearMotorDirection.Length();
159 if (len > 30.0f)
160 vd.m_linearMotorDirection *= (30.0f / len);
161 break;
162 case Vehicle.LINEAR_MOTOR_OFFSET:
163 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
164 len = vd.m_linearMotorOffset.Length();
165 if (len > 100.0f)
166 vd.m_linearMotorOffset *= (100.0f / len);
167 break;
168 }
169 }//end ProcessFloatVehicleParam
170
171 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
172 {
173 float len;
174 float timestep = 0.01f;
175 switch (pParam)
176 {
177 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
178 if (pValue.X < timestep) pValue.X = timestep;
179 if (pValue.Y < timestep) pValue.Y = timestep;
180 if (pValue.Z < timestep) pValue.Z = timestep;
181
182 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
183 break;
184 case Vehicle.ANGULAR_MOTOR_DIRECTION:
185 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
186 // Limit requested angular speed to 2 rps= 4 pi rads/sec
187 len = vd.m_angularMotorDirection.Length();
188 if (len > 12.566f)
189 vd.m_angularMotorDirection *= (12.566f / len);
190 break;
191 case Vehicle.LINEAR_FRICTION_TIMESCALE:
192 if (pValue.X < timestep) pValue.X = timestep;
193 if (pValue.Y < timestep) pValue.Y = timestep;
194 if (pValue.Z < timestep) pValue.Z = timestep;
195 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
196 break;
197 case Vehicle.LINEAR_MOTOR_DIRECTION:
198 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
199 len = vd.m_linearMotorDirection.Length();
200 if (len > 30.0f)
201 vd.m_linearMotorDirection *= (30.0f / len);
202 break;
203 case Vehicle.LINEAR_MOTOR_OFFSET:
204 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
205 len = vd.m_linearMotorOffset.Length();
206 if (len > 100.0f)
207 vd.m_linearMotorOffset *= (100.0f / len);
208 break;
209 }
210 }//end ProcessVectorVehicleParam
211
212 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
213 {
214 switch (pParam)
215 {
216 case Vehicle.REFERENCE_FRAME:
217 vd.m_referenceFrame = pValue;
218 break;
219 }
220 }//end ProcessRotationVehicleParam
221
222 public void ProcessVehicleFlags(int pParam, bool remove)
223 {
224 if (remove)
225 {
226 vd.m_flags &= ~((VehicleFlag)pParam);
227 }
228 else
229 {
230 vd.m_flags |= (VehicleFlag)pParam;
231 }
232 }//end ProcessVehicleFlags
233
234 public void ProcessTypeChange(Vehicle pType)
235 {
236 vd.m_linearMotorDirection = Vector3.Zero;
237 vd.m_angularMotorDirection = Vector3.Zero;
238 vd.m_linearMotorOffset = Vector3.Zero;
239 vd.m_referenceFrame = Quaternion.Identity;
240
241 // Set Defaults For Type
242 vd.m_type = pType;
243 switch (pType)
244 {
245 case Vehicle.TYPE_NONE:
246 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
248 vd.m_linearMotorTimescale = 1000;
249 vd.m_linearMotorDecayTimescale = 120;
250 vd.m_angularMotorTimescale = 1000;
251 vd.m_angularMotorDecayTimescale = 1000;
252 vd.m_VhoverHeight = 0;
253 vd.m_VhoverEfficiency = 1;
254 vd.m_VhoverTimescale = 1000;
255 vd.m_VehicleBuoyancy = 0;
256 vd.m_linearDeflectionEfficiency = 0;
257 vd.m_linearDeflectionTimescale = 1000;
258 vd.m_angularDeflectionEfficiency = 0;
259 vd.m_angularDeflectionTimescale = 1000;
260 vd.m_bankingEfficiency = 0;
261 vd.m_bankingMix = 1;
262 vd.m_bankingTimescale = 1000;
263 vd.m_verticalAttractionEfficiency = 0;
264 vd.m_verticalAttractionTimescale = 1000;
265
266 vd.m_flags = (VehicleFlag)0;
267 break;
268
269 case Vehicle.TYPE_SLED:
270 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
271 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
272 vd.m_linearMotorTimescale = 1000;
273 vd.m_linearMotorDecayTimescale = 120;
274 vd.m_angularMotorTimescale = 1000;
275 vd.m_angularMotorDecayTimescale = 120;
276 vd.m_VhoverHeight = 0;
277 vd.m_VhoverEfficiency = 1;
278 vd.m_VhoverTimescale = 10;
279 vd.m_VehicleBuoyancy = 0;
280 vd.m_linearDeflectionEfficiency = 1;
281 vd.m_linearDeflectionTimescale = 1;
282 vd.m_angularDeflectionEfficiency = 0;
283 vd.m_angularDeflectionTimescale = 1000;
284 vd.m_bankingEfficiency = 0;
285 vd.m_bankingMix = 1;
286 vd.m_bankingTimescale = 10;
287 vd.m_flags &=
288 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
289 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
290 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
291 break;
292 case Vehicle.TYPE_CAR:
293 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
294 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
295 vd.m_linearMotorTimescale = 1;
296 vd.m_linearMotorDecayTimescale = 60;
297 vd.m_angularMotorTimescale = 1;
298 vd.m_angularMotorDecayTimescale = 0.8f;
299 vd.m_VhoverHeight = 0;
300 vd.m_VhoverEfficiency = 0;
301 vd.m_VhoverTimescale = 1000;
302 vd.m_VehicleBuoyancy = 0;
303 vd.m_linearDeflectionEfficiency = 1;
304 vd.m_linearDeflectionTimescale = 2;
305 vd.m_angularDeflectionEfficiency = 0;
306 vd.m_angularDeflectionTimescale = 10;
307 vd.m_verticalAttractionEfficiency = 1f;
308 vd.m_verticalAttractionTimescale = 10f;
309 vd.m_bankingEfficiency = -0.2f;
310 vd.m_bankingMix = 1;
311 vd.m_bankingTimescale = 1;
312 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
313 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
314 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
315 break;
316 case Vehicle.TYPE_BOAT:
317 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
318 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
319 vd.m_linearMotorTimescale = 5;
320 vd.m_linearMotorDecayTimescale = 60;
321 vd.m_angularMotorTimescale = 4;
322 vd.m_angularMotorDecayTimescale = 4;
323 vd.m_VhoverHeight = 0;
324 vd.m_VhoverEfficiency = 0.5f;
325 vd.m_VhoverTimescale = 2;
326 vd.m_VehicleBuoyancy = 1;
327 vd.m_linearDeflectionEfficiency = 0.5f;
328 vd.m_linearDeflectionTimescale = 3;
329 vd.m_angularDeflectionEfficiency = 0.5f;
330 vd.m_angularDeflectionTimescale = 5;
331 vd.m_verticalAttractionEfficiency = 0.5f;
332 vd.m_verticalAttractionTimescale = 5f;
333 vd.m_bankingEfficiency = -0.3f;
334 vd.m_bankingMix = 0.8f;
335 vd.m_bankingTimescale = 1;
336 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
337 VehicleFlag.HOVER_GLOBAL_HEIGHT |
338 VehicleFlag.HOVER_UP_ONLY |
339 VehicleFlag.LIMIT_ROLL_ONLY);
340 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
341 VehicleFlag.LIMIT_MOTOR_UP |
342 VehicleFlag.HOVER_WATER_ONLY);
343 break;
344 case Vehicle.TYPE_AIRPLANE:
345 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
346 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
347 vd.m_linearMotorTimescale = 2;
348 vd.m_linearMotorDecayTimescale = 60;
349 vd.m_angularMotorTimescale = 4;
350 vd.m_angularMotorDecayTimescale = 8;
351 vd.m_VhoverHeight = 0;
352 vd.m_VhoverEfficiency = 0.5f;
353 vd.m_VhoverTimescale = 1000;
354 vd.m_VehicleBuoyancy = 0;
355 vd.m_linearDeflectionEfficiency = 0.5f;
356 vd.m_linearDeflectionTimescale = 0.5f;
357 vd.m_angularDeflectionEfficiency = 1;
358 vd.m_angularDeflectionTimescale = 2;
359 vd.m_verticalAttractionEfficiency = 0.9f;
360 vd.m_verticalAttractionTimescale = 2f;
361 vd.m_bankingEfficiency = 1;
362 vd.m_bankingMix = 0.7f;
363 vd.m_bankingTimescale = 2;
364 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
365 VehicleFlag.HOVER_TERRAIN_ONLY |
366 VehicleFlag.HOVER_GLOBAL_HEIGHT |
367 VehicleFlag.HOVER_UP_ONLY |
368 VehicleFlag.NO_DEFLECTION_UP |
369 VehicleFlag.LIMIT_MOTOR_UP);
370 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
371 break;
372 case Vehicle.TYPE_BALLOON:
373 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
374 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
375 vd.m_linearMotorTimescale = 5;
376 vd.m_linearMotorDecayTimescale = 60;
377 vd.m_angularMotorTimescale = 6;
378 vd.m_angularMotorDecayTimescale = 10;
379 vd.m_VhoverHeight = 5;
380 vd.m_VhoverEfficiency = 0.8f;
381 vd.m_VhoverTimescale = 10;
382 vd.m_VehicleBuoyancy = 1;
383 vd.m_linearDeflectionEfficiency = 0;
384 vd.m_linearDeflectionTimescale = 5;
385 vd.m_angularDeflectionEfficiency = 0;
386 vd.m_angularDeflectionTimescale = 5;
387 vd.m_verticalAttractionEfficiency = 0f;
388 vd.m_verticalAttractionTimescale = 1000f;
389 vd.m_bankingEfficiency = 0;
390 vd.m_bankingMix = 0.7f;
391 vd.m_bankingTimescale = 5;
392 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
393 VehicleFlag.HOVER_TERRAIN_ONLY |
394 VehicleFlag.HOVER_UP_ONLY |
395 VehicleFlag.NO_DEFLECTION_UP |
396 VehicleFlag.LIMIT_MOTOR_UP);
397 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
398 VehicleFlag.HOVER_GLOBAL_HEIGHT);
399 break;
400 }
401 }
402 public void SetVehicle(PhysicsActor ph)
403 {
404 if (ph == null)
405 return;
406 ph.SetVehicle(vd);
407 }
408
409 private XmlTextWriter writer;
410
411 private void XWint(string name, int i)
412 {
413 writer.WriteElementString(name, i.ToString());
414 }
415
416 private void XWfloat(string name, float f)
417 {
418 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
419 }
420
421 private void XWVector(string name, Vector3 vec)
422 {
423 writer.WriteStartElement(name);
424 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
426 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
427 writer.WriteEndElement();
428 }
429
430 private void XWQuat(string name, Quaternion quat)
431 {
432 writer.WriteStartElement(name);
433 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
436 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
437 writer.WriteEndElement();
438 }
439
440 public void ToXml2(XmlTextWriter twriter)
441 {
442 writer = twriter;
443 writer.WriteStartElement("Vehicle");
444
445 XWint("TYPE", (int)vd.m_type);
446 XWint("FLAGS", (int)vd.m_flags);
447
448 // Linear properties
449 XWVector("LMDIR", vd.m_linearMotorDirection);
450 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
451 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
452 XWfloat("LMTIME", vd.m_linearMotorTimescale);
453 XWVector("LMOFF", vd.m_linearMotorOffset);
454
455 //Angular properties
456 XWVector("AMDIR", vd.m_angularMotorDirection);
457 XWfloat("AMTIME", vd.m_angularMotorTimescale);
458 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
459 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
460
461 //Deflection properties
462 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
463 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
464 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
465 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
466
467 //Banking properties
468 XWfloat("BEFF", vd.m_bankingEfficiency);
469 XWfloat("BMIX", vd.m_bankingMix);
470 XWfloat("BTIME", vd.m_bankingTimescale);
471
472 //Hover and Buoyancy properties
473 XWfloat("HHEI", vd.m_VhoverHeight);
474 XWfloat("HEFF", vd.m_VhoverEfficiency);
475 XWfloat("HTIME", vd.m_VhoverTimescale);
476 XWfloat("VBUO", vd.m_VehicleBuoyancy);
477
478 //Attractor properties
479 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
480 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
481
482 XWQuat("REF_FRAME", vd.m_referenceFrame);
483
484 writer.WriteEndElement();
485 writer = null;
486 }
487
488
489
490 XmlTextReader reader;
491
492 private int XRint()
493 {
494 return reader.ReadElementContentAsInt();
495 }
496
497 private float XRfloat()
498 {
499 return reader.ReadElementContentAsFloat();
500 }
501
502 public Vector3 XRvector()
503 {
504 Vector3 vec;
505 reader.ReadStartElement();
506 vec.X = reader.ReadElementContentAsFloat();
507 vec.Y = reader.ReadElementContentAsFloat();
508 vec.Z = reader.ReadElementContentAsFloat();
509 reader.ReadEndElement();
510 return vec;
511 }
512
513 public Quaternion XRquat()
514 {
515 Quaternion q;
516 reader.ReadStartElement();
517 q.X = reader.ReadElementContentAsFloat();
518 q.Y = reader.ReadElementContentAsFloat();
519 q.Z = reader.ReadElementContentAsFloat();
520 q.W = reader.ReadElementContentAsFloat();
521 reader.ReadEndElement();
522 return q;
523 }
524
525 public static bool EReadProcessors(
526 Dictionary<string, Action> processors,
527 XmlTextReader xtr)
528 {
529 bool errors = false;
530
531 string nodeName = string.Empty;
532 while (xtr.NodeType != XmlNodeType.EndElement)
533 {
534 nodeName = xtr.Name;
535
536 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
537
538 Action p = null;
539 if (processors.TryGetValue(xtr.Name, out p))
540 {
541 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
542
543 try
544 {
545 p();
546 }
547 catch (Exception e)
548 {
549 errors = true;
550 if (xtr.NodeType == XmlNodeType.EndElement)
551 xtr.Read();
552 }
553 }
554 else
555 {
556 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
557 xtr.ReadOuterXml(); // ignore
558 }
559 }
560
561 return errors;
562 }
563
564
565 public string ToXml2()
566 {
567 MemoryStream ms = new MemoryStream(512);
568 UTF8Encoding enc = new UTF8Encoding();
569 XmlTextWriter xwriter = new XmlTextWriter(ms, enc);
570 ToXml2(xwriter);
571 xwriter.Flush();
572 string s = ms.GetStreamString();
573 xwriter.Close();
574 return s;
575 }
576
577 public static SOPVehicle FromXml2(string text)
578 {
579 if (text == String.Empty)
580 return null;
581
582 UTF8Encoding enc = new UTF8Encoding();
583 MemoryStream ms = new MemoryStream(enc.GetBytes(text));
584 XmlTextReader xreader = new XmlTextReader(ms);
585
586 SOPVehicle v = new SOPVehicle();
587 bool error;
588
589 v.FromXml2(xreader, out error);
590
591 xreader.Close();
592
593 if (error)
594 {
595 v = null;
596 return null;
597 }
598 return v;
599 }
600
601 public static SOPVehicle FromXml2(XmlTextReader reader)
602 {
603 SOPVehicle vehicle = new SOPVehicle();
604
605 bool errors = false;
606
607 vehicle.FromXml2(reader, out errors);
608 if (errors)
609 return null;
610
611 return vehicle;
612 }
613
614 private void FromXml2(XmlTextReader _reader, out bool errors)
615 {
616 errors = false;
617 reader = _reader;
618
619 Dictionary<string, Action> m_VehicleXmlProcessors
620 = new Dictionary<string, Action>();
621
622 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
623 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
624
625 // Linear properties
626 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
627 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
628 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
629 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
630 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
631
632 //Angular properties
633 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
634 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
635 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
636 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
637
638 //Deflection properties
639 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
640 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
641 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
642 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
643
644 //Banking properties
645 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
646 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
647 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
648
649 //Hover and Buoyancy properties
650 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
651 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
652 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
653
654 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
655
656 //Attractor properties
657 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
658 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
659
660 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
661
662 vd = new VehicleData();
663
664 reader.ReadStartElement("Vehicle", String.Empty);
665
666 errors = EReadProcessors(
667 m_VehicleXmlProcessors,
668 reader);
669
670 reader.ReadEndElement();
671 reader = null;
672 }
673
674 private void ProcessXR_type()
675 {
676 vd.m_type = (Vehicle)XRint();
677 }
678 private void ProcessXR_flags()
679 {
680 vd.m_flags = (VehicleFlag)XRint();
681 }
682 // Linear properties
683 private void ProcessXR_linearMotorDirection()
684 {
685 vd.m_linearMotorDirection = XRvector();
686 }
687
688 private void ProcessXR_linearFrictionTimescale()
689 {
690 vd.m_linearFrictionTimescale = XRvector();
691 }
692
693 private void ProcessXR_linearMotorDecayTimescale()
694 {
695 vd.m_linearMotorDecayTimescale = XRfloat();
696 }
697 private void ProcessXR_linearMotorTimescale()
698 {
699 vd.m_linearMotorTimescale = XRfloat();
700 }
701 private void ProcessXR_linearMotorOffset()
702 {
703 vd.m_linearMotorOffset = XRvector();
704 }
705
706
707 //Angular properties
708 private void ProcessXR_angularMotorDirection()
709 {
710 vd.m_angularMotorDirection = XRvector();
711 }
712 private void ProcessXR_angularMotorTimescale()
713 {
714 vd.m_angularMotorTimescale = XRfloat();
715 }
716 private void ProcessXR_angularMotorDecayTimescale()
717 {
718 vd.m_angularMotorDecayTimescale = XRfloat();
719 }
720 private void ProcessXR_angularFrictionTimescale()
721 {
722 vd.m_angularFrictionTimescale = XRvector();
723 }
724
725 //Deflection properties
726 private void ProcessXR_angularDeflectionEfficiency()
727 {
728 vd.m_angularDeflectionEfficiency = XRfloat();
729 }
730 private void ProcessXR_angularDeflectionTimescale()
731 {
732 vd.m_angularDeflectionTimescale = XRfloat();
733 }
734 private void ProcessXR_linearDeflectionEfficiency()
735 {
736 vd.m_linearDeflectionEfficiency = XRfloat();
737 }
738 private void ProcessXR_linearDeflectionTimescale()
739 {
740 vd.m_linearDeflectionTimescale = XRfloat();
741 }
742
743 //Banking properties
744 private void ProcessXR_bankingEfficiency()
745 {
746 vd.m_bankingEfficiency = XRfloat();
747 }
748 private void ProcessXR_bankingMix()
749 {
750 vd.m_bankingMix = XRfloat();
751 }
752 private void ProcessXR_bankingTimescale()
753 {
754 vd.m_bankingTimescale = XRfloat();
755 }
756
757 //Hover and Buoyancy properties
758 private void ProcessXR_VhoverHeight()
759 {
760 vd.m_VhoverHeight = XRfloat();
761 }
762 private void ProcessXR_VhoverEfficiency()
763 {
764 vd.m_VhoverEfficiency = XRfloat();
765 }
766 private void ProcessXR_VhoverTimescale()
767 {
768 vd.m_VhoverTimescale = XRfloat();
769 }
770
771 private void ProcessXR_VehicleBuoyancy()
772 {
773 vd.m_VehicleBuoyancy = XRfloat();
774 }
775
776 //Attractor properties
777 private void ProcessXR_verticalAttractionEfficiency()
778 {
779 vd.m_verticalAttractionEfficiency = XRfloat();
780 }
781 private void ProcessXR_verticalAttractionTimescale()
782 {
783 vd.m_verticalAttractionTimescale = XRfloat();
784 }
785
786 private void ProcessXR_referenceFrame()
787 {
788 vd.m_referenceFrame = XRquat();
789 }
790 }
791}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 58fa18c..8f6073a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -102,12 +102,12 @@ namespace OpenSim.Region.Framework.Scenes
102 engine.StartProcessing(); 102 engine.StartProcessing();
103 } 103 }
104 104
105 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item) 105 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item, uint cost)
106 { 106 {
107 IMoneyModule money = RequestModuleInterface<IMoneyModule>(); 107 IMoneyModule money = RequestModuleInterface<IMoneyModule>();
108 if (money != null) 108 if (money != null)
109 { 109 {
110 money.ApplyUploadCharge(agentID, money.UploadCharge, "Asset upload"); 110 money.ApplyUploadCharge(agentID, (int)cost, "Asset upload");
111 } 111 }
112 112
113 AddInventoryItem(item); 113 AddInventoryItem(item);
@@ -170,7 +170,7 @@ namespace OpenSim.Region.Framework.Scenes
170 return false; 170 return false;
171 } 171 }
172 } 172 }
173 173
174 if (InventoryService.AddItem(item)) 174 if (InventoryService.AddItem(item))
175 { 175 {
176 int userlevel = 0; 176 int userlevel = 0;
@@ -325,8 +325,7 @@ namespace OpenSim.Region.Framework.Scenes
325 325
326 // Update item with new asset 326 // Update item with new asset
327 item.AssetID = asset.FullID; 327 item.AssetID = asset.FullID;
328 if (group.UpdateInventoryItem(item)) 328 group.UpdateInventoryItem(item);
329 remoteClient.SendAlertMessage("Script saved");
330 329
331 part.SendPropertiesToClient(remoteClient); 330 part.SendPropertiesToClient(remoteClient);
332 331
@@ -337,12 +336,7 @@ namespace OpenSim.Region.Framework.Scenes
337 { 336 {
338 // Needs to determine which engine was running it and use that 337 // Needs to determine which engine was running it and use that
339 // 338 //
340 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 339 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 1);
341 errors = part.Inventory.GetScriptErrors(item.ItemID);
342 }
343 else
344 {
345 remoteClient.SendAlertMessage("Script saved");
346 } 340 }
347 341
348 // Tell anyone managing scripts that a script has been reloaded/changed 342 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -408,6 +402,7 @@ namespace OpenSim.Region.Framework.Scenes
408 if (item.Owner != remoteClient.AgentId) 402 if (item.Owner != remoteClient.AgentId)
409 return; 403 return;
410 404
405 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
411 item.Name = itemUpd.Name; 406 item.Name = itemUpd.Name;
412 item.Description = itemUpd.Description; 407 item.Description = itemUpd.Description;
413 408
@@ -838,6 +833,8 @@ namespace OpenSim.Region.Framework.Scenes
838 return; 833 return;
839 } 834 }
840 835
836 if (newName == null) newName = item.Name;
837
841 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 838 AssetBase asset = AssetService.Get(item.AssetID.ToString());
842 839
843 if (asset != null) 840 if (asset != null)
@@ -898,6 +895,24 @@ namespace OpenSim.Region.Framework.Scenes
898 } 895 }
899 896
900 /// <summary> 897 /// <summary>
898 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
899 /// </summary>
900 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
901 {
902 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
903 foreach (InventoryItemBase b in items)
904 {
905 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
906 InventoryItemBase n = InventoryService.GetItem(b);
907 n.Folder = destfolder;
908 moveitems.Add(n);
909 remoteClient.SendInventoryItemCreateUpdate(n, 0);
910 }
911
912 MoveInventoryItem(remoteClient, moveitems);
913 }
914
915 /// <summary>
901 /// Move an item within the agent's inventory. 916 /// Move an item within the agent's inventory.
902 /// </summary> 917 /// </summary>
903 /// <param name="remoteClient"></param> 918 /// <param name="remoteClient"></param>
@@ -932,11 +947,22 @@ namespace OpenSim.Region.Framework.Scenes
932 public void CreateNewInventoryItem( 947 public void CreateNewInventoryItem(
933 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 948 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
934 string name, string description, uint flags, uint callbackID, 949 string name, string description, uint flags, uint callbackID,
935 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate) 950 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate, UUID transationID)
936 { 951 {
937 CreateNewInventoryItem( 952 CreateNewInventoryItem(
938 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType, 953 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType,
939 (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, 0, nextOwnerMask, 0, creationDate); 954 (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, 0, nextOwnerMask, 0, creationDate, transationID);
955 }
956
957
958 private void CreateNewInventoryItem(
959 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
960 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
961 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate)
962 {
963 CreateNewInventoryItem(remoteClient, creatorID, creatorData, folderID,
964 name, description, flags, callbackID, asset, invType,
965 baseMask, currentMask, everyoneMask, nextOwnerMask, groupMask, creationDate, UUID.Zero);
940 } 966 }
941 967
942 /// <summary> 968 /// <summary>
@@ -961,7 +987,7 @@ namespace OpenSim.Region.Framework.Scenes
961 private void CreateNewInventoryItem( 987 private void CreateNewInventoryItem(
962 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 988 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
963 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType, 989 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
964 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate) 990 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate,UUID transationID)
965 { 991 {
966 InventoryItemBase item = new InventoryItemBase(); 992 InventoryItemBase item = new InventoryItemBase();
967 item.Owner = remoteClient.AgentId; 993 item.Owner = remoteClient.AgentId;
@@ -984,7 +1010,7 @@ namespace OpenSim.Region.Framework.Scenes
984 1010
985 if (AddInventoryItem(item)) 1011 if (AddInventoryItem(item))
986 { 1012 {
987 remoteClient.SendInventoryItemCreateUpdate(item, callbackID); 1013 remoteClient.SendInventoryItemCreateUpdate(item, transationID, callbackID);
988 } 1014 }
989 else 1015 else
990 { 1016 {
@@ -1259,6 +1285,10 @@ namespace OpenSim.Region.Framework.Scenes
1259 { 1285 {
1260 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1286 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1261 1287
1288 // Can't move a null item
1289 if (itemId == UUID.Zero)
1290 return;
1291
1262 if (null == part) 1292 if (null == part)
1263 { 1293 {
1264 m_log.WarnFormat( 1294 m_log.WarnFormat(
@@ -1363,21 +1393,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 return; 1393 return;
1364 } 1394 }
1365 1395
1366 if (part.OwnerID != destPart.OwnerID) 1396 // Can't transfer this
1397 //
1398 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1399 return;
1400
1401 bool overrideNoMod = false;
1402 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1403 overrideNoMod = true;
1404
1405 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1367 { 1406 {
1368 // Source must have transfer permissions 1407 // object cannot copy items to an object owned by a different owner
1369 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1408 // unless llAllowInventoryDrop has been called
1370 return;
1371 1409
1372 // Object cannot copy items to an object owned by a different owner 1410 return;
1373 // unless llAllowInventoryDrop has been called on the destination
1374 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1375 return;
1376 } 1411 }
1377 1412
1378 // must have both move and modify permission to put an item in an object 1413 // must have both move and modify permission to put an item in an object
1379 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1414 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1415 {
1380 return; 1416 return;
1417 }
1381 1418
1382 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1419 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1383 1420
@@ -1433,6 +1470,14 @@ namespace OpenSim.Region.Framework.Scenes
1433 1470
1434 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1471 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1435 { 1472 {
1473 SceneObjectPart destPart = GetSceneObjectPart(destID);
1474 if (destPart != null) // Move into a prim
1475 {
1476 foreach(UUID itemID in items)
1477 MoveTaskInventoryItem(destID, host, itemID);
1478 return destID; // Prim folder ID == prim ID
1479 }
1480
1436 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1481 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1437 1482
1438 UUID newFolderID = UUID.Random(); 1483 UUID newFolderID = UUID.Random();
@@ -1615,12 +1660,12 @@ namespace OpenSim.Region.Framework.Scenes
1615 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction( 1660 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
1616 remoteClient, part, transactionID, currentItem); 1661 remoteClient, part, transactionID, currentItem);
1617 1662
1618 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1663// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1619 remoteClient.SendAlertMessage("Notecard saved"); 1664// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1620 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1665// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1621 remoteClient.SendAlertMessage("Script saved"); 1666// remoteClient.SendAgentAlertMessage("Script saved", false);
1622 else 1667// else
1623 remoteClient.SendAlertMessage("Item saved"); 1668// remoteClient.SendAgentAlertMessage("Item saved", false);
1624 } 1669 }
1625 1670
1626 // Base ALWAYS has move 1671 // Base ALWAYS has move
@@ -1990,23 +2035,32 @@ namespace OpenSim.Region.Framework.Scenes
1990 // build a list of eligible objects 2035 // build a list of eligible objects
1991 List<uint> deleteIDs = new List<uint>(); 2036 List<uint> deleteIDs = new List<uint>();
1992 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 2037 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1993 2038 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1994 // Start with true for both, then remove the flags if objects
1995 // that we can't derez are part of the selection
1996 bool permissionToTake = true;
1997 bool permissionToTakeCopy = true;
1998 bool permissionToDelete = true;
1999 2039
2000 foreach (uint localID in localIDs) 2040 foreach (uint localID in localIDs)
2001 { 2041 {
2042 // Start with true for both, then remove the flags if objects
2043 // that we can't derez are part of the selection
2044 bool permissionToTake = true;
2045 bool permissionToTakeCopy = true;
2046 bool permissionToDelete = true;
2047
2002 // Invalid id 2048 // Invalid id
2003 SceneObjectPart part = GetSceneObjectPart(localID); 2049 SceneObjectPart part = GetSceneObjectPart(localID);
2004 if (part == null) 2050 if (part == null)
2051 {
2052 //Client still thinks the object exists, kill it
2053 deleteIDs.Add(localID);
2005 continue; 2054 continue;
2055 }
2006 2056
2007 // Already deleted by someone else 2057 // Already deleted by someone else
2008 if (part.ParentGroup.IsDeleted) 2058 if (part.ParentGroup.IsDeleted)
2059 {
2060 //Client still thinks the object exists, kill it
2061 deleteIDs.Add(localID);
2009 continue; 2062 continue;
2063 }
2010 2064
2011 // Can't delete child prims 2065 // Can't delete child prims
2012 if (part != part.ParentGroup.RootPart) 2066 if (part != part.ParentGroup.RootPart)
@@ -2014,8 +2068,8 @@ namespace OpenSim.Region.Framework.Scenes
2014 2068
2015 SceneObjectGroup grp = part.ParentGroup; 2069 SceneObjectGroup grp = part.ParentGroup;
2016 2070
2017 deleteIDs.Add(localID); 2071 // If child prims have invalid perms, fix them
2018 deleteGroups.Add(grp); 2072 grp.AdjustChildPrimPermissions();
2019 2073
2020 // If child prims have invalid perms, fix them 2074 // If child prims have invalid perms, fix them
2021 grp.AdjustChildPrimPermissions(); 2075 grp.AdjustChildPrimPermissions();
@@ -2036,81 +2090,193 @@ namespace OpenSim.Region.Framework.Scenes
2036 } 2090 }
2037 else 2091 else
2038 { 2092 {
2039 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 2093 if (action == DeRezAction.TakeCopy)
2094 {
2095 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
2096 permissionToTakeCopy = false;
2097 }
2098 else
2099 {
2040 permissionToTakeCopy = false; 2100 permissionToTakeCopy = false;
2041 2101 }
2042 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 2102 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
2043 permissionToTake = false; 2103 permissionToTake = false;
2044 2104
2045 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 2105 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
2046 permissionToDelete = false; 2106 permissionToDelete = false;
2047 } 2107 }
2048 }
2049 2108
2050 // Handle god perms 2109 // Handle god perms
2051 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 2110 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
2052 { 2111 {
2053 permissionToTake = true; 2112 permissionToTake = true;
2054 permissionToTakeCopy = true; 2113 permissionToTakeCopy = true;
2055 permissionToDelete = true; 2114 permissionToDelete = true;
2056 } 2115 }
2057 2116
2058 // If we're re-saving, we don't even want to delete 2117 // If we're re-saving, we don't even want to delete
2059 if (action == DeRezAction.SaveToExistingUserInventoryItem) 2118 if (action == DeRezAction.SaveToExistingUserInventoryItem)
2060 permissionToDelete = false; 2119 permissionToDelete = false;
2061 2120
2062 // if we want to take a copy, we also don't want to delete 2121 // if we want to take a copy, we also don't want to delete
2063 // Note: after this point, the permissionToTakeCopy flag 2122 // Note: after this point, the permissionToTakeCopy flag
2064 // becomes irrelevant. It already includes the permissionToTake 2123 // becomes irrelevant. It already includes the permissionToTake
2065 // permission and after excluding no copy items here, we can 2124 // permission and after excluding no copy items here, we can
2066 // just use that. 2125 // just use that.
2067 if (action == DeRezAction.TakeCopy) 2126 if (action == DeRezAction.TakeCopy)
2068 { 2127 {
2069 // If we don't have permission, stop right here 2128 // If we don't have permission, stop right here
2070 if (!permissionToTakeCopy) 2129 if (!permissionToTakeCopy)
2071 return; 2130 return;
2072 2131
2073 permissionToTake = true; 2132 permissionToTake = true;
2074 // Don't delete 2133 // Don't delete
2075 permissionToDelete = false; 2134 permissionToDelete = false;
2076 } 2135 }
2077 2136
2078 if (action == DeRezAction.Return) 2137 if (action == DeRezAction.Return)
2079 {
2080 if (remoteClient != null)
2081 { 2138 {
2082 if (Permissions.CanReturnObjects( 2139 if (remoteClient != null)
2083 null,
2084 remoteClient.AgentId,
2085 deleteGroups))
2086 { 2140 {
2087 permissionToTake = true; 2141 if (Permissions.CanReturnObjects(
2088 permissionToDelete = true; 2142 null,
2089 2143 remoteClient.AgentId,
2090 foreach (SceneObjectGroup g in deleteGroups) 2144 new List<SceneObjectGroup>() {grp}))
2091 { 2145 {
2092 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2146 permissionToTake = true;
2147 permissionToDelete = true;
2148
2149 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
2093 } 2150 }
2094 } 2151 }
2152 else // Auto return passes through here with null agent
2153 {
2154 permissionToTake = true;
2155 permissionToDelete = true;
2156 }
2095 } 2157 }
2096 else // Auto return passes through here with null agent 2158
2159 if (permissionToTake && (!permissionToDelete))
2160 takeGroups.Add(grp);
2161
2162 if (permissionToDelete)
2097 { 2163 {
2098 permissionToTake = true; 2164 if (permissionToTake)
2099 permissionToDelete = true; 2165 deleteGroups.Add(grp);
2166 deleteIDs.Add(grp.LocalId);
2100 } 2167 }
2101 } 2168 }
2102 2169
2103 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2170 SendKillObject(deleteIDs);
2171
2172 if (deleteGroups.Count > 0)
2104 { 2173 {
2174 foreach (SceneObjectGroup g in deleteGroups)
2175 deleteIDs.Remove(g.LocalId);
2176
2105 m_asyncSceneObjectDeleter.DeleteToInventory( 2177 m_asyncSceneObjectDeleter.DeleteToInventory(
2106 action, destinationID, deleteGroups, remoteClient, 2178 action, destinationID, deleteGroups, remoteClient,
2107 permissionToDelete); 2179 true);
2180 }
2181 if (takeGroups.Count > 0)
2182 {
2183 m_asyncSceneObjectDeleter.DeleteToInventory(
2184 action, destinationID, takeGroups, remoteClient,
2185 false);
2108 } 2186 }
2109 else if (permissionToDelete) 2187 if (deleteIDs.Count > 0)
2110 { 2188 {
2111 foreach (SceneObjectGroup g in deleteGroups) 2189 foreach (SceneObjectGroup g in deleteGroups)
2112 DeleteSceneObject(g, false); 2190 DeleteSceneObject(g, true);
2191 }
2192 }
2193
2194 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2195 {
2196 itemID = UUID.Zero;
2197 if (grp != null)
2198 {
2199 Vector3 inventoryStoredPosition = new Vector3
2200 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2201 ? 250
2202 : grp.AbsolutePosition.X)
2203 ,
2204 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2205 ? 250
2206 : grp.AbsolutePosition.X,
2207 grp.AbsolutePosition.Z);
2208
2209 Vector3 originalPosition = grp.AbsolutePosition;
2210
2211 grp.AbsolutePosition = inventoryStoredPosition;
2212
2213 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2214
2215 grp.AbsolutePosition = originalPosition;
2216
2217 AssetBase asset = CreateAsset(
2218 grp.GetPartName(grp.LocalId),
2219 grp.GetPartDescription(grp.LocalId),
2220 (sbyte)AssetType.Object,
2221 Utils.StringToBytes(sceneObjectXml),
2222 remoteClient.AgentId);
2223 AssetService.Store(asset);
2224
2225 InventoryItemBase item = new InventoryItemBase();
2226 item.CreatorId = grp.RootPart.CreatorID.ToString();
2227 item.CreatorData = grp.RootPart.CreatorData;
2228 item.Owner = remoteClient.AgentId;
2229 item.ID = UUID.Random();
2230 item.AssetID = asset.FullID;
2231 item.Description = asset.Description;
2232 item.Name = asset.Name;
2233 item.AssetType = asset.Type;
2234 item.InvType = (int)InventoryType.Object;
2235
2236 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2237 if (folder != null)
2238 item.Folder = folder.ID;
2239 else // oopsies
2240 item.Folder = UUID.Zero;
2241
2242 // Set up base perms properly
2243 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2244 permsBase &= grp.RootPart.BaseMask;
2245 permsBase |= (uint)PermissionMask.Move;
2246
2247 // Make sure we don't lock it
2248 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2249
2250 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2251 {
2252 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2253 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2254 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2255 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2256 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2257 }
2258 else
2259 {
2260 item.BasePermissions = permsBase;
2261 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2262 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2263 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2264 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2265 }
2266 item.CreationDate = Util.UnixTimeSinceEpoch();
2267
2268 // sets itemID so client can show item as 'attached' in inventory
2269 grp.FromItemID = item.ID;
2270
2271 if (AddInventoryItem(item))
2272 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2273 else
2274 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2275
2276 itemID = item.ID;
2277 return item.AssetID;
2113 } 2278 }
2279 return UUID.Zero;
2114 } 2280 }
2115 2281
2116 /// <summary> 2282 /// <summary>
@@ -2240,6 +2406,9 @@ namespace OpenSim.Region.Framework.Scenes
2240 2406
2241 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2407 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2242 { 2408 {
2409 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2410 return;
2411
2243 SceneObjectPart part = GetSceneObjectPart(objectID); 2412 SceneObjectPart part = GetSceneObjectPart(objectID);
2244 if (part == null) 2413 if (part == null)
2245 return; 2414 return;
@@ -2296,7 +2465,10 @@ namespace OpenSim.Region.Framework.Scenes
2296 } 2465 }
2297 else 2466 else
2298 { 2467 {
2299 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2468 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2469 continue;
2470
2471 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2300 continue; 2472 continue;
2301 2473
2302 if (sog.GroupID != groupID) 2474 if (sog.GroupID != groupID)
@@ -2408,6 +2580,12 @@ namespace OpenSim.Region.Framework.Scenes
2408 } 2580 }
2409 2581
2410 m_sceneGraph.LinkObjects(root, children); 2582 m_sceneGraph.LinkObjects(root, children);
2583
2584 ScenePresence sp;
2585 if (TryGetScenePresence(agentId, out sp))
2586 {
2587 root.SendPropertiesToClient(sp.ControllingClient);
2588 }
2411 } 2589 }
2412 2590
2413 private string PermissionString(uint permissions) 2591 private string PermissionString(uint permissions)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 998c19e..421cb08 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -50,7 +50,7 @@ namespace OpenSim.Region.Framework.Scenes
50 /// <param name='targetID'></param> 50 /// <param name='targetID'></param>
51 /// <param name='fromAgent'></param> 51 /// <param name='fromAgent'></param>
52 /// <param name='broadcast'></param> 52 /// <param name='broadcast'></param>
53 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 53 public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast) 54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
55 { 55 {
56 OSChatMessage args = new OSChatMessage(); 56 OSChatMessage args = new OSChatMessage();
@@ -61,6 +61,7 @@ namespace OpenSim.Region.Framework.Scenes
61 args.Position = fromPos; 61 args.Position = fromPos;
62 args.SenderUUID = fromID; 62 args.SenderUUID = fromID;
63 args.Scene = this; 63 args.Scene = this;
64 args.Destination = targetID;
64 65
65 if (fromAgent) 66 if (fromAgent)
66 { 67 {
@@ -75,7 +76,7 @@ namespace OpenSim.Region.Framework.Scenes
75 } 76 }
76 77
77 args.From = fromName; 78 args.From = fromName;
78 args.TargetUUID = targetID; 79 //args.
79 80
80// m_log.DebugFormat( 81// m_log.DebugFormat(
81// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}", 82// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}",
@@ -86,7 +87,7 @@ namespace OpenSim.Region.Framework.Scenes
86 else 87 else
87 EventManager.TriggerOnChatFromWorld(this, args); 88 EventManager.TriggerOnChatFromWorld(this, args);
88 } 89 }
89 90
90 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 91 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
91 UUID fromID, bool fromAgent, bool broadcast) 92 UUID fromID, bool fromAgent, bool broadcast)
92 { 93 {
@@ -130,19 +131,6 @@ namespace OpenSim.Region.Framework.Scenes
130 { 131 {
131 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); 132 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
132 } 133 }
133 /// <summary>
134 ///
135 /// </summary>
136 /// <param name="message"></param>
137 /// <param name="type"></param>
138 /// <param name="fromPos"></param>
139 /// <param name="fromName"></param>
140 /// <param name="fromAgentID"></param>
141 /// <param name="targetID"></param>
142 public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
143 {
144 SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
145 }
146 134
147 /// <summary> 135 /// <summary>
148 /// Invoked when the client requests a prim. 136 /// Invoked when the client requests a prim.
@@ -164,27 +152,47 @@ namespace OpenSim.Region.Framework.Scenes
164 /// <param name="remoteClient"></param> 152 /// <param name="remoteClient"></param>
165 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 153 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
166 { 154 {
155 /*
156 SceneObjectPart part = GetSceneObjectPart(primLocalID);
157
158 if (null == part)
159 return;
160
161 if (part.IsRoot)
162 {
163 SceneObjectGroup sog = part.ParentGroup;
164 sog.SendPropertiesToClient(remoteClient);
165
166 // A prim is only tainted if it's allowed to be edited by the person clicking it.
167 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
168 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
169 {
170 sog.IsSelected = true;
171 EventManager.TriggerParcelPrimCountTainted();
172 }
173 }
174 else
175 {
176 part.SendPropertiesToClient(remoteClient);
177 }
178 */
167 SceneObjectPart part = GetSceneObjectPart(primLocalID); 179 SceneObjectPart part = GetSceneObjectPart(primLocalID);
168 180
169 if (null == part) 181 if (null == part)
170 return; 182 return;
171 183
172 if (part.IsRoot) 184 SceneObjectGroup sog = part.ParentGroup;
173 { 185 if (sog == null)
174 SceneObjectGroup sog = part.ParentGroup; 186 return;
175 sog.SendPropertiesToClient(remoteClient);
176 sog.IsSelected = true;
177 187
178 // A prim is only tainted if it's allowed to be edited by the person clicking it. 188 part.SendPropertiesToClient(remoteClient);
179 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 189
180 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 190 // A prim is only tainted if it's allowed to be edited by the person clicking it.
181 { 191 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
182 EventManager.TriggerParcelPrimCountTainted(); 192 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
183 }
184 }
185 else
186 { 193 {
187 part.SendPropertiesToClient(remoteClient); 194 part.IsSelected = true;
195 EventManager.TriggerParcelPrimCountTainted();
188 } 196 }
189 } 197 }
190 198
@@ -237,7 +245,7 @@ namespace OpenSim.Region.Framework.Scenes
237 SceneObjectPart part = GetSceneObjectPart(primLocalID); 245 SceneObjectPart part = GetSceneObjectPart(primLocalID);
238 if (part == null) 246 if (part == null)
239 return; 247 return;
240 248 /*
241 // A deselect packet contains all the local prims being deselected. However, since selection is still 249 // A deselect packet contains all the local prims being deselected. However, since selection is still
242 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 250 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
243 // we end up sending many duplicate ObjectUpdates 251 // we end up sending many duplicate ObjectUpdates
@@ -250,7 +258,9 @@ namespace OpenSim.Region.Framework.Scenes
250 // handled by group, but by prim. Legacy cruft. 258 // handled by group, but by prim. Legacy cruft.
251 // TODO: Make selection flagging per prim! 259 // TODO: Make selection flagging per prim!
252 // 260 //
253 part.ParentGroup.IsSelected = false; 261 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
262 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
263 part.ParentGroup.IsSelected = false;
254 264
255 if (part.ParentGroup.IsAttachment) 265 if (part.ParentGroup.IsAttachment)
256 isAttachment = true; 266 isAttachment = true;
@@ -270,6 +280,22 @@ namespace OpenSim.Region.Framework.Scenes
270 part.UUID, remoteClient.AgentId)) 280 part.UUID, remoteClient.AgentId))
271 EventManager.TriggerParcelPrimCountTainted(); 281 EventManager.TriggerParcelPrimCountTainted();
272 } 282 }
283 */
284
285 bool oldgprSelect = part.ParentGroup.IsSelected;
286
287 // This is wrong, wrong, wrong. Selection should not be
288 // handled by group, but by prim. Legacy cruft.
289 // TODO: Make selection flagging per prim!
290 //
291 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
292 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
293 {
294 part.IsSelected = false;
295 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
296 EventManager.TriggerParcelPrimCountTainted();
297 }
298
273 } 299 }
274 300
275 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 301 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
@@ -424,12 +450,26 @@ namespace OpenSim.Region.Framework.Scenes
424 } 450 }
425 }); 451 });
426 } 452 }
427 453
428 private bool ShouldSendDiscardableEffect(IClientAPI thisClient, ScenePresence other) 454 private bool ShouldSendDiscardableEffect(IClientAPI thisClient, ScenePresence other)
429 { 455 {
430 return Vector3.Distance(other.CameraPosition, thisClient.SceneAgent.AbsolutePosition) < 10; 456 return Vector3.Distance(other.CameraPosition, thisClient.SceneAgent.AbsolutePosition) < 10;
431 } 457 }
432 458
459 private class DescendentsRequestData
460 {
461 public IClientAPI RemoteClient;
462 public UUID FolderID;
463 public UUID OwnerID;
464 public bool FetchFolders;
465 public bool FetchItems;
466 public int SortOrder;
467 }
468
469 private Queue<DescendentsRequestData> m_descendentsRequestQueue = new Queue<DescendentsRequestData>();
470 private Object m_descendentsRequestLock = new Object();
471 private bool m_descendentsRequestProcessing = false;
472
433 /// <summary> 473 /// <summary>
434 /// Tell the client about the various child items and folders contained in the requested folder. 474 /// Tell the client about the various child items and folders contained in the requested folder.
435 /// </summary> 475 /// </summary>
@@ -466,17 +506,38 @@ namespace OpenSim.Region.Framework.Scenes
466 } 506 }
467 } 507 }
468 508
469 // We're going to send the reply async, because there may be 509 lock (m_descendentsRequestLock)
470 // an enormous quantity of packets -- basically the entire inventory! 510 {
471 // We don't want to block the client thread while all that is happening. 511 if (!m_descendentsRequestProcessing)
472 SendInventoryDelegate d = SendInventoryAsync; 512 {
473 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d); 513 m_descendentsRequestProcessing = true;
514
515 // We're going to send the reply async, because there may be
516 // an enormous quantity of packets -- basically the entire inventory!
517 // We don't want to block the client thread while all that is happening.
518 SendInventoryDelegate d = SendInventoryAsync;
519 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
520
521 return;
522 }
523
524 DescendentsRequestData req = new DescendentsRequestData();
525 req.RemoteClient = remoteClient;
526 req.FolderID = folderID;
527 req.OwnerID = ownerID;
528 req.FetchFolders = fetchFolders;
529 req.FetchItems = fetchItems;
530 req.SortOrder = sortOrder;
531
532 m_descendentsRequestQueue.Enqueue(req);
533 }
474 } 534 }
475 535
476 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder); 536 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);
477 537
478 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) 538 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
479 { 539 {
540 Thread.Sleep(20);
480 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems); 541 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
481 } 542 }
482 543
@@ -484,6 +545,21 @@ namespace OpenSim.Region.Framework.Scenes
484 { 545 {
485 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState; 546 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState;
486 d.EndInvoke(iar); 547 d.EndInvoke(iar);
548
549 lock (m_descendentsRequestLock)
550 {
551 if (m_descendentsRequestQueue.Count > 0)
552 {
553 DescendentsRequestData req = m_descendentsRequestQueue.Dequeue();
554
555 d = SendInventoryAsync;
556 d.BeginInvoke(req.RemoteClient, req.FolderID, req.OwnerID, req.FetchFolders, req.FetchItems, req.SortOrder, SendInventoryComplete, d);
557
558 return;
559 }
560
561 m_descendentsRequestProcessing = false;
562 }
487 } 563 }
488 564
489 /// <summary> 565 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 9cfe869..c132c5d 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -227,8 +227,8 @@ namespace OpenSim.Region.Framework.Scenes
227 // TODO: need to figure out how allow client agents but deny 227 // TODO: need to figure out how allow client agents but deny
228 // root agents when ACL denies access to root agent 228 // root agents when ACL denies access to root agent
229 public bool m_strictAccessControl = true; 229 public bool m_strictAccessControl = true;
230 230 public bool m_seeIntoBannedRegion = false;
231 public int MaxUndoCount { get; set; } 231 public int MaxUndoCount = 5;
232 232
233 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 233 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
234 public bool LoginLock = false; 234 public bool LoginLock = false;
@@ -244,11 +244,13 @@ namespace OpenSim.Region.Framework.Scenes
244 244
245 protected int m_splitRegionID; 245 protected int m_splitRegionID;
246 protected Timer m_restartWaitTimer = new Timer(); 246 protected Timer m_restartWaitTimer = new Timer();
247 protected Timer m_timerWatchdog = new Timer();
247 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 248 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
248 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 249 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
249 protected string m_simulatorVersion = "OpenSimulator Server"; 250 protected string m_simulatorVersion = "OpenSimulator Server";
250 protected AgentCircuitManager m_authenticateHandler; 251 protected AgentCircuitManager m_authenticateHandler;
251 protected SceneCommunicationService m_sceneGridService; 252 protected SceneCommunicationService m_sceneGridService;
253 protected ISnmpModule m_snmpService = null;
252 254
253 protected ISimulationDataService m_SimulationDataService; 255 protected ISimulationDataService m_SimulationDataService;
254 protected IEstateDataService m_EstateDataService; 256 protected IEstateDataService m_EstateDataService;
@@ -311,8 +313,8 @@ namespace OpenSim.Region.Framework.Scenes
311 private int m_update_presences = 1; // Update scene presence movements 313 private int m_update_presences = 1; // Update scene presence movements
312 private int m_update_events = 1; 314 private int m_update_events = 1;
313 private int m_update_backup = 200; 315 private int m_update_backup = 200;
314 private int m_update_terrain = 50; 316 private int m_update_terrain = 1000;
315// private int m_update_land = 1; 317 private int m_update_land = 10;
316 private int m_update_coarse_locations = 50; 318 private int m_update_coarse_locations = 50;
317 319
318 private int agentMS; 320 private int agentMS;
@@ -325,13 +327,13 @@ namespace OpenSim.Region.Framework.Scenes
325 private int backupMS; 327 private int backupMS;
326 private int terrainMS; 328 private int terrainMS;
327 private int landMS; 329 private int landMS;
328 private int spareMS;
329 330
330 /// <summary> 331 /// <summary>
331 /// Tick at which the last frame was processed. 332 /// Tick at which the last frame was processed.
332 /// </summary> 333 /// </summary>
333 private int m_lastFrameTick; 334 private int m_lastFrameTick;
334 335
336 public bool CombineRegions = false;
335 /// <summary> 337 /// <summary>
336 /// Tick at which the last maintenance run occurred. 338 /// Tick at which the last maintenance run occurred.
337 /// </summary> 339 /// </summary>
@@ -351,7 +353,7 @@ namespace OpenSim.Region.Framework.Scenes
351 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing 353 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
352 private volatile bool m_backingup; 354 private volatile bool m_backingup;
353 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); 355 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
354 private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); 356 private Dictionary<UUID, int> m_groupsWithTargets = new Dictionary<UUID, int>();
355 357
356 private string m_defaultScriptEngine; 358 private string m_defaultScriptEngine;
357 359
@@ -360,6 +362,11 @@ namespace OpenSim.Region.Framework.Scenes
360 /// </summary> 362 /// </summary>
361 private int m_LastLogin; 363 private int m_LastLogin;
362 364
365 private int m_lastIncoming;
366 private int m_lastOutgoing;
367 private int m_hbRestarts = 0;
368
369
363 /// <summary> 370 /// <summary>
364 /// Thread that runs the scene loop. 371 /// Thread that runs the scene loop.
365 /// </summary> 372 /// </summary>
@@ -402,7 +409,7 @@ namespace OpenSim.Region.Framework.Scenes
402 private volatile bool m_active; 409 private volatile bool m_active;
403 410
404// private int m_lastUpdate; 411// private int m_lastUpdate;
405// private bool m_firstHeartbeat = true; 412 private bool m_firstHeartbeat = true;
406 413
407 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 414 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
408 private bool m_reprioritizationEnabled = true; 415 private bool m_reprioritizationEnabled = true;
@@ -446,6 +453,19 @@ namespace OpenSim.Region.Framework.Scenes
446 get { return m_sceneGridService; } 453 get { return m_sceneGridService; }
447 } 454 }
448 455
456 public ISnmpModule SnmpService
457 {
458 get
459 {
460 if (m_snmpService == null)
461 {
462 m_snmpService = RequestModuleInterface<ISnmpModule>();
463 }
464
465 return m_snmpService;
466 }
467 }
468
449 public ISimulationDataService SimulationDataService 469 public ISimulationDataService SimulationDataService
450 { 470 {
451 get 471 get
@@ -738,6 +758,8 @@ namespace OpenSim.Region.Framework.Scenes
738 m_SimulationDataService = simDataService; 758 m_SimulationDataService = simDataService;
739 m_EstateDataService = estateDataService; 759 m_EstateDataService = estateDataService;
740 m_regionHandle = RegionInfo.RegionHandle; 760 m_regionHandle = RegionInfo.RegionHandle;
761 m_lastIncoming = 0;
762 m_lastOutgoing = 0;
741 763
742 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 764 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
743 m_asyncSceneObjectDeleter.Enabled = true; 765 m_asyncSceneObjectDeleter.Enabled = true;
@@ -831,7 +853,7 @@ namespace OpenSim.Region.Framework.Scenes
831 853
832 StartDisabled = startupConfig.GetBoolean("StartDisabled", false); 854 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
833 855
834 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance); 856 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
835 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup); 857 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup);
836 if (!UseBackup) 858 if (!UseBackup)
837 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName); 859 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
@@ -839,10 +861,8 @@ namespace OpenSim.Region.Framework.Scenes
839 //Animation states 861 //Animation states
840 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 862 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
841 863
842 MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20); 864 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
843 865 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
844 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
845 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
846 866
847 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); 867 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
848 if (RegionInfo.NonphysPrimMin > 0) 868 if (RegionInfo.NonphysPrimMin > 0)
@@ -863,11 +883,21 @@ namespace OpenSim.Region.Framework.Scenes
863 } 883 }
864 884
865 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 885 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
886
866 if (RegionInfo.PhysPrimMax > 0) 887 if (RegionInfo.PhysPrimMax > 0)
867 { 888 {
868 m_maxPhys = RegionInfo.PhysPrimMax; 889 m_maxPhys = RegionInfo.PhysPrimMax;
869 } 890 }
870 891
892 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
893 if (RegionInfo.LinksetCapacity > 0)
894 {
895 m_linksetCapacity = RegionInfo.LinksetCapacity;
896 }
897
898 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
899 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
900
871 // Here, if clamping is requested in either global or 901 // Here, if clamping is requested in either global or
872 // local config, it will be used 902 // local config, it will be used
873 // 903 //
@@ -877,13 +907,7 @@ namespace OpenSim.Region.Framework.Scenes
877 m_clampPrimSize = true; 907 m_clampPrimSize = true;
878 } 908 }
879 909
880 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); 910 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
881 if (RegionInfo.LinksetCapacity > 0)
882 {
883 m_linksetCapacity = RegionInfo.LinksetCapacity;
884 }
885
886 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete);
887 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 911 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
888 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 912 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
889 m_dontPersistBefore = 913 m_dontPersistBefore =
@@ -894,11 +918,11 @@ namespace OpenSim.Region.Framework.Scenes
894 m_persistAfter *= 10000000; 918 m_persistAfter *= 10000000;
895 919
896 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 920 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
897 921 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
898 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
899 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
900 922
901 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 923 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
924 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
925 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
902 926
903 string[] possibleMapConfigSections = new string[] { "Map", "Startup" }; 927 string[] possibleMapConfigSections = new string[] { "Map", "Startup" };
904 928
@@ -943,7 +967,7 @@ namespace OpenSim.Region.Framework.Scenes
943 967
944 if (grant.Length > 0) 968 if (grant.Length > 0)
945 { 969 {
946 foreach (string viewer in grant.Split('|')) 970 foreach (string viewer in grant.Split(','))
947 { 971 {
948 m_AllowedViewers.Add(viewer.Trim().ToLower()); 972 m_AllowedViewers.Add(viewer.Trim().ToLower());
949 } 973 }
@@ -955,7 +979,7 @@ namespace OpenSim.Region.Framework.Scenes
955 979
956 if (grant.Length > 0) 980 if (grant.Length > 0)
957 { 981 {
958 foreach (string viewer in grant.Split('|')) 982 foreach (string viewer in grant.Split(','))
959 { 983 {
960 m_BannedViewers.Add(viewer.Trim().ToLower()); 984 m_BannedViewers.Add(viewer.Trim().ToLower());
961 } 985 }
@@ -1015,6 +1039,8 @@ namespace OpenSim.Region.Framework.Scenes
1015 StatsReporter = new SimStatsReporter(this); 1039 StatsReporter = new SimStatsReporter(this);
1016 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 1040 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
1017 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 1041 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
1042
1043 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect);
1018 } 1044 }
1019 1045
1020 public Scene(RegionInfo regInfo) : base(regInfo) 1046 public Scene(RegionInfo regInfo) : base(regInfo)
@@ -1310,8 +1336,11 @@ namespace OpenSim.Region.Framework.Scenes
1310 // Stop all client threads. 1336 // Stop all client threads.
1311 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); }); 1337 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
1312 1338
1313 m_log.Debug("[SCENE]: Persisting changed objects"); 1339 m_log.Debug("[SCENE]: TriggerSceneShuttingDown");
1314 EventManager.TriggerSceneShuttingDown(this); 1340 EventManager.TriggerSceneShuttingDown(this);
1341
1342 m_log.Debug("[SCENE]: Persisting changed objects");
1343
1315 Backup(false); 1344 Backup(false);
1316 m_sceneGraph.Close(); 1345 m_sceneGraph.Close();
1317 1346
@@ -1325,6 +1354,7 @@ namespace OpenSim.Region.Framework.Scenes
1325 // attempt to reference a null or disposed physics scene. 1354 // attempt to reference a null or disposed physics scene.
1326 if (PhysicsScene != null) 1355 if (PhysicsScene != null)
1327 { 1356 {
1357 m_log.Debug("[SCENE]: Dispose Physics");
1328 PhysicsScene phys = PhysicsScene; 1358 PhysicsScene phys = PhysicsScene;
1329 // remove the physics engine from both Scene and SceneGraph 1359 // remove the physics engine from both Scene and SceneGraph
1330 PhysicsScene = null; 1360 PhysicsScene = null;
@@ -1355,11 +1385,29 @@ namespace OpenSim.Region.Framework.Scenes
1355 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1385 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1356 if (m_heartbeatThread != null) 1386 if (m_heartbeatThread != null)
1357 { 1387 {
1388 m_hbRestarts++;
1389 if(m_hbRestarts > 10)
1390 Environment.Exit(1);
1391 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1392
1393//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1394//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1395//proc.EnableRaisingEvents=false;
1396//proc.StartInfo.FileName = "/bin/kill";
1397//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1398//proc.Start();
1399//proc.WaitForExit();
1400//Thread.Sleep(1000);
1401//Environment.Exit(1);
1358 m_heartbeatThread.Abort(); 1402 m_heartbeatThread.Abort();
1403 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1359 m_heartbeatThread = null; 1404 m_heartbeatThread = null;
1360 } 1405 }
1361// m_lastUpdate = Util.EnvironmentTickCount(); 1406// m_lastUpdate = Util.EnvironmentTickCount();
1362 1407
1408// m_sceneGraph.PreparePhysicsSimulation();
1409
1410
1363 m_heartbeatThread 1411 m_heartbeatThread
1364 = Watchdog.StartThread( 1412 = Watchdog.StartThread(
1365 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); 1413 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
@@ -1504,16 +1552,20 @@ namespace OpenSim.Region.Framework.Scenes
1504 endFrame = Frame + frames; 1552 endFrame = Frame + frames;
1505 1553
1506 float physicsFPS = 0f; 1554 float physicsFPS = 0f;
1507 int previousFrameTick, tmpMS; 1555 int tmpMS;
1508 int maintc = Util.EnvironmentTickCount(); 1556 int previousFrameTick;
1557 int maintc;
1558 int sleepMS;
1559 int framestart;
1509 1560
1510 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) 1561 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
1511 { 1562 {
1563 framestart = Util.EnvironmentTickCount();
1512 ++Frame; 1564 ++Frame;
1513 1565
1514// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1566// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1515 1567
1516 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; 1568 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1517 1569
1518 try 1570 try
1519 { 1571 {
@@ -1567,6 +1619,7 @@ namespace OpenSim.Region.Framework.Scenes
1567 m_sceneGraph.UpdatePresences(); 1619 m_sceneGraph.UpdatePresences();
1568 1620
1569 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1621 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1622
1570 1623
1571 // Delete temp-on-rez stuff 1624 // Delete temp-on-rez stuff
1572 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1625 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@@ -1648,34 +1701,37 @@ namespace OpenSim.Region.Framework.Scenes
1648 1701
1649 Watchdog.UpdateThread(); 1702 Watchdog.UpdateThread();
1650 1703
1704 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1705
1706 StatsReporter.AddPhysicsFPS(physicsFPS);
1707 StatsReporter.AddTimeDilation(TimeDilation);
1708 StatsReporter.AddFPS(1);
1709
1710 StatsReporter.addAgentMS(agentMS);
1711 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1712 StatsReporter.addOtherMS(otherMS);
1713 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1714
1651 previousFrameTick = m_lastFrameTick; 1715 previousFrameTick = m_lastFrameTick;
1652 m_lastFrameTick = Util.EnvironmentTickCount(); 1716 m_lastFrameTick = Util.EnvironmentTickCount();
1653 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1717 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1654 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1718 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1655 1719
1720 m_firstHeartbeat = false;
1721
1722 sleepMS = Util.EnvironmentTickCount();
1723
1656 if (tmpMS > 0) 1724 if (tmpMS > 0)
1657 {
1658 Thread.Sleep(tmpMS); 1725 Thread.Sleep(tmpMS);
1659 spareMS += tmpMS;
1660 }
1661
1662 frameMS = Util.EnvironmentTickCountSubtract(maintc);
1663 maintc = Util.EnvironmentTickCount();
1664 1726
1665 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1727 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1728 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1729 StatsReporter.addSleepMS(sleepMS);
1730 StatsReporter.addFrameMS(frameMS);
1666 1731
1667 // if (Frame%m_update_avatars == 0) 1732 // if (Frame%m_update_avatars == 0)
1668 // UpdateInWorldTime(); 1733 // UpdateInWorldTime();
1669 StatsReporter.AddPhysicsFPS(physicsFPS);
1670 StatsReporter.AddTimeDilation(TimeDilation);
1671 StatsReporter.AddFPS(1);
1672 1734
1673 StatsReporter.addFrameMS(frameMS);
1674 StatsReporter.addAgentMS(agentMS);
1675 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1676 StatsReporter.addOtherMS(otherMS);
1677 StatsReporter.AddSpareMS(spareMS);
1678 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1679 1735
1680 // Optionally warn if a frame takes double the amount of time that it should. 1736 // Optionally warn if a frame takes double the amount of time that it should.
1681 if (DebugUpdates 1737 if (DebugUpdates
@@ -1692,7 +1748,7 @@ namespace OpenSim.Region.Framework.Scenes
1692 public void AddGroupTarget(SceneObjectGroup grp) 1748 public void AddGroupTarget(SceneObjectGroup grp)
1693 { 1749 {
1694 lock (m_groupsWithTargets) 1750 lock (m_groupsWithTargets)
1695 m_groupsWithTargets[grp.UUID] = grp; 1751 m_groupsWithTargets[grp.UUID] = 0;
1696 } 1752 }
1697 1753
1698 public void RemoveGroupTarget(SceneObjectGroup grp) 1754 public void RemoveGroupTarget(SceneObjectGroup grp)
@@ -1703,18 +1759,24 @@ namespace OpenSim.Region.Framework.Scenes
1703 1759
1704 private void CheckAtTargets() 1760 private void CheckAtTargets()
1705 { 1761 {
1706 List<SceneObjectGroup> objs = null; 1762 List<UUID> objs = null;
1707 1763
1708 lock (m_groupsWithTargets) 1764 lock (m_groupsWithTargets)
1709 { 1765 {
1710 if (m_groupsWithTargets.Count != 0) 1766 if (m_groupsWithTargets.Count != 0)
1711 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values); 1767 objs = new List<UUID>(m_groupsWithTargets.Keys);
1712 } 1768 }
1713 1769
1714 if (objs != null) 1770 if (objs != null)
1715 { 1771 {
1716 foreach (SceneObjectGroup entry in objs) 1772 foreach (UUID entry in objs)
1717 entry.checkAtTargets(); 1773 {
1774 SceneObjectGroup grp = GetSceneObjectGroup(entry);
1775 if (grp == null)
1776 m_groupsWithTargets.Remove(entry);
1777 else
1778 grp.checkAtTargets();
1779 }
1718 } 1780 }
1719 } 1781 }
1720 1782
@@ -1793,7 +1855,7 @@ namespace OpenSim.Region.Framework.Scenes
1793 msg.fromAgentName = "Server"; 1855 msg.fromAgentName = "Server";
1794 msg.dialog = (byte)19; // Object msg 1856 msg.dialog = (byte)19; // Object msg
1795 msg.fromGroup = false; 1857 msg.fromGroup = false;
1796 msg.offline = (byte)0; 1858 msg.offline = (byte)1;
1797 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1859 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1798 msg.Position = Vector3.Zero; 1860 msg.Position = Vector3.Zero;
1799 msg.RegionID = RegionInfo.RegionID.Guid; 1861 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -2022,7 +2084,7 @@ namespace OpenSim.Region.Framework.Scenes
2022 return PhysicsScene.SupportsRaycastWorldFiltered(); 2084 return PhysicsScene.SupportsRaycastWorldFiltered();
2023 } 2085 }
2024 2086
2025 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) 2087 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2026 { 2088 {
2027 if (PhysicsScene == null) 2089 if (PhysicsScene == null)
2028 return null; 2090 return null;
@@ -2044,14 +2106,24 @@ namespace OpenSim.Region.Framework.Scenes
2044 /// <returns></returns> 2106 /// <returns></returns>
2045 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 2107 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
2046 { 2108 {
2109
2110 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
2111 Vector3 wpos = Vector3.Zero;
2112 // Check for water surface intersection from above
2113 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
2114 {
2115 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
2116 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
2117 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
2118 wpos.Z = wheight;
2119 }
2120
2047 Vector3 pos = Vector3.Zero; 2121 Vector3 pos = Vector3.Zero;
2048 if (RayEndIsIntersection == (byte)1) 2122 if (RayEndIsIntersection == (byte)1)
2049 { 2123 {
2050 pos = RayEnd; 2124 pos = RayEnd;
2051 return pos;
2052 } 2125 }
2053 2126 else if (RayTargetID != UUID.Zero)
2054 if (RayTargetID != UUID.Zero)
2055 { 2127 {
2056 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 2128 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
2057 2129
@@ -2073,7 +2145,7 @@ namespace OpenSim.Region.Framework.Scenes
2073 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2145 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
2074 2146
2075 // Un-comment out the following line to Get Raytrace results printed to the console. 2147 // Un-comment out the following line to Get Raytrace results printed to the console.
2076 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2148 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
2077 float ScaleOffset = 0.5f; 2149 float ScaleOffset = 0.5f;
2078 2150
2079 // If we hit something 2151 // If we hit something
@@ -2096,13 +2168,10 @@ namespace OpenSim.Region.Framework.Scenes
2096 //pos.Z -= 0.25F; 2168 //pos.Z -= 0.25F;
2097 2169
2098 } 2170 }
2099
2100 return pos;
2101 } 2171 }
2102 else 2172 else
2103 { 2173 {
2104 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2174 // We don't have a target here, so we're going to raytrace all the objects in the scene.
2105
2106 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2175 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
2107 2176
2108 // Un-comment the following line to print the raytrace results to the console. 2177 // Un-comment the following line to print the raytrace results to the console.
@@ -2111,13 +2180,12 @@ namespace OpenSim.Region.Framework.Scenes
2111 if (ei.HitTF) 2180 if (ei.HitTF)
2112 { 2181 {
2113 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2182 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
2114 } else 2183 }
2184 else
2115 { 2185 {
2116 // fall back to our stupid functionality 2186 // fall back to our stupid functionality
2117 pos = RayEnd; 2187 pos = RayEnd;
2118 } 2188 }
2119
2120 return pos;
2121 } 2189 }
2122 } 2190 }
2123 else 2191 else
@@ -2128,8 +2196,12 @@ namespace OpenSim.Region.Framework.Scenes
2128 //increase height so its above the ground. 2196 //increase height so its above the ground.
2129 //should be getting the normal of the ground at the rez point and using that? 2197 //should be getting the normal of the ground at the rez point and using that?
2130 pos.Z += scale.Z / 2f; 2198 pos.Z += scale.Z / 2f;
2131 return pos; 2199// return pos;
2132 } 2200 }
2201
2202 // check against posible water intercept
2203 if (wpos.Z > pos.Z) pos = wpos;
2204 return pos;
2133 } 2205 }
2134 2206
2135 2207
@@ -2220,12 +2292,12 @@ namespace OpenSim.Region.Framework.Scenes
2220 { 2292 {
2221 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) 2293 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
2222 { 2294 {
2295 sceneObject.IsDeleted = false;
2223 EventManager.TriggerObjectAddedToScene(sceneObject); 2296 EventManager.TriggerObjectAddedToScene(sceneObject);
2224 return true; 2297 return true;
2225 } 2298 }
2226 2299
2227 return false; 2300 return false;
2228
2229 } 2301 }
2230 2302
2231 /// <summary> 2303 /// <summary>
@@ -2317,6 +2389,15 @@ namespace OpenSim.Region.Framework.Scenes
2317 /// </summary> 2389 /// </summary>
2318 public void DeleteAllSceneObjects() 2390 public void DeleteAllSceneObjects()
2319 { 2391 {
2392 DeleteAllSceneObjects(false);
2393 }
2394
2395 /// <summary>
2396 /// Delete every object from the scene. This does not include attachments worn by avatars.
2397 /// </summary>
2398 public void DeleteAllSceneObjects(bool exceptNoCopy)
2399 {
2400 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2320 lock (Entities) 2401 lock (Entities)
2321 { 2402 {
2322 EntityBase[] entities = Entities.GetEntities(); 2403 EntityBase[] entities = Entities.GetEntities();
@@ -2325,11 +2406,24 @@ namespace OpenSim.Region.Framework.Scenes
2325 if (e is SceneObjectGroup) 2406 if (e is SceneObjectGroup)
2326 { 2407 {
2327 SceneObjectGroup sog = (SceneObjectGroup)e; 2408 SceneObjectGroup sog = (SceneObjectGroup)e;
2328 if (!sog.IsAttachment) 2409 if (sog != null && !sog.IsAttachment)
2329 DeleteSceneObject((SceneObjectGroup)e, false); 2410 {
2411 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2412 {
2413 DeleteSceneObject((SceneObjectGroup)e, false);
2414 }
2415 else
2416 {
2417 toReturn.Add((SceneObjectGroup)e);
2418 }
2419 }
2330 } 2420 }
2331 } 2421 }
2332 } 2422 }
2423 if (toReturn.Count > 0)
2424 {
2425 returnObjects(toReturn.ToArray(), UUID.Zero);
2426 }
2333 } 2427 }
2334 2428
2335 /// <summary> 2429 /// <summary>
@@ -2360,6 +2454,14 @@ namespace OpenSim.Region.Framework.Scenes
2360 else 2454 else
2361 group.StopScriptInstances(); 2455 group.StopScriptInstances();
2362 2456
2457 List<UUID> avatars = group.GetSittingAvatars();
2458 foreach (UUID av in avatars)
2459 {
2460 ScenePresence p = GetScenePresence(av);
2461 if (p != null)
2462 p.StandUp();
2463 }
2464
2363 SceneObjectPart[] partList = group.Parts; 2465 SceneObjectPart[] partList = group.Parts;
2364 2466
2365 foreach (SceneObjectPart part in partList) 2467 foreach (SceneObjectPart part in partList)
@@ -2387,6 +2489,8 @@ namespace OpenSim.Region.Framework.Scenes
2387 } 2489 }
2388 2490
2389 group.DeleteGroupFromScene(silent); 2491 group.DeleteGroupFromScene(silent);
2492 if (!silent)
2493 SendKillObject(new List<uint>() { group.LocalId });
2390 2494
2391// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2495// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2392 } 2496 }
@@ -2676,7 +2780,7 @@ namespace OpenSim.Region.Framework.Scenes
2676 // If the user is banned, we won't let any of their objects 2780 // If the user is banned, we won't let any of their objects
2677 // enter. Period. 2781 // enter. Period.
2678 // 2782 //
2679 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) 2783 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2680 { 2784 {
2681 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); 2785 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2682 return false; 2786 return false;
@@ -2731,6 +2835,23 @@ namespace OpenSim.Region.Framework.Scenes
2731 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2835 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2732 public bool AddSceneObject(SceneObjectGroup sceneObject) 2836 public bool AddSceneObject(SceneObjectGroup sceneObject)
2733 { 2837 {
2838 if (sceneObject.OwnerID == UUID.Zero)
2839 {
2840 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2841 return false;
2842 }
2843
2844 // If the user is banned, we won't let any of their objects
2845 // enter. Period.
2846 //
2847 int flags = GetUserFlags(sceneObject.OwnerID);
2848 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2849 {
2850 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2851
2852 return false;
2853 }
2854
2734 // Force allocation of new LocalId 2855 // Force allocation of new LocalId
2735 // 2856 //
2736 SceneObjectPart[] parts = sceneObject.Parts; 2857 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2767,16 +2888,27 @@ namespace OpenSim.Region.Framework.Scenes
2767 // information that this is due to a teleport/border cross rather than an ordinary attachment. 2888 // information that this is due to a teleport/border cross rather than an ordinary attachment.
2768 // We currently do this in Scene.MakeRootAgent() instead. 2889 // We currently do this in Scene.MakeRootAgent() instead.
2769 if (AttachmentsModule != null) 2890 if (AttachmentsModule != null)
2770 AttachmentsModule.AttachObject(sp, grp, 0, false, false, true); 2891 AttachmentsModule.AttachObject(sp, grp, 0, false, false, false, true);
2771 } 2892 }
2772 else 2893 else
2773 { 2894 {
2895 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2774 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2896 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2775 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2897 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2776 } 2898 }
2899 if (sceneObject.OwnerID == UUID.Zero)
2900 {
2901 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2902 return false;
2903 }
2777 } 2904 }
2778 else 2905 else
2779 { 2906 {
2907 if (sceneObject.OwnerID == UUID.Zero)
2908 {
2909 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2910 return false;
2911 }
2780 AddRestoredSceneObject(sceneObject, true, false); 2912 AddRestoredSceneObject(sceneObject, true, false);
2781 } 2913 }
2782 2914
@@ -2793,6 +2925,24 @@ namespace OpenSim.Region.Framework.Scenes
2793 return 2; // StateSource.PrimCrossing 2925 return 2; // StateSource.PrimCrossing
2794 } 2926 }
2795 2927
2928 public int GetUserFlags(UUID user)
2929 {
2930 //Unfortunately the SP approach means that the value is cached until region is restarted
2931 /*
2932 ScenePresence sp;
2933 if (TryGetScenePresence(user, out sp))
2934 {
2935 return sp.UserFlags;
2936 }
2937 else
2938 {
2939 */
2940 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2941 if (uac == null)
2942 return 0;
2943 return uac.UserFlags;
2944 //}
2945 }
2796 #endregion 2946 #endregion
2797 2947
2798 #region Add/Remove Avatar Methods 2948 #region Add/Remove Avatar Methods
@@ -2825,7 +2975,7 @@ namespace OpenSim.Region.Framework.Scenes
2825 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2975 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2826 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2976 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2827 2977
2828 // CheckHeartbeat(); 2978 CheckHeartbeat();
2829 2979
2830 sp = GetScenePresence(client.AgentId); 2980 sp = GetScenePresence(client.AgentId);
2831 2981
@@ -2843,6 +2993,13 @@ namespace OpenSim.Region.Framework.Scenes
2843 SubscribeToClientEvents(client); 2993 SubscribeToClientEvents(client);
2844 2994
2845 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); 2995 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
2996 InventoryFolderBase cof = InventoryService.GetFolderForType(client.AgentId, (AssetType)46);
2997 if (cof == null)
2998 sp.COF = UUID.Zero;
2999 else
3000 sp.COF = cof.ID;
3001
3002 m_log.DebugFormat("[SCENE]: COF for {0} is {1}", client.AgentId, sp.COF);
2846 m_eventManager.TriggerOnNewPresence(sp); 3003 m_eventManager.TriggerOnNewPresence(sp);
2847 3004
2848 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; 3005 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
@@ -2957,19 +3114,14 @@ namespace OpenSim.Region.Framework.Scenes
2957 // and the scene presence and the client, if they exist 3114 // and the scene presence and the client, if they exist
2958 try 3115 try
2959 { 3116 {
2960 // We need to wait for the client to make UDP contact first. 3117 ScenePresence sp = GetScenePresence(agentID);
2961 // It's the UDP contact that creates the scene presence 3118
2962 ScenePresence sp = WaitGetScenePresence(agentID);
2963 if (sp != null) 3119 if (sp != null)
2964 { 3120 {
2965 PresenceService.LogoutAgent(sp.ControllingClient.SessionId); 3121 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2966
2967 sp.ControllingClient.Close(); 3122 sp.ControllingClient.Close();
2968 } 3123 }
2969 else 3124
2970 {
2971 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2972 }
2973 // BANG! SLASH! 3125 // BANG! SLASH!
2974 m_authenticateHandler.RemoveCircuit(agentID); 3126 m_authenticateHandler.RemoveCircuit(agentID);
2975 3127
@@ -3014,6 +3166,8 @@ namespace OpenSim.Region.Framework.Scenes
3014 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 3166 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
3015 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 3167 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
3016 3168
3169 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
3170
3017 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 3171 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
3018 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 3172 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
3019 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 3173 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -3070,6 +3224,7 @@ namespace OpenSim.Region.Framework.Scenes
3070 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3224 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
3071 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3225 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
3072 client.OnCopyInventoryItem += CopyInventoryItem; 3226 client.OnCopyInventoryItem += CopyInventoryItem;
3227 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
3073 client.OnMoveInventoryItem += MoveInventoryItem; 3228 client.OnMoveInventoryItem += MoveInventoryItem;
3074 client.OnRemoveInventoryItem += RemoveInventoryItem; 3229 client.OnRemoveInventoryItem += RemoveInventoryItem;
3075 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3230 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -3139,6 +3294,8 @@ namespace OpenSim.Region.Framework.Scenes
3139 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3294 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
3140 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3295 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
3141 3296
3297 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3298
3142 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3299 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3143 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3300 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3144 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3301 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3444,7 +3601,7 @@ namespace OpenSim.Region.Framework.Scenes
3444 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop 3601 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop
3445 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI 3602 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI
3446 if (closeChildAgents && CapsModule != null) 3603 if (closeChildAgents && CapsModule != null)
3447 CapsModule.RemoveCaps(agentID); 3604 CapsModule.RemoveCaps(agentID, avatar.ControllingClient.CircuitCode);
3448 3605
3449 if (closeChildAgents && !isChildAgent) 3606 if (closeChildAgents && !isChildAgent)
3450 { 3607 {
@@ -3477,6 +3634,7 @@ namespace OpenSim.Region.Framework.Scenes
3477 // It's possible for child agents to have transactions if changes are being made cross-border. 3634 // It's possible for child agents to have transactions if changes are being made cross-border.
3478 if (AgentTransactionsModule != null) 3635 if (AgentTransactionsModule != null)
3479 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); 3636 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3637 m_log.Debug("[Scene] The avatar has left the building");
3480 } 3638 }
3481 catch (Exception e) 3639 catch (Exception e)
3482 { 3640 {
@@ -3670,15 +3828,27 @@ namespace OpenSim.Region.Framework.Scenes
3670 agent.firstname, agent.lastname, agent.Viewer); 3828 agent.firstname, agent.lastname, agent.Viewer);
3671 reason = "Access denied, your viewer is banned by the region owner"; 3829 reason = "Access denied, your viewer is banned by the region owner";
3672 return false; 3830 return false;
3673 } 3831 }
3674 3832
3675 ILandObject land; 3833 ScenePresence sp = GetScenePresence(agent.AgentID);
3676 3834
3677 lock (agent) 3835 // If we have noo presence here or if that presence is a zombie root
3836 // presence that will be kicled, we need a new CAPS object.
3837 if (sp == null || (sp != null && !sp.IsChildAgent))
3678 { 3838 {
3679 ScenePresence sp = GetScenePresence(agent.AgentID); 3839 if (CapsModule != null)
3680 3840 {
3681 if (sp != null && !sp.IsChildAgent) 3841 lock (agent)
3842 {
3843 CapsModule.SetAgentCapsSeeds(agent);
3844 CapsModule.CreateCaps(agent.AgentID, agent.circuitcode);
3845 }
3846 }
3847 }
3848
3849 if (sp != null)
3850 {
3851 if (!sp.IsChildAgent)
3682 { 3852 {
3683 // We have a zombie from a crashed session. 3853 // We have a zombie from a crashed session.
3684 // Or the same user is trying to be root twice here, won't work. 3854 // Or the same user is trying to be root twice here, won't work.
@@ -3688,29 +3858,34 @@ namespace OpenSim.Region.Framework.Scenes
3688 sp.Name, sp.UUID, RegionInfo.RegionName); 3858 sp.Name, sp.UUID, RegionInfo.RegionName);
3689 3859
3690 if (sp.ControllingClient != null) 3860 if (sp.ControllingClient != null)
3691 sp.ControllingClient.Close(true); 3861 sp.ControllingClient.Close(true, true);
3692 3862
3693 sp = null; 3863 sp = null;
3694 } 3864 }
3865 }
3695 3866
3867 lock (agent)
3868 {
3696 // Optimistic: add or update the circuit data with the new agent circuit data and teleport flags. 3869 // Optimistic: add or update the circuit data with the new agent circuit data and teleport flags.
3697 // We need the circuit data here for some of the subsequent checks. (groups, for example) 3870 // We need the circuit data here for some of the subsequent checks. (groups, for example)
3698 // If the checks fail, we remove the circuit. 3871 // If the checks fail, we remove the circuit.
3699 agent.teleportFlags = teleportFlags; 3872 agent.teleportFlags = teleportFlags;
3700 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); 3873 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
3701 3874
3702 land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3703
3704 // On login test land permisions 3875 // On login test land permisions
3705 if (vialogin) 3876 if (vialogin)
3706 { 3877 {
3707 if (land != null && !TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y)) 3878 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3879 if (cache != null)
3880 cache.Remove(agent.firstname + " " + agent.lastname);
3881 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3708 { 3882 {
3883 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3709 m_authenticateHandler.RemoveCircuit(agent.circuitcode); 3884 m_authenticateHandler.RemoveCircuit(agent.circuitcode);
3710 return false; 3885 return false;
3711 } 3886 }
3712 } 3887 }
3713 3888
3714 if (sp == null) // We don't have an [child] agent here already 3889 if (sp == null) // We don't have an [child] agent here already
3715 { 3890 {
3716 if (requirePresenceLookup) 3891 if (requirePresenceLookup)
@@ -3732,13 +3907,18 @@ namespace OpenSim.Region.Framework.Scenes
3732 return false; 3907 return false;
3733 } 3908 }
3734 } 3909 }
3735 3910
3736 try 3911 try
3737 { 3912 {
3738 if (!AuthorizeUser(agent, out reason)) 3913 // Always check estate if this is a login. Always
3914 // check if banned regions are to be blacked out.
3915 if (vialogin || (!m_seeIntoBannedRegion))
3739 { 3916 {
3740 m_authenticateHandler.RemoveCircuit(agent.circuitcode); 3917 if (!AuthorizeUser(agent, out reason))
3741 return false; 3918 {
3919 m_authenticateHandler.RemoveCircuit(agent.circuitcode);
3920 return false;
3921 }
3742 } 3922 }
3743 } 3923 }
3744 catch (Exception e) 3924 catch (Exception e)
@@ -3749,32 +3929,27 @@ namespace OpenSim.Region.Framework.Scenes
3749 m_authenticateHandler.RemoveCircuit(agent.circuitcode); 3929 m_authenticateHandler.RemoveCircuit(agent.circuitcode);
3750 return false; 3930 return false;
3751 } 3931 }
3752 3932
3753 m_log.InfoFormat( 3933 m_log.InfoFormat(
3754 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", 3934 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
3755 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, 3935 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
3756 agent.AgentID, agent.circuitcode); 3936 agent.AgentID, agent.circuitcode);
3757 3937
3758 if (CapsModule != null)
3759 {
3760 CapsModule.SetAgentCapsSeeds(agent);
3761 CapsModule.CreateCaps(agent.AgentID);
3762 }
3763 } 3938 }
3764 else 3939 else
3765 { 3940 {
3766 // Let the SP know how we got here. This has a lot of interesting 3941 // Let the SP know how we got here. This has a lot of interesting
3767 // uses down the line. 3942 // uses down the line.
3768 sp.TeleportFlags = (TPFlags)teleportFlags; 3943 sp.TeleportFlags = (TPFlags)teleportFlags;
3769 3944
3770 if (sp.IsChildAgent) 3945 if (sp.IsChildAgent)
3771 { 3946 {
3772 m_log.DebugFormat( 3947 m_log.DebugFormat(
3773 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", 3948 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
3774 agent.AgentID, RegionInfo.RegionName); 3949 agent.AgentID, RegionInfo.RegionName);
3775 3950
3776 sp.AdjustKnownSeeds(); 3951 sp.AdjustKnownSeeds();
3777 3952
3778 if (CapsModule != null) 3953 if (CapsModule != null)
3779 CapsModule.SetAgentCapsSeeds(agent); 3954 CapsModule.SetAgentCapsSeeds(agent);
3780 } 3955 }
@@ -3786,6 +3961,11 @@ namespace OpenSim.Region.Framework.Scenes
3786 CacheUserName(null, agent); 3961 CacheUserName(null, agent);
3787 } 3962 }
3788 3963
3964 if (CapsModule != null)
3965 {
3966 CapsModule.ActivateCaps(agent.circuitcode);
3967 }
3968
3789 if (vialogin) 3969 if (vialogin)
3790 { 3970 {
3791// CleanDroppedAttachments(); 3971// CleanDroppedAttachments();
@@ -3877,6 +4057,8 @@ namespace OpenSim.Region.Framework.Scenes
3877 } 4057 }
3878 4058
3879 // Honor parcel landing type and position. 4059 // Honor parcel landing type and position.
4060 /*
4061 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3880 if (land != null) 4062 if (land != null)
3881 { 4063 {
3882 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 4064 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3884,6 +4066,7 @@ namespace OpenSim.Region.Framework.Scenes
3884 agent.startpos = land.LandData.UserLocation; 4066 agent.startpos = land.LandData.UserLocation;
3885 } 4067 }
3886 } 4068 }
4069 */// This is now handled properly in ScenePresence.MakeRootAgent
3887 } 4070 }
3888 4071
3889 return true; 4072 return true;
@@ -3981,7 +4164,7 @@ namespace OpenSim.Region.Framework.Scenes
3981 4164
3982 if (!m_strictAccessControl) return true; 4165 if (!m_strictAccessControl) return true;
3983 if (Permissions.IsGod(agent.AgentID)) return true; 4166 if (Permissions.IsGod(agent.AgentID)) return true;
3984 4167
3985 if (AuthorizationService != null) 4168 if (AuthorizationService != null)
3986 { 4169 {
3987 if (!AuthorizationService.IsAuthorizedForRegion( 4170 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3996,7 +4179,7 @@ namespace OpenSim.Region.Framework.Scenes
3996 4179
3997 if (RegionInfo.EstateSettings != null) 4180 if (RegionInfo.EstateSettings != null)
3998 { 4181 {
3999 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 4182 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
4000 { 4183 {
4001 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 4184 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
4002 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 4185 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -4184,6 +4367,15 @@ namespace OpenSim.Region.Framework.Scenes
4184 m_log.DebugFormat( 4367 m_log.DebugFormat(
4185 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName); 4368 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
4186 4369
4370 // We have to wait until the viewer contacts this region after receiving EAC.
4371 // That calls AddNewClient, which finally creates the ScenePresence
4372 int flags = GetUserFlags(cAgentData.AgentID);
4373 if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4374 {
4375 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4376 return false;
4377 }
4378
4187 // TODO: This check should probably be in QueryAccess(). 4379 // TODO: This check should probably be in QueryAccess().
4188 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4380 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
4189 if (nearestParcel == null) 4381 if (nearestParcel == null)
@@ -4258,7 +4450,7 @@ namespace OpenSim.Region.Framework.Scenes
4258 /// <param name='agentID'></param> 4450 /// <param name='agentID'></param>
4259 protected virtual ScenePresence WaitGetScenePresence(UUID agentID) 4451 protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
4260 { 4452 {
4261 int ntimes = 10; 4453 int ntimes = 30;
4262 ScenePresence sp = null; 4454 ScenePresence sp = null;
4263 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) 4455 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
4264 Thread.Sleep(1000); 4456 Thread.Sleep(1000);
@@ -4307,6 +4499,16 @@ namespace OpenSim.Region.Framework.Scenes
4307 return false; 4499 return false;
4308 } 4500 }
4309 4501
4502 public bool IncomingCloseAgent(UUID agentID)
4503 {
4504 return IncomingCloseAgent(agentID, false);
4505 }
4506
4507 public bool IncomingCloseChildAgent(UUID agentID)
4508 {
4509 return IncomingCloseAgent(agentID, true);
4510 }
4511
4310 /// <summary> 4512 /// <summary>
4311 /// Tell a single agent to disconnect from the region. 4513 /// Tell a single agent to disconnect from the region.
4312 /// </summary> 4514 /// </summary>
@@ -4321,7 +4523,7 @@ namespace OpenSim.Region.Framework.Scenes
4321 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); 4523 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
4322 if (presence != null) 4524 if (presence != null)
4323 { 4525 {
4324 presence.ControllingClient.Close(force); 4526 presence.ControllingClient.Close(force, force);
4325 return true; 4527 return true;
4326 } 4528 }
4327 4529
@@ -4939,7 +5141,7 @@ namespace OpenSim.Region.Framework.Scenes
4939 { 5141 {
4940 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 5142 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
4941 { 5143 {
4942 if (grp.RootPart.Expires <= DateTime.Now) 5144 if (grp.GetSittingAvatarsCount() == 0 && grp.RootPart.Expires <= DateTime.Now)
4943 DeleteSceneObject(grp, false); 5145 DeleteSceneObject(grp, false);
4944 } 5146 }
4945 } 5147 }
@@ -4953,35 +5155,81 @@ namespace OpenSim.Region.Framework.Scenes
4953 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); 5155 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
4954 } 5156 }
4955 5157
4956 public int GetHealth() 5158 public int GetHealth(out int flags, out string message)
4957 { 5159 {
4958 // Returns: 5160 // Returns:
4959 // 1 = sim is up and accepting http requests. The heartbeat has 5161 // 1 = sim is up and accepting http requests. The heartbeat has
4960 // stopped and the sim is probably locked up, but a remote 5162 // stopped and the sim is probably locked up, but a remote
4961 // admin restart may succeed 5163 // admin restart may succeed
4962 // 5164 //
4963 // 2 = Sim is up and the heartbeat is running. The sim is likely 5165 // 2 = Sim is up and the heartbeat is running. The sim is likely
4964 // usable for people within and logins _may_ work 5166 // usable for people within
5167 //
5168 // 3 = Sim is up and one packet thread is running. Sim is
5169 // unstable and will not accept new logins
4965 // 5170 //
4966 // 3 = We have seen a new user enter within the past 4 minutes 5171 // 4 = Sim is up and both packet threads are running. Sim is
5172 // likely usable
5173 //
5174 // 5 = We have seen a new user enter within the past 4 minutes
4967 // which can be seen as positive confirmation of sim health 5175 // which can be seen as positive confirmation of sim health
4968 // 5176 //
5177
5178 flags = 0;
5179 message = String.Empty;
5180
5181 CheckHeartbeat();
5182
5183 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
5184 {
5185 // We're still starting
5186 // 0 means "in startup", it can't happen another way, since
5187 // to get here, we must be able to accept http connections
5188 return 0;
5189 }
5190
4969 int health=1; // Start at 1, means we're up 5191 int health=1; // Start at 1, means we're up
4970 5192
4971 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 5193 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4972 health += 1; 5194 {
5195 health+=1;
5196 flags |= 1;
5197 }
5198
5199 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
5200 {
5201 health+=1;
5202 flags |= 2;
5203 }
5204
5205 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
5206 {
5207 health+=1;
5208 flags |= 4;
5209 }
4973 else 5210 else
5211 {
5212int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
5213System.Diagnostics.Process proc = new System.Diagnostics.Process();
5214proc.EnableRaisingEvents=false;
5215proc.StartInfo.FileName = "/bin/kill";
5216proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
5217proc.Start();
5218proc.WaitForExit();
5219Thread.Sleep(1000);
5220Environment.Exit(1);
5221 }
5222
5223 if (flags != 7)
4974 return health; 5224 return health;
4975 5225
4976 // A login in the last 4 mins? We can't be doing too badly 5226 // A login in the last 4 mins? We can't be doing too badly
4977 // 5227 //
4978 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 5228 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4979 health++; 5229 health++;
4980 else 5230 else
4981 return health; 5231 return health;
4982 5232
4983// CheckHeartbeat();
4984
4985 return health; 5233 return health;
4986 } 5234 }
4987 5235
@@ -5069,7 +5317,7 @@ namespace OpenSim.Region.Framework.Scenes
5069 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 5317 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
5070 if (wasUsingPhysics) 5318 if (wasUsingPhysics)
5071 { 5319 {
5072 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 5320 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
5073 } 5321 }
5074 } 5322 }
5075 5323
@@ -5168,14 +5416,14 @@ namespace OpenSim.Region.Framework.Scenes
5168 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5416 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
5169 } 5417 }
5170 5418
5171// private void CheckHeartbeat() 5419 private void CheckHeartbeat()
5172// { 5420 {
5173// if (m_firstHeartbeat) 5421 if (m_firstHeartbeat)
5174// return; 5422 return;
5175// 5423
5176// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5424 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
5177// StartTimer(); 5425 Start();
5178// } 5426 }
5179 5427
5180 public override ISceneObject DeserializeObject(string representation) 5428 public override ISceneObject DeserializeObject(string representation)
5181 { 5429 {
@@ -5233,7 +5481,7 @@ namespace OpenSim.Region.Framework.Scenes
5233 Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); 5481 Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar);
5234 5482
5235 //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); 5483 //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString());
5236 5484
5237 return nearestRegionEdgePoint; 5485 return nearestRegionEdgePoint;
5238 } 5486 }
5239 5487
@@ -5487,7 +5735,55 @@ namespace OpenSim.Region.Framework.Scenes
5487 mapModule.GenerateMaptile(); 5735 mapModule.GenerateMaptile();
5488 } 5736 }
5489 5737
5490 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5738// public void CleanDroppedAttachments()
5739// {
5740// List<SceneObjectGroup> objectsToDelete =
5741// new List<SceneObjectGroup>();
5742//
5743// lock (m_cleaningAttachments)
5744// {
5745// ForEachSOG(delegate (SceneObjectGroup grp)
5746// {
5747// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5748// {
5749// UUID agentID = grp.OwnerID;
5750// if (agentID == UUID.Zero)
5751// {
5752// objectsToDelete.Add(grp);
5753// return;
5754// }
5755//
5756// ScenePresence sp = GetScenePresence(agentID);
5757// if (sp == null)
5758// {
5759// objectsToDelete.Add(grp);
5760// return;
5761// }
5762// }
5763// });
5764// }
5765//
5766// foreach (SceneObjectGroup grp in objectsToDelete)
5767// {
5768// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5769// DeleteSceneObject(grp, true);
5770// }
5771// }
5772
5773 public void ThreadAlive(int threadCode)
5774 {
5775 switch(threadCode)
5776 {
5777 case 1: // Incoming
5778 m_lastIncoming = Util.EnvironmentTickCount();
5779 break;
5780 case 2: // Incoming
5781 m_lastOutgoing = Util.EnvironmentTickCount();
5782 break;
5783 }
5784 }
5785
5786 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5491 { 5787 {
5492 RegenerateMaptile(); 5788 RegenerateMaptile();
5493 5789
@@ -5649,7 +5945,19 @@ namespace OpenSim.Region.Framework.Scenes
5649 return true; 5945 return true;
5650 } 5946 }
5651 5947
5652 /// <summary> 5948 public void StartTimerWatchdog()
5949 {
5950 m_timerWatchdog.Interval = 1000;
5951 m_timerWatchdog.Elapsed += TimerWatchdog;
5952 m_timerWatchdog.AutoReset = true;
5953 m_timerWatchdog.Start();
5954 }
5955
5956 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5957 {
5958 CheckHeartbeat();
5959 }
5960
5653 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5961 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5654 /// autopilot that moves an avatar to a sit target!. 5962 /// autopilot that moves an avatar to a sit target!.
5655 /// </summary> 5963 /// </summary>
@@ -5728,6 +6036,11 @@ namespace OpenSim.Region.Framework.Scenes
5728 return m_SpawnPoint - 1; 6036 return m_SpawnPoint - 1;
5729 } 6037 }
5730 6038
6039 private void HandleGcCollect(string module, string[] args)
6040 {
6041 GC.Collect();
6042 }
6043
5731 /// <summary> 6044 /// <summary>
5732 /// Wrappers to get physics modules retrieve assets. 6045 /// Wrappers to get physics modules retrieve assets.
5733 /// </summary> 6046 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index d2097ea..4eef162 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -143,7 +143,6 @@ namespace OpenSim.Region.Framework.Scenes
143 143
144 protected ulong m_regionHandle; 144 protected ulong m_regionHandle;
145 protected string m_regionName; 145 protected string m_regionName;
146 protected RegionInfo m_regInfo;
147 146
148 public ITerrainChannel Heightmap; 147 public ITerrainChannel Heightmap;
149 148
@@ -168,6 +167,8 @@ namespace OpenSim.Region.Framework.Scenes
168 get { return m_permissions; } 167 get { return m_permissions; }
169 } 168 }
170 169
170 protected string m_datastore;
171
171 /* Used by the loadbalancer plugin on GForge */ 172 /* Used by the loadbalancer plugin on GForge */
172 protected RegionStatus m_regStatus; 173 protected RegionStatus m_regStatus;
173 public RegionStatus RegionStatus 174 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 77889fa..52f46f2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -194,8 +194,11 @@ namespace OpenSim.Region.Framework.Scenes
194 } 194 }
195 } 195 }
196 196
197 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
198
197 /// <summary> 199 /// <summary>
198 /// Closes a child agent on a given region 200 /// This Closes child agents on neighboring regions
201 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
199 /// </summary> 202 /// </summary>
200 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle, string auth_token) 203 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle, string auth_token)
201 { 204 {
@@ -223,16 +226,14 @@ namespace OpenSim.Region.Framework.Scenes
223 { 226 {
224 foreach (ulong handle in regionslst) 227 foreach (ulong handle in regionslst)
225 { 228 {
226 // We must take a copy here since handle is acts like a reference when used in an iterator.
227 // This leads to race conditions if directly passed to SendCloseChildAgent with more than one neighbour region.
228 ulong handleCopy = handle; 229 ulong handleCopy = handle;
229 Util.FireAndForget((o) => { SendCloseChildAgent(agentID, handleCopy, auth_code); }); 230 Util.FireAndForget((o) => { SendCloseChildAgent(agentID, handleCopy, auth_code); });
230 } 231 }
231 } 232 }
232 233
233 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 234 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
234 { 235 {
235 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 236 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
236 } 237 }
237 } 238 }
238} \ No newline at end of file 239}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index bb7ae7f..e599e90 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -127,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
127 137
128 protected internal void Close() 138 protected internal void Close()
129 { 139 {
130 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
131 { 142 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
136 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
137 152
138 lock (SceneObjectGroupsByFullID) 153 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 154 SceneObjectGroupsByFullID.Clear();
@@ -254,6 +269,33 @@ namespace OpenSim.Region.Framework.Scenes
254 protected internal bool AddRestoredSceneObject( 269 protected internal bool AddRestoredSceneObject(
255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
256 { 271 {
272 if (!m_parentScene.CombineRegions)
273 {
274 // KF: Check for out-of-region, move inside and make static.
275 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
276 sceneObject.RootPart.GroupPosition.Y,
277 sceneObject.RootPart.GroupPosition.Z);
278 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
279 npos.X > Constants.RegionSize ||
280 npos.Y > Constants.RegionSize))
281 {
282 if (npos.X < 0.0) npos.X = 1.0f;
283 if (npos.Y < 0.0) npos.Y = 1.0f;
284 if (npos.Z < 0.0) npos.Z = 0.0f;
285 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
286 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
287
288 foreach (SceneObjectPart part in sceneObject.Parts)
289 {
290 part.GroupPosition = npos;
291 }
292 sceneObject.RootPart.Velocity = Vector3.Zero;
293 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
294 sceneObject.RootPart.Acceleration = Vector3.Zero;
295 sceneObject.RootPart.Velocity = Vector3.Zero;
296 }
297 }
298
257 if (attachToBackup && (!alreadyPersisted)) 299 if (attachToBackup && (!alreadyPersisted))
258 { 300 {
259 sceneObject.ForceInventoryPersistence(); 301 sceneObject.ForceInventoryPersistence();
@@ -317,9 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
317 if (pa != null && pa.IsPhysical && vel != Vector3.Zero) 359 if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
318 { 360 {
319 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 361 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
320 sceneObject.Velocity = vel;
321 } 362 }
322 363
323 return true; 364 return true;
324 } 365 }
325 366
@@ -344,6 +385,11 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </returns> 385 /// </returns>
345 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 386 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
346 { 387 {
388 if (sceneObject == null)
389 {
390 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
391 return false;
392 }
347 if (sceneObject.UUID == UUID.Zero) 393 if (sceneObject.UUID == UUID.Zero)
348 { 394 {
349 m_log.ErrorFormat( 395 m_log.ErrorFormat(
@@ -475,6 +521,30 @@ namespace OpenSim.Region.Framework.Scenes
475 m_updateList[obj.UUID] = obj; 521 m_updateList[obj.UUID] = obj;
476 } 522 }
477 523
524 public void FireAttachToBackup(SceneObjectGroup obj)
525 {
526 if (OnAttachToBackup != null)
527 {
528 OnAttachToBackup(obj);
529 }
530 }
531
532 public void FireDetachFromBackup(SceneObjectGroup obj)
533 {
534 if (OnDetachFromBackup != null)
535 {
536 OnDetachFromBackup(obj);
537 }
538 }
539
540 public void FireChangeBackup(SceneObjectGroup obj)
541 {
542 if (OnChangeBackup != null)
543 {
544 OnChangeBackup(obj);
545 }
546 }
547
478 /// <summary> 548 /// <summary>
479 /// Process all pending updates 549 /// Process all pending updates
480 /// </summary> 550 /// </summary>
@@ -519,12 +589,12 @@ namespace OpenSim.Region.Framework.Scenes
519 589
520 protected internal void AddPhysicalPrim(int number) 590 protected internal void AddPhysicalPrim(int number)
521 { 591 {
522 m_physicalPrim++; 592 m_physicalPrim += number;
523 } 593 }
524 594
525 protected internal void RemovePhysicalPrim(int number) 595 protected internal void RemovePhysicalPrim(int number)
526 { 596 {
527 m_physicalPrim--; 597 m_physicalPrim -= number;
528 } 598 }
529 599
530 protected internal void AddToScriptLPS(int number) 600 protected internal void AddToScriptLPS(int number)
@@ -592,7 +662,8 @@ namespace OpenSim.Region.Framework.Scenes
592 662
593 Entities[presence.UUID] = presence; 663 Entities[presence.UUID] = presence;
594 664
595 lock (m_presenceLock) 665 m_scenePresencesLock.EnterWriteLock();
666 try
596 { 667 {
597 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 668 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
598 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 669 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -616,6 +687,10 @@ namespace OpenSim.Region.Framework.Scenes
616 m_scenePresenceMap = newmap; 687 m_scenePresenceMap = newmap;
617 m_scenePresenceArray = newlist; 688 m_scenePresenceArray = newlist;
618 } 689 }
690 finally
691 {
692 m_scenePresencesLock.ExitWriteLock();
693 }
619 } 694 }
620 695
621 /// <summary> 696 /// <summary>
@@ -630,7 +705,8 @@ namespace OpenSim.Region.Framework.Scenes
630 agentID); 705 agentID);
631 } 706 }
632 707
633 lock (m_presenceLock) 708 m_scenePresencesLock.EnterWriteLock();
709 try
634 { 710 {
635 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 711 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
636 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 712 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -652,6 +728,10 @@ namespace OpenSim.Region.Framework.Scenes
652 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 728 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
653 } 729 }
654 } 730 }
731 finally
732 {
733 m_scenePresencesLock.ExitWriteLock();
734 }
655 } 735 }
656 736
657 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 737 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1205,6 +1285,52 @@ namespace OpenSim.Region.Framework.Scenes
1205 1285
1206 #region Client Event handlers 1286 #region Client Event handlers
1207 1287
1288 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1289 {
1290 SceneObjectPart part = GetSceneObjectPart(localID);
1291 ObjectChangeData data = (ObjectChangeData)odata;
1292
1293 if (part != null)
1294 {
1295 SceneObjectGroup grp = part.ParentGroup;
1296 if (grp != null)
1297 {
1298 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1299 {
1300 // These two are exceptions SL makes in the interpretation
1301 // of the change flags. Must check them here because otherwise
1302 // the group flag (see below) would be lost
1303 if (data.change == ObjectChangeType.groupS)
1304 data.change = ObjectChangeType.primS;
1305 if (data.change == ObjectChangeType.groupPS)
1306 data.change = ObjectChangeType.primPS;
1307 part.StoreUndoState(data.change); // lets test only saving what we changed
1308 grp.doChangeObject(part, (ObjectChangeData)data);
1309 }
1310 else
1311 {
1312 // Is this any kind of group operation?
1313 if ((data.change & ObjectChangeType.Group) != 0)
1314 {
1315 // Is a move and/or rotation requested?
1316 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1317 {
1318 // Are we allowed to move it?
1319 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1320 {
1321 // Strip all but move and rotation from request
1322 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1323
1324 part.StoreUndoState(data.change);
1325 grp.doChangeObject(part, (ObjectChangeData)data);
1326 }
1327 }
1328 }
1329 }
1330 }
1331 }
1332 }
1333
1208 /// <summary> 1334 /// <summary>
1209 /// Update the scale of an individual prim. 1335 /// Update the scale of an individual prim.
1210 /// </summary> 1336 /// </summary>
@@ -1219,7 +1345,17 @@ namespace OpenSim.Region.Framework.Scenes
1219 { 1345 {
1220 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1346 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1221 { 1347 {
1348 bool physbuild = false;
1349 if (part.ParentGroup.RootPart.PhysActor != null)
1350 {
1351 part.ParentGroup.RootPart.PhysActor.Building = true;
1352 physbuild = true;
1353 }
1354
1222 part.Resize(scale); 1355 part.Resize(scale);
1356
1357 if (physbuild)
1358 part.ParentGroup.RootPart.PhysActor.Building = false;
1223 } 1359 }
1224 } 1360 }
1225 } 1361 }
@@ -1231,7 +1367,17 @@ namespace OpenSim.Region.Framework.Scenes
1231 { 1367 {
1232 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1368 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1233 { 1369 {
1370 bool physbuild = false;
1371 if (group.RootPart.PhysActor != null)
1372 {
1373 group.RootPart.PhysActor.Building = true;
1374 physbuild = true;
1375 }
1376
1234 group.GroupResize(scale); 1377 group.GroupResize(scale);
1378
1379 if (physbuild)
1380 group.RootPart.PhysActor.Building = false;
1235 } 1381 }
1236 } 1382 }
1237 } 1383 }
@@ -1359,8 +1505,13 @@ namespace OpenSim.Region.Framework.Scenes
1359 { 1505 {
1360 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1506 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1361 { 1507 {
1362 if (m_parentScene.AttachmentsModule != null) 1508 // Set the new attachment point data in the object
1363 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1509 byte attachmentPoint = group.GetAttachmentPoint();
1510 group.UpdateGroupPosition(pos);
1511 group.IsAttachment = false;
1512 group.AbsolutePosition = group.RootPart.AttachedPos;
1513 group.AttachmentPoint = attachmentPoint;
1514 group.HasGroupChanged = true;
1364 } 1515 }
1365 else 1516 else
1366 { 1517 {
@@ -1581,6 +1732,7 @@ namespace OpenSim.Region.Framework.Scenes
1581 { 1732 {
1582 part.Material = Convert.ToByte(material); 1733 part.Material = Convert.ToByte(material);
1583 group.HasGroupChanged = true; 1734 group.HasGroupChanged = true;
1735 remoteClient.SendPartPhysicsProprieties(part);
1584 } 1736 }
1585 } 1737 }
1586 } 1738 }
@@ -1659,8 +1811,10 @@ namespace OpenSim.Region.Framework.Scenes
1659 return; 1811 return;
1660 1812
1661 Monitor.Enter(m_updateLock); 1813 Monitor.Enter(m_updateLock);
1814
1662 try 1815 try
1663 { 1816 {
1817
1664 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1818 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1665 1819
1666 // We do this in reverse to get the link order of the prims correct 1820 // We do this in reverse to get the link order of the prims correct
@@ -1675,9 +1829,13 @@ namespace OpenSim.Region.Framework.Scenes
1675 // Make sure no child prim is set for sale 1829 // Make sure no child prim is set for sale
1676 // So that, on delink, no prims are unwittingly 1830 // So that, on delink, no prims are unwittingly
1677 // left for sale and sold off 1831 // left for sale and sold off
1678 child.RootPart.ObjectSaleType = 0; 1832
1679 child.RootPart.SalePrice = 10; 1833 if (child != null)
1680 childGroups.Add(child); 1834 {
1835 child.RootPart.ObjectSaleType = 0;
1836 child.RootPart.SalePrice = 10;
1837 childGroups.Add(child);
1838 }
1681 } 1839 }
1682 1840
1683 foreach (SceneObjectGroup child in childGroups) 1841 foreach (SceneObjectGroup child in childGroups)
@@ -1706,6 +1864,16 @@ namespace OpenSim.Region.Framework.Scenes
1706 } 1864 }
1707 finally 1865 finally
1708 { 1866 {
1867 lock (SceneObjectGroupsByLocalPartID)
1868 {
1869 foreach (SceneObjectPart part in parentGroup.Parts)
1870 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1871 }
1872
1873 parentGroup.AdjustChildPrimPermissions();
1874 parentGroup.HasGroupChanged = true;
1875 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1876 parentGroup.ScheduleGroupForFullUpdate();
1709 Monitor.Exit(m_updateLock); 1877 Monitor.Exit(m_updateLock);
1710 } 1878 }
1711 } 1879 }
@@ -1747,21 +1915,23 @@ namespace OpenSim.Region.Framework.Scenes
1747 1915
1748 SceneObjectGroup group = part.ParentGroup; 1916 SceneObjectGroup group = part.ParentGroup;
1749 if (!affectedGroups.Contains(group)) 1917 if (!affectedGroups.Contains(group))
1918 {
1750 affectedGroups.Add(group); 1919 affectedGroups.Add(group);
1920 }
1751 } 1921 }
1752 } 1922 }
1753 } 1923 }
1754 1924
1755 foreach (SceneObjectPart child in childParts) 1925 if (childParts.Count > 0)
1756 { 1926 {
1757 // Unlink all child parts from their groups 1927 foreach (SceneObjectPart child in childParts)
1758 // 1928 {
1759 child.ParentGroup.DelinkFromGroup(child, true); 1929 // Unlink all child parts from their groups
1760 1930 //
1761 // These are not in affected groups and will not be 1931 child.ParentGroup.DelinkFromGroup(child, true);
1762 // handled further. Do the honors here. 1932 child.ParentGroup.HasGroupChanged = true;
1763 child.ParentGroup.HasGroupChanged = true; 1933 child.ParentGroup.ScheduleGroupForFullUpdate();
1764 child.ParentGroup.ScheduleGroupForFullUpdate(); 1934 }
1765 } 1935 }
1766 1936
1767 foreach (SceneObjectPart root in rootParts) 1937 foreach (SceneObjectPart root in rootParts)
@@ -1775,52 +1945,61 @@ namespace OpenSim.Region.Framework.Scenes
1775 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1945 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1776 int numChildren = newSet.Count; 1946 int numChildren = newSet.Count;
1777 1947
1948 if (numChildren == 1)
1949 break;
1950
1778 // If there are prims left in a link set, but the root is 1951 // If there are prims left in a link set, but the root is
1779 // slated for unlink, we need to do this 1952 // slated for unlink, we need to do this
1953 // Unlink the remaining set
1780 // 1954 //
1781 if (numChildren != 1) 1955 bool sendEventsToRemainder = true;
1782 { 1956 if (numChildren > 1)
1783 // Unlink the remaining set 1957 sendEventsToRemainder = false;
1784 //
1785 bool sendEventsToRemainder = true;
1786 if (numChildren > 1)
1787 sendEventsToRemainder = false;
1788 1958
1789 foreach (SceneObjectPart p in newSet) 1959 foreach (SceneObjectPart p in newSet)
1960 {
1961 if (p != group.RootPart)
1790 { 1962 {
1791 if (p != group.RootPart) 1963 group.DelinkFromGroup(p, sendEventsToRemainder);
1792 group.DelinkFromGroup(p, sendEventsToRemainder); 1964 if (numChildren > 2)
1965 {
1966 }
1967 else
1968 {
1969 p.ParentGroup.HasGroupChanged = true;
1970 p.ParentGroup.ScheduleGroupForFullUpdate();
1971 }
1793 } 1972 }
1973 }
1794 1974
1795 // If there is more than one prim remaining, we 1975 // If there is more than one prim remaining, we
1796 // need to re-link 1976 // need to re-link
1977 //
1978 if (numChildren > 2)
1979 {
1980 // Remove old root
1797 // 1981 //
1798 if (numChildren > 2) 1982 if (newSet.Contains(root))
1983 newSet.Remove(root);
1984
1985 // Preserve link ordering
1986 //
1987 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1799 { 1988 {
1800 // Remove old root 1989 return a.LinkNum.CompareTo(b.LinkNum);
1801 // 1990 });
1802 if (newSet.Contains(root))
1803 newSet.Remove(root);
1804
1805 // Preserve link ordering
1806 //
1807 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1808 {
1809 return a.LinkNum.CompareTo(b.LinkNum);
1810 });
1811 1991
1812 // Determine new root 1992 // Determine new root
1813 // 1993 //
1814 SceneObjectPart newRoot = newSet[0]; 1994 SceneObjectPart newRoot = newSet[0];
1815 newSet.RemoveAt(0); 1995 newSet.RemoveAt(0);
1816 1996
1817 foreach (SceneObjectPart newChild in newSet) 1997 foreach (SceneObjectPart newChild in newSet)
1818 newChild.ClearUpdateSchedule(); 1998 newChild.ClearUpdateSchedule();
1819 1999
1820 LinkObjects(newRoot, newSet); 2000 LinkObjects(newRoot, newSet);
1821 if (!affectedGroups.Contains(newRoot.ParentGroup)) 2001 if (!affectedGroups.Contains(newRoot.ParentGroup))
1822 affectedGroups.Add(newRoot.ParentGroup); 2002 affectedGroups.Add(newRoot.ParentGroup);
1823 }
1824 } 2003 }
1825 } 2004 }
1826 2005
@@ -1828,6 +2007,12 @@ namespace OpenSim.Region.Framework.Scenes
1828 // 2007 //
1829 foreach (SceneObjectGroup g in affectedGroups) 2008 foreach (SceneObjectGroup g in affectedGroups)
1830 { 2009 {
2010 // Child prims that have been unlinked and deleted will
2011 // return unless the root is deleted. This will remove them
2012 // from the database. They will be rewritten immediately,
2013 // minus the rows for the unlinked child prims.
2014 g.AdjustChildPrimPermissions();
2015 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1831 g.TriggerScriptChangedEvent(Changed.LINK); 2016 g.TriggerScriptChangedEvent(Changed.LINK);
1832 g.HasGroupChanged = true; // Persist 2017 g.HasGroupChanged = true; // Persist
1833 g.ScheduleGroupForFullUpdate(); 2018 g.ScheduleGroupForFullUpdate();
@@ -1901,108 +2086,96 @@ namespace OpenSim.Region.Framework.Scenes
1901 /// <param name="GroupID"></param> 2086 /// <param name="GroupID"></param>
1902 /// <param name="rot"></param> 2087 /// <param name="rot"></param>
1903 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2088 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1904 public SceneObjectGroup DuplicateObject( 2089 /// <summary>
1905 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2090 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1906 { 2091 {
1907 Monitor.Enter(m_updateLock); 2092// m_log.DebugFormat(
2093// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2094// originalPrimID, offset, AgentID);
1908 2095
1909 try 2096 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2097 if (original != null)
1910 { 2098 {
1911 // m_log.DebugFormat( 2099 if (m_parentScene.Permissions.CanDuplicateObject(
1912 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2100 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1913 // originalPrimID, offset, AgentID);
1914
1915 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1916 if (original == null)
1917 { 2101 {
1918 m_log.WarnFormat( 2102 SceneObjectGroup copy = original.Copy(true);
1919 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2103 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1920 2104
1921 return null; 2105 if (original.OwnerID != AgentID)
1922 } 2106 {
2107 copy.SetOwnerId(AgentID);
2108 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1923 2109
1924 if (!m_parentScene.Permissions.CanDuplicateObject( 2110 SceneObjectPart[] partList = copy.Parts;
1925 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition)) 2111
1926 return null; 2112 if (m_parentScene.Permissions.PropagatePermissions())
2113 {
2114 foreach (SceneObjectPart child in partList)
2115 {
2116 child.Inventory.ChangeInventoryOwner(AgentID);
2117 child.TriggerScriptChangedEvent(Changed.OWNER);
2118 child.ApplyNextOwnerPermissions();
2119 }
2120 }
2121 }
1927 2122
1928 SceneObjectGroup copy = original.Copy(true); 2123 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1929 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2124 Entities.Add(copy);
1930 2125
1931 if (original.OwnerID != AgentID) 2126 lock (SceneObjectGroupsByFullID)
1932 { 2127 SceneObjectGroupsByFullID[copy.UUID] = copy;
1933 copy.SetOwnerId(AgentID);
1934 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1935 2128
1936 SceneObjectPart[] partList = copy.Parts; 2129 SceneObjectPart[] children = copy.Parts;
1937 2130
1938 if (m_parentScene.Permissions.PropagatePermissions()) 2131 lock (SceneObjectGroupsByFullPartID)
1939 { 2132 {
1940 foreach (SceneObjectPart child in partList) 2133 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1941 { 2134 foreach (SceneObjectPart part in children)
1942 child.Inventory.ChangeInventoryOwner(AgentID); 2135 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1943 child.TriggerScriptChangedEvent(Changed.OWNER);
1944 child.ApplyNextOwnerPermissions();
1945 }
1946 } 2136 }
1947 2137
1948 copy.RootPart.ObjectSaleType = 0; 2138 lock (SceneObjectGroupsByLocalPartID)
1949 copy.RootPart.SalePrice = 10; 2139 {
1950 } 2140 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2141 foreach (SceneObjectPart part in children)
2142 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2143 }
2144 // PROBABLE END OF FIXME
1951 2145
1952 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2146 // Since we copy from a source group that is in selected
1953 Entities.Add(copy); 2147 // state, but the copy is shown deselected in the viewer,
1954 2148 // We need to clear the selection flag here, else that
1955 lock (SceneObjectGroupsByFullID) 2149 // prim never gets persisted at all. The client doesn't
1956 SceneObjectGroupsByFullID[copy.UUID] = copy; 2150 // think it's selected, so it will never send a deselect...
1957 2151 copy.IsSelected = false;
1958 SceneObjectPart[] children = copy.Parts; 2152
1959 2153 m_numPrim += copy.Parts.Length;
1960 lock (SceneObjectGroupsByFullPartID) 2154
1961 { 2155 if (rot != Quaternion.Identity)
1962 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2156 {
1963 foreach (SceneObjectPart part in children) 2157 copy.UpdateGroupRotationR(rot);
1964 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2158 }
1965 }
1966
1967 lock (SceneObjectGroupsByLocalPartID)
1968 {
1969 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1970 foreach (SceneObjectPart part in children)
1971 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1972 }
1973 // PROBABLE END OF FIXME
1974
1975 // Since we copy from a source group that is in selected
1976 // state, but the copy is shown deselected in the viewer,
1977 // We need to clear the selection flag here, else that
1978 // prim never gets persisted at all. The client doesn't
1979 // think it's selected, so it will never send a deselect...
1980 copy.IsSelected = false;
1981
1982 m_numPrim += copy.Parts.Length;
1983
1984 if (rot != Quaternion.Identity)
1985 {
1986 copy.UpdateGroupRotationR(rot);
1987 }
1988 2159
1989 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2160 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1990 copy.HasGroupChanged = true; 2161 copy.HasGroupChanged = true;
1991 copy.ScheduleGroupForFullUpdate(); 2162 copy.ScheduleGroupForFullUpdate();
1992 copy.ResumeScripts(); 2163 copy.ResumeScripts();
1993 2164
1994 // required for physics to update it's position 2165 // required for physics to update it's position
1995 copy.AbsolutePosition = copy.AbsolutePosition; 2166 copy.AbsolutePosition = copy.AbsolutePosition;
1996 2167
1997 return copy; 2168 return copy;
2169 }
1998 } 2170 }
1999 finally 2171 else
2000 { 2172 {
2001 Monitor.Exit(m_updateLock); 2173 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
2002 } 2174 }
2175
2176 return null;
2003 } 2177 }
2004 2178
2005 /// <summary>
2006 /// Calculates the distance between two Vector3s 2179 /// Calculates the distance between two Vector3s
2007 /// </summary> 2180 /// </summary>
2008 /// <param name="v1"></param> 2181 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index 28f7896..c5c083a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -99,11 +99,11 @@ namespace OpenSim.Region.Framework.Scenes
99 } 99 }
100 } 100 }
101 101
102 private readonly List<Scene> m_localScenes = new List<Scene>(); 102 private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
103 103
104 public List<Scene> Scenes 104 public List<Scene> Scenes
105 { 105 {
106 get { return new List<Scene>(m_localScenes); } 106 get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
107 } 107 }
108 108
109 /// <summary> 109 /// <summary>
@@ -120,13 +120,10 @@ namespace OpenSim.Region.Framework.Scenes
120 { 120 {
121 if (CurrentScene == null) 121 if (CurrentScene == null)
122 { 122 {
123 lock (m_localScenes) 123 List<Scene> sceneList = Scenes;
124 { 124 if (sceneList.Count == 0)
125 if (m_localScenes.Count > 0) 125 return null;
126 return m_localScenes[0]; 126 return sceneList[0];
127 else
128 return null;
129 }
130 } 127 }
131 else 128 else
132 { 129 {
@@ -138,41 +135,35 @@ namespace OpenSim.Region.Framework.Scenes
138 public SceneManager() 135 public SceneManager()
139 { 136 {
140 m_instance = this; 137 m_instance = this;
141 m_localScenes = new List<Scene>(); 138 m_localScenes = new DoubleDictionary<UUID, string, Scene>();
142 } 139 }
143 140
144 public void Close() 141 public void Close()
145 { 142 {
143 List<Scene> localScenes = null;
144
146 lock (m_localScenes) 145 lock (m_localScenes)
147 { 146 {
148 for (int i = 0; i < m_localScenes.Count; i++) 147 localScenes = Scenes;
149 { 148 }
150 m_localScenes[i].Close(); 149
151 } 150 for (int i = 0; i < localScenes.Count; i++)
151 {
152 localScenes[i].Close();
152 } 153 }
153 } 154 }
154 155
155 public void Close(Scene cscene) 156 public void Close(Scene cscene)
156 { 157 {
157 lock (m_localScenes) 158 if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
158 { 159 return;
159 if (m_localScenes.Contains(cscene)) 160 cscene.Close();
160 {
161 for (int i = 0; i < m_localScenes.Count; i++)
162 {
163 if (m_localScenes[i].Equals(cscene))
164 {
165 m_localScenes[i].Close();
166 }
167 }
168 }
169 }
170 } 161 }
171 162
172 public void Add(Scene scene) 163 public void Add(Scene scene)
173 { 164 {
174 lock (m_localScenes) 165 lock (m_localScenes)
175 m_localScenes.Add(scene); 166 m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
176 167
177 scene.OnRestart += HandleRestart; 168 scene.OnRestart += HandleRestart;
178 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange; 169 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange;
@@ -184,15 +175,8 @@ namespace OpenSim.Region.Framework.Scenes
184 175
185 lock (m_localScenes) 176 lock (m_localScenes)
186 { 177 {
187 for (int i = 0; i < m_localScenes.Count; i++) 178 m_localScenes.TryGetValue(rdata.RegionID, out restartedScene);
188 { 179 m_localScenes.Remove(rdata.RegionID);
189 if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
190 {
191 restartedScene = m_localScenes[i];
192 m_localScenes.RemoveAt(i);
193 break;
194 }
195 }
196 } 180 }
197 181
198 // If the currently selected scene has been restarted, then we can't reselect here since we the scene 182 // If the currently selected scene has been restarted, then we can't reselect here since we the scene
@@ -207,39 +191,36 @@ namespace OpenSim.Region.Framework.Scenes
207 private void HandleRegionReadyStatusChange(IScene scene) 191 private void HandleRegionReadyStatusChange(IScene scene)
208 { 192 {
209 lock (m_localScenes) 193 lock (m_localScenes)
210 AllRegionsReady = m_localScenes.TrueForAll(s => s.Ready); 194 AllRegionsReady = m_localScenes.FindAll(s => !s.Ready).Count == 0;
211 } 195 }
212 196
213 public void SendSimOnlineNotification(ulong regionHandle) 197 public void SendSimOnlineNotification(ulong regionHandle)
214 { 198 {
215 RegionInfo Result = null; 199 RegionInfo Result = null;
216 200
217 lock (m_localScenes) 201 Scene s = m_localScenes.FindValue(delegate(Scene x)
218 {
219 for (int i = 0; i < m_localScenes.Count; i++)
220 {
221 if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
222 { 202 {
223 // Inform other regions to tell their avatar about me 203 if (x.RegionInfo.RegionHandle == regionHandle)
224 Result = m_localScenes[i].RegionInfo; 204 return true;
225 } 205 return false;
226 } 206 });
207
208 if (s != null)
209 {
210 List<Scene> sceneList = Scenes;
227 211
228 if (Result != null) 212 for (int i = 0; i < sceneList.Count; i++)
229 { 213 {
230 for (int i = 0; i < m_localScenes.Count; i++) 214 if (sceneList[i]!= s)
231 { 215 {
232 if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) 216 // Inform other regions to tell their avatar about me
233 { 217 //sceneList[i].OtherRegionUp(Result);
234 // Inform other regions to tell their avatar about me
235 //m_localScenes[i].OtherRegionUp(Result);
236 }
237 } 218 }
238 } 219 }
239 else 220 }
240 { 221 else
241 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); 222 {
242 } 223 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
243 } 224 }
244 } 225 }
245 226
@@ -368,16 +349,12 @@ namespace OpenSim.Region.Framework.Scenes
368 } 349 }
369 else 350 else
370 { 351 {
371 lock (m_localScenes) 352 Scene s;
353
354 if (m_localScenes.TryGetValue(regionName, out s))
372 { 355 {
373 foreach (Scene scene in m_localScenes) 356 CurrentScene = s;
374 { 357 return true;
375 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
376 {
377 CurrentScene = scene;
378 return true;
379 }
380 }
381 } 358 }
382 359
383 return false; 360 return false;
@@ -386,18 +363,14 @@ namespace OpenSim.Region.Framework.Scenes
386 363
387 public bool TrySetCurrentScene(UUID regionID) 364 public bool TrySetCurrentScene(UUID regionID)
388 { 365 {
389 m_log.Debug("Searching for Region: '" + regionID + "'"); 366// m_log.Debug("Searching for Region: '" + regionID + "'");
390 367
391 lock (m_localScenes) 368 Scene s;
369
370 if (m_localScenes.TryGetValue(regionID, out s))
392 { 371 {
393 foreach (Scene scene in m_localScenes) 372 CurrentScene = s;
394 { 373 return true;
395 if (scene.RegionInfo.RegionID == regionID)
396 {
397 CurrentScene = scene;
398 return true;
399 }
400 }
401 } 374 }
402 375
403 return false; 376 return false;
@@ -405,52 +378,24 @@ namespace OpenSim.Region.Framework.Scenes
405 378
406 public bool TryGetScene(string regionName, out Scene scene) 379 public bool TryGetScene(string regionName, out Scene scene)
407 { 380 {
408 lock (m_localScenes) 381 return m_localScenes.TryGetValue(regionName, out scene);
409 {
410 foreach (Scene mscene in m_localScenes)
411 {
412 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
413 {
414 scene = mscene;
415 return true;
416 }
417 }
418 }
419
420 scene = null;
421 return false;
422 } 382 }
423 383
424 public bool TryGetScene(UUID regionID, out Scene scene) 384 public bool TryGetScene(UUID regionID, out Scene scene)
425 { 385 {
426 lock (m_localScenes) 386 return m_localScenes.TryGetValue(regionID, out scene);
427 {
428 foreach (Scene mscene in m_localScenes)
429 {
430 if (mscene.RegionInfo.RegionID == regionID)
431 {
432 scene = mscene;
433 return true;
434 }
435 }
436 }
437
438 scene = null;
439 return false;
440 } 387 }
441 388
442 public bool TryGetScene(uint locX, uint locY, out Scene scene) 389 public bool TryGetScene(uint locX, uint locY, out Scene scene)
443 { 390 {
444 lock (m_localScenes) 391 List<Scene> sceneList = Scenes;
392 foreach (Scene mscene in sceneList)
445 { 393 {
446 foreach (Scene mscene in m_localScenes) 394 if (mscene.RegionInfo.RegionLocX == locX &&
395 mscene.RegionInfo.RegionLocY == locY)
447 { 396 {
448 if (mscene.RegionInfo.RegionLocX == locX && 397 scene = mscene;
449 mscene.RegionInfo.RegionLocY == locY) 398 return true;
450 {
451 scene = mscene;
452 return true;
453 }
454 } 399 }
455 } 400 }
456 401
@@ -460,16 +405,14 @@ namespace OpenSim.Region.Framework.Scenes
460 405
461 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) 406 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
462 { 407 {
463 lock (m_localScenes) 408 List<Scene> sceneList = Scenes;
409 foreach (Scene mscene in sceneList)
464 { 410 {
465 foreach (Scene mscene in m_localScenes) 411 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
412 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
466 { 413 {
467 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && 414 scene = mscene;
468 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) 415 return true;
469 {
470 scene = mscene;
471 return true;
472 }
473 } 416 }
474 } 417 }
475 418
@@ -511,15 +454,10 @@ namespace OpenSim.Region.Framework.Scenes
511 454
512 public RegionInfo GetRegionInfo(UUID regionID) 455 public RegionInfo GetRegionInfo(UUID regionID)
513 { 456 {
514 lock (m_localScenes) 457 Scene s;
458 if (m_localScenes.TryGetValue(regionID, out s))
515 { 459 {
516 foreach (Scene scene in m_localScenes) 460 return s.RegionInfo;
517 {
518 if (scene.RegionInfo.RegionID == regionID)
519 {
520 return scene.RegionInfo;
521 }
522 }
523 } 461 }
524 462
525 return null; 463 return null;
@@ -537,14 +475,12 @@ namespace OpenSim.Region.Framework.Scenes
537 475
538 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 476 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
539 { 477 {
540 lock (m_localScenes) 478 List<Scene> sceneList = Scenes;
479 foreach (Scene scene in sceneList)
541 { 480 {
542 foreach (Scene scene in m_localScenes) 481 if (scene.TryGetScenePresence(avatarId, out avatar))
543 { 482 {
544 if (scene.TryGetScenePresence(avatarId, out avatar)) 483 return true;
545 {
546 return true;
547 }
548 } 484 }
549 } 485 }
550 486
@@ -554,15 +490,13 @@ namespace OpenSim.Region.Framework.Scenes
554 490
555 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) 491 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
556 { 492 {
557 lock (m_localScenes) 493 List<Scene> sceneList = Scenes;
494 foreach (Scene scene in sceneList)
558 { 495 {
559 foreach (Scene scene in m_localScenes) 496 avatar = scene.GetScenePresence(avatarId);
560 {
561 avatar = scene.GetScenePresence(avatarId);
562 497
563 if (avatar != null && !avatar.IsChildAgent) 498 if (avatar != null && !avatar.IsChildAgent)
564 return true; 499 return true;
565 }
566 } 500 }
567 501
568 avatar = null; 502 avatar = null;
@@ -572,21 +506,19 @@ namespace OpenSim.Region.Framework.Scenes
572 public void CloseScene(Scene scene) 506 public void CloseScene(Scene scene)
573 { 507 {
574 lock (m_localScenes) 508 lock (m_localScenes)
575 m_localScenes.Remove(scene); 509 m_localScenes.Remove(scene.RegionInfo.RegionID);
576 510
577 scene.Close(); 511 scene.Close();
578 } 512 }
579 513
580 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 514 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
581 { 515 {
582 lock (m_localScenes) 516 List<Scene> sceneList = Scenes;
517 foreach (Scene scene in sceneList)
583 { 518 {
584 foreach (Scene scene in m_localScenes) 519 if (scene.TryGetAvatarByName(avatarName, out avatar))
585 { 520 {
586 if (scene.TryGetAvatarByName(avatarName, out avatar)) 521 return true;
587 {
588 return true;
589 }
590 } 522 }
591 } 523 }
592 524
@@ -596,14 +528,12 @@ namespace OpenSim.Region.Framework.Scenes
596 528
597 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) 529 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
598 { 530 {
599 lock (m_localScenes) 531 List<Scene> sceneList = Scenes;
532 foreach (Scene scene in sceneList)
600 { 533 {
601 foreach (Scene scene in m_localScenes) 534 sp = scene.GetScenePresence(firstName, lastName);
602 { 535 if (sp != null && !sp.IsChildAgent)
603 sp = scene.GetScenePresence(firstName, lastName); 536 return true;
604 if (sp != null && !sp.IsChildAgent)
605 return true;
606 }
607 } 537 }
608 538
609 sp = null; 539 sp = null;
@@ -612,8 +542,8 @@ namespace OpenSim.Region.Framework.Scenes
612 542
613 public void ForEachScene(Action<Scene> action) 543 public void ForEachScene(Action<Scene> action)
614 { 544 {
615 lock (m_localScenes) 545 List<Scene> sceneList = Scenes;
616 m_localScenes.ForEach(action); 546 sceneList.ForEach(action);
617 } 547 }
618 } 548 }
619} 549}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 527ca35..8c50a81 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -88,10 +88,6 @@ namespace OpenSim.Region.Framework.Scenes
88 /// <summary> 88 /// <summary>
89 /// Stop and remove the scripts contained in all the prims in this group 89 /// Stop and remove the scripts contained in all the prims in this group
90 /// </summary> 90 /// </summary>
91 /// <param name="sceneObjectBeingDeleted">
92 /// Should be true if these scripts are being removed because the scene
93 /// object is being deleted. This will prevent spurious updates to the client.
94 /// </param>
95 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 91 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
96 { 92 {
97 SceneObjectPart[] parts = m_parts.GetArray(); 93 SceneObjectPart[] parts = m_parts.GetArray();
@@ -254,6 +250,11 @@ namespace OpenSim.Region.Framework.Scenes
254 250
255 public uint GetEffectivePermissions() 251 public uint GetEffectivePermissions()
256 { 252 {
253 return GetEffectivePermissions(false);
254 }
255
256 public uint GetEffectivePermissions(bool useBase)
257 {
257 uint perms=(uint)(PermissionMask.Modify | 258 uint perms=(uint)(PermissionMask.Modify |
258 PermissionMask.Copy | 259 PermissionMask.Copy |
259 PermissionMask.Move | 260 PermissionMask.Move |
@@ -265,7 +266,10 @@ namespace OpenSim.Region.Framework.Scenes
265 for (int i = 0; i < parts.Length; i++) 266 for (int i = 0; i < parts.Length; i++)
266 { 267 {
267 SceneObjectPart part = parts[i]; 268 SceneObjectPart part = parts[i];
268 ownerMask &= part.OwnerMask; 269 if (useBase)
270 ownerMask &= part.BaseMask;
271 else
272 ownerMask &= part.OwnerMask;
269 perms &= part.Inventory.MaskEffectivePermissions(); 273 perms &= part.Inventory.MaskEffectivePermissions();
270 } 274 }
271 275
@@ -407,6 +411,9 @@ namespace OpenSim.Region.Framework.Scenes
407 411
408 public void ResumeScripts() 412 public void ResumeScripts()
409 { 413 {
414 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
415 return;
416
410 SceneObjectPart[] parts = m_parts.GetArray(); 417 SceneObjectPart[] parts = m_parts.GetArray();
411 for (int i = 0; i < parts.Length; i++) 418 for (int i = 0; i < parts.Length; i++)
412 parts[i].Inventory.ResumeScripts(); 419 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 4b4e4ba..9e3d875 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,12 +24,13 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.ComponentModel; 29using System.ComponentModel;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Drawing; 31using System.Drawing;
32using System.IO; 32using System.IO;
33using System.Diagnostics;
33using System.Linq; 34using System.Linq;
34using System.Threading; 35using System.Threading;
35using System.Xml; 36using System.Xml;
@@ -44,6 +45,7 @@ using PermissionMask = OpenSim.Framework.PermissionMask;
44 45
45namespace OpenSim.Region.Framework.Scenes 46namespace OpenSim.Region.Framework.Scenes
46{ 47{
48
47 [Flags] 49 [Flags]
48 public enum scriptEvents 50 public enum scriptEvents
49 { 51 {
@@ -78,14 +80,14 @@ namespace OpenSim.Region.Framework.Scenes
78 object_rez = 4194304 80 object_rez = 4194304
79 } 81 }
80 82
81 struct scriptPosTarget 83 public struct scriptPosTarget
82 { 84 {
83 public Vector3 targetPos; 85 public Vector3 targetPos;
84 public float tolerance; 86 public float tolerance;
85 public uint handle; 87 public uint handle;
86 } 88 }
87 89
88 struct scriptRotTarget 90 public struct scriptRotTarget
89 { 91 {
90 public Quaternion targetRot; 92 public Quaternion targetRot;
91 public float tolerance; 93 public float tolerance;
@@ -116,8 +118,12 @@ namespace OpenSim.Region.Framework.Scenes
116 /// since the group's last persistent backup 118 /// since the group's last persistent backup
117 /// </summary> 119 /// </summary>
118 private bool m_hasGroupChanged = false; 120 private bool m_hasGroupChanged = false;
119 private long timeFirstChanged; 121 private long timeFirstChanged = 0;
120 private long timeLastChanged; 122 private long timeLastChanged = 0;
123 private long m_maxPersistTime = 0;
124 private long m_minPersistTime = 0;
125// private Random m_rand;
126 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
121 127
122 /// <summary> 128 /// <summary>
123 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage 129 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
@@ -134,9 +140,44 @@ namespace OpenSim.Region.Framework.Scenes
134 { 140 {
135 if (value) 141 if (value)
136 { 142 {
143
144 if (m_isBackedUp)
145 {
146 m_scene.SceneGraph.FireChangeBackup(this);
147 }
137 timeLastChanged = DateTime.Now.Ticks; 148 timeLastChanged = DateTime.Now.Ticks;
138 if (!m_hasGroupChanged) 149 if (!m_hasGroupChanged)
139 timeFirstChanged = DateTime.Now.Ticks; 150 timeFirstChanged = DateTime.Now.Ticks;
151 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
152 {
153/*
154 if (m_rand == null)
155 {
156 byte[] val = new byte[16];
157 m_rootPart.UUID.ToBytes(val, 0);
158 m_rand = new Random(BitConverter.ToInt32(val, 0));
159 }
160 */
161 if (m_scene.GetRootAgentCount() == 0)
162 {
163 //If the region is empty, this change has been made by an automated process
164 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
165
166// float factor = 1.5f + (float)(m_rand.NextDouble());
167 float factor = 2.0f;
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
170 }
171 else
172 {
173 //If the region is not empty, we want to obey the minimum and maximum persist times
174 //but add a random factor so we stagger the object persistance a little
175// m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
176// m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
177 m_maxPersistTime = m_scene.m_persistAfter;
178 m_minPersistTime = m_scene.m_dontPersistBefore;
179 }
180 }
140 } 181 }
141 m_hasGroupChanged = value; 182 m_hasGroupChanged = value;
142 183
@@ -151,7 +192,7 @@ namespace OpenSim.Region.Framework.Scenes
151 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 192 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
152 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 193 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
153 /// </summary> 194 /// </summary>
154 public bool HasGroupChangedDueToDelink { get; private set; } 195 public bool HasGroupChangedDueToDelink { get; set; }
155 196
156 private bool isTimeToPersist() 197 private bool isTimeToPersist()
157 { 198 {
@@ -161,8 +202,19 @@ namespace OpenSim.Region.Framework.Scenes
161 return false; 202 return false;
162 if (m_scene.ShuttingDown) 203 if (m_scene.ShuttingDown)
163 return true; 204 return true;
205
206 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
207 {
208 m_maxPersistTime = m_scene.m_persistAfter;
209 m_minPersistTime = m_scene.m_dontPersistBefore;
210 }
211
164 long currentTime = DateTime.Now.Ticks; 212 long currentTime = DateTime.Now.Ticks;
165 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 213
214 if (timeLastChanged == 0) timeLastChanged = currentTime;
215 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
216
217 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
166 return true; 218 return true;
167 return false; 219 return false;
168 } 220 }
@@ -220,6 +272,11 @@ namespace OpenSim.Region.Framework.Scenes
220 { 272 {
221 AttachmentPoint = 0; 273 AttachmentPoint = 0;
222 274
275 // Don't zap trees
276 if (RootPart.Shape.PCode == (byte)PCode.Tree ||
277 RootPart.Shape.PCode == (byte)PCode.NewTree)
278 return;
279
223 // Even though we don't use child part state parameters for attachments any more, we still need to set 280 // Even though we don't use child part state parameters for attachments any more, we still need to set
224 // these to zero since having them non-zero in rezzed scene objects will crash some clients. Even if 281 // these to zero since having them non-zero in rezzed scene objects will crash some clients. Even if
225 // we store them correctly, scene objects that we receive from elsewhere might not. 282 // we store them correctly, scene objects that we receive from elsewhere might not.
@@ -265,26 +322,38 @@ namespace OpenSim.Region.Framework.Scenes
265 get { return RootPart.VolumeDetectActive; } 322 get { return RootPart.VolumeDetectActive; }
266 } 323 }
267 324
268 private Vector3 lastPhysGroupPos;
269 private Quaternion lastPhysGroupRot;
270
271 private bool m_isBackedUp; 325 private bool m_isBackedUp;
272 326
327 public bool IsBackedUp
328 {
329 get { return m_isBackedUp; }
330 }
331
273 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); 332 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>();
274 333
275 protected ulong m_regionHandle; 334 protected ulong m_regionHandle;
276 protected SceneObjectPart m_rootPart; 335 protected SceneObjectPart m_rootPart;
277 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>(); 336 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
278 337
279 private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>(); 338 private SortedDictionary<uint, scriptPosTarget> m_targets = new SortedDictionary<uint, scriptPosTarget>();
280 private Dictionary<uint, scriptRotTarget> m_rotTargets = new Dictionary<uint, scriptRotTarget>(); 339 private SortedDictionary<uint, scriptRotTarget> m_rotTargets = new SortedDictionary<uint, scriptRotTarget>();
340
341 public SortedDictionary<uint, scriptPosTarget> AtTargets
342 {
343 get { return m_targets; }
344 }
345
346 public SortedDictionary<uint, scriptRotTarget> RotTargets
347 {
348 get { return m_rotTargets; }
349 }
281 350
282 private bool m_scriptListens_atTarget; 351 private bool m_scriptListens_atTarget;
283 private bool m_scriptListens_notAtTarget; 352 private bool m_scriptListens_notAtTarget;
284
285 private bool m_scriptListens_atRotTarget; 353 private bool m_scriptListens_atRotTarget;
286 private bool m_scriptListens_notAtRotTarget; 354 private bool m_scriptListens_notAtRotTarget;
287 355
356 public bool m_dupeInProgress = false;
288 internal Dictionary<UUID, string> m_savedScriptState; 357 internal Dictionary<UUID, string> m_savedScriptState;
289 358
290 #region Properties 359 #region Properties
@@ -321,6 +390,16 @@ namespace OpenSim.Region.Framework.Scenes
321 get { return m_parts.Count; } 390 get { return m_parts.Count; }
322 } 391 }
323 392
393// protected Quaternion m_rotation = Quaternion.Identity;
394//
395// public virtual Quaternion Rotation
396// {
397// get { return m_rotation; }
398// set {
399// m_rotation = value;
400// }
401// }
402
324 public Quaternion GroupRotation 403 public Quaternion GroupRotation
325 { 404 {
326 get { return m_rootPart.RotationOffset; } 405 get { return m_rootPart.RotationOffset; }
@@ -427,7 +506,15 @@ namespace OpenSim.Region.Framework.Scenes
427 { 506 {
428 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 507 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
429 } 508 }
430 509
510
511
512 private struct avtocrossInfo
513 {
514 public ScenePresence av;
515 public uint ParentID;
516 }
517
431 /// <summary> 518 /// <summary>
432 /// The absolute position of this scene object in the scene 519 /// The absolute position of this scene object in the scene
433 /// </summary> 520 /// </summary>
@@ -455,13 +542,129 @@ namespace OpenSim.Region.Framework.Scenes
455 || Scene.TestBorderCross(val, Cardinals.S)) 542 || Scene.TestBorderCross(val, Cardinals.S))
456 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 543 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
457 { 544 {
545 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
546 uint x = 0;
547 uint y = 0;
548 string version = String.Empty;
549 Vector3 newpos = Vector3.Zero;
550 OpenSim.Services.Interfaces.GridRegion destination = null;
551
458 if (m_rootPart.KeyframeMotion != null) 552 if (m_rootPart.KeyframeMotion != null)
459 m_rootPart.KeyframeMotion.StartCrossingCheck(); 553 m_rootPart.KeyframeMotion.StartCrossingCheck();
460 554
461 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 555 bool canCross = true;
556 foreach (ScenePresence av in m_linkedAvatars)
557 {
558 // We need to cross these agents. First, let's find
559 // out if any of them can't cross for some reason.
560 // We have to deny the crossing entirely if any
561 // of them are banned. Alternatively, we could
562 // unsit banned agents....
563
564
565 // We set the avatar position as being the object
566 // position to get the region to send to
567 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
568 {
569 canCross = false;
570 break;
571 }
572
573 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
574 }
575
576 if (canCross)
577 {
578 // We unparent the SP quietly so that it won't
579 // be made to stand up
580
581 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
582
583 foreach (ScenePresence av in m_linkedAvatars)
584 {
585 avtocrossInfo avinfo = new avtocrossInfo();
586 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
587 if (parentPart != null)
588 av.ParentUUID = parentPart.UUID;
589
590 avinfo.av = av;
591 avinfo.ParentID = av.ParentID;
592 avsToCross.Add(avinfo);
593
594 av.ParentID = 0;
595 }
596
597 // m_linkedAvatars.Clear();
598 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
599
600 // Normalize
601 if (val.X >= Constants.RegionSize)
602 val.X -= Constants.RegionSize;
603 if (val.Y >= Constants.RegionSize)
604 val.Y -= Constants.RegionSize;
605 if (val.X < 0)
606 val.X += Constants.RegionSize;
607 if (val.Y < 0)
608 val.Y += Constants.RegionSize;
609
610 // If it's deleted, crossing was successful
611 if (IsDeleted)
612 {
613 // foreach (ScenePresence av in m_linkedAvatars)
614 foreach (avtocrossInfo avinfo in avsToCross)
615 {
616 ScenePresence av = avinfo.av;
617 if (!av.IsInTransit) // just in case...
618 {
619 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
620
621 av.IsInTransit = true;
622
623 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
624 d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
625 }
626 else
627 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
628 }
629 avsToCross.Clear();
630 return;
631 }
632 else // cross failed, put avas back ??
633 {
634 foreach (avtocrossInfo avinfo in avsToCross)
635 {
636 ScenePresence av = avinfo.av;
637 av.ParentUUID = UUID.Zero;
638 av.ParentID = avinfo.ParentID;
639// m_linkedAvatars.Add(av);
640 }
641 }
642 avsToCross.Clear();
643
644 }
645 else
646 {
647 if (m_rootPart.KeyframeMotion != null)
648 m_rootPart.KeyframeMotion.CrossingFailure();
649
650 if (RootPart.PhysActor != null)
651 {
652 RootPart.PhysActor.CrossingFailure();
653 }
654 }
655 Vector3 oldp = AbsolutePosition;
656 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
657 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
658 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
462 } 659 }
463 } 660 }
464 661
662/* don't see the need but worse don't see where is restored to false if things stay in
663 foreach (SceneObjectPart part in m_parts.GetArray())
664 {
665 part.IgnoreUndoUpdate = true;
666 }
667 */
465 if (RootPart.GetStatusSandbox()) 668 if (RootPart.GetStatusSandbox())
466 { 669 {
467 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 670 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -479,9 +682,38 @@ namespace OpenSim.Region.Framework.Scenes
479 // Restuff the new GroupPosition into each SOP of the linkset. 682 // Restuff the new GroupPosition into each SOP of the linkset.
480 // This has the affect of resetting and tainting the physics actors. 683 // This has the affect of resetting and tainting the physics actors.
481 SceneObjectPart[] parts = m_parts.GetArray(); 684 SceneObjectPart[] parts = m_parts.GetArray();
482 for (int i = 0; i < parts.Length; i++) 685 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
483 parts[i].GroupPosition = val; 686 if (m_dupeInProgress)
687 triggerScriptEvent = false;
688 foreach (SceneObjectPart part in parts)
689 {
690 part.GroupPosition = val;
691 if (triggerScriptEvent)
692 part.TriggerScriptChangedEvent(Changed.POSITION);
693 }
484 694
695/*
696 This seems not needed and should not be needed:
697 sp absolute position depends on sit part absolute position fixed above.
698 sp ParentPosition is not used anywhere.
699 Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
700 Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
701
702 if (!m_dupeInProgress)
703 {
704 foreach (ScenePresence av in m_linkedAvatars)
705 {
706 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
707 if (p != null && m_parts.TryGetValue(p.UUID, out p))
708 {
709 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
710 av.AbsolutePosition += offset;
711// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
712 av.SendAvatarDataToAllAgents();
713 }
714 }
715 }
716*/
485 //if (m_rootPart.PhysActor != null) 717 //if (m_rootPart.PhysActor != null)
486 //{ 718 //{
487 //m_rootPart.PhysActor.Position = 719 //m_rootPart.PhysActor.Position =
@@ -495,6 +727,40 @@ namespace OpenSim.Region.Framework.Scenes
495 } 727 }
496 } 728 }
497 729
730 public override Vector3 Velocity
731 {
732 get { return RootPart.Velocity; }
733 set { RootPart.Velocity = value; }
734 }
735
736 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
737 {
738 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
739 ScenePresence agent = icon.EndInvoke(iar);
740
741 //// If the cross was successful, this agent is a child agent
742 if (agent.IsChildAgent)
743 {
744 if (agent.ParentUUID != UUID.Zero)
745 {
746 agent.ParentPart = null;
747// agent.ParentPosition = Vector3.Zero;
748// agent.ParentUUID = UUID.Zero;
749 }
750 }
751
752 agent.ParentUUID = UUID.Zero;
753
754// agent.Reset();
755// else // Not successful
756// agent.RestoreInCurrentScene();
757
758 // In any case
759 agent.IsInTransit = false;
760
761 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
762 }
763
498 public override uint LocalId 764 public override uint LocalId
499 { 765 {
500 get { return m_rootPart.LocalId; } 766 get { return m_rootPart.LocalId; }
@@ -565,6 +831,11 @@ namespace OpenSim.Region.Framework.Scenes
565 m_isSelected = value; 831 m_isSelected = value;
566 // Tell physics engine that group is selected 832 // Tell physics engine that group is selected
567 833
834 // this is not right
835 // but ode engines should only really need to know about root part
836 // so they can put entire object simulation on hold and not colliding
837 // keep as was for now
838
568 PhysicsActor pa = m_rootPart.PhysActor; 839 PhysicsActor pa = m_rootPart.PhysActor;
569 if (pa != null) 840 if (pa != null)
570 { 841 {
@@ -586,6 +857,40 @@ namespace OpenSim.Region.Framework.Scenes
586 } 857 }
587 } 858 }
588 859
860 public void PartSelectChanged(bool partSelect)
861 {
862 // any part selected makes group selected
863 if (m_isSelected == partSelect)
864 return;
865
866 if (partSelect)
867 {
868 IsSelected = partSelect;
869// if (!IsAttachment)
870// ScheduleGroupForFullUpdate();
871 }
872 else
873 {
874 // bad bad bad 2 heavy for large linksets
875 // since viewer does send lot of (un)selects
876 // this needs to be replaced by a specific list or count ?
877 // but that will require extra code in several places
878
879 SceneObjectPart[] parts = m_parts.GetArray();
880 for (int i = 0; i < parts.Length; i++)
881 {
882 SceneObjectPart part = parts[i];
883 if (part.IsSelected)
884 return;
885 }
886 IsSelected = partSelect;
887 if (!IsAttachment)
888 {
889 ScheduleGroupForFullUpdate();
890 }
891 }
892 }
893
589 private SceneObjectPart m_PlaySoundMasterPrim = null; 894 private SceneObjectPart m_PlaySoundMasterPrim = null;
590 public SceneObjectPart PlaySoundMasterPrim 895 public SceneObjectPart PlaySoundMasterPrim
591 { 896 {
@@ -680,6 +985,7 @@ namespace OpenSim.Region.Framework.Scenes
680 /// </summary> 985 /// </summary>
681 public SceneObjectGroup() 986 public SceneObjectGroup()
682 { 987 {
988
683 } 989 }
684 990
685 /// <summary> 991 /// <summary>
@@ -697,8 +1003,8 @@ namespace OpenSim.Region.Framework.Scenes
697 /// Constructor. This object is added to the scene later via AttachToScene() 1003 /// Constructor. This object is added to the scene later via AttachToScene()
698 /// </summary> 1004 /// </summary>
699 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 1005 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
700 :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)) 1006 {
701 { 1007 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
702 } 1008 }
703 1009
704 /// <summary> 1010 /// <summary>
@@ -733,6 +1039,9 @@ namespace OpenSim.Region.Framework.Scenes
733 /// </summary> 1039 /// </summary>
734 public virtual void AttachToBackup() 1040 public virtual void AttachToBackup()
735 { 1041 {
1042 if (IsAttachment) return;
1043 m_scene.SceneGraph.FireAttachToBackup(this);
1044
736 if (InSceneBackup) 1045 if (InSceneBackup)
737 { 1046 {
738 //m_log.DebugFormat( 1047 //m_log.DebugFormat(
@@ -780,6 +1089,13 @@ namespace OpenSim.Region.Framework.Scenes
780 1089
781 ApplyPhysics(); 1090 ApplyPhysics();
782 1091
1092 if (RootPart.PhysActor != null)
1093 RootPart.Force = RootPart.Force;
1094 if (RootPart.PhysActor != null)
1095 RootPart.Torque = RootPart.Torque;
1096 if (RootPart.PhysActor != null)
1097 RootPart.Buoyancy = RootPart.Buoyancy;
1098
783 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1099 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
784 // for the same object with very different properties. The caller must schedule the update. 1100 // for the same object with very different properties. The caller must schedule the update.
785 //ScheduleGroupForFullUpdate(); 1101 //ScheduleGroupForFullUpdate();
@@ -795,6 +1111,10 @@ namespace OpenSim.Region.Framework.Scenes
795 EntityIntersection result = new EntityIntersection(); 1111 EntityIntersection result = new EntityIntersection();
796 1112
797 SceneObjectPart[] parts = m_parts.GetArray(); 1113 SceneObjectPart[] parts = m_parts.GetArray();
1114
1115 // Find closest hit here
1116 float idist = float.MaxValue;
1117
798 for (int i = 0; i < parts.Length; i++) 1118 for (int i = 0; i < parts.Length; i++)
799 { 1119 {
800 SceneObjectPart part = parts[i]; 1120 SceneObjectPart part = parts[i];
@@ -809,11 +1129,6 @@ namespace OpenSim.Region.Framework.Scenes
809 1129
810 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1130 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
811 1131
812 // This may need to be updated to the maximum draw distance possible..
813 // We might (and probably will) be checking for prim creation from other sims
814 // when the camera crosses the border.
815 float idist = Constants.RegionSize;
816
817 if (inter.HitTF) 1132 if (inter.HitTF)
818 { 1133 {
819 // We need to find the closest prim to return to the testcaller along the ray 1134 // We need to find the closest prim to return to the testcaller along the ray
@@ -824,10 +1139,11 @@ namespace OpenSim.Region.Framework.Scenes
824 result.obj = part; 1139 result.obj = part;
825 result.normal = inter.normal; 1140 result.normal = inter.normal;
826 result.distance = inter.distance; 1141 result.distance = inter.distance;
1142
1143 idist = inter.distance;
827 } 1144 }
828 } 1145 }
829 } 1146 }
830
831 return result; 1147 return result;
832 } 1148 }
833 1149
@@ -839,25 +1155,27 @@ namespace OpenSim.Region.Framework.Scenes
839 /// <returns></returns> 1155 /// <returns></returns>
840 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1156 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
841 { 1157 {
842 maxX = -256f; 1158 maxX = float.MinValue;
843 maxY = -256f; 1159 maxY = float.MinValue;
844 maxZ = -256f; 1160 maxZ = float.MinValue;
845 minX = 256f; 1161 minX = float.MaxValue;
846 minY = 256f; 1162 minY = float.MaxValue;
847 minZ = 8192f; 1163 minZ = float.MaxValue;
848 1164
849 SceneObjectPart[] parts = m_parts.GetArray(); 1165 SceneObjectPart[] parts = m_parts.GetArray();
850 for (int i = 0; i < parts.Length; i++) 1166 foreach (SceneObjectPart part in parts)
851 { 1167 {
852 SceneObjectPart part = parts[i];
853
854 Vector3 worldPos = part.GetWorldPosition(); 1168 Vector3 worldPos = part.GetWorldPosition();
855 Vector3 offset = worldPos - AbsolutePosition; 1169 Vector3 offset = worldPos - AbsolutePosition;
856 Quaternion worldRot; 1170 Quaternion worldRot;
857 if (part.ParentID == 0) 1171 if (part.ParentID == 0)
1172 {
858 worldRot = part.RotationOffset; 1173 worldRot = part.RotationOffset;
1174 }
859 else 1175 else
1176 {
860 worldRot = part.GetWorldRotation(); 1177 worldRot = part.GetWorldRotation();
1178 }
861 1179
862 Vector3 frontTopLeft; 1180 Vector3 frontTopLeft;
863 Vector3 frontTopRight; 1181 Vector3 frontTopRight;
@@ -869,6 +1187,8 @@ namespace OpenSim.Region.Framework.Scenes
869 Vector3 backBottomLeft; 1187 Vector3 backBottomLeft;
870 Vector3 backBottomRight; 1188 Vector3 backBottomRight;
871 1189
1190 // Vector3[] corners = new Vector3[8];
1191
872 Vector3 orig = Vector3.Zero; 1192 Vector3 orig = Vector3.Zero;
873 1193
874 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1194 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -903,6 +1223,38 @@ namespace OpenSim.Region.Framework.Scenes
903 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1223 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
904 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1224 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
905 1225
1226
1227
1228 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1229 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1230 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1231 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1232 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1233 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1234 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1235 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1236
1237 //for (int i = 0; i < 8; i++)
1238 //{
1239 // corners[i] = corners[i] * worldRot;
1240 // corners[i] += offset;
1241
1242 // if (corners[i].X > maxX)
1243 // maxX = corners[i].X;
1244 // if (corners[i].X < minX)
1245 // minX = corners[i].X;
1246
1247 // if (corners[i].Y > maxY)
1248 // maxY = corners[i].Y;
1249 // if (corners[i].Y < minY)
1250 // minY = corners[i].Y;
1251
1252 // if (corners[i].Z > maxZ)
1253 // maxZ = corners[i].Y;
1254 // if (corners[i].Z < minZ)
1255 // minZ = corners[i].Z;
1256 //}
1257
906 frontTopLeft = frontTopLeft * worldRot; 1258 frontTopLeft = frontTopLeft * worldRot;
907 frontTopRight = frontTopRight * worldRot; 1259 frontTopRight = frontTopRight * worldRot;
908 frontBottomLeft = frontBottomLeft * worldRot; 1260 frontBottomLeft = frontBottomLeft * worldRot;
@@ -924,6 +1276,15 @@ namespace OpenSim.Region.Framework.Scenes
924 backTopLeft += offset; 1276 backTopLeft += offset;
925 backTopRight += offset; 1277 backTopRight += offset;
926 1278
1279 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1280 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1281 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1282 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1283 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1284 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1285 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1286 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1287
927 if (frontTopRight.X > maxX) 1288 if (frontTopRight.X > maxX)
928 maxX = frontTopRight.X; 1289 maxX = frontTopRight.X;
929 if (frontTopLeft.X > maxX) 1290 if (frontTopLeft.X > maxX)
@@ -1067,17 +1428,118 @@ namespace OpenSim.Region.Framework.Scenes
1067 1428
1068 #endregion 1429 #endregion
1069 1430
1431 public void GetResourcesCosts(SceneObjectPart apart,
1432 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1433 {
1434 // this information may need to be cached
1435
1436 float cost;
1437 float tmpcost;
1438
1439 bool ComplexCost = false;
1440
1441 SceneObjectPart p;
1442 SceneObjectPart[] parts;
1443
1444 lock (m_parts)
1445 {
1446 parts = m_parts.GetArray();
1447 }
1448
1449 int nparts = parts.Length;
1450
1451
1452 for (int i = 0; i < nparts; i++)
1453 {
1454 p = parts[i];
1455
1456 if (p.UsesComplexCost)
1457 {
1458 ComplexCost = true;
1459 break;
1460 }
1461 }
1462
1463 if (ComplexCost)
1464 {
1465 linksetResCost = 0;
1466 linksetPhysCost = 0;
1467 partCost = 0;
1468 partPhysCost = 0;
1469
1470 for (int i = 0; i < nparts; i++)
1471 {
1472 p = parts[i];
1473
1474 cost = p.StreamingCost;
1475 tmpcost = p.SimulationCost;
1476 if (tmpcost > cost)
1477 cost = tmpcost;
1478 tmpcost = p.PhysicsCost;
1479 if (tmpcost > cost)
1480 cost = tmpcost;
1481
1482 linksetPhysCost += tmpcost;
1483 linksetResCost += cost;
1484
1485 if (p == apart)
1486 {
1487 partCost = cost;
1488 partPhysCost = tmpcost;
1489 }
1490 }
1491 }
1492 else
1493 {
1494 partPhysCost = 1.0f;
1495 partCost = 1.0f;
1496 linksetResCost = (float)nparts;
1497 linksetPhysCost = linksetResCost;
1498 }
1499 }
1500
1501 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1502 {
1503 SceneObjectPart p;
1504 SceneObjectPart[] parts;
1505
1506 lock (m_parts)
1507 {
1508 parts = m_parts.GetArray();
1509 }
1510
1511 int nparts = parts.Length;
1512
1513 PhysCost = 0;
1514 StreamCost = 0;
1515 SimulCost = 0;
1516
1517 for (int i = 0; i < nparts; i++)
1518 {
1519 p = parts[i];
1520
1521 StreamCost += p.StreamingCost;
1522 SimulCost += p.SimulationCost;
1523 PhysCost += p.PhysicsCost;
1524 }
1525 }
1526
1070 public void SaveScriptedState(XmlTextWriter writer) 1527 public void SaveScriptedState(XmlTextWriter writer)
1071 { 1528 {
1529 SaveScriptedState(writer, false);
1530 }
1531
1532 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1533 {
1072 XmlDocument doc = new XmlDocument(); 1534 XmlDocument doc = new XmlDocument();
1073 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1535 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1074 1536
1075 SceneObjectPart[] parts = m_parts.GetArray(); 1537 SceneObjectPart[] parts = m_parts.GetArray();
1076 for (int i = 0; i < parts.Length; i++) 1538 for (int i = 0; i < parts.Length; i++)
1077 { 1539 {
1078 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1540 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1079 foreach (KeyValuePair<UUID, string> kvp in pstates) 1541 foreach (KeyValuePair<UUID, string> kvp in pstates)
1080 states.Add(kvp.Key, kvp.Value); 1542 states[kvp.Key] = kvp.Value;
1081 } 1543 }
1082 1544
1083 if (states.Count > 0) 1545 if (states.Count > 0)
@@ -1097,6 +1559,169 @@ namespace OpenSim.Region.Framework.Scenes
1097 } 1559 }
1098 1560
1099 /// <summary> 1561 /// <summary>
1562 /// Add the avatar to this linkset (avatar is sat).
1563 /// </summary>
1564 /// <param name="agentID"></param>
1565 public void AddAvatar(UUID agentID)
1566 {
1567 ScenePresence presence;
1568 if (m_scene.TryGetScenePresence(agentID, out presence))
1569 {
1570 if (!m_linkedAvatars.Contains(presence))
1571 {
1572 m_linkedAvatars.Add(presence);
1573 }
1574 }
1575 }
1576
1577 /// <summary>
1578 /// Delete the avatar from this linkset (avatar is unsat).
1579 /// </summary>
1580 /// <param name="agentID"></param>
1581 public void DeleteAvatar(UUID agentID)
1582 {
1583 ScenePresence presence;
1584 if (m_scene.TryGetScenePresence(agentID, out presence))
1585 {
1586 if (m_linkedAvatars.Contains(presence))
1587 {
1588 m_linkedAvatars.Remove(presence);
1589 }
1590 }
1591 }
1592
1593 /// <summary>
1594 /// Returns the list of linked presences (avatars sat on this group)
1595 /// </summary>
1596 /// <param name="agentID"></param>
1597 public List<ScenePresence> GetLinkedAvatars()
1598 {
1599 return m_linkedAvatars;
1600 }
1601
1602 /// <summary>
1603 /// Attach this scene object to the given avatar.
1604 /// </summary>
1605 /// <param name="agentID"></param>
1606 /// <param name="attachmentpoint"></param>
1607 /// <param name="AttachOffset"></param>
1608 private void AttachToAgent(
1609 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1610 {
1611 if (avatar != null)
1612 {
1613 // don't attach attachments to child agents
1614 if (avatar.IsChildAgent) return;
1615
1616 // Remove from database and parcel prim count
1617 m_scene.DeleteFromStorage(so.UUID);
1618 m_scene.EventManager.TriggerParcelPrimCountTainted();
1619
1620 so.AttachedAvatar = avatar.UUID;
1621
1622 if (so.RootPart.PhysActor != null)
1623 {
1624 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1625 so.RootPart.PhysActor = null;
1626 }
1627
1628 so.AbsolutePosition = attachOffset;
1629 so.RootPart.AttachedPos = attachOffset;
1630 so.IsAttachment = true;
1631 so.RootPart.SetParentLocalId(avatar.LocalId);
1632 so.AttachmentPoint = attachmentpoint;
1633
1634 avatar.AddAttachment(this);
1635
1636 if (!silent)
1637 {
1638 // Killing it here will cause the client to deselect it
1639 // It then reappears on the avatar, deselected
1640 // through the full update below
1641 //
1642 if (IsSelected)
1643 {
1644 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1645 }
1646
1647 IsSelected = false; // fudge....
1648 ScheduleGroupForFullUpdate();
1649 }
1650 }
1651 else
1652 {
1653 m_log.WarnFormat(
1654 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1655 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1656 }
1657 }
1658
1659 public byte GetAttachmentPoint()
1660 {
1661 return m_rootPart.Shape.State;
1662 }
1663
1664 public void DetachToGround()
1665 {
1666 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1667 if (avatar == null)
1668 return;
1669
1670 avatar.RemoveAttachment(this);
1671
1672 Vector3 detachedpos = new Vector3(127f,127f,127f);
1673 if (avatar == null)
1674 return;
1675
1676 detachedpos = avatar.AbsolutePosition;
1677 FromItemID = UUID.Zero;
1678
1679 AbsolutePosition = detachedpos;
1680 AttachedAvatar = UUID.Zero;
1681
1682 //SceneObjectPart[] parts = m_parts.GetArray();
1683 //for (int i = 0; i < parts.Length; i++)
1684 // parts[i].AttachedAvatar = UUID.Zero;
1685
1686 m_rootPart.SetParentLocalId(0);
1687 AttachmentPoint = (byte)0;
1688 // must check if buildind should be true or false here
1689 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1690 HasGroupChanged = true;
1691 RootPart.Rezzed = DateTime.Now;
1692 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1693 AttachToBackup();
1694 m_scene.EventManager.TriggerParcelPrimCountTainted();
1695 m_rootPart.ScheduleFullUpdate();
1696 m_rootPart.ClearUndoState();
1697 }
1698
1699 public void DetachToInventoryPrep()
1700 {
1701 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1702 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1703 if (avatar != null)
1704 {
1705 //detachedpos = avatar.AbsolutePosition;
1706 avatar.RemoveAttachment(this);
1707 }
1708
1709 AttachedAvatar = UUID.Zero;
1710
1711 /*SceneObjectPart[] parts = m_parts.GetArray();
1712 for (int i = 0; i < parts.Length; i++)
1713 parts[i].AttachedAvatar = UUID.Zero;*/
1714
1715 m_rootPart.SetParentLocalId(0);
1716 //m_rootPart.SetAttachmentPoint((byte)0);
1717 IsAttachment = false;
1718 AbsolutePosition = m_rootPart.AttachedPos;
1719 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1720 //AttachToBackup();
1721 //m_rootPart.ScheduleFullUpdate();
1722 }
1723
1724 /// <summary>
1100 /// 1725 ///
1101 /// </summary> 1726 /// </summary>
1102 /// <param name="part"></param> 1727 /// <param name="part"></param>
@@ -1136,7 +1761,10 @@ namespace OpenSim.Region.Framework.Scenes
1136 public void AddPart(SceneObjectPart part) 1761 public void AddPart(SceneObjectPart part)
1137 { 1762 {
1138 part.SetParent(this); 1763 part.SetParent(this);
1139 part.LinkNum = m_parts.Add(part.UUID, part); 1764 m_parts.Add(part.UUID, part);
1765
1766 part.LinkNum = m_parts.Count;
1767
1140 if (part.LinkNum == 2) 1768 if (part.LinkNum == 2)
1141 RootPart.LinkNum = 1; 1769 RootPart.LinkNum = 1;
1142 } 1770 }
@@ -1162,6 +1790,14 @@ namespace OpenSim.Region.Framework.Scenes
1162 parts[i].UUID = UUID.Random(); 1790 parts[i].UUID = UUID.Random();
1163 } 1791 }
1164 1792
1793 // helper provided for parts.
1794 public int GetSceneMaxUndo()
1795 {
1796 if (m_scene != null)
1797 return m_scene.MaxUndoCount;
1798 return 5;
1799 }
1800
1165 // justincc: I don't believe this hack is needed any longer, especially since the physics 1801 // justincc: I don't believe this hack is needed any longer, especially since the physics
1166 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false 1802 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
1167 // this method was preventing proper reload of scene objects. 1803 // this method was preventing proper reload of scene objects.
@@ -1219,7 +1855,7 @@ namespace OpenSim.Region.Framework.Scenes
1219// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1855// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1220// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1856// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1221 1857
1222 part.StoreUndoState(); 1858// part.StoreUndoState();
1223 part.OnGrab(offsetPos, remoteClient); 1859 part.OnGrab(offsetPos, remoteClient);
1224 } 1860 }
1225 1861
@@ -1239,6 +1875,11 @@ namespace OpenSim.Region.Framework.Scenes
1239 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1875 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1240 public void DeleteGroupFromScene(bool silent) 1876 public void DeleteGroupFromScene(bool silent)
1241 { 1877 {
1878 // We need to keep track of this state in case this group is still queued for backup.
1879 IsDeleted = true;
1880
1881 DetachFromBackup();
1882
1242 SceneObjectPart[] parts = m_parts.GetArray(); 1883 SceneObjectPart[] parts = m_parts.GetArray();
1243 for (int i = 0; i < parts.Length; i++) 1884 for (int i = 0; i < parts.Length; i++)
1244 { 1885 {
@@ -1262,6 +1903,7 @@ namespace OpenSim.Region.Framework.Scenes
1262 } 1903 }
1263 }); 1904 });
1264 } 1905 }
1906
1265 } 1907 }
1266 1908
1267 public void AddScriptLPS(int count) 1909 public void AddScriptLPS(int count)
@@ -1331,28 +1973,43 @@ namespace OpenSim.Region.Framework.Scenes
1331 /// </summary> 1973 /// </summary>
1332 public void ApplyPhysics() 1974 public void ApplyPhysics()
1333 { 1975 {
1334 // Apply physics to the root prim
1335 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1336
1337 // Apply physics to child prims
1338 SceneObjectPart[] parts = m_parts.GetArray(); 1976 SceneObjectPart[] parts = m_parts.GetArray();
1339 if (parts.Length > 1) 1977 if (parts.Length > 1)
1340 { 1978 {
1979 ResetChildPrimPhysicsPositions();
1980
1981 // Apply physics to the root prim
1982 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1983
1984
1341 for (int i = 0; i < parts.Length; i++) 1985 for (int i = 0; i < parts.Length; i++)
1342 { 1986 {
1343 SceneObjectPart part = parts[i]; 1987 SceneObjectPart part = parts[i];
1344 if (part.LocalId != m_rootPart.LocalId) 1988 if (part.LocalId != m_rootPart.LocalId)
1345 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1989 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1346 } 1990 }
1347
1348 // Hack to get the physics scene geometries in the right spot 1991 // Hack to get the physics scene geometries in the right spot
1349 ResetChildPrimPhysicsPositions(); 1992// ResetChildPrimPhysicsPositions();
1993 if (m_rootPart.PhysActor != null)
1994 {
1995 m_rootPart.PhysActor.Building = false;
1996 }
1997 }
1998 else
1999 {
2000 // Apply physics to the root prim
2001 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1350 } 2002 }
1351 } 2003 }
1352 2004
1353 public void SetOwnerId(UUID userId) 2005 public void SetOwnerId(UUID userId)
1354 { 2006 {
1355 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 2007 ForEachPart(delegate(SceneObjectPart part)
2008 {
2009
2010 part.OwnerID = userId;
2011
2012 });
1356 } 2013 }
1357 2014
1358 public void ForEachPart(Action<SceneObjectPart> whatToDo) 2015 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1384,11 +2041,17 @@ namespace OpenSim.Region.Framework.Scenes
1384 return; 2041 return;
1385 } 2042 }
1386 2043
2044 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
2045 return;
2046
1387 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 2047 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1388 // any exception propogate upwards. 2048 // any exception propogate upwards.
1389 try 2049 try
1390 { 2050 {
1391 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 2051 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
2052 !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things
2053 m_scene.LoadingPrims) // Land may not be valid yet
2054
1392 { 2055 {
1393 ILandObject parcel = m_scene.LandChannel.GetLandObject( 2056 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1394 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 2057 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1415,6 +2078,7 @@ namespace OpenSim.Region.Framework.Scenes
1415 } 2078 }
1416 } 2079 }
1417 } 2080 }
2081
1418 } 2082 }
1419 2083
1420 if (m_scene.UseBackup && HasGroupChanged) 2084 if (m_scene.UseBackup && HasGroupChanged)
@@ -1422,10 +2086,30 @@ namespace OpenSim.Region.Framework.Scenes
1422 // don't backup while it's selected or you're asking for changes mid stream. 2086 // don't backup while it's selected or you're asking for changes mid stream.
1423 if (isTimeToPersist() || forcedBackup) 2087 if (isTimeToPersist() || forcedBackup)
1424 { 2088 {
2089 if (m_rootPart.PhysActor != null &&
2090 (!m_rootPart.PhysActor.IsPhysical))
2091 {
2092 // Possible ghost prim
2093 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2094 {
2095 foreach (SceneObjectPart part in m_parts.GetArray())
2096 {
2097 // Re-set physics actor positions and
2098 // orientations
2099 part.GroupPosition = m_rootPart.GroupPosition;
2100 }
2101 }
2102 }
1425// m_log.DebugFormat( 2103// m_log.DebugFormat(
1426// "[SCENE]: Storing {0}, {1} in {2}", 2104// "[SCENE]: Storing {0}, {1} in {2}",
1427// Name, UUID, m_scene.RegionInfo.RegionName); 2105// Name, UUID, m_scene.RegionInfo.RegionName);
1428 2106
2107 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2108 {
2109 RootPart.Shape.State = 0;
2110 ScheduleGroupForFullUpdate();
2111 }
2112
1429 SceneObjectGroup backup_group = Copy(false); 2113 SceneObjectGroup backup_group = Copy(false);
1430 backup_group.RootPart.Velocity = RootPart.Velocity; 2114 backup_group.RootPart.Velocity = RootPart.Velocity;
1431 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2115 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1435,6 +2119,16 @@ namespace OpenSim.Region.Framework.Scenes
1435 HasGroupChangedDueToDelink = false; 2119 HasGroupChangedDueToDelink = false;
1436 2120
1437 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); 2121 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
2122/*
2123 backup_group.ForEachPart(delegate(SceneObjectPart part)
2124 {
2125 if (part.KeyframeMotion != null)
2126 {
2127 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2128// part.KeyframeMotion.UpdateSceneObject(this);
2129 }
2130 });
2131*/
1438 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); 2132 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
1439 2133
1440 backup_group.ForEachPart(delegate(SceneObjectPart part) 2134 backup_group.ForEachPart(delegate(SceneObjectPart part)
@@ -1491,10 +2185,14 @@ namespace OpenSim.Region.Framework.Scenes
1491 /// <returns></returns> 2185 /// <returns></returns>
1492 public SceneObjectGroup Copy(bool userExposed) 2186 public SceneObjectGroup Copy(bool userExposed)
1493 { 2187 {
2188 m_dupeInProgress = true;
1494 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2189 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1495 dupe.m_isBackedUp = false; 2190 dupe.m_isBackedUp = false;
1496 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2191 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1497 2192
2193 // new group as no sitting avatars
2194 dupe.m_linkedAvatars = new List<ScenePresence>();
2195
1498 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2196 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1499 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2197 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1500 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2198 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1505,7 +2203,7 @@ namespace OpenSim.Region.Framework.Scenes
1505 // This is only necessary when userExposed is false! 2203 // This is only necessary when userExposed is false!
1506 2204
1507 bool previousAttachmentStatus = dupe.IsAttachment; 2205 bool previousAttachmentStatus = dupe.IsAttachment;
1508 2206
1509 if (!userExposed) 2207 if (!userExposed)
1510 dupe.IsAttachment = true; 2208 dupe.IsAttachment = true;
1511 2209
@@ -1518,16 +2216,17 @@ namespace OpenSim.Region.Framework.Scenes
1518 2216
1519 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 2217 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1520 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 2218 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
2219
1521 2220
1522 if (userExposed) 2221 if (userExposed)
1523 dupe.m_rootPart.TrimPermissions(); 2222 dupe.m_rootPart.TrimPermissions();
1524 2223
1525 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2224 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1526 2225
1527 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2226 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1528 { 2227 {
1529 return p1.LinkNum.CompareTo(p2.LinkNum); 2228 return p1.LinkNum.CompareTo(p2.LinkNum);
1530 } 2229 }
1531 ); 2230 );
1532 2231
1533 foreach (SceneObjectPart part in partList) 2232 foreach (SceneObjectPart part in partList)
@@ -1537,43 +2236,56 @@ namespace OpenSim.Region.Framework.Scenes
1537 { 2236 {
1538 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2237 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1539 newPart.LinkNum = part.LinkNum; 2238 newPart.LinkNum = part.LinkNum;
1540 } 2239 if (userExposed)
2240 newPart.ParentID = dupe.m_rootPart.LocalId;
2241 }
1541 else 2242 else
1542 { 2243 {
1543 newPart = dupe.m_rootPart; 2244 newPart = dupe.m_rootPart;
1544 } 2245 }
2246/*
2247 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2248 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1545 2249
1546 // Need to duplicate the physics actor as well 2250 // Need to duplicate the physics actor as well
1547 PhysicsActor originalPartPa = part.PhysActor; 2251 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1548 if (originalPartPa != null && userExposed)
1549 { 2252 {
1550 PrimitiveBaseShape pbs = newPart.Shape; 2253 PrimitiveBaseShape pbs = newPart.Shape;
1551
1552 newPart.PhysActor 2254 newPart.PhysActor
1553 = m_scene.PhysicsScene.AddPrimShape( 2255 = m_scene.PhysicsScene.AddPrimShape(
1554 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2256 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1555 pbs, 2257 pbs,
1556 newPart.AbsolutePosition, 2258 newPart.AbsolutePosition,
1557 newPart.Scale, 2259 newPart.Scale,
1558 newPart.RotationOffset, 2260 newPart.GetWorldRotation(),
1559 originalPartPa.IsPhysical, 2261 isphys,
2262 isphan,
1560 newPart.LocalId); 2263 newPart.LocalId);
1561 2264
1562 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2265 newPart.DoPhysicsPropertyUpdate(isphys, true);
1563 } 2266 */
2267 if (userExposed)
2268 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2269// }
2270 // copy keyframemotion
1564 if (part.KeyframeMotion != null) 2271 if (part.KeyframeMotion != null)
1565 newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe); 2272 newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe);
1566 } 2273 }
1567 2274
1568 if (userExposed) 2275 if (userExposed)
1569 { 2276 {
1570 dupe.UpdateParentIDs(); 2277// done above dupe.UpdateParentIDs();
2278
2279 if (dupe.m_rootPart.PhysActor != null)
2280 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2281
1571 dupe.HasGroupChanged = true; 2282 dupe.HasGroupChanged = true;
1572 dupe.AttachToBackup(); 2283 dupe.AttachToBackup();
1573 2284
1574 ScheduleGroupForFullUpdate(); 2285 ScheduleGroupForFullUpdate();
1575 } 2286 }
1576 2287
2288 m_dupeInProgress = false;
1577 return dupe; 2289 return dupe;
1578 } 2290 }
1579 2291
@@ -1585,7 +2297,14 @@ namespace OpenSim.Region.Framework.Scenes
1585 /// <param name="cGroupID"></param> 2297 /// <param name="cGroupID"></param>
1586 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2298 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1587 { 2299 {
1588 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2300 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2301 // give newpart a new local ID lettng old part keep same
2302 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2303 newpart.LocalId = m_scene.AllocateLocalId();
2304
2305 SetRootPart(newpart);
2306 if (userExposed)
2307 RootPart.Velocity = Vector3.Zero; // In case source is moving
1589 } 2308 }
1590 2309
1591 public void ScriptSetPhysicsStatus(bool usePhysics) 2310 public void ScriptSetPhysicsStatus(bool usePhysics)
@@ -1643,27 +2362,14 @@ namespace OpenSim.Region.Framework.Scenes
1643 2362
1644 if (pa != null) 2363 if (pa != null)
1645 { 2364 {
1646 pa.AddForce(impulse, true); 2365 // false to be applied as a impulse
1647 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2366 pa.AddForce(impulse, false);
1648 }
1649 }
1650 }
1651
1652 public void applyAngularImpulse(Vector3 impulse)
1653 {
1654 PhysicsActor pa = RootPart.PhysActor;
1655
1656 if (pa != null)
1657 {
1658 if (!IsAttachment)
1659 {
1660 pa.AddAngularForce(impulse, true);
1661 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2367 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1662 } 2368 }
1663 } 2369 }
1664 } 2370 }
1665 2371
1666 public void setAngularImpulse(Vector3 impulse) 2372 public void ApplyAngularImpulse(Vector3 impulse)
1667 { 2373 {
1668 PhysicsActor pa = RootPart.PhysActor; 2374 PhysicsActor pa = RootPart.PhysActor;
1669 2375
@@ -1671,7 +2377,8 @@ namespace OpenSim.Region.Framework.Scenes
1671 { 2377 {
1672 if (!IsAttachment) 2378 if (!IsAttachment)
1673 { 2379 {
1674 pa.Torque = impulse; 2380 // false to be applied as a impulse
2381 pa.AddAngularForce(impulse, false);
1675 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2382 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1676 } 2383 }
1677 } 2384 }
@@ -1679,20 +2386,10 @@ namespace OpenSim.Region.Framework.Scenes
1679 2386
1680 public Vector3 GetTorque() 2387 public Vector3 GetTorque()
1681 { 2388 {
1682 PhysicsActor pa = RootPart.PhysActor; 2389 return RootPart.Torque;
1683
1684 if (pa != null)
1685 {
1686 if (!IsAttachment)
1687 {
1688 Vector3 torque = pa.Torque;
1689 return torque;
1690 }
1691 }
1692
1693 return Vector3.Zero;
1694 } 2390 }
1695 2391
2392 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1696 public void moveToTarget(Vector3 target, float tau) 2393 public void moveToTarget(Vector3 target, float tau)
1697 { 2394 {
1698 if (IsAttachment) 2395 if (IsAttachment)
@@ -1722,8 +2419,50 @@ namespace OpenSim.Region.Framework.Scenes
1722 2419
1723 if (pa != null) 2420 if (pa != null)
1724 pa.PIDActive = false; 2421 pa.PIDActive = false;
2422
2423 RootPart.ScheduleTerseUpdate(); // send a stop information
2424 }
2425
2426 public void rotLookAt(Quaternion target, float strength, float damping)
2427 {
2428 SceneObjectPart rootpart = m_rootPart;
2429 if (rootpart != null)
2430 {
2431 if (IsAttachment)
2432 {
2433 /*
2434 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2435 if (avatar != null)
2436 {
2437 Rotate the Av?
2438 } */
2439 }
2440 else
2441 {
2442 if (rootpart.PhysActor != null)
2443 { // APID must be implemented in your physics system for this to function.
2444 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2445 rootpart.PhysActor.APIDStrength = strength;
2446 rootpart.PhysActor.APIDDamping = damping;
2447 rootpart.PhysActor.APIDActive = true;
2448 }
2449 }
2450 }
1725 } 2451 }
2452
2453 public void stopLookAt()
2454 {
2455 SceneObjectPart rootpart = m_rootPart;
2456 if (rootpart != null)
2457 {
2458 if (rootpart.PhysActor != null)
2459 { // APID must be implemented in your physics system for this to function.
2460 rootpart.PhysActor.APIDActive = false;
2461 }
2462 }
1726 2463
2464 }
2465
1727 /// <summary> 2466 /// <summary>
1728 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2467 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1729 /// </summary> 2468 /// </summary>
@@ -1740,7 +2479,7 @@ namespace OpenSim.Region.Framework.Scenes
1740 { 2479 {
1741 pa.PIDHoverHeight = height; 2480 pa.PIDHoverHeight = height;
1742 pa.PIDHoverType = hoverType; 2481 pa.PIDHoverType = hoverType;
1743 pa.PIDTau = tau; 2482 pa.PIDHoverTau = tau;
1744 pa.PIDHoverActive = true; 2483 pa.PIDHoverActive = true;
1745 } 2484 }
1746 else 2485 else
@@ -1780,7 +2519,12 @@ namespace OpenSim.Region.Framework.Scenes
1780 /// <param name="cGroupID"></param> 2519 /// <param name="cGroupID"></param>
1781 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2520 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1782 { 2521 {
1783 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2522 // give new ID to the new part, letting old keep original
2523 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2524 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2525 newPart.LocalId = m_scene.AllocateLocalId();
2526 newPart.SetParent(this);
2527
1784 AddPart(newPart); 2528 AddPart(newPart);
1785 2529
1786 SetPartAsNonRoot(newPart); 2530 SetPartAsNonRoot(newPart);
@@ -1830,6 +2574,7 @@ namespace OpenSim.Region.Framework.Scenes
1830 2574
1831 #endregion 2575 #endregion
1832 2576
2577
1833 public override void Update() 2578 public override void Update()
1834 { 2579 {
1835 // Check that the group was not deleted before the scheduled update 2580 // Check that the group was not deleted before the scheduled update
@@ -1848,19 +2593,8 @@ namespace OpenSim.Region.Framework.Scenes
1848 // check to see if the physical position or rotation warrant an update. 2593 // check to see if the physical position or rotation warrant an update.
1849 if (m_rootPart.UpdateFlag == UpdateRequired.NONE) 2594 if (m_rootPart.UpdateFlag == UpdateRequired.NONE)
1850 { 2595 {
1851 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2596 // rootpart SendScheduledUpdates will check if a update is needed
1852 2597 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1853 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
1854 {
1855 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1856 lastPhysGroupPos = AbsolutePosition;
1857 }
1858
1859 if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f))
1860 {
1861 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1862 lastPhysGroupRot = GroupRotation;
1863 }
1864 } 2598 }
1865 2599
1866 SceneObjectPart[] parts = m_parts.GetArray(); 2600 SceneObjectPart[] parts = m_parts.GetArray();
@@ -1919,11 +2653,11 @@ namespace OpenSim.Region.Framework.Scenes
1919 /// Immediately send a full update for this scene object. 2653 /// Immediately send a full update for this scene object.
1920 /// </summary> 2654 /// </summary>
1921 public void SendGroupFullUpdate() 2655 public void SendGroupFullUpdate()
1922 { 2656 {
1923 if (IsDeleted) 2657 if (IsDeleted)
1924 return; 2658 return;
1925 2659
1926// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2660// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1927 2661
1928 RootPart.SendFullUpdateToAllClients(); 2662 RootPart.SendFullUpdateToAllClients();
1929 2663
@@ -2079,6 +2813,11 @@ namespace OpenSim.Region.Framework.Scenes
2079 // 'linkPart' == the root of the group being linked into this group 2813 // 'linkPart' == the root of the group being linked into this group
2080 SceneObjectPart linkPart = objectGroup.m_rootPart; 2814 SceneObjectPart linkPart = objectGroup.m_rootPart;
2081 2815
2816 if (m_rootPart.PhysActor != null)
2817 m_rootPart.PhysActor.Building = true;
2818 if (linkPart.PhysActor != null)
2819 linkPart.PhysActor.Building = true;
2820
2082 // physics flags from group to be applied to linked parts 2821 // physics flags from group to be applied to linked parts
2083 bool grpusephys = UsesPhysics; 2822 bool grpusephys = UsesPhysics;
2084 bool grptemporary = IsTemporary; 2823 bool grptemporary = IsTemporary;
@@ -2104,12 +2843,12 @@ namespace OpenSim.Region.Framework.Scenes
2104 Vector3 axPos = linkPart.OffsetPosition; 2843 Vector3 axPos = linkPart.OffsetPosition;
2105 // Rotate the linking root SOP's position to be relative to the new root prim 2844 // Rotate the linking root SOP's position to be relative to the new root prim
2106 Quaternion parentRot = m_rootPart.RotationOffset; 2845 Quaternion parentRot = m_rootPart.RotationOffset;
2107 axPos *= Quaternion.Inverse(parentRot); 2846 axPos *= Quaternion.Conjugate(parentRot);
2108 linkPart.OffsetPosition = axPos; 2847 linkPart.OffsetPosition = axPos;
2109 2848
2110 // Make the linking root SOP's rotation relative to the new root prim 2849 // Make the linking root SOP's rotation relative to the new root prim
2111 Quaternion oldRot = linkPart.RotationOffset; 2850 Quaternion oldRot = linkPart.RotationOffset;
2112 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2851 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2113 linkPart.RotationOffset = newRot; 2852 linkPart.RotationOffset = newRot;
2114 2853
2115 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. 2854 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
@@ -2143,7 +2882,7 @@ namespace OpenSim.Region.Framework.Scenes
2143 linkPart.CreateSelected = true; 2882 linkPart.CreateSelected = true;
2144 2883
2145 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2884 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2146 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2885 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2147 2886
2148 // If the added SOP is physical, also tell the physics engine about the link relationship. 2887 // If the added SOP is physical, also tell the physics engine about the link relationship.
2149 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2888 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2153,6 +2892,7 @@ namespace OpenSim.Region.Framework.Scenes
2153 } 2892 }
2154 2893
2155 linkPart.LinkNum = linkNum++; 2894 linkPart.LinkNum = linkNum++;
2895 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2156 2896
2157 // Get a list of the SOP's in the old group in order of their linknum's. 2897 // Get a list of the SOP's in the old group in order of their linknum's.
2158 SceneObjectPart[] ogParts = objectGroup.Parts; 2898 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2171,7 +2911,7 @@ namespace OpenSim.Region.Framework.Scenes
2171 2911
2172 // Update the physics flags for the newly added SOP 2912 // Update the physics flags for the newly added SOP
2173 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) 2913 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??)
2174 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2914 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2175 2915
2176 // If the added SOP is physical, also tell the physics engine about the link relationship. 2916 // If the added SOP is physical, also tell the physics engine about the link relationship.
2177 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2917 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2189,7 +2929,7 @@ namespace OpenSim.Region.Framework.Scenes
2189 objectGroup.IsDeleted = true; 2929 objectGroup.IsDeleted = true;
2190 2930
2191 objectGroup.m_parts.Clear(); 2931 objectGroup.m_parts.Clear();
2192 2932
2193 // Can't do this yet since backup still makes use of the root part without any synchronization 2933 // Can't do this yet since backup still makes use of the root part without any synchronization
2194// objectGroup.m_rootPart = null; 2934// objectGroup.m_rootPart = null;
2195 2935
@@ -2203,6 +2943,9 @@ namespace OpenSim.Region.Framework.Scenes
2203 // unmoved prims! 2943 // unmoved prims!
2204 ResetChildPrimPhysicsPositions(); 2944 ResetChildPrimPhysicsPositions();
2205 2945
2946 if (m_rootPart.PhysActor != null)
2947 m_rootPart.PhysActor.Building = false;
2948
2206 //HasGroupChanged = true; 2949 //HasGroupChanged = true;
2207 //ScheduleGroupForFullUpdate(); 2950 //ScheduleGroupForFullUpdate();
2208 } 2951 }
@@ -2270,7 +3013,10 @@ namespace OpenSim.Region.Framework.Scenes
2270// m_log.DebugFormat( 3013// m_log.DebugFormat(
2271// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 3014// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2272// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 3015// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2273 3016
3017 if (m_rootPart.PhysActor != null)
3018 m_rootPart.PhysActor.Building = true;
3019
2274 linkPart.ClearUndoState(); 3020 linkPart.ClearUndoState();
2275 3021
2276 Vector3 worldPos = linkPart.GetWorldPosition(); 3022 Vector3 worldPos = linkPart.GetWorldPosition();
@@ -2341,6 +3087,14 @@ namespace OpenSim.Region.Framework.Scenes
2341 3087
2342 // When we delete a group, we currently have to force persist to the database if the object id has changed 3088 // When we delete a group, we currently have to force persist to the database if the object id has changed
2343 // (since delete works by deleting all rows which have a given object id) 3089 // (since delete works by deleting all rows which have a given object id)
3090
3091 // this is as it seems to be in sl now
3092 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
3093 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
3094
3095 if (m_rootPart.PhysActor != null)
3096 m_rootPart.PhysActor.Building = false;
3097
2344 objectGroup.HasGroupChangedDueToDelink = true; 3098 objectGroup.HasGroupChangedDueToDelink = true;
2345 3099
2346 return objectGroup; 3100 return objectGroup;
@@ -2352,6 +3106,8 @@ namespace OpenSim.Region.Framework.Scenes
2352 /// <param name="objectGroup"></param> 3106 /// <param name="objectGroup"></param>
2353 public virtual void DetachFromBackup() 3107 public virtual void DetachFromBackup()
2354 { 3108 {
3109 if (m_scene != null)
3110 m_scene.SceneGraph.FireDetachFromBackup(this);
2355 if (m_isBackedUp && Scene != null) 3111 if (m_isBackedUp && Scene != null)
2356 m_scene.EventManager.OnBackup -= ProcessBackup; 3112 m_scene.EventManager.OnBackup -= ProcessBackup;
2357 3113
@@ -2372,7 +3128,8 @@ namespace OpenSim.Region.Framework.Scenes
2372 Vector3 axPos = part.OffsetPosition; 3128 Vector3 axPos = part.OffsetPosition;
2373 axPos *= parentRot; 3129 axPos *= parentRot;
2374 part.OffsetPosition = axPos; 3130 part.OffsetPosition = axPos;
2375 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 3131 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
3132 part.GroupPosition = newPos;
2376 part.OffsetPosition = Vector3.Zero; 3133 part.OffsetPosition = Vector3.Zero;
2377 3134
2378 // Compution our rotation to be not relative to the old parent 3135 // Compution our rotation to be not relative to the old parent
@@ -2387,7 +3144,7 @@ namespace OpenSim.Region.Framework.Scenes
2387 part.LinkNum = linkNum; 3144 part.LinkNum = linkNum;
2388 3145
2389 // Compute the new position of this SOP relative to the group position 3146 // Compute the new position of this SOP relative to the group position
2390 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 3147 part.OffsetPosition = newPos - AbsolutePosition;
2391 3148
2392 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. 3149 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
2393 // It would have the affect of setting the physics engine position multiple 3150 // It would have the affect of setting the physics engine position multiple
@@ -2397,18 +3154,19 @@ namespace OpenSim.Region.Framework.Scenes
2397 // Rotate the relative position by the rotation of the group 3154 // Rotate the relative position by the rotation of the group
2398 Quaternion rootRotation = m_rootPart.RotationOffset; 3155 Quaternion rootRotation = m_rootPart.RotationOffset;
2399 Vector3 pos = part.OffsetPosition; 3156 Vector3 pos = part.OffsetPosition;
2400 pos *= Quaternion.Inverse(rootRotation); 3157 pos *= Quaternion.Conjugate(rootRotation);
2401 part.OffsetPosition = pos; 3158 part.OffsetPosition = pos;
2402 3159
2403 // Compute the SOP's rotation relative to the rotation of the group. 3160 // Compute the SOP's rotation relative to the rotation of the group.
2404 parentRot = m_rootPart.RotationOffset; 3161 parentRot = m_rootPart.RotationOffset;
2405 oldRot = part.RotationOffset; 3162 oldRot = part.RotationOffset;
2406 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3163 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2407 part.RotationOffset = newRot; 3164 part.RotationOffset = newRot;
2408 3165
2409 // Since this SOP's state has changed, push those changes into the physics engine 3166 // Since this SOP's state has changed, push those changes into the physics engine
2410 // and the simulator. 3167 // and the simulator.
2411 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3168 // done on caller
3169// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2412 } 3170 }
2413 3171
2414 /// <summary> 3172 /// <summary>
@@ -2430,10 +3188,14 @@ namespace OpenSim.Region.Framework.Scenes
2430 { 3188 {
2431 if (!m_rootPart.BlockGrab) 3189 if (!m_rootPart.BlockGrab)
2432 { 3190 {
2433 Vector3 llmoveforce = pos - AbsolutePosition; 3191/* Vector3 llmoveforce = pos - AbsolutePosition;
2434 Vector3 grabforce = llmoveforce; 3192 Vector3 grabforce = llmoveforce;
2435 grabforce = (grabforce / 10) * pa.Mass; 3193 grabforce = (grabforce / 10) * pa.Mass;
2436 pa.AddForce(grabforce, true); 3194 */
3195 // empirically convert distance diference to a impulse
3196 Vector3 grabforce = pos - AbsolutePosition;
3197 grabforce = grabforce * (pa.Mass/ 10.0f);
3198 pa.AddForce(grabforce, false);
2437 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3199 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2438 } 3200 }
2439 } 3201 }
@@ -2629,6 +3391,8 @@ namespace OpenSim.Region.Framework.Scenes
2629 /// <param name="SetVolumeDetect"></param> 3391 /// <param name="SetVolumeDetect"></param>
2630 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) 3392 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
2631 { 3393 {
3394 HasGroupChanged = true;
3395
2632 SceneObjectPart selectionPart = GetPart(localID); 3396 SceneObjectPart selectionPart = GetPart(localID);
2633 3397
2634 if (SetTemporary && Scene != null) 3398 if (SetTemporary && Scene != null)
@@ -2659,8 +3423,22 @@ namespace OpenSim.Region.Framework.Scenes
2659 } 3423 }
2660 } 3424 }
2661 3425
2662 for (int i = 0; i < parts.Length; i++) 3426 if (parts.Length > 1)
2663 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3427 {
3428 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3429
3430 for (int i = 0; i < parts.Length; i++)
3431 {
3432
3433 if (parts[i].UUID != m_rootPart.UUID)
3434 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3435 }
3436
3437 if (m_rootPart.PhysActor != null)
3438 m_rootPart.PhysActor.Building = false;
3439 }
3440 else
3441 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2664 } 3442 }
2665 } 3443 }
2666 3444
@@ -2673,6 +3451,17 @@ namespace OpenSim.Region.Framework.Scenes
2673 } 3451 }
2674 } 3452 }
2675 3453
3454
3455
3456 /// <summary>
3457 /// Gets the number of parts
3458 /// </summary>
3459 /// <returns></returns>
3460 public int GetPartCount()
3461 {
3462 return Parts.Count();
3463 }
3464
2676 /// <summary> 3465 /// <summary>
2677 /// Update the texture entry for this part 3466 /// Update the texture entry for this part
2678 /// </summary> 3467 /// </summary>
@@ -2710,8 +3499,24 @@ namespace OpenSim.Region.Framework.Scenes
2710 { 3499 {
2711 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); 3500 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
2712 3501
3502 bool god = Scene.Permissions.IsGod(AgentID);
3503
3504 if (field == 1 && god)
3505 {
3506 ForEachPart(part =>
3507 {
3508 part.BaseMask = RootPart.BaseMask;
3509 });
3510 }
3511
2713 AdjustChildPrimPermissions(); 3512 AdjustChildPrimPermissions();
2714 3513
3514 if (field == 1 && god) // Base mask was set. Update all child part inventories
3515 {
3516 foreach (SceneObjectPart part in Parts)
3517 part.Inventory.ApplyGodPermissions(RootPart.BaseMask);
3518 }
3519
2715 HasGroupChanged = true; 3520 HasGroupChanged = true;
2716 3521
2717 // Send the group's properties to all clients once all parts are updated 3522 // Send the group's properties to all clients once all parts are updated
@@ -2757,8 +3562,6 @@ namespace OpenSim.Region.Framework.Scenes
2757 3562
2758 PhysicsActor pa = m_rootPart.PhysActor; 3563 PhysicsActor pa = m_rootPart.PhysActor;
2759 3564
2760 RootPart.StoreUndoState(true);
2761
2762 if (Scene != null) 3565 if (Scene != null)
2763 { 3566 {
2764 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); 3567 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
@@ -2786,7 +3589,6 @@ namespace OpenSim.Region.Framework.Scenes
2786 SceneObjectPart obPart = parts[i]; 3589 SceneObjectPart obPart = parts[i];
2787 if (obPart.UUID != m_rootPart.UUID) 3590 if (obPart.UUID != m_rootPart.UUID)
2788 { 3591 {
2789// obPart.IgnoreUndoUpdate = true;
2790 Vector3 oldSize = new Vector3(obPart.Scale); 3592 Vector3 oldSize = new Vector3(obPart.Scale);
2791 3593
2792 float f = 1.0f; 3594 float f = 1.0f;
@@ -2898,8 +3700,6 @@ namespace OpenSim.Region.Framework.Scenes
2898 z *= a; 3700 z *= a;
2899 } 3701 }
2900 } 3702 }
2901
2902// obPart.IgnoreUndoUpdate = false;
2903 } 3703 }
2904 } 3704 }
2905 } 3705 }
@@ -2909,9 +3709,7 @@ namespace OpenSim.Region.Framework.Scenes
2909 prevScale.Y *= y; 3709 prevScale.Y *= y;
2910 prevScale.Z *= z; 3710 prevScale.Z *= z;
2911 3711
2912// RootPart.IgnoreUndoUpdate = true;
2913 RootPart.Resize(prevScale); 3712 RootPart.Resize(prevScale);
2914// RootPart.IgnoreUndoUpdate = false;
2915 3713
2916 for (int i = 0; i < parts.Length; i++) 3714 for (int i = 0; i < parts.Length; i++)
2917 { 3715 {
@@ -2919,8 +3717,6 @@ namespace OpenSim.Region.Framework.Scenes
2919 3717
2920 if (obPart.UUID != m_rootPart.UUID) 3718 if (obPart.UUID != m_rootPart.UUID)
2921 { 3719 {
2922 obPart.IgnoreUndoUpdate = true;
2923
2924 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3720 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2925 currentpos.X *= x; 3721 currentpos.X *= x;
2926 currentpos.Y *= y; 3722 currentpos.Y *= y;
@@ -2933,16 +3729,12 @@ namespace OpenSim.Region.Framework.Scenes
2933 3729
2934 obPart.Resize(newSize); 3730 obPart.Resize(newSize);
2935 obPart.UpdateOffSet(currentpos); 3731 obPart.UpdateOffSet(currentpos);
2936
2937 obPart.IgnoreUndoUpdate = false;
2938 } 3732 }
2939 3733
2940// obPart.IgnoreUndoUpdate = false; 3734 HasGroupChanged = true;
2941// obPart.StoreUndoState(); 3735 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3736 ScheduleGroupForTerseUpdate();
2942 } 3737 }
2943
2944// m_log.DebugFormat(
2945// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2946 } 3738 }
2947 3739
2948 #endregion 3740 #endregion
@@ -2955,14 +3747,6 @@ namespace OpenSim.Region.Framework.Scenes
2955 /// <param name="pos"></param> 3747 /// <param name="pos"></param>
2956 public void UpdateGroupPosition(Vector3 pos) 3748 public void UpdateGroupPosition(Vector3 pos)
2957 { 3749 {
2958// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2959
2960 RootPart.StoreUndoState(true);
2961
2962// SceneObjectPart[] parts = m_parts.GetArray();
2963// for (int i = 0; i < parts.Length; i++)
2964// parts[i].StoreUndoState();
2965
2966 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3750 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2967 { 3751 {
2968 if (IsAttachment) 3752 if (IsAttachment)
@@ -2995,21 +3779,17 @@ namespace OpenSim.Region.Framework.Scenes
2995 /// </summary> 3779 /// </summary>
2996 /// <param name="pos"></param> 3780 /// <param name="pos"></param>
2997 /// <param name="localID"></param> 3781 /// <param name="localID"></param>
3782 ///
3783
2998 public void UpdateSinglePosition(Vector3 pos, uint localID) 3784 public void UpdateSinglePosition(Vector3 pos, uint localID)
2999 { 3785 {
3000 SceneObjectPart part = GetPart(localID); 3786 SceneObjectPart part = GetPart(localID);
3001 3787
3002// SceneObjectPart[] parts = m_parts.GetArray();
3003// for (int i = 0; i < parts.Length; i++)
3004// parts[i].StoreUndoState();
3005
3006 if (part != null) 3788 if (part != null)
3007 { 3789 {
3008// m_log.DebugFormat( 3790// unlock parts position change
3009// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3791 if (m_rootPart.PhysActor != null)
3010 3792 m_rootPart.PhysActor.Building = true;
3011 part.StoreUndoState(false);
3012 part.IgnoreUndoUpdate = true;
3013 3793
3014 if (part.UUID == m_rootPart.UUID) 3794 if (part.UUID == m_rootPart.UUID)
3015 { 3795 {
@@ -3020,8 +3800,10 @@ namespace OpenSim.Region.Framework.Scenes
3020 part.UpdateOffSet(pos); 3800 part.UpdateOffSet(pos);
3021 } 3801 }
3022 3802
3803 if (m_rootPart.PhysActor != null)
3804 m_rootPart.PhysActor.Building = false;
3805
3023 HasGroupChanged = true; 3806 HasGroupChanged = true;
3024 part.IgnoreUndoUpdate = false;
3025 } 3807 }
3026 } 3808 }
3027 3809
@@ -3031,13 +3813,7 @@ namespace OpenSim.Region.Framework.Scenes
3031 /// <param name="newPos"></param> 3813 /// <param name="newPos"></param>
3032 public void UpdateRootPosition(Vector3 newPos) 3814 public void UpdateRootPosition(Vector3 newPos)
3033 { 3815 {
3034// m_log.DebugFormat( 3816 // needs to be called with phys building true
3035// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
3036
3037// SceneObjectPart[] parts = m_parts.GetArray();
3038// for (int i = 0; i < parts.Length; i++)
3039// parts[i].StoreUndoState();
3040
3041 Vector3 oldPos; 3817 Vector3 oldPos;
3042 3818
3043 // FIXME: This improves the situation where editing just the root prim of an attached object would send 3819 // FIXME: This improves the situation where editing just the root prim of an attached object would send
@@ -3063,7 +3839,14 @@ namespace OpenSim.Region.Framework.Scenes
3063 AbsolutePosition = newPos; 3839 AbsolutePosition = newPos;
3064 3840
3065 HasGroupChanged = true; 3841 HasGroupChanged = true;
3066 ScheduleGroupForTerseUpdate(); 3842 if (m_rootPart.Undoing)
3843 {
3844 ScheduleGroupForFullUpdate();
3845 }
3846 else
3847 {
3848 ScheduleGroupForTerseUpdate();
3849 }
3067 } 3850 }
3068 3851
3069 #endregion 3852 #endregion
@@ -3076,24 +3859,16 @@ namespace OpenSim.Region.Framework.Scenes
3076 /// <param name="rot"></param> 3859 /// <param name="rot"></param>
3077 public void UpdateGroupRotationR(Quaternion rot) 3860 public void UpdateGroupRotationR(Quaternion rot)
3078 { 3861 {
3079// m_log.DebugFormat(
3080// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
3081
3082// SceneObjectPart[] parts = m_parts.GetArray();
3083// for (int i = 0; i < parts.Length; i++)
3084// parts[i].StoreUndoState();
3085
3086 m_rootPart.StoreUndoState(true);
3087
3088 m_rootPart.UpdateRotation(rot); 3862 m_rootPart.UpdateRotation(rot);
3089 3863
3864/* this is done by rootpart RotationOffset set called by UpdateRotation
3090 PhysicsActor actor = m_rootPart.PhysActor; 3865 PhysicsActor actor = m_rootPart.PhysActor;
3091 if (actor != null) 3866 if (actor != null)
3092 { 3867 {
3093 actor.Orientation = m_rootPart.RotationOffset; 3868 actor.Orientation = m_rootPart.RotationOffset;
3094 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3869 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
3095 } 3870 }
3096 3871*/
3097 HasGroupChanged = true; 3872 HasGroupChanged = true;
3098 ScheduleGroupForTerseUpdate(); 3873 ScheduleGroupForTerseUpdate();
3099 } 3874 }
@@ -3105,16 +3880,6 @@ namespace OpenSim.Region.Framework.Scenes
3105 /// <param name="rot"></param> 3880 /// <param name="rot"></param>
3106 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3881 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
3107 { 3882 {
3108// m_log.DebugFormat(
3109// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
3110
3111// SceneObjectPart[] parts = m_parts.GetArray();
3112// for (int i = 0; i < parts.Length; i++)
3113// parts[i].StoreUndoState();
3114
3115 RootPart.StoreUndoState(true);
3116 RootPart.IgnoreUndoUpdate = true;
3117
3118 m_rootPart.UpdateRotation(rot); 3883 m_rootPart.UpdateRotation(rot);
3119 3884
3120 PhysicsActor actor = m_rootPart.PhysActor; 3885 PhysicsActor actor = m_rootPart.PhysActor;
@@ -3133,8 +3898,6 @@ namespace OpenSim.Region.Framework.Scenes
3133 3898
3134 HasGroupChanged = true; 3899 HasGroupChanged = true;
3135 ScheduleGroupForTerseUpdate(); 3900 ScheduleGroupForTerseUpdate();
3136
3137 RootPart.IgnoreUndoUpdate = false;
3138 } 3901 }
3139 3902
3140 /// <summary> 3903 /// <summary>
@@ -3147,13 +3910,11 @@ namespace OpenSim.Region.Framework.Scenes
3147 SceneObjectPart part = GetPart(localID); 3910 SceneObjectPart part = GetPart(localID);
3148 3911
3149 SceneObjectPart[] parts = m_parts.GetArray(); 3912 SceneObjectPart[] parts = m_parts.GetArray();
3150 for (int i = 0; i < parts.Length; i++)
3151 parts[i].StoreUndoState();
3152 3913
3153 if (part != null) 3914 if (part != null)
3154 { 3915 {
3155// m_log.DebugFormat( 3916 if (m_rootPart.PhysActor != null)
3156// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3917 m_rootPart.PhysActor.Building = true;
3157 3918
3158 if (part.UUID == m_rootPart.UUID) 3919 if (part.UUID == m_rootPart.UUID)
3159 { 3920 {
@@ -3163,6 +3924,9 @@ namespace OpenSim.Region.Framework.Scenes
3163 { 3924 {
3164 part.UpdateRotation(rot); 3925 part.UpdateRotation(rot);
3165 } 3926 }
3927
3928 if (m_rootPart.PhysActor != null)
3929 m_rootPart.PhysActor.Building = false;
3166 } 3930 }
3167 } 3931 }
3168 3932
@@ -3176,12 +3940,8 @@ namespace OpenSim.Region.Framework.Scenes
3176 SceneObjectPart part = GetPart(localID); 3940 SceneObjectPart part = GetPart(localID);
3177 if (part != null) 3941 if (part != null)
3178 { 3942 {
3179// m_log.DebugFormat( 3943 if (m_rootPart.PhysActor != null)
3180// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3944 m_rootPart.PhysActor.Building = true;
3181// part.Name, part.LocalId, rot);
3182
3183 part.StoreUndoState();
3184 part.IgnoreUndoUpdate = true;
3185 3945
3186 if (part.UUID == m_rootPart.UUID) 3946 if (part.UUID == m_rootPart.UUID)
3187 { 3947 {
@@ -3194,7 +3954,8 @@ namespace OpenSim.Region.Framework.Scenes
3194 part.OffsetPosition = pos; 3954 part.OffsetPosition = pos;
3195 } 3955 }
3196 3956
3197 part.IgnoreUndoUpdate = false; 3957 if (m_rootPart.PhysActor != null)
3958 m_rootPart.PhysActor.Building = false;
3198 } 3959 }
3199 } 3960 }
3200 3961
@@ -3204,15 +3965,12 @@ namespace OpenSim.Region.Framework.Scenes
3204 /// <param name="rot"></param> 3965 /// <param name="rot"></param>
3205 public void UpdateRootRotation(Quaternion rot) 3966 public void UpdateRootRotation(Quaternion rot)
3206 { 3967 {
3207// m_log.DebugFormat( 3968 // needs to be called with phys building true
3208// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
3209// Name, LocalId, rot);
3210
3211 Quaternion axRot = rot; 3969 Quaternion axRot = rot;
3212 Quaternion oldParentRot = m_rootPart.RotationOffset; 3970 Quaternion oldParentRot = m_rootPart.RotationOffset;
3213 3971
3214 m_rootPart.StoreUndoState(); 3972 //Don't use UpdateRotation because it schedules an update prematurely
3215 m_rootPart.UpdateRotation(rot); 3973 m_rootPart.RotationOffset = rot;
3216 3974
3217 PhysicsActor pa = m_rootPart.PhysActor; 3975 PhysicsActor pa = m_rootPart.PhysActor;
3218 3976
@@ -3228,35 +3986,145 @@ namespace OpenSim.Region.Framework.Scenes
3228 SceneObjectPart prim = parts[i]; 3986 SceneObjectPart prim = parts[i];
3229 if (prim.UUID != m_rootPart.UUID) 3987 if (prim.UUID != m_rootPart.UUID)
3230 { 3988 {
3231 prim.IgnoreUndoUpdate = true; 3989 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3990 NewRot = Quaternion.Inverse(axRot) * NewRot;
3991 prim.RotationOffset = NewRot;
3992
3232 Vector3 axPos = prim.OffsetPosition; 3993 Vector3 axPos = prim.OffsetPosition;
3994
3233 axPos *= oldParentRot; 3995 axPos *= oldParentRot;
3234 axPos *= Quaternion.Inverse(axRot); 3996 axPos *= Quaternion.Inverse(axRot);
3235 prim.OffsetPosition = axPos; 3997 prim.OffsetPosition = axPos;
3236 Quaternion primsRot = prim.RotationOffset; 3998 }
3237 Quaternion newRot = oldParentRot * primsRot; 3999 }
3238 newRot = Quaternion.Inverse(axRot) * newRot;
3239 prim.RotationOffset = newRot;
3240 prim.ScheduleTerseUpdate();
3241 prim.IgnoreUndoUpdate = false;
3242 }
3243 }
3244
3245// for (int i = 0; i < parts.Length; i++)
3246// {
3247// SceneObjectPart childpart = parts[i];
3248// if (childpart != m_rootPart)
3249// {
3250//// childpart.IgnoreUndoUpdate = false;
3251//// childpart.StoreUndoState();
3252// }
3253// }
3254 4000
3255 m_rootPart.ScheduleTerseUpdate(); 4001 HasGroupChanged = true;
4002 ScheduleGroupForFullUpdate();
4003 }
3256 4004
3257// m_log.DebugFormat( 4005 private enum updatetype :int
3258// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 4006 {
3259// Name, LocalId, rot); 4007 none = 0,
4008 partterse = 1,
4009 partfull = 2,
4010 groupterse = 3,
4011 groupfull = 4
4012 }
4013
4014 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
4015 {
4016 // TODO this still as excessive *.Schedule*Update()s
4017
4018 if (part != null && part.ParentGroup != null)
4019 {
4020 ObjectChangeType change = data.change;
4021 bool togroup = ((change & ObjectChangeType.Group) != 0);
4022 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
4023
4024 SceneObjectGroup group = part.ParentGroup;
4025 PhysicsActor pha = group.RootPart.PhysActor;
4026
4027 updatetype updateType = updatetype.none;
4028
4029 if (togroup)
4030 {
4031 // related to group
4032 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
4033 {
4034 if ((change & ObjectChangeType.Rotation) != 0)
4035 {
4036 group.RootPart.UpdateRotation(data.rotation);
4037 updateType = updatetype.none;
4038 }
4039 if ((change & ObjectChangeType.Position) != 0)
4040 {
4041 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
4042 UpdateGroupPosition(data.position);
4043 updateType = updatetype.groupterse;
4044 }
4045 else
4046 // ugly rotation update of all parts
4047 {
4048 group.ResetChildPrimPhysicsPositions();
4049 }
4050
4051 }
4052 if ((change & ObjectChangeType.Scale) != 0)
4053 {
4054 if (pha != null)
4055 pha.Building = true;
4056
4057 group.GroupResize(data.scale);
4058 updateType = updatetype.none;
4059
4060 if (pha != null)
4061 pha.Building = false;
4062 }
4063 }
4064 else
4065 {
4066 // related to single prim in a link-set ( ie group)
4067 if (pha != null)
4068 pha.Building = true;
4069
4070 // root part is special
4071 // parts offset positions or rotations need to change also
4072
4073 if (part == group.RootPart)
4074 {
4075 if ((change & ObjectChangeType.Rotation) != 0)
4076 group.UpdateRootRotation(data.rotation);
4077 if ((change & ObjectChangeType.Position) != 0)
4078 group.UpdateRootPosition(data.position);
4079 if ((change & ObjectChangeType.Scale) != 0)
4080 part.Resize(data.scale);
4081 }
4082 else
4083 {
4084 if ((change & ObjectChangeType.Position) != 0)
4085 {
4086 part.OffsetPosition = data.position;
4087 updateType = updatetype.partterse;
4088 }
4089 if ((change & ObjectChangeType.Rotation) != 0)
4090 {
4091 part.UpdateRotation(data.rotation);
4092 updateType = updatetype.none;
4093 }
4094 if ((change & ObjectChangeType.Scale) != 0)
4095 {
4096 part.Resize(data.scale);
4097 updateType = updatetype.none;
4098 }
4099 }
4100
4101 if (pha != null)
4102 pha.Building = false;
4103 }
4104
4105 if (updateType != updatetype.none)
4106 {
4107 group.HasGroupChanged = true;
4108
4109 switch (updateType)
4110 {
4111 case updatetype.partterse:
4112 part.ScheduleTerseUpdate();
4113 break;
4114 case updatetype.partfull:
4115 part.ScheduleFullUpdate();
4116 break;
4117 case updatetype.groupterse:
4118 group.ScheduleGroupForTerseUpdate();
4119 break;
4120 case updatetype.groupfull:
4121 group.ScheduleGroupForFullUpdate();
4122 break;
4123 default:
4124 break;
4125 }
4126 }
4127 }
3260 } 4128 }
3261 4129
3262 #endregion 4130 #endregion
@@ -3297,6 +4165,8 @@ namespace OpenSim.Region.Framework.Scenes
3297 waypoint.handle = handle; 4165 waypoint.handle = handle;
3298 lock (m_rotTargets) 4166 lock (m_rotTargets)
3299 { 4167 {
4168 if (m_rotTargets.Count >= 8)
4169 m_rotTargets.Remove(m_rotTargets.ElementAt(0).Key);
3300 m_rotTargets.Add(handle, waypoint); 4170 m_rotTargets.Add(handle, waypoint);
3301 } 4171 }
3302 m_scene.AddGroupTarget(this); 4172 m_scene.AddGroupTarget(this);
@@ -3322,6 +4192,8 @@ namespace OpenSim.Region.Framework.Scenes
3322 waypoint.handle = handle; 4192 waypoint.handle = handle;
3323 lock (m_targets) 4193 lock (m_targets)
3324 { 4194 {
4195 if (m_targets.Count >= 8)
4196 m_targets.Remove(m_targets.ElementAt(0).Key);
3325 m_targets.Add(handle, waypoint); 4197 m_targets.Add(handle, waypoint);
3326 } 4198 }
3327 m_scene.AddGroupTarget(this); 4199 m_scene.AddGroupTarget(this);
@@ -3355,10 +4227,11 @@ namespace OpenSim.Region.Framework.Scenes
3355 scriptPosTarget target = m_targets[idx]; 4227 scriptPosTarget target = m_targets[idx];
3356 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 4228 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3357 { 4229 {
4230 at_target = true;
4231
3358 // trigger at_target 4232 // trigger at_target
3359 if (m_scriptListens_atTarget) 4233 if (m_scriptListens_atTarget)
3360 { 4234 {
3361 at_target = true;
3362 scriptPosTarget att = new scriptPosTarget(); 4235 scriptPosTarget att = new scriptPosTarget();
3363 att.targetPos = target.targetPos; 4236 att.targetPos = target.targetPos;
3364 att.tolerance = target.tolerance; 4237 att.tolerance = target.tolerance;
@@ -3476,11 +4349,50 @@ namespace OpenSim.Region.Framework.Scenes
3476 } 4349 }
3477 } 4350 }
3478 } 4351 }
3479 4352
4353 public Vector3 GetGeometricCenter()
4354 {
4355 // this is not real geometric center but a average of positions relative to root prim acording to
4356 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4357 // ignoring tortured prims details since sl also seems to ignore
4358 // so no real use in doing it on physics
4359
4360 Vector3 gc = Vector3.Zero;
4361
4362 int nparts = m_parts.Count;
4363 if (nparts <= 1)
4364 return gc;
4365
4366 SceneObjectPart[] parts = m_parts.GetArray();
4367 nparts = parts.Length; // just in case it changed
4368 if (nparts <= 1)
4369 return gc;
4370
4371 Quaternion parentRot = RootPart.RotationOffset;
4372 Vector3 pPos;
4373
4374 // average all parts positions
4375 for (int i = 0; i < nparts; i++)
4376 {
4377 // do it directly
4378 // gc += parts[i].GetWorldPosition();
4379 if (parts[i] != RootPart)
4380 {
4381 pPos = parts[i].OffsetPosition;
4382 gc += pPos;
4383 }
4384
4385 }
4386 gc /= nparts;
4387
4388 // relative to root:
4389// gc -= AbsolutePosition;
4390 return gc;
4391 }
4392
3480 public float GetMass() 4393 public float GetMass()
3481 { 4394 {
3482 float retmass = 0f; 4395 float retmass = 0f;
3483
3484 SceneObjectPart[] parts = m_parts.GetArray(); 4396 SceneObjectPart[] parts = m_parts.GetArray();
3485 for (int i = 0; i < parts.Length; i++) 4397 for (int i = 0; i < parts.Length; i++)
3486 retmass += parts[i].GetMass(); 4398 retmass += parts[i].GetMass();
@@ -3488,6 +4400,39 @@ namespace OpenSim.Region.Framework.Scenes
3488 return retmass; 4400 return retmass;
3489 } 4401 }
3490 4402
4403 // center of mass of full object
4404 public Vector3 GetCenterOfMass()
4405 {
4406 PhysicsActor pa = RootPart.PhysActor;
4407
4408 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4409 {
4410 // physics knows better about center of mass of physical prims
4411 Vector3 tmp = pa.CenterOfMass;
4412 return tmp;
4413 }
4414
4415 Vector3 Ptot = Vector3.Zero;
4416 float totmass = 0f;
4417 float m;
4418
4419 SceneObjectPart[] parts = m_parts.GetArray();
4420 for (int i = 0; i < parts.Length; i++)
4421 {
4422 m = parts[i].GetMass();
4423 Ptot += parts[i].GetPartCenterOfMass() * m;
4424 totmass += m;
4425 }
4426
4427 if (totmass == 0)
4428 totmass = 0;
4429 else
4430 totmass = 1 / totmass;
4431 Ptot *= totmass;
4432
4433 return Ptot;
4434 }
4435
3491 /// <summary> 4436 /// <summary>
3492 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4437 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3493 /// the physics engine can use it. 4438 /// the physics engine can use it.
@@ -3667,6 +4612,14 @@ namespace OpenSim.Region.Framework.Scenes
3667 FromItemID = uuid; 4612 FromItemID = uuid;
3668 } 4613 }
3669 4614
4615 public void ResetOwnerChangeFlag()
4616 {
4617 ForEachPart(delegate(SceneObjectPart part)
4618 {
4619 part.ResetOwnerChangeFlag();
4620 });
4621 }
4622
3670 #endregion 4623 #endregion
3671 } 4624 }
3672} 4625}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index eb3af42..59a453a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -64,7 +64,8 @@ namespace OpenSim.Region.Framework.Scenes
64 TELEPORT = 512, 64 TELEPORT = 512,
65 REGION_RESTART = 1024, 65 REGION_RESTART = 1024,
66 MEDIA = 2048, 66 MEDIA = 2048,
67 ANIMATION = 16384 67 ANIMATION = 16384,
68 POSITION = 32768
68 } 69 }
69 70
70 // I don't really know where to put this except here. 71 // I don't really know where to put this except here.
@@ -123,7 +124,18 @@ namespace OpenSim.Region.Framework.Scenes
123 /// Denote all sides of the prim 124 /// Denote all sides of the prim
124 /// </value> 125 /// </value>
125 public const int ALL_SIDES = -1; 126 public const int ALL_SIDES = -1;
126 127
128 private const scriptEvents PhysicsNeededSubsEvents = (
129 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
130 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
131 );
132 private const scriptEvents PhyscicsPhantonSubsEvents = (
133 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
134 );
135 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
136 scriptEvents.collision_start | scriptEvents.collision_end
137 );
138
127 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 139 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
128 140
129 /// <summary> 141 /// <summary>
@@ -160,7 +172,7 @@ namespace OpenSim.Region.Framework.Scenes
160 /// </remarks> 172 /// </remarks>
161 public bool IsRoot 173 public bool IsRoot
162 { 174 {
163 get { return ParentGroup.RootPart == this; } 175 get { return Object.ReferenceEquals(ParentGroup.RootPart, this); }
164 } 176 }
165 177
166 /// <summary> 178 /// <summary>
@@ -233,6 +245,18 @@ namespace OpenSim.Region.Framework.Scenes
233 245
234 public uint TimeStampTerse; 246 public uint TimeStampTerse;
235 247
248 // The following two are to hold the attachment data
249 // while an object is inworld
250 [XmlIgnore]
251 public byte AttachPoint = 0;
252
253 [XmlIgnore]
254 public Vector3 AttachOffset = Vector3.Zero;
255
256 [XmlIgnore]
257 public Quaternion AttachRotation = Quaternion.Identity;
258
259 [XmlIgnore]
236 public int STATUS_ROTATE_X; 260 public int STATUS_ROTATE_X;
237 261
238 public int STATUS_ROTATE_Y; 262 public int STATUS_ROTATE_Y;
@@ -259,8 +283,7 @@ namespace OpenSim.Region.Framework.Scenes
259 283
260 public Vector3 RotationAxis = Vector3.One; 284 public Vector3 RotationAxis = Vector3.One;
261 285
262 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 286 public bool VolumeDetectActive;
263 // Certainly this must be a persistant setting finally
264 287
265 public bool IsWaitingForFirstSpinUpdatePacket; 288 public bool IsWaitingForFirstSpinUpdatePacket;
266 289
@@ -300,10 +323,10 @@ namespace OpenSim.Region.Framework.Scenes
300 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 323 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
301 private Vector3 m_sitTargetPosition; 324 private Vector3 m_sitTargetPosition;
302 private string m_sitAnimation = "SIT"; 325 private string m_sitAnimation = "SIT";
326 private bool m_occupied; // KF if any av is sitting on this prim
303 private string m_text = String.Empty; 327 private string m_text = String.Empty;
304 private string m_touchName = String.Empty; 328 private string m_touchName = String.Empty;
305 private readonly List<UndoState> m_undo = new List<UndoState>(5); 329 private UndoRedoState m_UndoRedo = null;
306 private readonly List<UndoState> m_redo = new List<UndoState>(5);
307 330
308 private bool m_passTouches = false; 331 private bool m_passTouches = false;
309 private bool m_passCollisions = false; 332 private bool m_passCollisions = false;
@@ -331,14 +354,20 @@ namespace OpenSim.Region.Framework.Scenes
331 protected Vector3 m_lastVelocity; 354 protected Vector3 m_lastVelocity;
332 protected Vector3 m_lastAcceleration; 355 protected Vector3 m_lastAcceleration;
333 protected Vector3 m_lastAngularVelocity; 356 protected Vector3 m_lastAngularVelocity;
334 protected int m_lastTerseSent; 357 protected int m_lastUpdateSentTime;
358 protected float m_buoyancy = 0.0f;
359 protected Vector3 m_force;
360 protected Vector3 m_torque;
335 361
336 protected byte m_physicsShapeType = (byte)PhysShapeType.prim; 362 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
337 protected float m_density = 1000.0f; // in kg/m^3 363 protected float m_density = 1000.0f; // in kg/m^3
338 protected float m_gravitymod = 1.0f; 364 protected float m_gravitymod = 1.0f;
339 protected float m_friction = 0.6f; // wood 365 protected float m_friction = 0.6f; // wood
340 protected float m_bounce = 0.5f; // wood 366 protected float m_bounce = 0.5f; // wood
341 367
368
369 protected bool m_isSelected = false;
370
342 /// <summary> 371 /// <summary>
343 /// Stores media texture data 372 /// Stores media texture data
344 /// </summary> 373 /// </summary>
@@ -350,15 +379,23 @@ namespace OpenSim.Region.Framework.Scenes
350 private Vector3 m_cameraAtOffset; 379 private Vector3 m_cameraAtOffset;
351 private bool m_forceMouselook; 380 private bool m_forceMouselook;
352 381
353 // TODO: Collision sound should have default. 382
383 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
384 private sbyte m_collisionSoundType;
354 private UUID m_collisionSound; 385 private UUID m_collisionSound;
355 private float m_collisionSoundVolume; 386 private float m_collisionSoundVolume;
356 387
388 private int LastColSoundSentTime;
389
390
391 private SOPVehicle m_vehicleParams = null;
392
357 public KeyframeMotion KeyframeMotion 393 public KeyframeMotion KeyframeMotion
358 { 394 {
359 get; set; 395 get; set;
360 } 396 }
361 397
398
362 #endregion Fields 399 #endregion Fields
363 400
364// ~SceneObjectPart() 401// ~SceneObjectPart()
@@ -388,6 +425,7 @@ namespace OpenSim.Region.Framework.Scenes
388 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 425 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
389 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log 426 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
390 m_inventory = new SceneObjectPartInventory(this); 427 m_inventory = new SceneObjectPartInventory(this);
428 LastColSoundSentTime = Util.EnvironmentTickCount();
391 } 429 }
392 430
393 /// <summary> 431 /// <summary>
@@ -402,7 +440,7 @@ namespace OpenSim.Region.Framework.Scenes
402 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 440 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
403 Quaternion rotationOffset, Vector3 offsetPosition) : this() 441 Quaternion rotationOffset, Vector3 offsetPosition) : this()
404 { 442 {
405 m_name = "Primitive"; 443 m_name = "Object";
406 444
407 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 445 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
408 LastOwnerID = CreatorID = OwnerID = ownerID; 446 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -441,7 +479,7 @@ namespace OpenSim.Region.Framework.Scenes
441 private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export); 479 private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export);
442 private uint _groupMask = (uint)PermissionMask.None; 480 private uint _groupMask = (uint)PermissionMask.None;
443 private uint _everyoneMask = (uint)PermissionMask.None; 481 private uint _everyoneMask = (uint)PermissionMask.None;
444 private uint _nextOwnerMask = (uint)PermissionMask.All; 482 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
445 private PrimFlags _flags = PrimFlags.None; 483 private PrimFlags _flags = PrimFlags.None;
446 private DateTime m_expires; 484 private DateTime m_expires;
447 private DateTime m_rezzed; 485 private DateTime m_rezzed;
@@ -539,12 +577,16 @@ namespace OpenSim.Region.Framework.Scenes
539 } 577 }
540 578
541 /// <value> 579 /// <value>
542 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 580 /// Get the inventory list
543 /// </value> 581 /// </value>
544 public TaskInventoryDictionary TaskInventory 582 public TaskInventoryDictionary TaskInventory
545 { 583 {
546 get { return m_inventory.Items; } 584 get {
547 set { m_inventory.Items = value; } 585 return m_inventory.Items;
586 }
587 set {
588 m_inventory.Items = value;
589 }
548 } 590 }
549 591
550 /// <summary> 592 /// <summary>
@@ -594,20 +636,6 @@ namespace OpenSim.Region.Framework.Scenes
594 } 636 }
595 } 637 }
596 638
597 public byte Material
598 {
599 get { return (byte) m_material; }
600 set
601 {
602 m_material = (Material)value;
603
604 PhysicsActor pa = PhysActor;
605
606 if (pa != null)
607 pa.SetMaterial((int)value);
608 }
609 }
610
611 [XmlIgnore] 639 [XmlIgnore]
612 public bool PassTouches 640 public bool PassTouches
613 { 641 {
@@ -633,6 +661,18 @@ namespace OpenSim.Region.Framework.Scenes
633 } 661 }
634 } 662 }
635 663
664 public bool IsSelected
665 {
666 get { return m_isSelected; }
667 set
668 {
669 m_isSelected = value;
670 if (ParentGroup != null)
671 ParentGroup.PartSelectChanged(value);
672 }
673 }
674
675
636 public Dictionary<int, string> CollisionFilter 676 public Dictionary<int, string> CollisionFilter
637 { 677 {
638 get { return m_CollisionFilter; } 678 get { return m_CollisionFilter; }
@@ -701,14 +741,12 @@ namespace OpenSim.Region.Framework.Scenes
701 set { m_LoopSoundSlavePrims = value; } 741 set { m_LoopSoundSlavePrims = value; }
702 } 742 }
703 743
704
705 public Byte[] TextureAnimation 744 public Byte[] TextureAnimation
706 { 745 {
707 get { return m_TextureAnimation; } 746 get { return m_TextureAnimation; }
708 set { m_TextureAnimation = value; } 747 set { m_TextureAnimation = value; }
709 } 748 }
710 749
711
712 public Byte[] ParticleSystem 750 public Byte[] ParticleSystem
713 { 751 {
714 get { return m_particleSystem; } 752 get { return m_particleSystem; }
@@ -745,9 +783,12 @@ namespace OpenSim.Region.Framework.Scenes
745 { 783 {
746 // If this is a linkset, we don't want the physics engine mucking up our group position here. 784 // If this is a linkset, we don't want the physics engine mucking up our group position here.
747 PhysicsActor actor = PhysActor; 785 PhysicsActor actor = PhysActor;
748 // If physical and the root prim of a linkset, the position of the group is what physics thinks. 786 if (ParentID == 0)
749 if (actor != null && ParentID == 0) 787 {
750 m_groupPosition = actor.Position; 788 if (actor != null)
789 m_groupPosition = actor.Position;
790 return m_groupPosition;
791 }
751 792
752 // If I'm an attachment, my position is reported as the position of who I'm attached to 793 // If I'm an attachment, my position is reported as the position of who I'm attached to
753 if (ParentGroup.IsAttachment) 794 if (ParentGroup.IsAttachment)
@@ -757,14 +798,16 @@ namespace OpenSim.Region.Framework.Scenes
757 return sp.AbsolutePosition; 798 return sp.AbsolutePosition;
758 } 799 }
759 800
801 // use root prim's group position. Physics may have updated it
802 if (ParentGroup.RootPart != this)
803 m_groupPosition = ParentGroup.RootPart.GroupPosition;
760 return m_groupPosition; 804 return m_groupPosition;
761 } 805 }
762 set 806 set
763 { 807 {
764 m_groupPosition = value; 808 m_groupPosition = value;
765
766 PhysicsActor actor = PhysActor; 809 PhysicsActor actor = PhysActor;
767 if (actor != null) 810 if (actor != null && ParentGroup.Scene.PhysicsScene != null)
768 { 811 {
769 try 812 try
770 { 813 {
@@ -789,16 +832,6 @@ namespace OpenSim.Region.Framework.Scenes
789 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); 832 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e);
790 } 833 }
791 } 834 }
792
793 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
794 if (SitTargetAvatar != UUID.Zero)
795 {
796 ScenePresence avatar;
797 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
798 {
799 avatar.ParentPosition = GetWorldPosition();
800 }
801 }
802 } 835 }
803 } 836 }
804 837
@@ -807,7 +840,7 @@ namespace OpenSim.Region.Framework.Scenes
807 get { return m_offsetPosition; } 840 get { return m_offsetPosition; }
808 set 841 set
809 { 842 {
810// StoreUndoState(); 843 Vector3 oldpos = m_offsetPosition;
811 m_offsetPosition = value; 844 m_offsetPosition = value;
812 845
813 if (ParentGroup != null && !ParentGroup.IsDeleted) 846 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -819,10 +852,25 @@ namespace OpenSim.Region.Framework.Scenes
819 actor.Orientation = GetWorldRotation(); 852 actor.Orientation = GetWorldRotation();
820 853
821 // Tell the physics engines that this prim changed. 854 // Tell the physics engines that this prim changed.
822 if (ParentGroup.Scene != null) 855 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
823 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 856 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
824 } 857 }
858
859 if (!m_parentGroup.m_dupeInProgress)
860 {
861 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
862 foreach (ScenePresence av in avs)
863 {
864 if (av.ParentID == m_localId)
865 {
866 Vector3 offset = (m_offsetPosition - oldpos);
867 av.AbsolutePosition += offset;
868 av.SendAvatarDataToAllAgents();
869 }
870 }
871 }
825 } 872 }
873 TriggerScriptChangedEvent(Changed.POSITION);
826 } 874 }
827 } 875 }
828 876
@@ -873,7 +921,7 @@ namespace OpenSim.Region.Framework.Scenes
873 921
874 set 922 set
875 { 923 {
876 StoreUndoState(); 924// StoreUndoState();
877 m_rotationOffset = value; 925 m_rotationOffset = value;
878 926
879 PhysicsActor actor = PhysActor; 927 PhysicsActor actor = PhysActor;
@@ -961,19 +1009,36 @@ namespace OpenSim.Region.Framework.Scenes
961 get 1009 get
962 { 1010 {
963 PhysicsActor actor = PhysActor; 1011 PhysicsActor actor = PhysActor;
964 if ((actor != null) && actor.IsPhysical) 1012 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
965 { 1013 {
966 m_angularVelocity = actor.RotationalVelocity; 1014 m_angularVelocity = actor.RotationalVelocity;
967 } 1015 }
968 return m_angularVelocity; 1016 return m_angularVelocity;
969 } 1017 }
970 set { m_angularVelocity = value; } 1018 set
1019 {
1020 m_angularVelocity = value;
1021 PhysicsActor actor = PhysActor;
1022 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
1023 {
1024 actor.RotationalVelocity = m_angularVelocity;
1025 }
1026 }
971 } 1027 }
972 1028
973 /// <summary></summary> 1029 /// <summary></summary>
974 public Vector3 Acceleration 1030 public Vector3 Acceleration
975 { 1031 {
976 get { return m_acceleration; } 1032 get
1033 {
1034 PhysicsActor actor = PhysActor;
1035 if (actor != null)
1036 {
1037 m_acceleration = actor.Acceleration;
1038 }
1039 return m_acceleration;
1040 }
1041
977 set { m_acceleration = value; } 1042 set { m_acceleration = value; }
978 } 1043 }
979 1044
@@ -1041,7 +1106,10 @@ namespace OpenSim.Region.Framework.Scenes
1041 public PrimitiveBaseShape Shape 1106 public PrimitiveBaseShape Shape
1042 { 1107 {
1043 get { return m_shape; } 1108 get { return m_shape; }
1044 set { m_shape = value;} 1109 set
1110 {
1111 m_shape = value;
1112 }
1045 } 1113 }
1046 1114
1047 /// <summary> 1115 /// <summary>
@@ -1054,7 +1122,6 @@ namespace OpenSim.Region.Framework.Scenes
1054 { 1122 {
1055 if (m_shape != null) 1123 if (m_shape != null)
1056 { 1124 {
1057 StoreUndoState();
1058 1125
1059 m_shape.Scale = value; 1126 m_shape.Scale = value;
1060 1127
@@ -1122,10 +1189,7 @@ namespace OpenSim.Region.Framework.Scenes
1122 { 1189 {
1123 get 1190 get
1124 { 1191 {
1125 if (ParentGroup.IsAttachment) 1192 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1126 return GroupPosition;
1127
1128 return m_offsetPosition + m_groupPosition;
1129 } 1193 }
1130 } 1194 }
1131 1195
@@ -1294,6 +1358,13 @@ namespace OpenSim.Region.Framework.Scenes
1294 _flags = value; 1358 _flags = value;
1295 } 1359 }
1296 } 1360 }
1361
1362 [XmlIgnore]
1363 public bool IsOccupied // KF If an av is sittingon this prim
1364 {
1365 get { return m_occupied; }
1366 set { m_occupied = value; }
1367 }
1297 1368
1298 /// <summary> 1369 /// <summary>
1299 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero 1370 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
@@ -1344,12 +1415,41 @@ namespace OpenSim.Region.Framework.Scenes
1344 set { m_sitAnimation = value; } 1415 set { m_sitAnimation = value; }
1345 } 1416 }
1346 1417
1418 public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
1419
1420 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
1421 // runtime thing.. do not persist
1422 [XmlIgnore]
1423 public sbyte CollisionSoundType
1424 {
1425 get
1426 {
1427 return m_collisionSoundType;
1428 }
1429 set
1430 {
1431 m_collisionSoundType = value;
1432 if (value == -1)
1433 m_collisionSound = invalidCollisionSoundUUID;
1434 else if (value == 0)
1435 m_collisionSound = UUID.Zero;
1436 }
1437 }
1438
1347 public UUID CollisionSound 1439 public UUID CollisionSound
1348 { 1440 {
1349 get { return m_collisionSound; } 1441 get { return m_collisionSound; }
1350 set 1442 set
1351 { 1443 {
1352 m_collisionSound = value; 1444 m_collisionSound = value;
1445
1446 if (value == invalidCollisionSoundUUID)
1447 m_collisionSoundType = -1;
1448 else if (value == UUID.Zero)
1449 m_collisionSoundType = 0;
1450 else
1451 m_collisionSoundType = 1;
1452
1353 aggregateScriptEvents(); 1453 aggregateScriptEvents();
1354 } 1454 }
1355 } 1455 }
@@ -1360,6 +1460,125 @@ namespace OpenSim.Region.Framework.Scenes
1360 set { m_collisionSoundVolume = value; } 1460 set { m_collisionSoundVolume = value; }
1361 } 1461 }
1362 1462
1463 public float Buoyancy
1464 {
1465 get
1466 {
1467 if (ParentGroup.RootPart == this)
1468 return m_buoyancy;
1469
1470 return ParentGroup.RootPart.Buoyancy;
1471 }
1472 set
1473 {
1474 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1475 {
1476 ParentGroup.RootPart.Buoyancy = value;
1477 return;
1478 }
1479 m_buoyancy = value;
1480 if (PhysActor != null)
1481 PhysActor.Buoyancy = value;
1482 }
1483 }
1484
1485 public Vector3 Force
1486 {
1487 get
1488 {
1489 if (ParentGroup.RootPart == this)
1490 return m_force;
1491
1492 return ParentGroup.RootPart.Force;
1493 }
1494
1495 set
1496 {
1497 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1498 {
1499 ParentGroup.RootPart.Force = value;
1500 return;
1501 }
1502 m_force = value;
1503 if (PhysActor != null)
1504 PhysActor.Force = value;
1505 }
1506 }
1507
1508 public Vector3 Torque
1509 {
1510 get
1511 {
1512 if (ParentGroup.RootPart == this)
1513 return m_torque;
1514
1515 return ParentGroup.RootPart.Torque;
1516 }
1517
1518 set
1519 {
1520 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1521 {
1522 ParentGroup.RootPart.Torque = value;
1523 return;
1524 }
1525 m_torque = value;
1526 if (PhysActor != null)
1527 PhysActor.Torque = value;
1528 }
1529 }
1530
1531 public byte Material
1532 {
1533 get { return (byte)m_material; }
1534 set
1535 {
1536 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1537 {
1538 bool update = false;
1539
1540 if (m_material != (Material)value)
1541 {
1542 update = true;
1543 m_material = (Material)value;
1544 }
1545
1546 if (m_friction != SOPMaterialData.friction(m_material))
1547 {
1548 update = true;
1549 m_friction = SOPMaterialData.friction(m_material);
1550 }
1551
1552 if (m_bounce != SOPMaterialData.bounce(m_material))
1553 {
1554 update = true;
1555 m_bounce = SOPMaterialData.bounce(m_material);
1556 }
1557
1558 if (update)
1559 {
1560 if (PhysActor != null)
1561 {
1562 PhysActor.SetMaterial((int)value);
1563 }
1564 if(ParentGroup != null)
1565 ParentGroup.HasGroupChanged = true;
1566 ScheduleFullUpdateIfNone();
1567 UpdatePhysRequired = true;
1568 }
1569 }
1570 }
1571 }
1572
1573 // not a propriety to move to methods place later
1574 private bool HasMesh()
1575 {
1576 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1577 return true;
1578 return false;
1579 }
1580
1581 // not a propriety to move to methods place later
1363 public byte DefaultPhysicsShapeType() 1582 public byte DefaultPhysicsShapeType()
1364 { 1583 {
1365 byte type; 1584 byte type;
@@ -1372,6 +1591,65 @@ namespace OpenSim.Region.Framework.Scenes
1372 return type; 1591 return type;
1373 } 1592 }
1374 1593
1594 [XmlIgnore]
1595 public bool UsesComplexCost
1596 {
1597 get
1598 {
1599 byte pst = PhysicsShapeType;
1600 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1601 return true;
1602 return false;
1603 }
1604 }
1605
1606 [XmlIgnore]
1607 public float PhysicsCost
1608 {
1609 get
1610 {
1611 if(PhysicsShapeType == (byte)PhysShapeType.none)
1612 return 0;
1613
1614 float cost = 0.1f;
1615 if (PhysActor != null)
1616 cost = PhysActor.PhysicsCost;
1617 else
1618 cost = 0.1f;
1619
1620 if ((Flags & PrimFlags.Physics) != 0)
1621 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1622 return cost;
1623 }
1624 }
1625
1626 [XmlIgnore]
1627 public float StreamingCost
1628 {
1629 get
1630 {
1631 float cost;
1632 if (PhysActor != null)
1633 cost = PhysActor.StreamCost;
1634 else
1635 cost = 1.0f;
1636 return 1.0f;
1637 }
1638 }
1639
1640 [XmlIgnore]
1641 public float SimulationCost
1642 {
1643 get
1644 {
1645 // ignoring scripts. Don't like considering them for this
1646 if((Flags & PrimFlags.Physics) != 0)
1647 return 1.0f;
1648
1649 return 0.5f;
1650 }
1651 }
1652
1375 public byte PhysicsShapeType 1653 public byte PhysicsShapeType
1376 { 1654 {
1377 get { return m_physicsShapeType; } 1655 get { return m_physicsShapeType; }
@@ -1405,11 +1683,14 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1683 }
1406 else if (PhysActor == null) 1684 else if (PhysActor == null)
1407 { 1685 {
1408 ApplyPhysics((uint)Flags, VolumeDetectActive); 1686 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1687 UpdatePhysicsSubscribedEvents();
1409 } 1688 }
1410 else 1689 else
1411 { 1690 {
1412 PhysActor.PhysicsShapeType = m_physicsShapeType; 1691 PhysActor.PhysicsShapeType = m_physicsShapeType;
1692// if (Shape.SculptEntry)
1693// CheckSculptAndLoad();
1413 } 1694 }
1414 1695
1415 if (ParentGroup != null) 1696 if (ParentGroup != null)
@@ -1511,6 +1792,7 @@ namespace OpenSim.Region.Framework.Scenes
1511 } 1792 }
1512 } 1793 }
1513 1794
1795
1514 #endregion Public Properties with only Get 1796 #endregion Public Properties with only Get
1515 1797
1516 private uint ApplyMask(uint val, bool set, uint mask) 1798 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1656,6 +1938,61 @@ namespace OpenSim.Region.Framework.Scenes
1656 } 1938 }
1657 } 1939 }
1658 1940
1941 // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future
1942 public void SetVelocity(Vector3 pVel, bool localGlobalTF)
1943 {
1944 if (ParentGroup == null || ParentGroup.IsDeleted)
1945 return;
1946
1947 if (ParentGroup.IsAttachment)
1948 return; // don't work on attachments (for now ??)
1949
1950 SceneObjectPart root = ParentGroup.RootPart;
1951
1952 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1953 return;
1954
1955 PhysicsActor pa = root.PhysActor;
1956
1957 if (pa == null || !pa.IsPhysical)
1958 return;
1959
1960 if (localGlobalTF)
1961 {
1962 pVel = pVel * GetWorldRotation();
1963 }
1964
1965 ParentGroup.Velocity = pVel;
1966 }
1967
1968 // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future
1969 public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF)
1970 {
1971 if (ParentGroup == null || ParentGroup.IsDeleted)
1972 return;
1973
1974 if (ParentGroup.IsAttachment)
1975 return; // don't work on attachments (for now ??)
1976
1977 SceneObjectPart root = ParentGroup.RootPart;
1978
1979 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1980 return;
1981
1982 PhysicsActor pa = root.PhysActor;
1983
1984 if (pa == null || !pa.IsPhysical)
1985 return;
1986
1987 if (localGlobalTF)
1988 {
1989 pAngVel = pAngVel * GetWorldRotation();
1990 }
1991
1992 root.AngularVelocity = pAngVel;
1993 }
1994
1995
1659 /// <summary> 1996 /// <summary>
1660 /// hook to the physics scene to apply angular impulse 1997 /// hook to the physics scene to apply angular impulse
1661 /// This is sent up to the group, which then finds the root prim 1998 /// This is sent up to the group, which then finds the root prim
@@ -1676,7 +2013,7 @@ namespace OpenSim.Region.Framework.Scenes
1676 impulse = newimpulse; 2013 impulse = newimpulse;
1677 } 2014 }
1678 2015
1679 ParentGroup.applyAngularImpulse(impulse); 2016 ParentGroup.ApplyAngularImpulse(impulse);
1680 } 2017 }
1681 2018
1682 /// <summary> 2019 /// <summary>
@@ -1686,20 +2023,24 @@ namespace OpenSim.Region.Framework.Scenes
1686 /// </summary> 2023 /// </summary>
1687 /// <param name="impulsei">Vector force</param> 2024 /// <param name="impulsei">Vector force</param>
1688 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 2025 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1689 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 2026
2027 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
2028 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1690 { 2029 {
1691 Vector3 impulse = impulsei; 2030 Vector3 torque = torquei;
1692 2031
1693 if (localGlobalTF) 2032 if (localGlobalTF)
1694 { 2033 {
2034/*
1695 Quaternion grot = GetWorldRotation(); 2035 Quaternion grot = GetWorldRotation();
1696 Quaternion AXgrot = grot; 2036 Quaternion AXgrot = grot;
1697 Vector3 AXimpulsei = impulsei; 2037 Vector3 AXimpulsei = impulsei;
1698 Vector3 newimpulse = AXimpulsei * AXgrot; 2038 Vector3 newimpulse = AXimpulsei * AXgrot;
1699 impulse = newimpulse; 2039 */
2040 torque *= GetWorldRotation();
1700 } 2041 }
1701 2042
1702 ParentGroup.setAngularImpulse(impulse); 2043 Torque = torque;
1703 } 2044 }
1704 2045
1705 /// <summary> 2046 /// <summary>
@@ -1707,7 +2048,9 @@ namespace OpenSim.Region.Framework.Scenes
1707 /// </summary> 2048 /// </summary>
1708 /// <param name="rootObjectFlags"></param> 2049 /// <param name="rootObjectFlags"></param>
1709 /// <param name="VolumeDetectActive"></param> 2050 /// <param name="VolumeDetectActive"></param>
1710 public void ApplyPhysics(uint rootObjectFlags, bool _VolumeDetectActive) 2051 /// <param name="building"></param>
2052
2053 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1711 { 2054 {
1712 VolumeDetectActive = _VolumeDetectActive; 2055 VolumeDetectActive = _VolumeDetectActive;
1713 2056
@@ -1717,8 +2060,8 @@ namespace OpenSim.Region.Framework.Scenes
1717 if (PhysicsShapeType == (byte)PhysShapeType.none) 2060 if (PhysicsShapeType == (byte)PhysShapeType.none)
1718 return; 2061 return;
1719 2062
1720 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 2063 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
1721 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 2064 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1722 2065
1723 if (_VolumeDetectActive) 2066 if (_VolumeDetectActive)
1724 isPhantom = true; 2067 isPhantom = true;
@@ -1732,7 +2075,8 @@ namespace OpenSim.Region.Framework.Scenes
1732 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment 2075 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1733 && !(Shape.PathCurve == (byte)Extrusion.Flexible)) 2076 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1734 { 2077 {
1735 AddToPhysics(isPhysical, isPhantom, isPhysical); 2078 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
2079 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1736 } 2080 }
1737 else 2081 else
1738 PhysActor = null; // just to be sure 2082 PhysActor = null; // just to be sure
@@ -1787,6 +2131,12 @@ namespace OpenSim.Region.Framework.Scenes
1787 dupe.Category = Category; 2131 dupe.Category = Category;
1788 dupe.m_rezzed = m_rezzed; 2132 dupe.m_rezzed = m_rezzed;
1789 2133
2134 dupe.m_UndoRedo = null;
2135 dupe.m_isSelected = false;
2136
2137 dupe.IgnoreUndoUpdate = false;
2138 dupe.Undoing = false;
2139
1790 dupe.m_inventory = new SceneObjectPartInventory(dupe); 2140 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1791 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 2141 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1792 2142
@@ -1802,6 +2152,7 @@ namespace OpenSim.Region.Framework.Scenes
1802 2152
1803 // Move afterwards ResetIDs as it clears the localID 2153 // Move afterwards ResetIDs as it clears the localID
1804 dupe.LocalId = localID; 2154 dupe.LocalId = localID;
2155
1805 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 2156 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1806 dupe.LastOwnerID = OwnerID; 2157 dupe.LastOwnerID = OwnerID;
1807 2158
@@ -1826,8 +2177,12 @@ namespace OpenSim.Region.Framework.Scenes
1826*/ 2177*/
1827 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2178 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1828 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2179 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2180// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1829 } 2181 }
1830 2182
2183 if (dupe.PhysActor != null)
2184 dupe.PhysActor.LocalID = localID;
2185
1831 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2186 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1832 2187
1833// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2188// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1846,10 +2201,10 @@ namespace OpenSim.Region.Framework.Scenes
1846 { 2201 {
1847 if (asset != null) 2202 if (asset != null)
1848 SculptTextureCallback(asset); 2203 SculptTextureCallback(asset);
1849 else 2204// else
1850 m_log.WarnFormat( 2205// m_log.WarnFormat(
1851 "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", 2206// "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
1852 Name, UUID, id); 2207// Name, UUID, id);
1853 } 2208 }
1854*/ 2209*/
1855 /// <summary> 2210 /// <summary>
@@ -1948,6 +2303,7 @@ namespace OpenSim.Region.Framework.Scenes
1948 2303
1949 /// <summary> 2304 /// <summary>
1950 /// Do a physics propery update for this part. 2305 /// Do a physics propery update for this part.
2306 /// now also updates phantom and volume detector
1951 /// </summary> 2307 /// </summary>
1952 /// <param name="UsePhysics"></param> 2308 /// <param name="UsePhysics"></param>
1953 /// <param name="isNew"></param> 2309 /// <param name="isNew"></param>
@@ -1973,64 +2329,69 @@ namespace OpenSim.Region.Framework.Scenes
1973 { 2329 {
1974 if (pa.IsPhysical) // implies UsePhysics==false for this block 2330 if (pa.IsPhysical) // implies UsePhysics==false for this block
1975 { 2331 {
1976 if (!isNew) 2332 if (!isNew) // implies UsePhysics==false for this block
2333 {
1977 ParentGroup.Scene.RemovePhysicalPrim(1); 2334 ParentGroup.Scene.RemovePhysicalPrim(1);
1978 2335
1979 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2336 Velocity = new Vector3(0, 0, 0);
1980 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2337 Acceleration = new Vector3(0, 0, 0);
1981 pa.delink(); 2338 if (ParentGroup.RootPart == this)
2339 AngularVelocity = new Vector3(0, 0, 0);
1982 2340
1983 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2341 if (pa.Phantom && !VolumeDetectActive)
1984 { 2342 {
1985 // destroy all joints connected to this now deactivated body 2343 RemoveFromPhysics();
1986 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2344 return;
1987 } 2345 }
1988 2346
1989 // stop client-side interpolation of all joint proxy objects that have just been deleted 2347 pa.IsPhysical = UsePhysics;
1990 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2348 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1991 // which stops client-side interpolation of deactivated joint proxy objects. 2349 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2350 pa.delink();
2351 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2352 {
2353 // destroy all joints connected to this now deactivated body
2354 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2355 }
2356 }
1992 } 2357 }
1993 2358
1994 if (!UsePhysics && !isNew) 2359 if (pa.IsPhysical != UsePhysics)
1995 { 2360 pa.IsPhysical = UsePhysics;
1996 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1997 // prim still has velocity and continues to interpolate its position along the old
1998 // velocity-vector.
1999 Velocity = new Vector3(0, 0, 0);
2000 Acceleration = new Vector3(0, 0, 0);
2001 AngularVelocity = new Vector3(0, 0, 0);
2002 //RotationalVelocity = new Vector3(0, 0, 0);
2003 }
2004 2361
2005 pa.IsPhysical = UsePhysics; 2362 if (UsePhysics)
2363 {
2364 if (ParentGroup.RootPart.KeyframeMotion != null)
2365 ParentGroup.RootPart.KeyframeMotion.Stop();
2366 ParentGroup.RootPart.KeyframeMotion = null;
2367 ParentGroup.Scene.AddPhysicalPrim(1);
2006 2368
2007 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2369 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
2008 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2370 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
2009 /// that's not wholesome. Had to make Scene public
2010 //PhysActor = null;
2011 2371
2012 if ((Flags & PrimFlags.Phantom) == 0) 2372 if (ParentID != 0 && ParentID != LocalId)
2013 {
2014 if (UsePhysics)
2015 { 2373 {
2016 if (ParentGroup.RootPart.KeyframeMotion != null) 2374 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
2017 ParentGroup.RootPart.KeyframeMotion.Stop();
2018 ParentGroup.RootPart.KeyframeMotion = null;
2019 ParentGroup.Scene.AddPhysicalPrim(1);
2020
2021 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
2022 pa.OnOutOfBounds += PhysicsOutOfBounds;
2023 if (ParentID != 0 && ParentID != LocalId)
2024 {
2025 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
2026 2375
2027 if (parentPa != null) 2376 if (parentPa != null)
2028 { 2377 {
2029 pa.link(parentPa); 2378 pa.link(parentPa);
2030 }
2031 } 2379 }
2032 } 2380 }
2033 } 2381 }
2382 }
2383
2384 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2385 if (pa.Phantom != phan)
2386 pa.Phantom = phan;
2387
2388// some engines dont' have this check still
2389// if (VolumeDetectActive != pa.IsVolumeDtc)
2390 {
2391 if (VolumeDetectActive)
2392 pa.SetVolumeDetect(1);
2393 else
2394 pa.SetVolumeDetect(0);
2034 } 2395 }
2035 2396
2036 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2397 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -2149,42 +2510,63 @@ namespace OpenSim.Region.Framework.Scenes
2149 2510
2150 public Vector3 GetGeometricCenter() 2511 public Vector3 GetGeometricCenter()
2151 { 2512 {
2513 // this is not real geometric center but a average of positions relative to root prim acording to
2514 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
2515 // ignoring tortured prims details since sl also seems to ignore
2516 // so no real use in doing it on physics
2517 if (ParentGroup.IsDeleted)
2518 return new Vector3(0, 0, 0);
2519
2520 return ParentGroup.GetGeometricCenter();
2521 }
2522
2523 public float GetMass()
2524 {
2152 PhysicsActor pa = PhysActor; 2525 PhysicsActor pa = PhysActor;
2153 2526
2154 if (pa != null) 2527 if (pa != null)
2155 return pa.GeometricCenter; 2528 return pa.Mass;
2156 else 2529 else
2157 return Vector3.Zero; 2530 return 0;
2158 } 2531 }
2159 2532
2160 public Vector3 GetCenterOfMass() 2533 public Vector3 GetCenterOfMass()
2161 { 2534 {
2535 if (ParentGroup.RootPart == this)
2536 {
2537 if (ParentGroup.IsDeleted)
2538 return AbsolutePosition;
2539 return ParentGroup.GetCenterOfMass();
2540 }
2541
2162 PhysicsActor pa = PhysActor; 2542 PhysicsActor pa = PhysActor;
2163 2543
2164 if (pa != null) 2544 if (pa != null)
2165 return pa.CenterOfMass; 2545 {
2546 Vector3 tmp = pa.CenterOfMass;
2547 return tmp;
2548 }
2166 else 2549 else
2167 return Vector3.Zero; 2550 return AbsolutePosition;
2168 } 2551 }
2169 2552
2170 public float GetMass() 2553 public Vector3 GetPartCenterOfMass()
2171 { 2554 {
2172 PhysicsActor pa = PhysActor; 2555 PhysicsActor pa = PhysActor;
2173 2556
2174 if (pa != null) 2557 if (pa != null)
2175 return pa.Mass; 2558 {
2559 Vector3 tmp = pa.CenterOfMass;
2560 return tmp;
2561 }
2176 else 2562 else
2177 return 0; 2563 return AbsolutePosition;
2178 } 2564 }
2179 2565
2566
2180 public Vector3 GetForce() 2567 public Vector3 GetForce()
2181 { 2568 {
2182 PhysicsActor pa = PhysActor; 2569 return Force;
2183
2184 if (pa != null)
2185 return pa.Force;
2186 else
2187 return Vector3.Zero;
2188 } 2570 }
2189 2571
2190 /// <summary> 2572 /// <summary>
@@ -2399,15 +2781,25 @@ namespace OpenSim.Region.Framework.Scenes
2399 2781
2400 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) 2782 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
2401 { 2783 {
2402 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) 2784 bool sendToRoot = true;
2403 { 2785
2404 ColliderArgs LandCollidingMessage = new ColliderArgs(); 2786 ColliderArgs LandCollidingMessage = new ColliderArgs();
2405 List<DetectedObject> colliding = new List<DetectedObject>(); 2787 List<DetectedObject> colliding = new List<DetectedObject>();
2406 2788
2407 colliding.Add(CreateDetObjectForGround()); 2789 colliding.Add(CreateDetObjectForGround());
2408 LandCollidingMessage.Colliders = colliding; 2790 LandCollidingMessage.Colliders = colliding;
2409 2791
2792 if (Inventory.ContainsScripts())
2793 {
2794 if (!PassCollisions)
2795 sendToRoot = false;
2796 }
2797 if ((ScriptEvents & ev) != 0)
2410 notify(LocalId, LandCollidingMessage); 2798 notify(LocalId, LandCollidingMessage);
2799
2800 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
2801 {
2802 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
2411 } 2803 }
2412 } 2804 }
2413 2805
@@ -2423,57 +2815,120 @@ namespace OpenSim.Region.Framework.Scenes
2423 List<uint> endedColliders = new List<uint>(); 2815 List<uint> endedColliders = new List<uint>();
2424 List<uint> startedColliders = new List<uint>(); 2816 List<uint> startedColliders = new List<uint>();
2425 2817
2426 // calculate things that started colliding this time 2818 if (collissionswith.Count == 0)
2427 // and build up list of colliders this time
2428 foreach (uint localid in collissionswith.Keys)
2429 { 2819 {
2430 thisHitColliders.Add(localid); 2820 if (m_lastColliders.Count == 0)
2431 if (!m_lastColliders.Contains(localid)) 2821 return; // nothing to do
2432 startedColliders.Add(localid);
2433 }
2434 2822
2435 // calculate things that ended colliding 2823 foreach (uint localID in m_lastColliders)
2436 foreach (uint localID in m_lastColliders) 2824 {
2437 {
2438 if (!thisHitColliders.Contains(localID))
2439 endedColliders.Add(localID); 2825 endedColliders.Add(localID);
2826 }
2827 m_lastColliders.Clear();
2440 } 2828 }
2441 2829
2442 //add the items that started colliding this time to the last colliders list. 2830 else
2443 foreach (uint localID in startedColliders) 2831 {
2444 m_lastColliders.Add(localID); 2832 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
2833
2834 // calculate things that started colliding this time
2835 // and build up list of colliders this time
2836 if (!VolumeDetectActive && CollisionSoundType >= 0)
2837 {
2838 CollisionForSoundInfo soundinfo;
2839 ContactPoint curcontact;
2445 2840
2446 // remove things that ended colliding from the last colliders list 2841 foreach (uint id in collissionswith.Keys)
2447 foreach (uint localID in endedColliders) 2842 {
2448 m_lastColliders.Remove(localID); 2843 thisHitColliders.Add(id);
2844 if (!m_lastColliders.Contains(id))
2845 {
2846 startedColliders.Add(id);
2449 2847
2450 // play the sound. 2848 curcontact = collissionswith[id];
2451 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2849 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
2452 { 2850 {
2453 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); 2851 soundinfo = new CollisionForSoundInfo();
2454 if (soundModule != null) 2852 soundinfo.colliderID = id;
2853 soundinfo.position = curcontact.Position;
2854 soundinfo.relativeVel = curcontact.RelativeSpeed;
2855 soundinfolist.Add(soundinfo);
2856 }
2857 }
2858 }
2859 }
2860 else
2455 { 2861 {
2456 soundModule.SendSound(UUID, CollisionSound, 2862 foreach (uint id in collissionswith.Keys)
2457 CollisionSoundVolume, true, 0, 0, false, 2863 {
2458 false); 2864 thisHitColliders.Add(id);
2865 if (!m_lastColliders.Contains(id))
2866 startedColliders.Add(id);
2867 }
2459 } 2868 }
2869
2870 // calculate things that ended colliding
2871 foreach (uint localID in m_lastColliders)
2872 {
2873 if (!thisHitColliders.Contains(localID))
2874 endedColliders.Add(localID);
2875 }
2876
2877 //add the items that started colliding this time to the last colliders list.
2878 foreach (uint localID in startedColliders)
2879 m_lastColliders.Add(localID);
2880
2881 // remove things that ended colliding from the last colliders list
2882 foreach (uint localID in endedColliders)
2883 m_lastColliders.Remove(localID);
2884
2885 // play sounds.
2886 if (soundinfolist.Count > 0)
2887 CollisionSounds.PartCollisionSound(this, soundinfolist);
2460 } 2888 }
2461 2889
2462 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2890 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2463 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2891 if (!VolumeDetectActive)
2892 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2464 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2893 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2465 2894
2466 if (startedColliders.Contains(0)) 2895 if (startedColliders.Contains(0))
2467 { 2896 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2468 if (m_lastColliders.Contains(0)) 2897 if (m_lastColliders.Contains(0))
2469 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); 2898 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
2470 else
2471 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2472 }
2473 if (endedColliders.Contains(0)) 2899 if (endedColliders.Contains(0))
2474 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2900 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2475 } 2901 }
2476 2902
2903 // The Collision sounds code calls this
2904 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
2905 {
2906 if (soundID == UUID.Zero)
2907 return;
2908
2909 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
2910 if (soundModule == null)
2911 return;
2912
2913 if (volume > 1)
2914 volume = 1;
2915 if (volume < 0)
2916 volume = 0;
2917
2918 int now = Util.EnvironmentTickCount();
2919 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
2920 return;
2921
2922 LastColSoundSentTime = now;
2923
2924 UUID ownerID = OwnerID;
2925 UUID objectID = ParentGroup.RootPart.UUID;
2926 UUID parentID = ParentGroup.UUID;
2927 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
2928
2929 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
2930 }
2931
2477 public void PhysicsOutOfBounds(Vector3 pos) 2932 public void PhysicsOutOfBounds(Vector3 pos)
2478 { 2933 {
2479 // Note: This is only being called on the root prim at this time. 2934 // Note: This is only being called on the root prim at this time.
@@ -2495,9 +2950,9 @@ namespace OpenSim.Region.Framework.Scenes
2495 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2950 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2496 2951
2497 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2952 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2498 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2953 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2499 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2954 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2500 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2955 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2501 { 2956 {
2502 ParentGroup.AbsolutePosition = newpos; 2957 ParentGroup.AbsolutePosition = newpos;
2503 return; 2958 return;
@@ -2782,6 +3237,14 @@ namespace OpenSim.Region.Framework.Scenes
2782 if (ParentGroup == null) 3237 if (ParentGroup == null)
2783 return; 3238 return;
2784 3239
3240 // Update the "last" values
3241 m_lastPosition = OffsetPosition;
3242 m_lastRotation = RotationOffset;
3243 m_lastVelocity = Velocity;
3244 m_lastAcceleration = Acceleration;
3245 m_lastAngularVelocity = AngularVelocity;
3246 m_lastUpdateSentTime = Environment.TickCount;
3247
2785 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 3248 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
2786 { 3249 {
2787 SendFullUpdate(avatar.ControllingClient); 3250 SendFullUpdate(avatar.ControllingClient);
@@ -2840,8 +3303,8 @@ namespace OpenSim.Region.Framework.Scenes
2840 { 3303 {
2841 const float ROTATION_TOLERANCE = 0.01f; 3304 const float ROTATION_TOLERANCE = 0.01f;
2842 const float VELOCITY_TOLERANCE = 0.001f; 3305 const float VELOCITY_TOLERANCE = 0.001f;
2843 const float POSITION_TOLERANCE = 0.05f; 3306 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2844 const int TIME_MS_TOLERANCE = 3000; 3307 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2845 3308
2846 switch (UpdateFlag) 3309 switch (UpdateFlag)
2847 { 3310 {
@@ -2855,17 +3318,10 @@ namespace OpenSim.Region.Framework.Scenes
2855 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || 3318 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) ||
2856 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || 3319 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) ||
2857 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 3320 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
2858 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3321 Environment.TickCount - m_lastUpdateSentTime > TIME_MS_TOLERANCE)
2859 { 3322 {
2860 SendTerseUpdateToAllClients(); 3323 SendTerseUpdateToAllClients();
2861 3324
2862 // Update the "last" values
2863 m_lastPosition = OffsetPosition;
2864 m_lastRotation = RotationOffset;
2865 m_lastVelocity = Velocity;
2866 m_lastAcceleration = Acceleration;
2867 m_lastAngularVelocity = AngularVelocity;
2868 m_lastTerseSent = Environment.TickCount;
2869 } 3325 }
2870 break; 3326 break;
2871 } 3327 }
@@ -2883,6 +3339,17 @@ namespace OpenSim.Region.Framework.Scenes
2883 /// </summary> 3339 /// </summary>
2884 public void SendTerseUpdateToAllClients() 3340 public void SendTerseUpdateToAllClients()
2885 { 3341 {
3342 if (ParentGroup == null || ParentGroup.Scene == null)
3343 return;
3344
3345 // Update the "last" values
3346 m_lastPosition = OffsetPosition;
3347 m_lastRotation = RotationOffset;
3348 m_lastVelocity = Velocity;
3349 m_lastAcceleration = Acceleration;
3350 m_lastAngularVelocity = AngularVelocity;
3351 m_lastUpdateSentTime = Environment.TickCount;
3352
2886 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) 3353 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
2887 { 3354 {
2888 SendTerseUpdateToClient(client); 3355 SendTerseUpdateToClient(client);
@@ -2906,10 +3373,13 @@ namespace OpenSim.Region.Framework.Scenes
2906 3373
2907 public void SetBuoyancy(float fvalue) 3374 public void SetBuoyancy(float fvalue)
2908 { 3375 {
2909 PhysicsActor pa = PhysActor; 3376 Buoyancy = fvalue;
2910 3377/*
2911 if (pa != null) 3378 if (PhysActor != null)
2912 pa.Buoyancy = fvalue; 3379 {
3380 PhysActor.Buoyancy = fvalue;
3381 }
3382 */
2913 } 3383 }
2914 3384
2915 public void SetDieAtEdge(bool p) 3385 public void SetDieAtEdge(bool p)
@@ -2925,47 +3395,111 @@ namespace OpenSim.Region.Framework.Scenes
2925 PhysicsActor pa = PhysActor; 3395 PhysicsActor pa = PhysActor;
2926 3396
2927 if (pa != null) 3397 if (pa != null)
2928 pa.FloatOnWater = floatYN == 1; 3398 pa.FloatOnWater = (floatYN == 1);
2929 } 3399 }
2930 3400
2931 public void SetForce(Vector3 force) 3401 public void SetForce(Vector3 force)
2932 { 3402 {
2933 PhysicsActor pa = PhysActor; 3403 Force = force;
3404 }
2934 3405
2935 if (pa != null) 3406 public SOPVehicle VehicleParams
2936 pa.Force = force; 3407 {
3408 get
3409 {
3410 return m_vehicleParams;
3411 }
3412 set
3413 {
3414 m_vehicleParams = value;
3415 }
3416 }
3417
3418
3419 public int VehicleType
3420 {
3421 get
3422 {
3423 if (m_vehicleParams == null)
3424 return (int)Vehicle.TYPE_NONE;
3425 else
3426 return (int)m_vehicleParams.Type;
3427 }
3428 set
3429 {
3430 SetVehicleType(value);
3431 }
2937 } 3432 }
2938 3433
2939 public void SetVehicleType(int type) 3434 public void SetVehicleType(int type)
2940 { 3435 {
2941 PhysicsActor pa = PhysActor; 3436 m_vehicleParams = null;
3437
3438 if (type == (int)Vehicle.TYPE_NONE)
3439 {
3440 if (_parentID ==0 && PhysActor != null)
3441 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3442 return;
3443 }
3444 m_vehicleParams = new SOPVehicle();
3445 m_vehicleParams.ProcessTypeChange((Vehicle)type);
3446 {
3447 if (_parentID ==0 && PhysActor != null)
3448 PhysActor.VehicleType = type;
3449 return;
3450 }
3451 }
2942 3452
2943 if (pa != null) 3453 public void SetVehicleFlags(int param, bool remove)
2944 pa.VehicleType = type; 3454 {
3455 if (m_vehicleParams == null)
3456 return;
3457
3458 m_vehicleParams.ProcessVehicleFlags(param, remove);
3459
3460 if (_parentID ==0 && PhysActor != null)
3461 {
3462 PhysActor.VehicleFlags(param, remove);
3463 }
2945 } 3464 }
2946 3465
2947 public void SetVehicleFloatParam(int param, float value) 3466 public void SetVehicleFloatParam(int param, float value)
2948 { 3467 {
2949 PhysicsActor pa = PhysActor; 3468 if (m_vehicleParams == null)
3469 return;
2950 3470
2951 if (pa != null) 3471 m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value);
2952 pa.VehicleFloatParam(param, value); 3472
3473 if (_parentID == 0 && PhysActor != null)
3474 {
3475 PhysActor.VehicleFloatParam(param, value);
3476 }
2953 } 3477 }
2954 3478
2955 public void SetVehicleVectorParam(int param, Vector3 value) 3479 public void SetVehicleVectorParam(int param, Vector3 value)
2956 { 3480 {
2957 PhysicsActor pa = PhysActor; 3481 if (m_vehicleParams == null)
3482 return;
2958 3483
2959 if (pa != null) 3484 m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value);
2960 pa.VehicleVectorParam(param, value); 3485
3486 if (_parentID == 0 && PhysActor != null)
3487 {
3488 PhysActor.VehicleVectorParam(param, value);
3489 }
2961 } 3490 }
2962 3491
2963 public void SetVehicleRotationParam(int param, Quaternion rotation) 3492 public void SetVehicleRotationParam(int param, Quaternion rotation)
2964 { 3493 {
2965 PhysicsActor pa = PhysActor; 3494 if (m_vehicleParams == null)
3495 return;
2966 3496
2967 if (pa != null) 3497 m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation);
2968 pa.VehicleRotationParam(param, rotation); 3498
3499 if (_parentID == 0 && PhysActor != null)
3500 {
3501 PhysActor.VehicleRotationParam(param, rotation);
3502 }
2969 } 3503 }
2970 3504
2971 /// <summary> 3505 /// <summary>
@@ -3166,14 +3700,6 @@ namespace OpenSim.Region.Framework.Scenes
3166 hasProfileCut = hasDimple; // is it the same thing? 3700 hasProfileCut = hasDimple; // is it the same thing?
3167 } 3701 }
3168 3702
3169 public void SetVehicleFlags(int param, bool remove)
3170 {
3171 PhysicsActor pa = PhysActor;
3172
3173 if (pa != null)
3174 pa.VehicleFlags(param, remove);
3175 }
3176
3177 public void SetGroup(UUID groupID, IClientAPI client) 3703 public void SetGroup(UUID groupID, IClientAPI client)
3178 { 3704 {
3179 // Scene.AddNewPrims() calls with client == null so can't use this. 3705 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3277,71 +3803,20 @@ namespace OpenSim.Region.Framework.Scenes
3277 { 3803 {
3278 ParentGroup.stopMoveToTarget(); 3804 ParentGroup.stopMoveToTarget();
3279 3805
3280 ParentGroup.ScheduleGroupForTerseUpdate(); 3806// ParentGroup.ScheduleGroupForTerseUpdate();
3281 //ParentGroup.ScheduleGroupForFullUpdate(); 3807 //ParentGroup.ScheduleGroupForFullUpdate();
3282 } 3808 }
3283 3809
3284 public void StoreUndoState() 3810 public void StoreUndoState(ObjectChangeType change)
3285 { 3811 {
3286 StoreUndoState(false); 3812 if (m_UndoRedo == null)
3287 } 3813 m_UndoRedo = new UndoRedoState(5);
3288
3289 public void StoreUndoState(bool forGroup)
3290 {
3291 if (ParentGroup == null || ParentGroup.Scene == null)
3292 return;
3293
3294 if (Undoing)
3295 {
3296// m_log.DebugFormat(
3297// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3298 return;
3299 }
3300
3301 if (IgnoreUndoUpdate)
3302 {
3303// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3304 return;
3305 }
3306 3814
3307 lock (m_undo) 3815 lock (m_UndoRedo)
3308 { 3816 {
3309 if (m_undo.Count > 0) 3817 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3310 { 3818 {
3311 UndoState last = m_undo[m_undo.Count - 1]; 3819 m_UndoRedo.StoreUndo(this, change);
3312 if (last != null)
3313 {
3314 // TODO: May need to fix for group comparison
3315 if (last.Compare(this))
3316 {
3317// m_log.DebugFormat(
3318// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3319// Name, LocalId, m_undo.Count);
3320
3321 return;
3322 }
3323 }
3324 }
3325
3326// m_log.DebugFormat(
3327// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3328// Name, LocalId, forGroup, m_undo.Count);
3329
3330 if (ParentGroup.Scene.MaxUndoCount > 0)
3331 {
3332 UndoState nUndo = new UndoState(this, forGroup);
3333
3334 m_undo.Add(nUndo);
3335
3336 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3337 m_undo.RemoveAt(0);
3338
3339 if (m_redo.Count > 0)
3340 m_redo.Clear();
3341
3342// m_log.DebugFormat(
3343// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3344// Name, LocalId, forGroup, m_undo.Count);
3345 } 3820 }
3346 } 3821 }
3347 } 3822 }
@@ -3353,88 +3828,46 @@ namespace OpenSim.Region.Framework.Scenes
3353 { 3828 {
3354 get 3829 get
3355 { 3830 {
3356 lock (m_undo) 3831 if (m_UndoRedo == null)
3357 return m_undo.Count; 3832 return 0;
3833 return m_UndoRedo.Count;
3358 } 3834 }
3359 } 3835 }
3360 3836
3361 public void Undo() 3837 public void Undo()
3362 { 3838 {
3363 lock (m_undo) 3839 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3364 { 3840 return;
3365// m_log.DebugFormat(
3366// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3367// Name, LocalId, m_undo.Count);
3368
3369 if (m_undo.Count > 0)
3370 {
3371 UndoState goback = m_undo[m_undo.Count - 1];
3372 m_undo.RemoveAt(m_undo.Count - 1);
3373
3374 UndoState nUndo = null;
3375
3376 if (ParentGroup.Scene.MaxUndoCount > 0)
3377 {
3378 nUndo = new UndoState(this, goback.ForGroup);
3379 }
3380
3381 goback.PlaybackState(this);
3382
3383 if (nUndo != null)
3384 {
3385 m_redo.Add(nUndo);
3386
3387 if (m_redo.Count > ParentGroup.Scene.MaxUndoCount)
3388 m_redo.RemoveAt(0);
3389 }
3390 }
3391 3841
3392// m_log.DebugFormat( 3842 lock (m_UndoRedo)
3393// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3843 {
3394// Name, LocalId, m_undo.Count); 3844 Undoing = true;
3845 m_UndoRedo.Undo(this);
3846 Undoing = false;
3395 } 3847 }
3396 } 3848 }
3397 3849
3398 public void Redo() 3850 public void Redo()
3399 { 3851 {
3400 lock (m_undo) 3852 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3401 { 3853 return;
3402// m_log.DebugFormat(
3403// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3404// Name, LocalId, m_redo.Count);
3405
3406 if (m_redo.Count > 0)
3407 {
3408 UndoState gofwd = m_redo[m_redo.Count - 1];
3409 m_redo.RemoveAt(m_redo.Count - 1);
3410
3411 if (ParentGroup.Scene.MaxUndoCount > 0)
3412 {
3413 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3414
3415 m_undo.Add(nUndo);
3416
3417 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3418 m_undo.RemoveAt(0);
3419 }
3420
3421 gofwd.PlayfwdState(this);
3422 3854
3423// m_log.DebugFormat( 3855 lock (m_UndoRedo)
3424// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3856 {
3425// Name, LocalId, m_redo.Count); 3857 Undoing = true;
3426 } 3858 m_UndoRedo.Redo(this);
3859 Undoing = false;
3427 } 3860 }
3428 } 3861 }
3429 3862
3430 public void ClearUndoState() 3863 public void ClearUndoState()
3431 { 3864 {
3432// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3865 if (m_UndoRedo == null || Undoing)
3866 return;
3433 3867
3434 lock (m_undo) 3868 lock (m_UndoRedo)
3435 { 3869 {
3436 m_undo.Clear(); 3870 m_UndoRedo.Clear();
3437 m_redo.Clear();
3438 } 3871 }
3439 } 3872 }
3440 3873
@@ -3986,7 +4419,7 @@ namespace OpenSim.Region.Framework.Scenes
3986 if (god) 4419 if (god)
3987 { 4420 {
3988 BaseMask = ApplyMask(BaseMask, set, mask); 4421 BaseMask = ApplyMask(BaseMask, set, mask);
3989 Inventory.ApplyGodPermissions(_baseMask); 4422 Inventory.ApplyGodPermissions(BaseMask);
3990 } 4423 }
3991 4424
3992 break; 4425 break;
@@ -4017,7 +4450,7 @@ namespace OpenSim.Region.Framework.Scenes
4017 } 4450 }
4018 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & 4451 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
4019 baseMask; 4452 baseMask;
4020 // Prevent the client from creating no mod, no copy 4453 // Prevent the client from creating no copy, no transfer
4021 // objects 4454 // objects
4022 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) 4455 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0)
4023 NextOwnerMask |= (uint)PermissionMask.Transfer; 4456 NextOwnerMask |= (uint)PermissionMask.Transfer;
@@ -4035,20 +4468,20 @@ namespace OpenSim.Region.Framework.Scenes
4035 { 4468 {
4036 bool update = false; 4469 bool update = false;
4037 4470
4038 if (BaseMask != source.BaseMask || 4471 uint prevOwnerMask = OwnerMask;
4039 OwnerMask != source.OwnerMask || 4472 uint prevGroupMask = GroupMask;
4040 GroupMask != source.GroupMask || 4473 uint prevEveryoneMask = EveryoneMask;
4041 EveryoneMask != source.EveryoneMask || 4474 uint prevNextOwnerMask = NextOwnerMask;
4042 NextOwnerMask != source.NextOwnerMask)
4043 update = true;
4044 4475
4045 BaseMask = source.BaseMask; 4476 OwnerMask = source.OwnerMask & BaseMask;
4046 OwnerMask = source.OwnerMask; 4477 GroupMask = source.GroupMask & BaseMask;
4047 GroupMask = source.GroupMask; 4478 EveryoneMask = source.EveryoneMask & BaseMask;
4048 EveryoneMask = source.EveryoneMask; 4479 NextOwnerMask = source.NextOwnerMask & BaseMask;
4049 NextOwnerMask = source.NextOwnerMask;
4050 4480
4051 if (update) 4481 if (OwnerMask != prevOwnerMask ||
4482 GroupMask != prevGroupMask ||
4483 EveryoneMask != prevEveryoneMask ||
4484 NextOwnerMask != prevNextOwnerMask)
4052 SendFullUpdateToAllClients(); 4485 SendFullUpdateToAllClients();
4053 } 4486 }
4054 4487
@@ -4099,6 +4532,7 @@ namespace OpenSim.Region.Framework.Scenes
4099 } 4532 }
4100 } 4533 }
4101 4534
4535
4102 public void UpdateExtraPhysics(ExtraPhysicsData physdata) 4536 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4103 { 4537 {
4104 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) 4538 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
@@ -4126,7 +4560,7 @@ namespace OpenSim.Region.Framework.Scenes
4126 /// <param name="SetTemporary"></param> 4560 /// <param name="SetTemporary"></param>
4127 /// <param name="SetPhantom"></param> 4561 /// <param name="SetPhantom"></param>
4128 /// <param name="SetVD"></param> 4562 /// <param name="SetVD"></param>
4129 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4563 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4130 { 4564 {
4131 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4565 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4132 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4566 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -4136,97 +4570,103 @@ namespace OpenSim.Region.Framework.Scenes
4136 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4570 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4137 return; 4571 return;
4138 4572
4139 PhysicsActor pa = PhysActor; 4573 VolumeDetectActive = SetVD;
4140
4141 // Special cases for VD. VD can only be called from a script
4142 // and can't be combined with changes to other states. So we can rely
4143 // that...
4144 // ... if VD is changed, all others are not.
4145 // ... if one of the others is changed, VD is not.
4146 if (SetVD) // VD is active, special logic applies
4147 {
4148 // State machine logic for VolumeDetect
4149 // More logic below
4150 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4151 4574
4152 if (phanReset) // Phantom changes from on to off switch VD off too 4575 // volume detector implies phantom
4153 { 4576 if (VolumeDetectActive)
4154 SetVD = false; // Switch it of for the course of this routine
4155 VolumeDetectActive = false; // and also permanently
4156
4157 if (pa != null)
4158 pa.SetVolumeDetect(0); // Let physics know about it too
4159 }
4160 else
4161 {
4162 // If volumedetect is active we don't want phantom to be applied.
4163 // If this is a new call to VD out of the state "phantom"
4164 // this will also cause the prim to be visible to physics
4165 SetPhantom = false;
4166 }
4167 }
4168
4169 if (UsePhysics && IsJoint())
4170 {
4171 SetPhantom = true; 4577 SetPhantom = true;
4172 }
4173 4578
4174 if (UsePhysics) 4579 if (UsePhysics)
4175 {
4176 AddFlag(PrimFlags.Physics); 4580 AddFlag(PrimFlags.Physics);
4177 if (!wasUsingPhysics)
4178 {
4179 DoPhysicsPropertyUpdate(UsePhysics, false);
4180 }
4181 }
4182 else 4581 else
4183 {
4184 RemFlag(PrimFlags.Physics); 4582 RemFlag(PrimFlags.Physics);
4185 if (wasUsingPhysics)
4186 {
4187 DoPhysicsPropertyUpdate(UsePhysics, false);
4188 }
4189 }
4190 4583
4191 if (SetPhantom 4584 if (SetPhantom)
4192 || ParentGroup.IsAttachment
4193 || PhysicsShapeType == (byte)PhysShapeType.none
4194 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4195 {
4196 AddFlag(PrimFlags.Phantom); 4585 AddFlag(PrimFlags.Phantom);
4586 else
4587 RemFlag(PrimFlags.Phantom);
4197 4588
4198 if (PhysActor != null) 4589 if (SetTemporary)
4590 AddFlag(PrimFlags.TemporaryOnRez);
4591 else
4592 RemFlag(PrimFlags.TemporaryOnRez);
4593
4594
4595 if (ParentGroup.Scene == null)
4596 return;
4597
4598 PhysicsActor pa = PhysActor;
4599
4600 if (pa != null && building && pa.Building != building)
4601 pa.Building = building;
4602
4603 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4604 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4605 {
4606 if (pa != null)
4199 { 4607 {
4608 if(wasUsingPhysics)
4609 ParentGroup.Scene.RemovePhysicalPrim(1);
4200 RemoveFromPhysics(); 4610 RemoveFromPhysics();
4201 pa = null;
4202 } 4611 }
4612
4613 Velocity = new Vector3(0, 0, 0);
4614 Acceleration = new Vector3(0, 0, 0);
4615 if (ParentGroup.RootPart == this)
4616 AngularVelocity = new Vector3(0, 0, 0);
4203 } 4617 }
4204 else // Not phantom 4618
4619 else
4205 { 4620 {
4206 RemFlag(PrimFlags.Phantom); 4621 if (ParentGroup.Scene.CollidablePrims)
4207
4208 if (ParentGroup.Scene == null)
4209 return;
4210
4211 if (ParentGroup.Scene.CollidablePrims && pa == null)
4212 { 4622 {
4213 AddToPhysics(UsePhysics, SetPhantom, false); 4623 if (pa == null)
4214 pa = PhysActor; 4624 {
4215 4625 AddToPhysics(UsePhysics, SetPhantom, building, false);
4216 if (pa != null) 4626 pa = PhysActor;
4627/*
4628 if (pa != null)
4629 {
4630 if (
4631// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4632// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4633// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4634// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4635// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4636// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4637 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4638 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4639 (CollisionSound != UUID.Zero)
4640 )
4641 {
4642 pa.OnCollisionUpdate += PhysicsCollision;
4643 pa.SubscribeEvents(1000);
4644 }
4645 }
4646*/
4647 if (pa != null)
4648 {
4649 pa.SetMaterial(Material);
4650 DoPhysicsPropertyUpdate(UsePhysics, true);
4651 }
4652 }
4653 else // it already has a physical representation
4217 { 4654 {
4218 pa.SetMaterial(Material); 4655 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4219 DoPhysicsPropertyUpdate(UsePhysics, true); 4656/* moved into DoPhysicsPropertyUpdate
4657 if(VolumeDetectActive)
4658 pa.SetVolumeDetect(1);
4659 else
4660 pa.SetVolumeDetect(0);
4661*/
4220 4662
4221 SubscribeForCollisionEvents(); 4663 if (pa.Building != building)
4664 pa.Building = building;
4222 } 4665 }
4223 }
4224 else // it already has a physical representation
4225 {
4226 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4227 }
4228 }
4229 4666
4667 UpdatePhysicsSubscribedEvents();
4668 }
4669 }
4230 if (SetVD) 4670 if (SetVD)
4231 { 4671 {
4232 // If the above logic worked (this is urgent candidate to unit tests!) 4672 // If the above logic worked (this is urgent candidate to unit tests!)
@@ -4240,6 +4680,7 @@ namespace OpenSim.Region.Framework.Scenes
4240 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4680 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4241 VolumeDetectActive = true; 4681 VolumeDetectActive = true;
4242 } 4682 }
4683 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4243 } 4684 }
4244 else if (SetVD != wasVD) 4685 else if (SetVD != wasVD)
4245 { 4686 {
@@ -4251,105 +4692,51 @@ namespace OpenSim.Region.Framework.Scenes
4251 RemFlag(PrimFlags.Phantom); 4692 RemFlag(PrimFlags.Phantom);
4252 VolumeDetectActive = false; 4693 VolumeDetectActive = false;
4253 } 4694 }
4254 4695 // and last in case we have a new actor and not building
4255 if (SetTemporary)
4256 {
4257 AddFlag(PrimFlags.TemporaryOnRez);
4258 }
4259 else
4260 {
4261 RemFlag(PrimFlags.TemporaryOnRez);
4262 }
4263
4264 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4265 4696
4266 if (ParentGroup != null) 4697 if (ParentGroup != null)
4267 { 4698 {
4268 ParentGroup.HasGroupChanged = true; 4699 ParentGroup.HasGroupChanged = true;
4269 ScheduleFullUpdate(); 4700 ScheduleFullUpdate();
4270 } 4701 }
4271 4702
4272// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4703// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4273 } 4704 }
4274 4705
4275 /// <summary> 4706 /// <summary>
4276 /// Subscribe for physics collision events if needed for scripts and sounds
4277 /// </summary>
4278 public void SubscribeForCollisionEvents()
4279 {
4280 PhysicsActor pa = PhysActor;
4281
4282 if (pa != null)
4283 {
4284 if (
4285 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4286 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4287 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4288 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4289 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4290 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4291 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4292 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4293 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4294 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4295 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4296 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4297 (CollisionSound != UUID.Zero)
4298 )
4299 {
4300 if (!pa.SubscribedEvents())
4301 {
4302 // If not already subscribed for event, set up for a collision event.
4303 pa.OnCollisionUpdate += PhysicsCollision;
4304 pa.SubscribeEvents(1000);
4305 }
4306 }
4307 else
4308 {
4309 // There is no need to be subscribed to collisions so, if subscribed, remove subscription
4310 if (pa.SubscribedEvents())
4311 {
4312 pa.OnCollisionUpdate -= PhysicsCollision;
4313 pa.UnSubscribeEvents();
4314 }
4315 }
4316 }
4317 }
4318
4319 /// <summary>
4320 /// Adds this part to the physics scene. 4707 /// Adds this part to the physics scene.
4708 /// and sets the PhysActor property
4321 /// </summary> 4709 /// </summary>
4322 /// <remarks>This method also sets the PhysActor property.</remarks> 4710 /// <param name="isPhysical">Add this prim as physical.</param>
4323 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4711 /// <param name="isPhantom">Add this prim as phantom.</param>
4324 /// <returns> 4712 /// <param name="building">tells physics to delay full construction of object</param>
4325 /// The physics actor. null if there was a failure. 4713 /// <param name="applyDynamics">applies velocities, force and torque</param>
4326 /// </returns> 4714 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4327 private void AddToPhysics(bool isPhysical, bool isPhantom, bool applyDynamics) 4715 {
4328 {
4329 PhysicsActor pa; 4716 PhysicsActor pa;
4330 4717
4331 Vector3 velocity = Velocity; 4718 Vector3 velocity = Velocity;
4332 Vector3 rotationalVelocity = AngularVelocity;; 4719 Vector3 rotationalVelocity = AngularVelocity;;
4333 4720
4334 try 4721 try
4335 { 4722 {
4336 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4723 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4337 string.Format("{0}/{1}", Name, UUID), 4724 string.Format("{0}/{1}", Name, UUID),
4338 Shape, 4725 Shape,
4339 AbsolutePosition, 4726 AbsolutePosition,
4340 Scale, 4727 Scale,
4341 GetWorldRotation(), 4728 GetWorldRotation(),
4342 isPhysical, 4729 isPhysical,
4343 isPhantom, 4730 isPhantom,
4344 PhysicsShapeType, 4731 PhysicsShapeType,
4345 m_localId); 4732 m_localId);
4346 } 4733 }
4347 catch (Exception e) 4734 catch (Exception e)
4348 { 4735 {
4349 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); 4736 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e);
4350 pa = null; 4737 pa = null;
4351 } 4738 }
4352 4739
4353 if (pa != null) 4740 if (pa != null)
4354 { 4741 {
4355 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4742 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
@@ -4362,9 +4749,16 @@ namespace OpenSim.Region.Framework.Scenes
4362 4749
4363 if (VolumeDetectActive) // change if not the default only 4750 if (VolumeDetectActive) // change if not the default only
4364 pa.SetVolumeDetect(1); 4751 pa.SetVolumeDetect(1);
4752
4753 if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId)
4754 m_vehicleParams.SetVehicle(pa);
4755
4365 // we are going to tell rest of code about physics so better have this here 4756 // we are going to tell rest of code about physics so better have this here
4366 PhysActor = pa; 4757 PhysActor = pa;
4367 4758
4759 // DoPhysicsPropertyUpdate(isPhysical, true);
4760 // lets expand it here just with what it really needs to do
4761
4368 if (isPhysical) 4762 if (isPhysical)
4369 { 4763 {
4370 if (ParentGroup.RootPart.KeyframeMotion != null) 4764 if (ParentGroup.RootPart.KeyframeMotion != null)
@@ -4386,19 +4780,34 @@ namespace OpenSim.Region.Framework.Scenes
4386 } 4780 }
4387 } 4781 }
4388 4782
4389 if (applyDynamics) 4783 if (applyDynamics)
4390 // do independent of isphysical so parameters get setted (at least some) 4784 // do independent of isphysical so parameters get setted (at least some)
4391 { 4785 {
4392 Velocity = velocity; 4786 Velocity = velocity;
4393 AngularVelocity = rotationalVelocity; 4787 AngularVelocity = rotationalVelocity;
4394// pa.Velocity = velocity; 4788// pa.Velocity = velocity;
4395 pa.RotationalVelocity = rotationalVelocity; 4789 pa.RotationalVelocity = rotationalVelocity;
4790
4791 // if not vehicle and root part apply force and torque
4792 if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE)
4793 && LocalId == ParentGroup.RootPart.LocalId)
4794 {
4795 pa.Force = Force;
4796 pa.Torque = Torque;
4797 }
4396 } 4798 }
4397 4799
4398 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 4800// if (Shape.SculptEntry)
4801// CheckSculptAndLoad();
4802// else
4803 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4804
4805 if (!building)
4806 pa.Building = false;
4399 } 4807 }
4400 4808
4401 PhysActor = pa; 4809 PhysActor = pa;
4810
4402 ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this); 4811 ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this);
4403 } 4812 }
4404 4813
@@ -4407,13 +4816,21 @@ namespace OpenSim.Region.Framework.Scenes
4407 /// </summary> 4816 /// </summary>
4408 /// <remarks> 4817 /// <remarks>
4409 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4818 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4410 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4819 /// representation for collision detection.
4411 /// phantom.
4412 /// </remarks> 4820 /// </remarks>
4413 public void RemoveFromPhysics() 4821 public void RemoveFromPhysics()
4414 { 4822 {
4415 ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); 4823 PhysicsActor pa = PhysActor;
4416 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 4824 if (pa != null)
4825 {
4826 pa.OnCollisionUpdate -= PhysicsCollision;
4827 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
4828 pa.OnOutOfBounds -= PhysicsOutOfBounds;
4829
4830 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
4831
4832 ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this);
4833 }
4417 PhysActor = null; 4834 PhysActor = null;
4418 } 4835 }
4419 4836
@@ -4545,6 +4962,8 @@ namespace OpenSim.Region.Framework.Scenes
4545 { 4962 {
4546// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); 4963// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
4547 4964
4965 return;
4966
4548 if (ParentGroup.IsDeleted) 4967 if (ParentGroup.IsDeleted)
4549 return; 4968 return;
4550 4969
@@ -4668,6 +5087,44 @@ namespace OpenSim.Region.Framework.Scenes
4668 } 5087 }
4669 } 5088 }
4670 5089
5090
5091 private void UpdatePhysicsSubscribedEvents()
5092 {
5093 PhysicsActor pa = PhysActor;
5094 if (pa == null)
5095 return;
5096
5097 pa.OnCollisionUpdate -= PhysicsCollision;
5098
5099 bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0));
5100
5101 scriptEvents CombinedEvents = AggregateScriptEvents;
5102
5103 // merge with root part
5104 if (ParentGroup != null && ParentGroup.RootPart != null)
5105 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
5106
5107 // submit to this part case
5108 if (VolumeDetectActive)
5109 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
5110 else if ((Flags & PrimFlags.Phantom) != 0)
5111 CombinedEvents &= PhyscicsPhantonSubsEvents;
5112 else
5113 CombinedEvents &= PhysicsNeededSubsEvents;
5114
5115 if (hassound || CombinedEvents != 0)
5116 {
5117 // subscribe to physics updates.
5118 pa.OnCollisionUpdate += PhysicsCollision;
5119 pa.SubscribeEvents(50); // 20 reports per second
5120 }
5121 else
5122 {
5123 pa.UnSubscribeEvents();
5124 }
5125 }
5126
5127
4671 public void aggregateScriptEvents() 5128 public void aggregateScriptEvents()
4672 { 5129 {
4673 if (ParentGroup == null || ParentGroup.RootPart == null) 5130 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4704,8 +5161,32 @@ namespace OpenSim.Region.Framework.Scenes
4704 { 5161 {
4705 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 5162 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4706 } 5163 }
4707 5164/*
4708 SubscribeForCollisionEvents(); 5165 PhysicsActor pa = PhysActor;
5166 if (pa != null)
5167 {
5168 if (
5169// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5170// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5171// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5172// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5173// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5174// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5175 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5176 )
5177 {
5178 // subscribe to physics updates.
5179 pa.OnCollisionUpdate += PhysicsCollision;
5180 pa.SubscribeEvents(1000);
5181 }
5182 else
5183 {
5184 pa.UnSubscribeEvents();
5185 pa.OnCollisionUpdate -= PhysicsCollision;
5186 }
5187 }
5188 */
5189 UpdatePhysicsSubscribedEvents();
4709 5190
4710 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5191 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4711 //{ 5192 //{
@@ -4839,6 +5320,18 @@ namespace OpenSim.Region.Framework.Scenes
4839 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5320 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4840 } 5321 }
4841 5322
5323 public void ResetOwnerChangeFlag()
5324 {
5325 List<UUID> inv = Inventory.GetInventoryList();
5326
5327 foreach (UUID itemID in inv)
5328 {
5329 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5330 item.OwnerChanged = false;
5331 Inventory.UpdateInventoryItem(item, false, false);
5332 }
5333 }
5334
4842 /// <summary> 5335 /// <summary>
4843 /// Record an avatar sitting on this part. 5336 /// Record an avatar sitting on this part.
4844 /// </summary> 5337 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 3f223a3..3be0623 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -49,6 +49,9 @@ namespace OpenSim.Region.Framework.Scenes
49 private string m_inventoryFileName = String.Empty; 49 private string m_inventoryFileName = String.Empty;
50 private byte[] m_inventoryFileData = new byte[0]; 50 private byte[] m_inventoryFileData = new byte[0];
51 private uint m_inventoryFileNameSerial = 0; 51 private uint m_inventoryFileNameSerial = 0;
52 private bool m_inventoryPrivileged = false;
53
54 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
52 55
53 /// <value> 56 /// <value>
54 /// The part to which the inventory belongs. 57 /// The part to which the inventory belongs.
@@ -85,7 +88,9 @@ namespace OpenSim.Region.Framework.Scenes
85 /// </value> 88 /// </value>
86 protected internal TaskInventoryDictionary Items 89 protected internal TaskInventoryDictionary Items
87 { 90 {
88 get { return m_items; } 91 get {
92 return m_items;
93 }
89 set 94 set
90 { 95 {
91 m_items = value; 96 m_items = value;
@@ -134,38 +139,45 @@ namespace OpenSim.Region.Framework.Scenes
134 public void ResetInventoryIDs() 139 public void ResetInventoryIDs()
135 { 140 {
136 if (null == m_part) 141 if (null == m_part)
137 return; 142 m_items.LockItemsForWrite(true);
138 143
139 lock (m_items) 144 if (Items.Count == 0)
140 { 145 {
141 if (0 == m_items.Count) 146 m_items.LockItemsForWrite(false);
142 return; 147 return;
148 }
143 149
144 IList<TaskInventoryItem> items = GetInventoryItems(); 150 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
145 m_items.Clear(); 151 Items.Clear();
146 152
147 foreach (TaskInventoryItem item in items) 153 foreach (TaskInventoryItem item in items)
148 { 154 {
149 item.ResetIDs(m_part.UUID); 155 item.ResetIDs(m_part.UUID);
150 m_items.Add(item.ItemID, item); 156 Items.Add(item.ItemID, item);
151 }
152 } 157 }
158 m_items.LockItemsForWrite(false);
153 } 159 }
154 160
155 public void ResetObjectID() 161 public void ResetObjectID()
156 { 162 {
157 lock (Items) 163 m_items.LockItemsForWrite(true);
164
165 if (Items.Count == 0)
158 { 166 {
159 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 167 m_items.LockItemsForWrite(false);
160 Items.Clear(); 168 return;
161
162 foreach (TaskInventoryItem item in items)
163 {
164 item.ParentPartID = m_part.UUID;
165 item.ParentID = m_part.UUID;
166 Items.Add(item.ItemID, item);
167 }
168 } 169 }
170
171 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
172 Items.Clear();
173
174 foreach (TaskInventoryItem item in items)
175 {
176 item.ParentPartID = m_part.UUID;
177 item.ParentID = m_part.UUID;
178 Items.Add(item.ItemID, item);
179 }
180 m_items.LockItemsForWrite(false);
169 } 181 }
170 182
171 /// <summary> 183 /// <summary>
@@ -174,17 +186,14 @@ namespace OpenSim.Region.Framework.Scenes
174 /// <param name="ownerId"></param> 186 /// <param name="ownerId"></param>
175 public void ChangeInventoryOwner(UUID ownerId) 187 public void ChangeInventoryOwner(UUID ownerId)
176 { 188 {
177 lock (Items) 189 List<TaskInventoryItem> items = GetInventoryItems();
178 { 190
179 if (0 == Items.Count) 191 if (items.Count == 0)
180 { 192 return;
181 return;
182 }
183 }
184 193
194 m_items.LockItemsForWrite(true);
185 HasInventoryChanged = true; 195 HasInventoryChanged = true;
186 m_part.ParentGroup.HasGroupChanged = true; 196 m_part.ParentGroup.HasGroupChanged = true;
187 List<TaskInventoryItem> items = GetInventoryItems();
188 foreach (TaskInventoryItem item in items) 197 foreach (TaskInventoryItem item in items)
189 { 198 {
190 if (ownerId != item.OwnerID) 199 if (ownerId != item.OwnerID)
@@ -195,6 +204,7 @@ namespace OpenSim.Region.Framework.Scenes
195 item.PermsGranter = UUID.Zero; 204 item.PermsGranter = UUID.Zero;
196 item.OwnerChanged = true; 205 item.OwnerChanged = true;
197 } 206 }
207 m_items.LockItemsForWrite(false);
198 } 208 }
199 209
200 /// <summary> 210 /// <summary>
@@ -203,12 +213,11 @@ namespace OpenSim.Region.Framework.Scenes
203 /// <param name="groupID"></param> 213 /// <param name="groupID"></param>
204 public void ChangeInventoryGroup(UUID groupID) 214 public void ChangeInventoryGroup(UUID groupID)
205 { 215 {
206 lock (Items) 216 m_items.LockItemsForWrite(true);
217 if (0 == Items.Count)
207 { 218 {
208 if (0 == Items.Count) 219 m_items.LockItemsForWrite(false);
209 { 220 return;
210 return;
211 }
212 } 221 }
213 222
214 // Don't let this set the HasGroupChanged flag for attachments 223 // Don't let this set the HasGroupChanged flag for attachments
@@ -220,12 +229,15 @@ namespace OpenSim.Region.Framework.Scenes
220 m_part.ParentGroup.HasGroupChanged = true; 229 m_part.ParentGroup.HasGroupChanged = true;
221 } 230 }
222 231
223 List<TaskInventoryItem> items = GetInventoryItems(); 232 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
224 foreach (TaskInventoryItem item in items) 233 foreach (TaskInventoryItem item in items)
225 { 234 {
226 if (groupID != item.GroupID) 235 if (groupID != item.GroupID)
236 {
227 item.GroupID = groupID; 237 item.GroupID = groupID;
238 }
228 } 239 }
240 m_items.LockItemsForWrite(false);
229 } 241 }
230 242
231 private void QueryScriptStates() 243 private void QueryScriptStates()
@@ -233,15 +245,18 @@ namespace OpenSim.Region.Framework.Scenes
233 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null) 245 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null)
234 return; 246 return;
235 247
236 lock (Items) 248 Items.LockItemsForRead(true);
249 foreach (TaskInventoryItem item in Items.Values)
237 { 250 {
238 foreach (TaskInventoryItem item in Items.Values) 251 if (item.InvType == (int)InventoryType.LSL)
239 { 252 {
240 bool running; 253 bool running;
241 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running)) 254 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running))
242 item.ScriptRunning = running; 255 item.ScriptRunning = running;
243 } 256 }
244 } 257 }
258
259 Items.LockItemsForRead(false);
245 } 260 }
246 261
247 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running) 262 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running)
@@ -318,7 +333,10 @@ namespace OpenSim.Region.Framework.Scenes
318 { 333 {
319 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 334 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
320 foreach (TaskInventoryItem item in scripts) 335 foreach (TaskInventoryItem item in scripts)
336 {
321 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 337 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
338 m_part.RemoveScriptEvents(item.ItemID);
339 }
322 } 340 }
323 341
324 /// <summary> 342 /// <summary>
@@ -340,7 +358,10 @@ namespace OpenSim.Region.Framework.Scenes
340// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 358// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
341 359
342 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 360 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
361 {
362 StoreScriptError(item.ItemID, "no permission");
343 return false; 363 return false;
364 }
344 365
345 m_part.AddFlag(PrimFlags.Scripted); 366 m_part.AddFlag(PrimFlags.Scripted);
346 367
@@ -350,14 +371,13 @@ namespace OpenSim.Region.Framework.Scenes
350 if (stateSource == 2 && // Prim crossing 371 if (stateSource == 2 && // Prim crossing
351 m_part.ParentGroup.Scene.m_trustBinaries) 372 m_part.ParentGroup.Scene.m_trustBinaries)
352 { 373 {
353 lock (m_items) 374 m_items.LockItemsForWrite(true);
354 { 375 m_items[item.ItemID].PermsMask = 0;
355 m_items[item.ItemID].PermsMask = 0; 376 m_items[item.ItemID].PermsGranter = UUID.Zero;
356 m_items[item.ItemID].PermsGranter = UUID.Zero; 377 m_items.LockItemsForWrite(false);
357 }
358
359 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 378 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
360 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 379 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
380 StoreScriptErrors(item.ItemID, null);
361 m_part.ParentGroup.AddActiveScriptCount(1); 381 m_part.ParentGroup.AddActiveScriptCount(1);
362 m_part.ScheduleFullUpdate(); 382 m_part.ScheduleFullUpdate();
363 return true; 383 return true;
@@ -366,6 +386,8 @@ namespace OpenSim.Region.Framework.Scenes
366 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 386 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
367 if (null == asset) 387 if (null == asset)
368 { 388 {
389 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
390 StoreScriptError(item.ItemID, msg);
369 m_log.ErrorFormat( 391 m_log.ErrorFormat(
370 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 392 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
371 item.Name, item.ItemID, m_part.AbsolutePosition, 393 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -378,16 +400,18 @@ namespace OpenSim.Region.Framework.Scenes
378 if (m_part.ParentGroup.m_savedScriptState != null) 400 if (m_part.ParentGroup.m_savedScriptState != null)
379 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 401 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
380 402
381 lock (m_items) 403 m_items.LockItemsForWrite(true);
382 { 404
383 m_items[item.ItemID].OldItemID = item.OldItemID; 405 m_items[item.ItemID].OldItemID = item.OldItemID;
384 m_items[item.ItemID].PermsMask = 0; 406 m_items[item.ItemID].PermsMask = 0;
385 m_items[item.ItemID].PermsGranter = UUID.Zero; 407 m_items[item.ItemID].PermsGranter = UUID.Zero;
386 }
387 408
409 m_items.LockItemsForWrite(false);
410
388 string script = Utils.BytesToString(asset.Data); 411 string script = Utils.BytesToString(asset.Data);
389 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 412 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
390 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 413 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
414 StoreScriptErrors(item.ItemID, null);
391 if (!item.ScriptRunning) 415 if (!item.ScriptRunning)
392 m_part.ParentGroup.Scene.EventManager.TriggerStopScript( 416 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
393 m_part.LocalId, item.ItemID); 417 m_part.LocalId, item.ItemID);
@@ -460,22 +484,149 @@ namespace OpenSim.Region.Framework.Scenes
460 return stateID; 484 return stateID;
461 } 485 }
462 486
487 /// <summary>
488 /// Start a script which is in this prim's inventory.
489 /// Some processing may occur in the background, but this routine returns asap.
490 /// </summary>
491 /// <param name="itemId">
492 /// A <see cref="UUID"/>
493 /// </param>
463 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 494 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
464 { 495 {
465 TaskInventoryItem item = GetInventoryItem(itemId); 496 lock (m_scriptErrors)
466 if (item != null)
467 { 497 {
468 return CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 498 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
499 m_scriptErrors.Remove(itemId);
500 }
501 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
502 return true;
503 }
504
505 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
506 {
507 m_items.LockItemsForRead(true);
508 if (m_items.ContainsKey(itemId))
509 {
510 if (m_items.ContainsKey(itemId))
511 {
512 m_items.LockItemsForRead(false);
513 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
514 }
515 else
516 {
517 m_items.LockItemsForRead(false);
518 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
519 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
520 StoreScriptError(itemId, msg);
521 m_log.ErrorFormat(
522 "[PRIM INVENTORY]: " +
523 "Couldn't start script with ID {0} since it {1}", itemId, msg);
524 }
469 } 525 }
470 else 526 else
471 { 527 {
528 m_items.LockItemsForRead(false);
529 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
530 StoreScriptError(itemId, msg);
472 m_log.ErrorFormat( 531 m_log.ErrorFormat(
473 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 532 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
474 itemId, m_part.Name, m_part.UUID, 533 itemId, m_part.Name, m_part.UUID,
475 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 534 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
535 }
536
537 }
476 538
477 return false; 539 /// <summary>
540 /// Start a script which is in this prim's inventory and return any compilation error messages.
541 /// </summary>
542 /// <param name="itemId">
543 /// A <see cref="UUID"/>
544 /// </param>
545 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
546 {
547 ArrayList errors;
548
549 // Indicate to CreateScriptInstanceInternal() we want it to
550 // post any compilation/loading error messages
551 lock (m_scriptErrors)
552 {
553 m_scriptErrors[itemId] = null;
554 }
555
556 // Perform compilation/loading
557 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
558
559 // Wait for and retrieve any errors
560 lock (m_scriptErrors)
561 {
562 while ((errors = m_scriptErrors[itemId]) == null)
563 {
564 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
565 {
566 m_log.ErrorFormat(
567 "[PRIM INVENTORY]: " +
568 "timedout waiting for script {0} errors", itemId);
569 errors = m_scriptErrors[itemId];
570 if (errors == null)
571 {
572 errors = new ArrayList(1);
573 errors.Add("timedout waiting for errors");
574 }
575 break;
576 }
577 }
578 m_scriptErrors.Remove(itemId);
478 } 579 }
580 return errors;
581 }
582
583 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
584 private void StoreScriptErrors(UUID itemId, ArrayList errors)
585 {
586 lock (m_scriptErrors)
587 {
588 // If compilation/loading initiated via CreateScriptInstance(),
589 // it does not want the errors, so just get out
590 if (!m_scriptErrors.ContainsKey(itemId))
591 {
592 return;
593 }
594
595 // Initiated via CreateScriptInstanceEr(), if we know what the
596 // errors are, save them and wake CreateScriptInstanceEr().
597 if (errors != null)
598 {
599 m_scriptErrors[itemId] = errors;
600 System.Threading.Monitor.PulseAll(m_scriptErrors);
601 return;
602 }
603 }
604
605 // Initiated via CreateScriptInstanceEr() but we don't know what
606 // the errors are yet, so retrieve them from the script engine.
607 // This may involve some waiting internal to GetScriptErrors().
608 errors = GetScriptErrors(itemId);
609
610 // Get a default non-null value to indicate success.
611 if (errors == null)
612 {
613 errors = new ArrayList();
614 }
615
616 // Post to CreateScriptInstanceEr() and wake it up
617 lock (m_scriptErrors)
618 {
619 m_scriptErrors[itemId] = errors;
620 System.Threading.Monitor.PulseAll(m_scriptErrors);
621 }
622 }
623
624 // Like StoreScriptErrors(), but just posts a single string message
625 private void StoreScriptError(UUID itemId, string message)
626 {
627 ArrayList errors = new ArrayList(1);
628 errors.Add(message);
629 StoreScriptErrors(itemId, errors);
479 } 630 }
480 631
481 /// <summary> 632 /// <summary>
@@ -488,15 +639,7 @@ namespace OpenSim.Region.Framework.Scenes
488 /// </param> 639 /// </param>
489 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 640 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
490 { 641 {
491 bool scriptPresent = false; 642 if (m_items.ContainsKey(itemId))
492
493 lock (m_items)
494 {
495 if (m_items.ContainsKey(itemId))
496 scriptPresent = true;
497 }
498
499 if (scriptPresent)
500 { 643 {
501 if (!sceneObjectBeingDeleted) 644 if (!sceneObjectBeingDeleted)
502 m_part.RemoveScriptEvents(itemId); 645 m_part.RemoveScriptEvents(itemId);
@@ -567,14 +710,16 @@ namespace OpenSim.Region.Framework.Scenes
567 /// <returns></returns> 710 /// <returns></returns>
568 private bool InventoryContainsName(string name) 711 private bool InventoryContainsName(string name)
569 { 712 {
570 lock (m_items) 713 m_items.LockItemsForRead(true);
714 foreach (TaskInventoryItem item in m_items.Values)
571 { 715 {
572 foreach (TaskInventoryItem item in m_items.Values) 716 if (item.Name == name)
573 { 717 {
574 if (item.Name == name) 718 m_items.LockItemsForRead(false);
575 return true; 719 return true;
576 } 720 }
577 } 721 }
722 m_items.LockItemsForRead(false);
578 return false; 723 return false;
579 } 724 }
580 725
@@ -616,8 +761,9 @@ namespace OpenSim.Region.Framework.Scenes
616 /// <param name="item"></param> 761 /// <param name="item"></param>
617 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 762 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
618 { 763 {
619 List<TaskInventoryItem> il = GetInventoryItems(); 764 m_items.LockItemsForRead(true);
620 765 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
766 m_items.LockItemsForRead(false);
621 foreach (TaskInventoryItem i in il) 767 foreach (TaskInventoryItem i in il)
622 { 768 {
623 if (i.Name == item.Name) 769 if (i.Name == item.Name)
@@ -655,14 +801,14 @@ namespace OpenSim.Region.Framework.Scenes
655 item.Name = name; 801 item.Name = name;
656 item.GroupID = m_part.GroupID; 802 item.GroupID = m_part.GroupID;
657 803
658 lock (m_items) 804 m_items.LockItemsForWrite(true);
659 m_items.Add(item.ItemID, item); 805 m_items.Add(item.ItemID, item);
660 806 m_items.LockItemsForWrite(false);
661 if (allowedDrop) 807 if (allowedDrop)
662 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 808 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
663 else 809 else
664 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 810 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
665 811
666 m_inventorySerial++; 812 m_inventorySerial++;
667 //m_inventorySerial += 2; 813 //m_inventorySerial += 2;
668 HasInventoryChanged = true; 814 HasInventoryChanged = true;
@@ -678,15 +824,15 @@ namespace OpenSim.Region.Framework.Scenes
678 /// <param name="items"></param> 824 /// <param name="items"></param>
679 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 825 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
680 { 826 {
681 lock (m_items) 827 m_items.LockItemsForWrite(true);
828 foreach (TaskInventoryItem item in items)
682 { 829 {
683 foreach (TaskInventoryItem item in items) 830 m_items.Add(item.ItemID, item);
684 { 831// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
685 m_items.Add(item.ItemID, item);
686// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
687 }
688 m_inventorySerial++;
689 } 832 }
833 m_items.LockItemsForWrite(false);
834
835 m_inventorySerial++;
690 } 836 }
691 837
692 /// <summary> 838 /// <summary>
@@ -697,23 +843,24 @@ namespace OpenSim.Region.Framework.Scenes
697 public TaskInventoryItem GetInventoryItem(UUID itemId) 843 public TaskInventoryItem GetInventoryItem(UUID itemId)
698 { 844 {
699 TaskInventoryItem item; 845 TaskInventoryItem item;
700 846 m_items.LockItemsForRead(true);
701 lock (m_items) 847 m_items.TryGetValue(itemId, out item);
702 m_items.TryGetValue(itemId, out item); 848 m_items.LockItemsForRead(false);
703
704 return item; 849 return item;
705 } 850 }
706 851
707 public TaskInventoryItem GetInventoryItem(string name) 852 public TaskInventoryItem GetInventoryItem(string name)
708 { 853 {
709 lock (m_items) 854 m_items.LockItemsForRead(true);
855 foreach (TaskInventoryItem item in m_items.Values)
710 { 856 {
711 foreach (TaskInventoryItem item in m_items.Values) 857 if (item.Name == name)
712 { 858 {
713 if (item.Name == name) 859 m_items.LockItemsForRead(false);
714 return item; 860 return item;
715 } 861 }
716 } 862 }
863 m_items.LockItemsForRead(false);
717 864
718 return null; 865 return null;
719 } 866 }
@@ -722,15 +869,16 @@ namespace OpenSim.Region.Framework.Scenes
722 { 869 {
723 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 870 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
724 871
725 lock (m_items) 872 m_items.LockItemsForRead(true);
873
874 foreach (TaskInventoryItem item in m_items.Values)
726 { 875 {
727 foreach (TaskInventoryItem item in m_items.Values) 876 if (item.Name == name)
728 { 877 items.Add(item);
729 if (item.Name == name)
730 items.Add(item);
731 }
732 } 878 }
733 879
880 m_items.LockItemsForRead(false);
881
734 return items; 882 return items;
735 } 883 }
736 884
@@ -749,6 +897,10 @@ namespace OpenSim.Region.Framework.Scenes
749 string xmlData = Utils.BytesToString(rezAsset.Data); 897 string xmlData = Utils.BytesToString(rezAsset.Data);
750 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 898 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
751 899
900 group.RootPart.AttachPoint = group.RootPart.Shape.State;
901 group.RootPart.AttachOffset = group.AbsolutePosition;
902 group.RootPart.AttachRotation = group.GroupRotation;
903
752 group.ResetIDs(); 904 group.ResetIDs();
753 905
754 SceneObjectPart rootPart = group.GetPart(group.UUID); 906 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -823,8 +975,9 @@ namespace OpenSim.Region.Framework.Scenes
823 975
824 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 976 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
825 { 977 {
826 TaskInventoryItem it = GetInventoryItem(item.ItemID); 978 m_items.LockItemsForWrite(true);
827 if (it != null) 979
980 if (m_items.ContainsKey(item.ItemID))
828 { 981 {
829// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 982// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
830 983
@@ -837,14 +990,10 @@ namespace OpenSim.Region.Framework.Scenes
837 item.GroupID = m_part.GroupID; 990 item.GroupID = m_part.GroupID;
838 991
839 if (item.AssetID == UUID.Zero) 992 if (item.AssetID == UUID.Zero)
840 item.AssetID = it.AssetID; 993 item.AssetID = m_items[item.ItemID].AssetID;
841 994
842 lock (m_items) 995 m_items[item.ItemID] = item;
843 { 996 m_inventorySerial++;
844 m_items[item.ItemID] = item;
845 m_inventorySerial++;
846 }
847
848 if (fireScriptEvents) 997 if (fireScriptEvents)
849 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 998 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
850 999
@@ -853,7 +1002,7 @@ namespace OpenSim.Region.Framework.Scenes
853 HasInventoryChanged = true; 1002 HasInventoryChanged = true;
854 m_part.ParentGroup.HasGroupChanged = true; 1003 m_part.ParentGroup.HasGroupChanged = true;
855 } 1004 }
856 1005 m_items.LockItemsForWrite(false);
857 return true; 1006 return true;
858 } 1007 }
859 else 1008 else
@@ -864,8 +1013,9 @@ namespace OpenSim.Region.Framework.Scenes
864 item.ItemID, m_part.Name, m_part.UUID, 1013 item.ItemID, m_part.Name, m_part.UUID,
865 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 1014 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
866 } 1015 }
867 return false; 1016 m_items.LockItemsForWrite(false);
868 1017
1018 return false;
869 } 1019 }
870 1020
871 /// <summary> 1021 /// <summary>
@@ -876,43 +1026,59 @@ namespace OpenSim.Region.Framework.Scenes
876 /// in this prim's inventory.</returns> 1026 /// in this prim's inventory.</returns>
877 public int RemoveInventoryItem(UUID itemID) 1027 public int RemoveInventoryItem(UUID itemID)
878 { 1028 {
879 TaskInventoryItem item = GetInventoryItem(itemID); 1029 m_items.LockItemsForRead(true);
880 if (item != null) 1030
1031 if (m_items.ContainsKey(itemID))
881 { 1032 {
882 int type = m_items[itemID].InvType; 1033 int type = m_items[itemID].InvType;
1034 m_items.LockItemsForRead(false);
883 if (type == 10) // Script 1035 if (type == 10) // Script
884 { 1036 {
885 m_part.RemoveScriptEvents(itemID);
886 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 1037 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
887 } 1038 }
1039 m_items.LockItemsForWrite(true);
888 m_items.Remove(itemID); 1040 m_items.Remove(itemID);
1041 m_items.LockItemsForWrite(false);
889 m_inventorySerial++; 1042 m_inventorySerial++;
890 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 1043 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
891 1044
892 HasInventoryChanged = true; 1045 HasInventoryChanged = true;
893 m_part.ParentGroup.HasGroupChanged = true; 1046 m_part.ParentGroup.HasGroupChanged = true;
894 1047
895 if (!ContainsScripts()) 1048 int scriptcount = 0;
1049 m_items.LockItemsForRead(true);
1050 foreach (TaskInventoryItem item in m_items.Values)
1051 {
1052 if (item.Type == 10)
1053 {
1054 scriptcount++;
1055 }
1056 }
1057 m_items.LockItemsForRead(false);
1058
1059
1060 if (scriptcount <= 0)
1061 {
896 m_part.RemFlag(PrimFlags.Scripted); 1062 m_part.RemFlag(PrimFlags.Scripted);
1063 }
897 1064
898 m_part.ScheduleFullUpdate(); 1065 m_part.ScheduleFullUpdate();
899 1066
900 return type; 1067 return type;
901
902 } 1068 }
903 else 1069 else
904 { 1070 {
1071 m_items.LockItemsForRead(false);
905 m_log.ErrorFormat( 1072 m_log.ErrorFormat(
906 "[PRIM INVENTORY]: " + 1073 "[PRIM INVENTORY]: " +
907 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 1074 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
908 itemID, m_part.Name, m_part.UUID, 1075 itemID, m_part.Name, m_part.UUID);
909 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
910 } 1076 }
911 1077
912 return -1; 1078 return -1;
913 } 1079 }
914 1080
915 private bool CreateInventoryFile() 1081 private bool CreateInventoryFileName()
916 { 1082 {
917// m_log.DebugFormat( 1083// m_log.DebugFormat(
918// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 1084// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -921,70 +1087,12 @@ namespace OpenSim.Region.Framework.Scenes
921 if (m_inventoryFileName == String.Empty || 1087 if (m_inventoryFileName == String.Empty ||
922 m_inventoryFileNameSerial < m_inventorySerial) 1088 m_inventoryFileNameSerial < m_inventorySerial)
923 { 1089 {
924 // Something changed, we need to create a new file
925 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1090 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
926 m_inventoryFileNameSerial = m_inventorySerial; 1091 m_inventoryFileNameSerial = m_inventorySerial;
927 1092
928 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
929
930 lock (m_items)
931 {
932 foreach (TaskInventoryItem item in m_items.Values)
933 {
934// m_log.DebugFormat(
935// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}",
936// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
937
938 UUID ownerID = item.OwnerID;
939 uint everyoneMask = 0;
940 uint baseMask = item.BasePermissions;
941 uint ownerMask = item.CurrentPermissions;
942 uint groupMask = item.GroupPermissions;
943
944 invString.AddItemStart();
945 invString.AddNameValueLine("item_id", item.ItemID.ToString());
946 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
947
948 invString.AddPermissionsStart();
949
950 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
951 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
952 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
953 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
954 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
955
956 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
957 invString.AddNameValueLine("owner_id", ownerID.ToString());
958
959 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
960
961 invString.AddNameValueLine("group_id", item.GroupID.ToString());
962 invString.AddSectionEnd();
963
964 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
965 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
966 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
967 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
968
969 invString.AddSaleStart();
970 invString.AddNameValueLine("sale_type", "not");
971 invString.AddNameValueLine("sale_price", "0");
972 invString.AddSectionEnd();
973
974 invString.AddNameValueLine("name", item.Name + "|");
975 invString.AddNameValueLine("desc", item.Description + "|");
976
977 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
978 invString.AddSectionEnd();
979 }
980 }
981
982 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
983
984 return true; 1093 return true;
985 } 1094 }
986 1095
987 // No need to recreate, the existing file is fine
988 return false; 1096 return false;
989 } 1097 }
990 1098
@@ -994,43 +1102,110 @@ namespace OpenSim.Region.Framework.Scenes
994 /// <param name="xferManager"></param> 1102 /// <param name="xferManager"></param>
995 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 1103 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
996 { 1104 {
997 lock (m_items) 1105 bool changed = CreateInventoryFileName();
998 {
999 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
1000 // a new script if any previous deletion has left the prim inventory empty.
1001 if (m_items.Count == 0) // No inventory
1002 {
1003// m_log.DebugFormat(
1004// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
1005// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
1006 1106
1007 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1107 bool includeAssets = false;
1008 return; 1108 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1009 } 1109 includeAssets = true;
1110
1111 if (m_inventoryPrivileged != includeAssets)
1112 changed = true;
1113
1114 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1115
1116 Items.LockItemsForRead(true);
1117
1118 if (m_inventorySerial == 0) // No inventory
1119 {
1120 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1121 Items.LockItemsForRead(false);
1122 return;
1123 }
1010 1124
1011 CreateInventoryFile(); 1125 if (m_items.Count == 0) // No inventory
1126 {
1127 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1128 Items.LockItemsForRead(false);
1129 return;
1130 }
1012 1131
1013 // In principle, we should only do the rest if the inventory changed; 1132 if (!changed)
1014 // by sending m_inventorySerial to the client, it ought to know 1133 {
1015 // that nothing changed and that it doesn't need to request the file.
1016 // Unfortunately, it doesn't look like the client optimizes this;
1017 // the client seems to always come back and request the Xfer,
1018 // no matter what value m_inventorySerial has.
1019 // FIXME: Could probably be > 0 here rather than > 2
1020 if (m_inventoryFileData.Length > 2) 1134 if (m_inventoryFileData.Length > 2)
1021 { 1135 {
1022 // Add the file for Xfer 1136 xferManager.AddNewFile(m_inventoryFileName,
1023 // m_log.DebugFormat( 1137 m_inventoryFileData);
1024 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}", 1138 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1025 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId); 1139 Util.StringToBytes256(m_inventoryFileName));
1026 1140
1027 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1141 Items.LockItemsForRead(false);
1142 return;
1028 } 1143 }
1029
1030 // Tell the client we're ready to Xfer the file
1031 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1032 Util.StringToBytes256(m_inventoryFileName));
1033 } 1144 }
1145
1146 m_inventoryPrivileged = includeAssets;
1147
1148 foreach (TaskInventoryItem item in m_items.Values)
1149 {
1150 UUID ownerID = item.OwnerID;
1151 uint everyoneMask = 0;
1152 uint baseMask = item.BasePermissions;
1153 uint ownerMask = item.CurrentPermissions;
1154 uint groupMask = item.GroupPermissions;
1155
1156 invString.AddItemStart();
1157 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1158 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1159
1160 invString.AddPermissionsStart();
1161
1162 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1163 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1164 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1165 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1166 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1167
1168 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1169 invString.AddNameValueLine("owner_id", ownerID.ToString());
1170
1171 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1172
1173 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1174 invString.AddSectionEnd();
1175
1176 if (includeAssets)
1177 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1178 else
1179 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1180 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1181 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1182 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1183
1184 invString.AddSaleStart();
1185 invString.AddNameValueLine("sale_type", "not");
1186 invString.AddNameValueLine("sale_price", "0");
1187 invString.AddSectionEnd();
1188
1189 invString.AddNameValueLine("name", item.Name + "|");
1190 invString.AddNameValueLine("desc", item.Description + "|");
1191
1192 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1193 invString.AddSectionEnd();
1194 }
1195
1196 Items.LockItemsForRead(false);
1197
1198 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
1199
1200 if (m_inventoryFileData.Length > 2)
1201 {
1202 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1203 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1204 Util.StringToBytes256(m_inventoryFileName));
1205 return;
1206 }
1207
1208 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1034 } 1209 }
1035 1210
1036 /// <summary> 1211 /// <summary>
@@ -1039,13 +1214,19 @@ namespace OpenSim.Region.Framework.Scenes
1039 /// <param name="datastore"></param> 1214 /// <param name="datastore"></param>
1040 public void ProcessInventoryBackup(ISimulationDataService datastore) 1215 public void ProcessInventoryBackup(ISimulationDataService datastore)
1041 { 1216 {
1042 if (HasInventoryChanged) 1217// Removed this because linking will cause an immediate delete of the new
1043 { 1218// child prim from the database and the subsequent storing of the prim sees
1044 HasInventoryChanged = false; 1219// the inventory of it as unchanged and doesn't store it at all. The overhead
1045 List<TaskInventoryItem> items = GetInventoryItems(); 1220// of storing prim inventory needlessly is much less than the aggravation
1046 datastore.StorePrimInventory(m_part.UUID, items); 1221// of prim inventory loss.
1222// if (HasInventoryChanged)
1223// {
1224 Items.LockItemsForRead(true);
1225 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1226 Items.LockItemsForRead(false);
1047 1227
1048 } 1228 HasInventoryChanged = false;
1229// }
1049 } 1230 }
1050 1231
1051 public class InventoryStringBuilder 1232 public class InventoryStringBuilder
@@ -1111,87 +1292,63 @@ namespace OpenSim.Region.Framework.Scenes
1111 { 1292 {
1112 uint mask=0x7fffffff; 1293 uint mask=0x7fffffff;
1113 1294
1114 lock (m_items) 1295 foreach (TaskInventoryItem item in m_items.Values)
1115 { 1296 {
1116 foreach (TaskInventoryItem item in m_items.Values) 1297 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1298 mask &= ~((uint)PermissionMask.Copy >> 13);
1299 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1300 mask &= ~((uint)PermissionMask.Transfer >> 13);
1301 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1302 mask &= ~((uint)PermissionMask.Modify >> 13);
1303
1304 if (item.InvType == (int)InventoryType.Object)
1117 { 1305 {
1118 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1306 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1119 mask &= ~((uint)PermissionMask.Copy >> 13); 1307 mask &= ~((uint)PermissionMask.Copy >> 13);
1120 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1308 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1121 mask &= ~((uint)PermissionMask.Transfer >> 13); 1309 mask &= ~((uint)PermissionMask.Transfer >> 13);
1122 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1310 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1123 mask &= ~((uint)PermissionMask.Modify >> 13); 1311 mask &= ~((uint)PermissionMask.Modify >> 13);
1124
1125 if (item.InvType != (int)InventoryType.Object)
1126 {
1127 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1128 mask &= ~((uint)PermissionMask.Copy >> 13);
1129 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1130 mask &= ~((uint)PermissionMask.Transfer >> 13);
1131 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1132 mask &= ~((uint)PermissionMask.Modify >> 13);
1133 }
1134 else
1135 {
1136 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1137 mask &= ~((uint)PermissionMask.Copy >> 13);
1138 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1139 mask &= ~((uint)PermissionMask.Transfer >> 13);
1140 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1141 mask &= ~((uint)PermissionMask.Modify >> 13);
1142 }
1143
1144 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1145 mask &= ~(uint)PermissionMask.Copy;
1146 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1147 mask &= ~(uint)PermissionMask.Transfer;
1148 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1149 mask &= ~(uint)PermissionMask.Modify;
1150 } 1312 }
1313
1314 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1315 mask &= ~(uint)PermissionMask.Copy;
1316 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1317 mask &= ~(uint)PermissionMask.Transfer;
1318 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1319 mask &= ~(uint)PermissionMask.Modify;
1151 } 1320 }
1152
1153 return mask; 1321 return mask;
1154 } 1322 }
1155 1323
1156 public void ApplyNextOwnerPermissions() 1324 public void ApplyNextOwnerPermissions()
1157 { 1325 {
1158 lock (m_items) 1326 foreach (TaskInventoryItem item in m_items.Values)
1159 { 1327 {
1160 foreach (TaskInventoryItem item in m_items.Values) 1328 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1161 { 1329 {
1162// m_log.DebugFormat ( 1330 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1163// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", 1331 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1164// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); 1332 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1165 1333 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1166 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1334 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1167 { 1335 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1168 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1169 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1170 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1171 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1172 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1173 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1174 }
1175
1176 item.CurrentPermissions &= item.NextPermissions;
1177 item.BasePermissions &= item.NextPermissions;
1178 item.EveryonePermissions &= item.NextPermissions;
1179 item.OwnerChanged = true;
1180 item.PermsMask = 0;
1181 item.PermsGranter = UUID.Zero;
1182 } 1336 }
1337 item.CurrentPermissions &= item.NextPermissions;
1338 item.BasePermissions &= item.NextPermissions;
1339 item.EveryonePermissions &= item.NextPermissions;
1340 item.OwnerChanged = true;
1341 item.PermsMask = 0;
1342 item.PermsGranter = UUID.Zero;
1183 } 1343 }
1184 } 1344 }
1185 1345
1186 public void ApplyGodPermissions(uint perms) 1346 public void ApplyGodPermissions(uint perms)
1187 { 1347 {
1188 lock (m_items) 1348 foreach (TaskInventoryItem item in m_items.Values)
1189 { 1349 {
1190 foreach (TaskInventoryItem item in m_items.Values) 1350 item.CurrentPermissions = perms;
1191 { 1351 item.BasePermissions = perms;
1192 item.CurrentPermissions = perms;
1193 item.BasePermissions = perms;
1194 }
1195 } 1352 }
1196 1353
1197 m_inventorySerial++; 1354 m_inventorySerial++;
@@ -1204,14 +1361,11 @@ namespace OpenSim.Region.Framework.Scenes
1204 /// <returns></returns> 1361 /// <returns></returns>
1205 public bool ContainsScripts() 1362 public bool ContainsScripts()
1206 { 1363 {
1207 lock (m_items) 1364 foreach (TaskInventoryItem item in m_items.Values)
1208 { 1365 {
1209 foreach (TaskInventoryItem item in m_items.Values) 1366 if (item.InvType == (int)InventoryType.LSL)
1210 { 1367 {
1211 if (item.InvType == (int)InventoryType.LSL) 1368 return true;
1212 {
1213 return true;
1214 }
1215 } 1369 }
1216 } 1370 }
1217 1371
@@ -1225,17 +1379,15 @@ namespace OpenSim.Region.Framework.Scenes
1225 public int ScriptCount() 1379 public int ScriptCount()
1226 { 1380 {
1227 int count = 0; 1381 int count = 0;
1228 lock (m_items) 1382 Items.LockItemsForRead(true);
1383 foreach (TaskInventoryItem item in m_items.Values)
1229 { 1384 {
1230 foreach (TaskInventoryItem item in m_items.Values) 1385 if (item.InvType == (int)InventoryType.LSL)
1231 { 1386 {
1232 if (item.InvType == (int)InventoryType.LSL) 1387 count++;
1233 {
1234 count++;
1235 }
1236 } 1388 }
1237 } 1389 }
1238 1390 Items.LockItemsForRead(false);
1239 return count; 1391 return count;
1240 } 1392 }
1241 /// <summary> 1393 /// <summary>
@@ -1271,11 +1423,8 @@ namespace OpenSim.Region.Framework.Scenes
1271 { 1423 {
1272 List<UUID> ret = new List<UUID>(); 1424 List<UUID> ret = new List<UUID>();
1273 1425
1274 lock (m_items) 1426 foreach (TaskInventoryItem item in m_items.Values)
1275 { 1427 ret.Add(item.ItemID);
1276 foreach (TaskInventoryItem item in m_items.Values)
1277 ret.Add(item.ItemID);
1278 }
1279 1428
1280 return ret; 1429 return ret;
1281 } 1430 }
@@ -1284,8 +1433,9 @@ namespace OpenSim.Region.Framework.Scenes
1284 { 1433 {
1285 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1434 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1286 1435
1287 lock (m_items) 1436 Items.LockItemsForRead(true);
1288 ret = new List<TaskInventoryItem>(m_items.Values); 1437 ret = new List<TaskInventoryItem>(m_items.Values);
1438 Items.LockItemsForRead(false);
1289 1439
1290 return ret; 1440 return ret;
1291 } 1441 }
@@ -1294,18 +1444,24 @@ namespace OpenSim.Region.Framework.Scenes
1294 { 1444 {
1295 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1445 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1296 1446
1297 lock (m_items) 1447 Items.LockItemsForRead(true);
1298 { 1448
1299 foreach (TaskInventoryItem item in m_items.Values) 1449 foreach (TaskInventoryItem item in m_items.Values)
1300 if (item.InvType == (int)type) 1450 if (item.InvType == (int)type)
1301 ret.Add(item); 1451 ret.Add(item);
1302 } 1452
1453 Items.LockItemsForRead(false);
1303 1454
1304 return ret; 1455 return ret;
1305 } 1456 }
1306 1457
1307 public Dictionary<UUID, string> GetScriptStates() 1458 public Dictionary<UUID, string> GetScriptStates()
1308 { 1459 {
1460 return GetScriptStates(false);
1461 }
1462
1463 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1464 {
1309 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1465 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1310 1466
1311 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1467 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1331,14 +1487,21 @@ namespace OpenSim.Region.Framework.Scenes
1331 string n = e.GetXMLState(item.ItemID); 1487 string n = e.GetXMLState(item.ItemID);
1332 if (n != String.Empty) 1488 if (n != String.Empty)
1333 { 1489 {
1334 if (!ret.ContainsKey(item.ItemID)) 1490 if (oldIDs)
1335 ret[item.ItemID] = n; 1491 {
1492 if (!ret.ContainsKey(item.OldItemID))
1493 ret[item.OldItemID] = n;
1494 }
1495 else
1496 {
1497 if (!ret.ContainsKey(item.ItemID))
1498 ret[item.ItemID] = n;
1499 }
1336 break; 1500 break;
1337 } 1501 }
1338 } 1502 }
1339 } 1503 }
1340 } 1504 }
1341
1342 return ret; 1505 return ret;
1343 } 1506 }
1344 1507
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 6433878..1225c2e 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -63,6 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
63 63
64 struct ScriptControllers 64 struct ScriptControllers
65 { 65 {
66 public UUID objectID;
66 public UUID itemID; 67 public UUID itemID;
67 public ScriptControlled ignoreControls; 68 public ScriptControlled ignoreControls;
68 public ScriptControlled eventControls; 69 public ScriptControlled eventControls;
@@ -99,7 +100,7 @@ namespace OpenSim.Region.Framework.Scenes
99 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 100 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
100 /// issue #1716 101 /// issue #1716
101 /// </summary> 102 /// </summary>
102 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 103 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
103 104
104 /// <summary> 105 /// <summary>
105 /// Movement updates for agents in neighboring regions are sent directly to clients. 106 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -121,8 +122,6 @@ namespace OpenSim.Region.Framework.Scenes
121 /// <remarks> 122 /// <remarks>
122 /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is 123 /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is
123 /// necessary. 124 /// necessary.
124 /// NOTE: To avoid deadlocks, do not lock m_attachments and then perform other tasks under that lock. Take a copy
125 /// of the list and act on that instead.
126 /// </remarks> 125 /// </remarks>
127 private List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); 126 private List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
128 127
@@ -141,6 +140,10 @@ namespace OpenSim.Region.Framework.Scenes
141 private Vector3 m_lastPosition; 140 private Vector3 m_lastPosition;
142 private Quaternion m_lastRotation; 141 private Quaternion m_lastRotation;
143 private Vector3 m_lastVelocity; 142 private Vector3 m_lastVelocity;
143 private Vector3 m_lastSize = new Vector3(0.45f,0.6f,1.9f);
144
145 private bool m_followCamAuto = false;
146
144 147
145 private Vector3? m_forceToApply; 148 private Vector3? m_forceToApply;
146 private int m_userFlags; 149 private int m_userFlags;
@@ -173,6 +176,7 @@ namespace OpenSim.Region.Framework.Scenes
173// private int m_lastColCount = -1; //KF: Look for Collision chnages 176// private int m_lastColCount = -1; //KF: Look for Collision chnages
174// private int m_updateCount = 0; //KF: Update Anims for a while 177// private int m_updateCount = 0; //KF: Update Anims for a while
175// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 178// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
179 private List<uint> m_lastColliders = new List<uint>();
176 180
177 private TeleportFlags m_teleportFlags; 181 private TeleportFlags m_teleportFlags;
178 public TeleportFlags TeleportFlags 182 public TeleportFlags TeleportFlags
@@ -228,8 +232,6 @@ namespace OpenSim.Region.Framework.Scenes
228 /// </summary> 232 /// </summary>
229 public bool LandAtTarget { get; private set; } 233 public bool LandAtTarget { get; private set; }
230 234
231 private bool m_followCamAuto;
232
233 private int m_movementUpdateCount; 235 private int m_movementUpdateCount;
234 private const int NumMovementsBetweenRayCast = 5; 236 private const int NumMovementsBetweenRayCast = 5;
235 237
@@ -237,6 +239,13 @@ namespace OpenSim.Region.Framework.Scenes
237 //private int m_moveToPositionStateStatus; 239 //private int m_moveToPositionStateStatus;
238 //***************************************************** 240 //*****************************************************
239 241
242 private bool m_collisionEventFlag = false;
243 private object m_collisionEventLock = new Object();
244
245 private int m_movementAnimationUpdateCounter = 0;
246
247 private Vector3 m_prevSitOffset;
248
240 protected AvatarAppearance m_appearance; 249 protected AvatarAppearance m_appearance;
241 250
242 public AvatarAppearance Appearance 251 public AvatarAppearance Appearance
@@ -351,6 +360,9 @@ namespace OpenSim.Region.Framework.Scenes
351 /// </summary> 360 /// </summary>
352 protected Vector3 m_lastCameraPosition; 361 protected Vector3 m_lastCameraPosition;
353 362
363 private Vector4 m_lastCameraCollisionPlane = new Vector4(0f, 0f, 0f, 1);
364 private bool m_doingCamRayCast = false;
365
354 public Vector3 CameraPosition { get; set; } 366 public Vector3 CameraPosition { get; set; }
355 367
356 public Quaternion CameraRotation 368 public Quaternion CameraRotation
@@ -431,7 +443,9 @@ namespace OpenSim.Region.Framework.Scenes
431 get { return (IClientCore)ControllingClient; } 443 get { return (IClientCore)ControllingClient; }
432 } 444 }
433 445
434 public Vector3 ParentPosition { get; set; } 446 public UUID COF { get; set; }
447
448// public Vector3 ParentPosition { get; set; }
435 449
436 /// <summary> 450 /// <summary>
437 /// Position of this avatar relative to the region the avatar is in 451 /// Position of this avatar relative to the region the avatar is in
@@ -492,7 +506,7 @@ namespace OpenSim.Region.Framework.Scenes
492 if (ParentID == 0) 506 if (ParentID == 0)
493 { 507 {
494 m_pos = value; 508 m_pos = value;
495 ParentPosition = Vector3.Zero; 509// ParentPosition = Vector3.Zero;
496 } 510 }
497 511
498 //m_log.DebugFormat( 512 //m_log.DebugFormat(
@@ -561,7 +575,24 @@ namespace OpenSim.Region.Framework.Scenes
561// Scene.RegionInfo.RegionName, Name, m_velocity); 575// Scene.RegionInfo.RegionName, Name, m_velocity);
562 } 576 }
563 } 577 }
578/*
579 public override Vector3 AngularVelocity
580 {
581 get
582 {
583 if (PhysicsActor != null)
584 {
585 m_rotationalvelocity = PhysicsActor.RotationalVelocity;
564 586
587 // m_log.DebugFormat(
588 // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
589 // m_velocity, Name, Scene.RegionInfo.RegionName);
590 }
591
592 return m_rotationalvelocity;
593 }
594 }
595*/
565 private Quaternion m_bodyRot = Quaternion.Identity; 596 private Quaternion m_bodyRot = Quaternion.Identity;
566 597
567 /// <summary> 598 /// <summary>
@@ -584,8 +615,16 @@ namespace OpenSim.Region.Framework.Scenes
584 m_bodyRot = value; 615 m_bodyRot = value;
585 616
586 if (PhysicsActor != null) 617 if (PhysicsActor != null)
587 PhysicsActor.Orientation = m_bodyRot; 618 {
588 619 try
620 {
621 PhysicsActor.Orientation = m_bodyRot;
622 }
623 catch (Exception e)
624 {
625 m_log.Error("[SCENE PRESENCE]: Orientation " + e.Message);
626 }
627 }
589// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); 628// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot);
590 } 629 }
591 } 630 }
@@ -599,12 +638,20 @@ namespace OpenSim.Region.Framework.Scenes
599 } 638 }
600 639
601 public bool IsChildAgent { get; set; } 640 public bool IsChildAgent { get; set; }
641 public bool IsLoggingIn { get; set; }
602 642
603 /// <summary> 643 /// <summary>
604 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero. 644 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero.
605 /// </summary> 645 /// </summary>
606 public uint ParentID { get; set; } 646 public uint ParentID { get; set; }
607 647
648 public UUID ParentUUID
649 {
650 get { return m_parentUUID; }
651 set { m_parentUUID = value; }
652 }
653 private UUID m_parentUUID = UUID.Zero;
654
608 /// <summary> 655 /// <summary>
609 /// Are we sitting on an object? 656 /// Are we sitting on an object?
610 /// </summary> 657 /// </summary>
@@ -754,6 +801,7 @@ namespace OpenSim.Region.Framework.Scenes
754 AttachmentsSyncLock = new Object(); 801 AttachmentsSyncLock = new Object();
755 AllowMovement = true; 802 AllowMovement = true;
756 IsChildAgent = true; 803 IsChildAgent = true;
804 IsLoggingIn = false;
757 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault; 805 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault;
758 Animator = new ScenePresenceAnimator(this); 806 Animator = new ScenePresenceAnimator(this);
759 PresenceType = type; 807 PresenceType = type;
@@ -797,6 +845,33 @@ namespace OpenSim.Region.Framework.Scenes
797 Appearance = appearance; 845 Appearance = appearance;
798 } 846 }
799 847
848 private void RegionHeartbeatEnd(Scene scene)
849 {
850 if (IsChildAgent)
851 return;
852
853 m_movementAnimationUpdateCounter ++;
854 if (m_movementAnimationUpdateCounter >= 2)
855 {
856 m_movementAnimationUpdateCounter = 0;
857 if (Animator != null)
858 {
859 // If the parentID == 0 we are not sitting
860 // if !SitGournd then we are not sitting on the ground
861 // Fairly straightforward, now here comes the twist
862 // if ParentUUID is NOT UUID.Zero, we are looking to
863 // be sat on an object that isn't there yet. Should
864 // be treated as if sat.
865 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
866 Animator.UpdateMovementAnimations();
867 }
868 else
869 {
870 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
871 }
872 }
873 }
874
800 public void RegisterToEvents() 875 public void RegisterToEvents()
801 { 876 {
802 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 877 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -807,8 +882,10 @@ namespace OpenSim.Region.Framework.Scenes
807 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 882 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
808 ControllingClient.OnStartAnim += HandleStartAnim; 883 ControllingClient.OnStartAnim += HandleStartAnim;
809 ControllingClient.OnStopAnim += HandleStopAnim; 884 ControllingClient.OnStopAnim += HandleStopAnim;
885 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
810 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 886 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
811 ControllingClient.OnAutoPilotGo += MoveToTarget; 887 ControllingClient.OnAutoPilotGo += MoveToTarget;
888 ControllingClient.OnUpdateThrottles += RaiseUpdateThrottles;
812 889
813 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); 890 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
814 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); 891 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
@@ -867,6 +944,38 @@ namespace OpenSim.Region.Framework.Scenes
867 "[SCENE]: Upgrading child to root agent for {0} in {1}", 944 "[SCENE]: Upgrading child to root agent for {0} in {1}",
868 Name, m_scene.RegionInfo.RegionName); 945 Name, m_scene.RegionInfo.RegionName);
869 946
947 if (ParentUUID != UUID.Zero)
948 {
949 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
950 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
951 if (part == null)
952 {
953 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
954 }
955 else
956 {
957 part.ParentGroup.AddAvatar(UUID);
958 if (part.SitTargetPosition != Vector3.Zero)
959 part.SitTargetAvatar = UUID;
960// ParentPosition = part.GetWorldPosition();
961 ParentID = part.LocalId;
962 ParentPart = part;
963 m_pos = m_prevSitOffset;
964// pos = ParentPosition;
965 pos = part.GetWorldPosition();
966 }
967 ParentUUID = UUID.Zero;
968
969 IsChildAgent = false;
970
971// Animator.TrySetMovementAnimation("SIT");
972 }
973 else
974 {
975 IsChildAgent = false;
976 IsLoggingIn = false;
977 }
978
870 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); 979 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
871 980
872 IsChildAgent = false; 981 IsChildAgent = false;
@@ -879,70 +988,106 @@ namespace OpenSim.Region.Framework.Scenes
879 988
880 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 989 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
881 990
882 // Moved this from SendInitialData to ensure that Appearance is initialized 991 UUID groupUUID = UUID.Zero;
883 // before the inventory is processed in MakeRootAgent. This fixes a race condition 992 string GroupName = string.Empty;
884 // related to the handling of attachments 993 ulong groupPowers = 0;
885 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
886 994
887 if (m_scene.TestBorderCross(pos, Cardinals.E)) 995 // ----------------------------------
996 // Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status
997 try
888 { 998 {
889 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 999 if (gm != null)
890 pos.X = crossedBorder.BorderLine.Z - 1; 1000 {
1001 groupUUID = ControllingClient.ActiveGroupId;
1002 GroupRecord record = gm.GetGroupRecord(groupUUID);
1003 if (record != null)
1004 GroupName = record.GroupName;
1005 GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid);
1006 if (groupMembershipData != null)
1007 groupPowers = groupMembershipData.GroupPowers;
1008 }
1009 ControllingClient.SendAgentDataUpdate(m_uuid, groupUUID, Firstname, Lastname, groupPowers, GroupName,
1010 Grouptitle);
891 } 1011 }
892 1012 catch (Exception e)
893 if (m_scene.TestBorderCross(pos, Cardinals.N))
894 { 1013 {
895 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 1014 m_log.Debug("[AGENTUPDATE]: " + e.ToString());
896 pos.Y = crossedBorder.BorderLine.Z - 1;
897 } 1015 }
1016 // ------------------------------------
898 1017
899 CheckAndAdjustLandingPoint(ref pos); 1018 if (ParentID == 0)
900
901 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
902 { 1019 {
903 m_log.WarnFormat( 1020 // Moved this from SendInitialData to ensure that Appearance is initialized
904 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 1021 // before the inventory is processed in MakeRootAgent. This fixes a race condition
905 pos, Name, UUID); 1022 // related to the handling of attachments
1023 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
1024 if (m_scene.TestBorderCross(pos, Cardinals.E))
1025 {
1026 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
1027 pos.X = crossedBorder.BorderLine.Z - 1;
1028 }
906 1029
907 if (pos.X < 0f) pos.X = 0f; 1030 if (m_scene.TestBorderCross(pos, Cardinals.N))
908 if (pos.Y < 0f) pos.Y = 0f; 1031 {
909 if (pos.Z < 0f) pos.Z = 0f; 1032 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
910 } 1033 pos.Y = crossedBorder.BorderLine.Z - 1;
1034 }
911 1035
912 float localAVHeight = 1.56f; 1036 CheckAndAdjustLandingPoint(ref pos);
913 if (Appearance.AvatarHeight > 0)
914 localAVHeight = Appearance.AvatarHeight;
915 1037
916 float posZLimit = 0; 1038 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
1039 {
1040 m_log.WarnFormat(
1041 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
1042 pos, Name, UUID);
917 1043
918 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 1044 if (pos.X < 0f) pos.X = 0f;
919 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 1045 if (pos.Y < 0f) pos.Y = 0f;
920 1046 if (pos.Z < 0f) pos.Z = 0f;
921 float newPosZ = posZLimit + localAVHeight / 2; 1047 }
922 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
923 {
924 pos.Z = newPosZ;
925 }
926 AbsolutePosition = pos;
927 1048
928 AddToPhysicalScene(isFlying); 1049 float localAVHeight = 1.56f;
1050 if (Appearance.AvatarHeight > 0)
1051 localAVHeight = Appearance.AvatarHeight;
929 1052
930 // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a 1053 float posZLimit = 0;
931 // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it
932 // since it requires a physics actor to be present. If it is left any later, then physics appears to reset
933 // the value to a negative position which does not trigger the border cross.
934 // This may not be the best location for this.
935 CheckForBorderCrossing();
936 1054
937 if (ForceFly) 1055 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
938 { 1056 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
939 Flying = true; 1057
940 } 1058 float newPosZ = posZLimit + localAVHeight / 2;
941 else if (FlyDisabled) 1059 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
942 { 1060 {
943 Flying = false; 1061 pos.Z = newPosZ;
944 } 1062 }
1063 AbsolutePosition = pos;
1064
1065 if (m_teleportFlags == TeleportFlags.Default)
1066 {
1067 Vector3 vel = Velocity;
1068 AddToPhysicalScene(isFlying);
1069 if (PhysicsActor != null)
1070 PhysicsActor.SetMomentum(vel);
1071 }
1072 else
1073 AddToPhysicalScene(isFlying);
1074
1075 // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a
1076 // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it
1077 // since it requires a physics actor to be present. If it is left any later, then physics appears to reset
1078 // the value to a negative position which does not trigger the border cross.
1079 // This may not be the best location for this.
1080 CheckForBorderCrossing();
945 1081
1082 if (ForceFly)
1083 {
1084 Flying = true;
1085 }
1086 else if (FlyDisabled)
1087 {
1088 Flying = false;
1089 }
1090 }
946 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 1091 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
947 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 1092 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
948 // elsewhere anyway 1093 // elsewhere anyway
@@ -974,31 +1119,28 @@ namespace OpenSim.Region.Framework.Scenes
974 // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently 1119 // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
975 // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are 1120 // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
976 // not transporting the required data. 1121 // not transporting the required data.
977 // 1122 lock (m_attachments)
978 // We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of
979 // the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here
980 // which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status.
981 //
982 // FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts().
983 // But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing
984 // is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the
985 // script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine.
986 List<SceneObjectGroup> attachments = GetAttachments();
987
988 if (attachments.Count > 0)
989 { 1123 {
990 m_log.DebugFormat( 1124 if (HasAttachments())
991 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
992
993 // Resume scripts
994 foreach (SceneObjectGroup sog in attachments)
995 { 1125 {
996 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 1126 m_log.DebugFormat(
997 sog.ResumeScripts(); 1127 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
1128
1129 // Resume scripts
1130 Util.FireAndForget(delegate(object x) {
1131 foreach (SceneObjectGroup sog in m_attachments)
1132 {
1133 sog.ScheduleGroupForFullUpdate();
1134 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
1135 sog.ResumeScripts();
1136 }
1137 });
998 } 1138 }
999 } 1139 }
1000 } 1140 }
1001 1141
1142 SendAvatarDataToAllAgents();
1143
1002 // send the animations of the other presences to me 1144 // send the animations of the other presences to me
1003 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 1145 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
1004 { 1146 {
@@ -1009,6 +1151,7 @@ namespace OpenSim.Region.Framework.Scenes
1009 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 1151 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
1010 // stall on the border crossing since the existing child agent will still have the last movement 1152 // stall on the border crossing since the existing child agent will still have the last movement
1011 // recorded, which stops the input from being processed. 1153 // recorded, which stops the input from being processed.
1154
1012 MovementFlag = 0; 1155 MovementFlag = 0;
1013 1156
1014 // DIVA NOTE: I moved TriggerOnMakeRootAgent out of here and into the end of 1157 // DIVA NOTE: I moved TriggerOnMakeRootAgent out of here and into the end of
@@ -1041,12 +1184,16 @@ namespace OpenSim.Region.Framework.Scenes
1041 /// </remarks> 1184 /// </remarks>
1042 public void MakeChildAgent() 1185 public void MakeChildAgent()
1043 { 1186 {
1187 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1188
1044 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1189 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
1045 1190
1046 // Reset these so that teleporting in and walking out isn't seen 1191 // Reset these so that teleporting in and walking out isn't seen
1047 // as teleporting back 1192 // as teleporting back
1048 TeleportFlags = TeleportFlags.Default; 1193 TeleportFlags = TeleportFlags.Default;
1049 1194
1195 MovementFlag = 0;
1196
1050 // It looks like Animator is set to null somewhere, and MakeChild 1197 // It looks like Animator is set to null somewhere, and MakeChild
1051 // is called after that. Probably in aborted teleports. 1198 // is called after that. Probably in aborted teleports.
1052 if (Animator == null) 1199 if (Animator == null)
@@ -1054,6 +1201,7 @@ namespace OpenSim.Region.Framework.Scenes
1054 else 1201 else
1055 Animator.ResetAnimations(); 1202 Animator.ResetAnimations();
1056 1203
1204
1057// m_log.DebugFormat( 1205// m_log.DebugFormat(
1058// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1206// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
1059// Name, UUID, m_scene.RegionInfo.RegionName); 1207// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1065,6 +1213,7 @@ namespace OpenSim.Region.Framework.Scenes
1065 IsChildAgent = true; 1213 IsChildAgent = true;
1066 m_scene.SwapRootAgentCount(true); 1214 m_scene.SwapRootAgentCount(true);
1067 RemoveFromPhysicalScene(); 1215 RemoveFromPhysicalScene();
1216 ParentID = 0; // Child agents can't be sitting
1068 1217
1069 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1218 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
1070 1219
@@ -1080,9 +1229,9 @@ namespace OpenSim.Region.Framework.Scenes
1080 { 1229 {
1081// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1230// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1082 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1231 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
1083 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1084 PhysicsActor.UnSubscribeEvents();
1085 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1232 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1233 PhysicsActor.UnSubscribeEvents();
1234 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1086 PhysicsActor = null; 1235 PhysicsActor = null;
1087 } 1236 }
1088// else 1237// else
@@ -1099,7 +1248,7 @@ namespace OpenSim.Region.Framework.Scenes
1099 /// <param name="pos"></param> 1248 /// <param name="pos"></param>
1100 public void Teleport(Vector3 pos) 1249 public void Teleport(Vector3 pos)
1101 { 1250 {
1102 TeleportWithMomentum(pos, null); 1251 TeleportWithMomentum(pos, Vector3.Zero);
1103 } 1252 }
1104 1253
1105 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1254 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1123,6 +1272,41 @@ namespace OpenSim.Region.Framework.Scenes
1123 SendTerseUpdateToAllClients(); 1272 SendTerseUpdateToAllClients();
1124 } 1273 }
1125 1274
1275 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1276 {
1277 CheckLandingPoint(ref newpos);
1278 AbsolutePosition = newpos;
1279
1280 if (newvel.HasValue)
1281 {
1282 if ((Vector3)newvel == Vector3.Zero)
1283 {
1284 if (PhysicsActor != null)
1285 PhysicsActor.SetMomentum(Vector3.Zero);
1286 m_velocity = Vector3.Zero;
1287 }
1288 else
1289 {
1290 if (PhysicsActor != null)
1291 PhysicsActor.SetMomentum((Vector3)newvel);
1292 m_velocity = (Vector3)newvel;
1293
1294 if (rotateToVelXY)
1295 {
1296 Vector3 lookAt = (Vector3)newvel;
1297 lookAt.Z = 0;
1298 lookAt.Normalize();
1299 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1300 return;
1301 }
1302 }
1303 }
1304
1305 SendTerseUpdateToAllClients();
1306 }
1307
1308
1309
1126 public void StopFlying() 1310 public void StopFlying()
1127 { 1311 {
1128 Vector3 pos = AbsolutePosition; 1312 Vector3 pos = AbsolutePosition;
@@ -1311,6 +1495,13 @@ namespace OpenSim.Region.Framework.Scenes
1311 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height); 1495 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height);
1312 } 1496 }
1313 1497
1498 public void SetSize(Vector3 size, float feetoffset)
1499 {
1500 if (PhysicsActor != null && !IsChildAgent)
1501 PhysicsActor.setAvatarSize(size, feetoffset);
1502
1503 }
1504
1314 /// <summary> 1505 /// <summary>
1315 /// Complete Avatar's movement into the region. 1506 /// Complete Avatar's movement into the region.
1316 /// </summary> 1507 /// </summary>
@@ -1330,7 +1521,8 @@ namespace OpenSim.Region.Framework.Scenes
1330 1521
1331 Vector3 look = Velocity; 1522 Vector3 look = Velocity;
1332 1523
1333 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) 1524 // if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
1525 if ((Math.Abs(look.X) < 0.1) && (Math.Abs(look.Y) < 0.1) && (Math.Abs(look.Z) < 0.1))
1334 { 1526 {
1335 look = new Vector3(0.99f, 0.042f, 0); 1527 look = new Vector3(0.99f, 0.042f, 0);
1336 } 1528 }
@@ -1387,11 +1579,12 @@ namespace OpenSim.Region.Framework.Scenes
1387 { 1579 {
1388 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1580 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1389 if (m_agentTransfer != null) 1581 if (m_agentTransfer != null)
1390 Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); 1582 m_agentTransfer.EnableChildAgents(this);
1391 1583
1392 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1584 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1393 if (friendsModule != null) 1585 if (friendsModule != null)
1394 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); 1586 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
1587
1395 } 1588 }
1396 1589
1397 // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region 1590 // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region
@@ -1421,36 +1614,69 @@ namespace OpenSim.Region.Framework.Scenes
1421 /// <param name="collisionPoint"></param> 1614 /// <param name="collisionPoint"></param>
1422 /// <param name="localid"></param> 1615 /// <param name="localid"></param>
1423 /// <param name="distance"></param> 1616 /// <param name="distance"></param>
1617 ///
1618
1619 private void UpdateCameraCollisionPlane(Vector4 plane)
1620 {
1621 if (m_lastCameraCollisionPlane != plane)
1622 {
1623 m_lastCameraCollisionPlane = plane;
1624 ControllingClient.SendCameraConstraint(plane);
1625 }
1626 }
1627
1424 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal) 1628 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal)
1425 { 1629 {
1426 const float POSITION_TOLERANCE = 0.02f; 1630 const float POSITION_TOLERANCE = 0.02f;
1427 const float VELOCITY_TOLERANCE = 0.02f;
1428 const float ROTATION_TOLERANCE = 0.02f; 1631 const float ROTATION_TOLERANCE = 0.02f;
1429 1632
1430 if (m_followCamAuto) 1633 m_doingCamRayCast = false;
1634 if (hitYN && localid != LocalId)
1431 { 1635 {
1432 if (hitYN) 1636 SceneObjectGroup group = m_scene.GetGroupByPrim(localid);
1637 bool IsPrim = group != null;
1638 if (IsPrim)
1433 { 1639 {
1434 CameraConstraintActive = true; 1640 SceneObjectPart part = group.GetPart(localid);
1435 //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance); 1641 if (part != null && !part.VolumeDetectActive)
1436 1642 {
1437 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint); 1643 CameraConstraintActive = true;
1438 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint))); 1644 pNormal.X = (float) Math.Round(pNormal.X, 2);
1645 pNormal.Y = (float) Math.Round(pNormal.Y, 2);
1646 pNormal.Z = (float) Math.Round(pNormal.Z, 2);
1647 pNormal.Normalize();
1648 collisionPoint.X = (float) Math.Round(collisionPoint.X, 1);
1649 collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1);
1650 collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1);
1651
1652 Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z,
1653 Vector3.Dot(collisionPoint, pNormal));
1654 UpdateCameraCollisionPlane(plane);
1655 }
1439 } 1656 }
1440 else 1657 else
1441 { 1658 {
1442 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 1659 CameraConstraintActive = true;
1443 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 1660 pNormal.X = (float) Math.Round(pNormal.X, 2);
1444 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) 1661 pNormal.Y = (float) Math.Round(pNormal.Y, 2);
1445 { 1662 pNormal.Z = (float) Math.Round(pNormal.Z, 2);
1446 if (CameraConstraintActive) 1663 pNormal.Normalize();
1447 { 1664 collisionPoint.X = (float) Math.Round(collisionPoint.X, 1);
1448 ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f)); 1665 collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1);
1449 CameraConstraintActive = false; 1666 collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1);
1450 } 1667
1451 } 1668 Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z,
1669 Vector3.Dot(collisionPoint, pNormal));
1670 UpdateCameraCollisionPlane(plane);
1452 } 1671 }
1453 } 1672 }
1673 else if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
1674 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
1675 {
1676 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -9000f); // not right...
1677 UpdateCameraCollisionPlane(plane);
1678 CameraConstraintActive = false;
1679 }
1454 } 1680 }
1455 1681
1456 /// <summary> 1682 /// <summary>
@@ -1524,6 +1750,41 @@ namespace OpenSim.Region.Framework.Scenes
1524 StandUp(); 1750 StandUp();
1525 } 1751 }
1526 1752
1753 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1754 // this exclude checks may not be complete
1755
1756 if (m_movementUpdateCount % NumMovementsBetweenRayCast == 0 && m_scene.PhysicsScene.SupportsRayCast())
1757 {
1758 if (!m_doingCamRayCast && !m_mouseLook && ParentID == 0)
1759 {
1760 Vector3 posAdjusted = AbsolutePosition;
1761// posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f;
1762 posAdjusted.Z += 1.0f; // viewer current camera focus point
1763 Vector3 tocam = CameraPosition - posAdjusted;
1764 tocam.X = (float)Math.Round(tocam.X, 1);
1765 tocam.Y = (float)Math.Round(tocam.Y, 1);
1766 tocam.Z = (float)Math.Round(tocam.Z, 1);
1767
1768 float distTocamlen = tocam.Length();
1769 if (distTocamlen > 0.3f)
1770 {
1771 tocam *= (1.0f / distTocamlen);
1772 posAdjusted.X = (float)Math.Round(posAdjusted.X, 1);
1773 posAdjusted.Y = (float)Math.Round(posAdjusted.Y, 1);
1774 posAdjusted.Z = (float)Math.Round(posAdjusted.Z, 1);
1775
1776 m_doingCamRayCast = true;
1777 m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback);
1778 }
1779 }
1780 else if (CameraConstraintActive && (m_mouseLook || ParentID != 0))
1781 {
1782 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right...
1783 UpdateCameraCollisionPlane(plane);
1784 CameraConstraintActive = false;
1785 }
1786 }
1787
1527 uint flagsForScripts = (uint)flags; 1788 uint flagsForScripts = (uint)flags;
1528 flags = RemoveIgnoredControls(flags, IgnoredControls); 1789 flags = RemoveIgnoredControls(flags, IgnoredControls);
1529 1790
@@ -2054,7 +2315,8 @@ namespace OpenSim.Region.Framework.Scenes
2054// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); 2315// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name);
2055 2316
2056 MovingToTarget = false; 2317 MovingToTarget = false;
2057 MoveToPositionTarget = Vector3.Zero; 2318// MoveToPositionTarget = Vector3.Zero;
2319 m_forceToApply = null; // cancel possible last action
2058 2320
2059 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct 2321 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct
2060 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag. 2322 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag.
@@ -2072,12 +2334,17 @@ namespace OpenSim.Region.Framework.Scenes
2072// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 2334// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
2073 2335
2074 SitGround = false; 2336 SitGround = false;
2337
2338/* move this down so avatar gets physical in the new position and not where it is siting
2075 if (PhysicsActor == null) 2339 if (PhysicsActor == null)
2076 AddToPhysicalScene(false); 2340 AddToPhysicalScene(false);
2341 */
2077 2342
2078 if (ParentID != 0) 2343 if (ParentID != 0)
2079 { 2344 {
2080 SceneObjectPart part = ParentPart; 2345 SceneObjectPart part = ParentPart;
2346 UnRegisterSeatControls(part.ParentGroup.UUID);
2347
2081 TaskInventoryDictionary taskIDict = part.TaskInventory; 2348 TaskInventoryDictionary taskIDict = part.TaskInventory;
2082 if (taskIDict != null) 2349 if (taskIDict != null)
2083 { 2350 {
@@ -2093,14 +2360,22 @@ namespace OpenSim.Region.Framework.Scenes
2093 } 2360 }
2094 } 2361 }
2095 2362
2096 ParentPosition = part.GetWorldPosition(); 2363 part.ParentGroup.DeleteAvatar(UUID);
2364// ParentPosition = part.GetWorldPosition();
2097 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 2365 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
2098 2366
2099 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); 2367// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
2100 ParentPosition = Vector3.Zero; 2368// ParentPosition = Vector3.Zero;
2369 m_pos = part.AbsolutePosition + (m_pos * part.GetWorldRotation()) + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
2370 if (part.SitTargetAvatar == UUID)
2371 m_bodyRot = part.GetWorldRotation() * part.SitTargetOrientation;
2101 2372
2102 ParentID = 0; 2373 ParentID = 0;
2103 ParentPart = null; 2374 ParentPart = null;
2375
2376 if (PhysicsActor == null)
2377 AddToPhysicalScene(false);
2378
2104 SendAvatarDataToAllAgents(); 2379 SendAvatarDataToAllAgents();
2105 m_requestedSitTargetID = 0; 2380 m_requestedSitTargetID = 0;
2106 2381
@@ -2110,6 +2385,9 @@ namespace OpenSim.Region.Framework.Scenes
2110 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 2385 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2111 } 2386 }
2112 2387
2388 else if (PhysicsActor == null)
2389 AddToPhysicalScene(false);
2390
2113 Animator.TrySetMovementAnimation("STAND"); 2391 Animator.TrySetMovementAnimation("STAND");
2114 TriggerScenePresenceUpdated(); 2392 TriggerScenePresenceUpdated();
2115 } 2393 }
@@ -2158,11 +2436,8 @@ namespace OpenSim.Region.Framework.Scenes
2158 if (part == null) 2436 if (part == null)
2159 return; 2437 return;
2160 2438
2161 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
2162 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
2163
2164 if (PhysicsActor != null) 2439 if (PhysicsActor != null)
2165 m_sitAvatarHeight = PhysicsActor.Size.Z; 2440 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
2166 2441
2167 bool canSit = false; 2442 bool canSit = false;
2168 Vector3 pos = part.AbsolutePosition + offset; 2443 Vector3 pos = part.AbsolutePosition + offset;
@@ -2179,31 +2454,31 @@ namespace OpenSim.Region.Framework.Scenes
2179 } 2454 }
2180 else 2455 else
2181 { 2456 {
2457 if (PhysicsSit(part,offset)) // physics engine
2458 return;
2459
2182 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10) 2460 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10)
2183 { 2461 {
2184// m_log.DebugFormat(
2185// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is unset and within 10m",
2186// Name, part.Name, part.LocalId);
2187 2462
2188 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 2463 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
2189 canSit = true; 2464 canSit = true;
2190 } 2465 }
2191// else
2192// {
2193// m_log.DebugFormat(
2194// "[SCENE PRESENCE]: Ignoring sit request of {0} on {1} {2} because sit target is unset and outside 10m",
2195// Name, part.Name, part.LocalId);
2196// }
2197 } 2466 }
2198 2467
2199 if (canSit) 2468 if (canSit)
2200 { 2469 {
2470
2201 if (PhysicsActor != null) 2471 if (PhysicsActor != null)
2202 { 2472 {
2203 // We can remove the physicsActor until they stand up. 2473 // We can remove the physicsActor until they stand up.
2204 RemoveFromPhysicalScene(); 2474 RemoveFromPhysicalScene();
2205 } 2475 }
2206 2476
2477 if (MovingToTarget)
2478 ResetMoveToTarget();
2479
2480 Velocity = Vector3.Zero;
2481
2207 part.AddSittingAvatar(UUID); 2482 part.AddSittingAvatar(UUID);
2208 2483
2209 cameraAtOffset = part.GetCameraAtOffset(); 2484 cameraAtOffset = part.GetCameraAtOffset();
@@ -2225,6 +2500,9 @@ namespace OpenSim.Region.Framework.Scenes
2225 2500
2226 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2501 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
2227 { 2502 {
2503 if (IsChildAgent)
2504 return;
2505
2228 if (ParentID != 0) 2506 if (ParentID != 0)
2229 { 2507 {
2230 if (ParentPart.UUID == targetID) 2508 if (ParentPart.UUID == targetID)
@@ -2240,14 +2518,6 @@ namespace OpenSim.Region.Framework.Scenes
2240 m_requestedSitTargetID = part.LocalId; 2518 m_requestedSitTargetID = part.LocalId;
2241 m_requestedSitTargetUUID = part.UUID; 2519 m_requestedSitTargetUUID = part.UUID;
2242 2520
2243// m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
2244
2245 if (m_scene.PhysicsScene.SupportsRayCast())
2246 {
2247 //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback());
2248 //SitRayCastAvatarPosition(part);
2249 //return;
2250 }
2251 } 2521 }
2252 else 2522 else
2253 { 2523 {
@@ -2257,197 +2527,111 @@ namespace OpenSim.Region.Framework.Scenes
2257 SendSitResponse(targetID, offset, Quaternion.Identity); 2527 SendSitResponse(targetID, offset, Quaternion.Identity);
2258 } 2528 }
2259 2529
2260 /* 2530 // returns false if does not suport so older sit can be tried
2261 public void SitRayCastAvatarPosition(SceneObjectPart part) 2531 public bool PhysicsSit(SceneObjectPart part, Vector3 offset)
2262 { 2532 {
2263 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2533 if (part == null || part.ParentGroup.IsAttachment)
2264 Vector3 StartRayCastPosition = AbsolutePosition;
2265 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2266 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2267 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse);
2268 }
2269
2270 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2271 {
2272 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2273 if (part != null)
2274 {
2275 if (hitYN)
2276 {
2277 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2278 {
2279 SitRaycastFindEdge(collisionPoint, normal);
2280 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2281 }
2282 else
2283 {
2284 SitRayCastAvatarPositionCameraZ(part);
2285 }
2286 }
2287 else
2288 {
2289 SitRayCastAvatarPositionCameraZ(part);
2290 }
2291 }
2292 else
2293 { 2534 {
2294 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2535 return true;
2295 m_requestedSitTargetUUID = UUID.Zero;
2296 m_requestedSitTargetID = 0;
2297 m_requestedSitOffset = Vector3.Zero;
2298 } 2536 }
2299 2537
2300 } 2538 if ( m_scene.PhysicsScene == null)
2539 return false;
2301 2540
2302 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part) 2541 if (part.PhysActor == null)
2303 {
2304 // Next, try to raycast from the camera Z position
2305 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2306 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z;
2307 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2308 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2309 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse);
2310 }
2311
2312 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2313 {
2314 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2315 if (part != null)
2316 { 2542 {
2317 if (hitYN) 2543 // none physcis shape
2318 { 2544 if (part.PhysicsShapeType == (byte)PhysicsShapeType.None)
2319 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2545 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2320 {
2321 SitRaycastFindEdge(collisionPoint, normal);
2322 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2323 }
2324 else
2325 {
2326 SitRayCastCameraPosition(part);
2327 }
2328 }
2329 else 2546 else
2330 { 2547 { // non physical phantom TODO
2331 SitRayCastCameraPosition(part); 2548 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2549 return false;
2332 } 2550 }
2333 } 2551 return true;
2334 else
2335 {
2336 ControllingClient.SendAlertMessage("Sit position no longer exists");
2337 m_requestedSitTargetUUID = UUID.Zero;
2338 m_requestedSitTargetID = 0;
2339 m_requestedSitOffset = Vector3.Zero;
2340 } 2552 }
2341 2553
2342 }
2343 2554
2344 public void SitRayCastCameraPosition(SceneObjectPart part) 2555 // not doing autopilot
2345 { 2556 m_requestedSitTargetID = 0;
2346 // Next, try to raycast from the camera position
2347 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2348 Vector3 StartRayCastPosition = CameraPosition;
2349 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2350 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2351 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse);
2352 }
2353 2557
2354 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2558 if (m_scene.PhysicsScene.SitAvatar(part.PhysActor, AbsolutePosition, CameraPosition, offset, new Vector3(0.35f, 0, 0.65f), PhysicsSitResponse) != 0)
2355 { 2559 return true;
2356 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2357 if (part != null)
2358 {
2359 if (hitYN)
2360 {
2361 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2362 {
2363 SitRaycastFindEdge(collisionPoint, normal);
2364 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2365 }
2366 else
2367 {
2368 SitRayHorizontal(part);
2369 }
2370 }
2371 else
2372 {
2373 SitRayHorizontal(part);
2374 }
2375 }
2376 else
2377 {
2378 ControllingClient.SendAlertMessage("Sit position no longer exists");
2379 m_requestedSitTargetUUID = UUID.Zero;
2380 m_requestedSitTargetID = 0;
2381 m_requestedSitOffset = Vector3.Zero;
2382 }
2383 2560
2561 return false;
2384 } 2562 }
2385 2563
2386 public void SitRayHorizontal(SceneObjectPart part) 2564
2565 private bool CanEnterLandPosition(Vector3 testPos)
2387 { 2566 {
2388 // Next, try to raycast from the avatar position to fwd 2567 ILandObject land = m_scene.LandChannel.GetLandObject(testPos.X, testPos.Y);
2389 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2568
2390 Vector3 StartRayCastPosition = CameraPosition; 2569 if (land == null || land.LandData.Name == "NO_LAND")
2391 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2570 return true;
2392 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2571
2393 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse); 2572 return land.CanBeOnThisLand(UUID,testPos.Z);
2394 } 2573 }
2395 2574
2396 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2575 // status
2576 // < 0 ignore
2577 // 0 bad sit spot
2578 public void PhysicsSitResponse(int status, uint partID, Vector3 offset, Quaternion Orientation)
2397 { 2579 {
2398 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2580 if (status < 0)
2399 if (part != null) 2581 return;
2582
2583 if (status == 0)
2400 { 2584 {
2401 if (hitYN) 2585 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2402 { 2586 return;
2403 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2404 {
2405 SitRaycastFindEdge(collisionPoint, normal);
2406 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2407 // Next, try to raycast from the camera position
2408 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2409 Vector3 StartRayCastPosition = CameraPosition;
2410 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2411 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2412 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition);
2413 }
2414 else
2415 {
2416 ControllingClient.SendAlertMessage("Sit position not accessable.");
2417 m_requestedSitTargetUUID = UUID.Zero;
2418 m_requestedSitTargetID = 0;
2419 m_requestedSitOffset = Vector3.Zero;
2420 }
2421 }
2422 else
2423 {
2424 ControllingClient.SendAlertMessage("Sit position not accessable.");
2425 m_requestedSitTargetUUID = UUID.Zero;
2426 m_requestedSitTargetID = 0;
2427 m_requestedSitOffset = Vector3.Zero;
2428 }
2429 } 2587 }
2430 else 2588
2589 SceneObjectPart part = m_scene.GetSceneObjectPart(partID);
2590 if (part == null)
2591 return;
2592
2593 Vector3 targetPos = part.GetWorldPosition() + offset * part.GetWorldRotation();
2594 if(!CanEnterLandPosition(targetPos))
2431 { 2595 {
2432 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2596 ControllingClient.SendAlertMessage(" Sit position on restricted land, try another spot");
2433 m_requestedSitTargetUUID = UUID.Zero; 2597 return;
2434 m_requestedSitTargetID = 0;
2435 m_requestedSitOffset = Vector3.Zero;
2436 } 2598 }
2437 2599
2438 } 2600 RemoveFromPhysicalScene();
2439 2601
2440 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal) 2602 if (MovingToTarget)
2441 { 2603 ResetMoveToTarget();
2442 int i = 0; 2604
2443 //throw new NotImplementedException(); 2605 Velocity = Vector3.Zero;
2444 //m_requestedSitTargetUUID = UUID.Zero; 2606
2445 //m_requestedSitTargetID = 0; 2607 part.AddSittingAvatar(UUID);
2446 //m_requestedSitOffset = Vector3.Zero; 2608
2609 Vector3 cameraAtOffset = part.GetCameraAtOffset();
2610 Vector3 cameraEyeOffset = part.GetCameraEyeOffset();
2611 bool forceMouselook = part.GetForceMouselook();
2612
2613 ControllingClient.SendSitResponse(
2614 part.UUID, offset, Orientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
2615
2616 // not using autopilot
2617
2618 Rotation = Orientation;
2619 m_pos = offset;
2447 2620
2448 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity); 2621 m_requestedSitTargetID = 0;
2622 part.ParentGroup.AddAvatar(UUID);
2623
2624 ParentPart = part;
2625 ParentID = part.LocalId;
2626 if(status == 3)
2627 Animator.TrySetMovementAnimation("SIT_GROUND");
2628 else
2629 Animator.TrySetMovementAnimation("SIT");
2630 SendAvatarDataToAllAgents();
2631
2632 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2449 } 2633 }
2450 */ 2634
2451 2635
2452 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) 2636 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
2453 { 2637 {
@@ -2464,6 +2648,7 @@ namespace OpenSim.Region.Framework.Scenes
2464 return; 2648 return;
2465 } 2649 }
2466 2650
2651
2467 if (part.SitTargetAvatar == UUID) 2652 if (part.SitTargetAvatar == UUID)
2468 { 2653 {
2469 Vector3 sitTargetPos = part.SitTargetPosition; 2654 Vector3 sitTargetPos = part.SitTargetPosition;
@@ -2478,14 +2663,39 @@ namespace OpenSim.Region.Framework.Scenes
2478 2663
2479 //Quaternion result = (sitTargetOrient * vq) * nq; 2664 //Quaternion result = (sitTargetOrient * vq) * nq;
2480 2665
2481 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2666 double x, y, z, m;
2667
2668 Quaternion r = sitTargetOrient;
2669 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2670
2671 if (Math.Abs(1.0 - m) > 0.000001)
2672 {
2673 m = 1.0 / Math.Sqrt(m);
2674 r.X *= (float)m;
2675 r.Y *= (float)m;
2676 r.Z *= (float)m;
2677 r.W *= (float)m;
2678 }
2679
2680 x = 2 * (r.X * r.Z + r.Y * r.W);
2681 y = 2 * (-r.X * r.W + r.Y * r.Z);
2682 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2683
2684 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2685 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2686
2687 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2688
2689// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
2482 Rotation = sitTargetOrient; 2690 Rotation = sitTargetOrient;
2483 ParentPosition = part.AbsolutePosition; 2691// ParentPosition = part.AbsolutePosition;
2692 part.ParentGroup.AddAvatar(UUID);
2484 } 2693 }
2485 else 2694 else
2486 { 2695 {
2487 m_pos -= part.AbsolutePosition; 2696 m_pos -= part.AbsolutePosition;
2488 ParentPosition = part.AbsolutePosition; 2697// ParentPosition = part.AbsolutePosition;
2698 part.ParentGroup.AddAvatar(UUID);
2489 2699
2490// m_log.DebugFormat( 2700// m_log.DebugFormat(
2491// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2701// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2540,6 +2750,13 @@ namespace OpenSim.Region.Framework.Scenes
2540 TriggerScenePresenceUpdated(); 2750 TriggerScenePresenceUpdated();
2541 } 2751 }
2542 2752
2753 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2754 {
2755 Animator.avnChangeAnim(animID, addRemove, sendPack);
2756 }
2757
2758
2759
2543 /// <summary> 2760 /// <summary>
2544 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2761 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2545 /// </summary> 2762 /// </summary>
@@ -2596,8 +2813,8 @@ namespace OpenSim.Region.Framework.Scenes
2596 direc.Z *= 2.6f; 2813 direc.Z *= 2.6f;
2597 2814
2598 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2815 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2599 Animator.TrySetMovementAnimation("PREJUMP"); 2816// Animator.TrySetMovementAnimation("PREJUMP");
2600 Animator.TrySetMovementAnimation("JUMP"); 2817// Animator.TrySetMovementAnimation("JUMP");
2601 } 2818 }
2602 } 2819 }
2603 } 2820 }
@@ -2606,6 +2823,7 @@ namespace OpenSim.Region.Framework.Scenes
2606 2823
2607 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2824 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2608 m_forceToApply = direc; 2825 m_forceToApply = direc;
2826 Animator.UpdateMovementAnimations();
2609 } 2827 }
2610 2828
2611 #endregion 2829 #endregion
@@ -2623,16 +2841,12 @@ namespace OpenSim.Region.Framework.Scenes
2623 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to 2841 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to
2624 // grab the latest PhysicsActor velocity, whereas m_velocity is often 2842 // grab the latest PhysicsActor velocity, whereas m_velocity is often
2625 // storing a requested force instead of an actual traveling velocity 2843 // storing a requested force instead of an actual traveling velocity
2844 if (Appearance.AvatarSize != m_lastSize && !IsLoggingIn)
2845 SendAvatarDataToAllAgents();
2626 2846
2627 // Throw away duplicate or insignificant updates 2847 if (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
2628 if ( 2848 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
2629 // If the velocity has become zero, send it no matter what. 2849 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
2630 (Velocity != m_lastVelocity && Velocity == Vector3.Zero)
2631 // otherwise, if things have changed reasonably, send the update
2632 || (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
2633 || !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE)
2634 || !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)))
2635
2636 { 2850 {
2637 SendTerseUpdateToAllClients(); 2851 SendTerseUpdateToAllClients();
2638 2852
@@ -2791,9 +3005,7 @@ namespace OpenSim.Region.Framework.Scenes
2791 // again here... this comes after the cached appearance check because the avatars 3005 // again here... this comes after the cached appearance check because the avatars
2792 // appearance goes into the avatar update packet 3006 // appearance goes into the avatar update packet
2793 SendAvatarDataToAllAgents(); 3007 SendAvatarDataToAllAgents();
2794 3008 SendAppearanceToAgent(this);
2795 // This invocation always shows up in the viewer logs as an error.
2796 // SendAppearanceToAgent(this);
2797 3009
2798 // If we are using the the cached appearance then send it out to everyone 3010 // If we are using the the cached appearance then send it out to everyone
2799 if (cachedappearance) 3011 if (cachedappearance)
@@ -2824,6 +3036,8 @@ namespace OpenSim.Region.Framework.Scenes
2824 return; 3036 return;
2825 } 3037 }
2826 3038
3039 m_lastSize = Appearance.AvatarSize;
3040
2827 int count = 0; 3041 int count = 0;
2828 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) 3042 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
2829 { 3043 {
@@ -2931,6 +3145,8 @@ namespace OpenSim.Region.Framework.Scenes
2931 3145
2932 avatar.ControllingClient.SendAppearance( 3146 avatar.ControllingClient.SendAppearance(
2933 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes()); 3147 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes());
3148
3149
2934 } 3150 }
2935 3151
2936 #endregion 3152 #endregion
@@ -3005,8 +3221,9 @@ namespace OpenSim.Region.Framework.Scenes
3005 3221
3006 // If we don't have a PhysActor, we can't cross anyway 3222 // If we don't have a PhysActor, we can't cross anyway
3007 // Also don't do this while sat, sitting avatars cross with the 3223 // Also don't do this while sat, sitting avatars cross with the
3008 // object they sit on. 3224 // object they sit on. ParentUUID denoted a pending sit, don't
3009 if (ParentID != 0 || PhysicsActor == null) 3225 // interfere with it.
3226 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
3010 return; 3227 return;
3011 3228
3012 if (!IsInTransit) 3229 if (!IsInTransit)
@@ -3273,6 +3490,10 @@ namespace OpenSim.Region.Framework.Scenes
3273 } 3490 }
3274 3491
3275 private static Vector3 marker = new Vector3(-1f, -1f, -1f); 3492 private static Vector3 marker = new Vector3(-1f, -1f, -1f);
3493 private void RaiseUpdateThrottles()
3494 {
3495 m_scene.EventManager.TriggerThrottleUpdate(this);
3496 }
3276 /// <summary> 3497 /// <summary>
3277 /// This updates important decision making data about a child agent 3498 /// This updates important decision making data about a child agent
3278 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region 3499 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
@@ -3354,6 +3575,9 @@ namespace OpenSim.Region.Framework.Scenes
3354 cAgent.AlwaysRun = SetAlwaysRun; 3575 cAgent.AlwaysRun = SetAlwaysRun;
3355 3576
3356 cAgent.Appearance = new AvatarAppearance(Appearance); 3577 cAgent.Appearance = new AvatarAppearance(Appearance);
3578
3579 cAgent.ParentPart = ParentUUID;
3580 cAgent.SitOffset = m_pos;
3357 3581
3358 lock (scriptedcontrols) 3582 lock (scriptedcontrols)
3359 { 3583 {
@@ -3362,7 +3586,7 @@ namespace OpenSim.Region.Framework.Scenes
3362 3586
3363 foreach (ScriptControllers c in scriptedcontrols.Values) 3587 foreach (ScriptControllers c in scriptedcontrols.Values)
3364 { 3588 {
3365 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3589 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3366 } 3590 }
3367 cAgent.Controllers = controls; 3591 cAgent.Controllers = controls;
3368 } 3592 }
@@ -3395,6 +3619,8 @@ namespace OpenSim.Region.Framework.Scenes
3395 CameraAtAxis = cAgent.AtAxis; 3619 CameraAtAxis = cAgent.AtAxis;
3396 CameraLeftAxis = cAgent.LeftAxis; 3620 CameraLeftAxis = cAgent.LeftAxis;
3397 CameraUpAxis = cAgent.UpAxis; 3621 CameraUpAxis = cAgent.UpAxis;
3622 ParentUUID = cAgent.ParentPart;
3623 m_prevSitOffset = cAgent.SitOffset;
3398 3624
3399 // When we get to the point of re-computing neighbors everytime this 3625 // When we get to the point of re-computing neighbors everytime this
3400 // changes, then start using the agent's drawdistance rather than the 3626 // changes, then start using the agent's drawdistance rather than the
@@ -3432,6 +3658,7 @@ namespace OpenSim.Region.Framework.Scenes
3432 foreach (ControllerData c in cAgent.Controllers) 3658 foreach (ControllerData c in cAgent.Controllers)
3433 { 3659 {
3434 ScriptControllers sc = new ScriptControllers(); 3660 ScriptControllers sc = new ScriptControllers();
3661 sc.objectID = c.ObjectID;
3435 sc.itemID = c.ItemID; 3662 sc.itemID = c.ItemID;
3436 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3663 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3437 sc.eventControls = (ScriptControlled)c.EventControls; 3664 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3499,20 +3726,27 @@ namespace OpenSim.Region.Framework.Scenes
3499 } 3726 }
3500 3727
3501 if (Appearance.AvatarHeight == 0) 3728 if (Appearance.AvatarHeight == 0)
3502 Appearance.SetHeight(); 3729// Appearance.SetHeight();
3730 Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f));
3503 3731
3504 PhysicsScene scene = m_scene.PhysicsScene; 3732 PhysicsScene scene = m_scene.PhysicsScene;
3505 3733
3506 Vector3 pVec = AbsolutePosition; 3734 Vector3 pVec = AbsolutePosition;
3507 3735
3736/*
3737 PhysicsActor = scene.AddAvatar(
3738 LocalId, Firstname + "." + Lastname, pVec,
3739 new Vector3(0.45f, 0.6f, Appearance.AvatarHeight), isFlying);
3740*/
3741
3508 PhysicsActor = scene.AddAvatar( 3742 PhysicsActor = scene.AddAvatar(
3509 LocalId, Firstname + "." + Lastname, pVec, 3743 LocalId, Firstname + "." + Lastname, pVec,
3510 new Vector3(0f, 0f, Appearance.AvatarHeight), isFlying); 3744 Appearance.AvatarBoxSize,Appearance.AvatarFeetOffset, isFlying);
3511 3745
3512 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3746 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3513 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3747 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3514 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3748 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3515 PhysicsActor.SubscribeEvents(500); 3749 PhysicsActor.SubscribeEvents(100);
3516 PhysicsActor.LocalID = LocalId; 3750 PhysicsActor.LocalID = LocalId;
3517 } 3751 }
3518 3752
@@ -3526,6 +3760,7 @@ namespace OpenSim.Region.Framework.Scenes
3526 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); 3760 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true);
3527 } 3761 }
3528 3762
3763
3529 /// <summary> 3764 /// <summary>
3530 /// Event called by the physics plugin to tell the avatar about a collision. 3765 /// Event called by the physics plugin to tell the avatar about a collision.
3531 /// </summary> 3766 /// </summary>
@@ -3539,7 +3774,7 @@ namespace OpenSim.Region.Framework.Scenes
3539 /// <param name="e"></param> 3774 /// <param name="e"></param>
3540 public void PhysicsCollisionUpdate(EventArgs e) 3775 public void PhysicsCollisionUpdate(EventArgs e)
3541 { 3776 {
3542 if (IsChildAgent) 3777 if (IsChildAgent || Animator == null)
3543 return; 3778 return;
3544 3779
3545 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3780 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
@@ -3556,7 +3791,6 @@ namespace OpenSim.Region.Framework.Scenes
3556 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3791 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3557 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3792 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3558 3793
3559 CollisionPlane = Vector4.UnitW;
3560 3794
3561// // No collisions at all means we may be flying. Update always 3795// // No collisions at all means we may be flying. Update always
3562// // to make falling work 3796// // to make falling work
@@ -3568,6 +3802,7 @@ namespace OpenSim.Region.Framework.Scenes
3568 3802
3569 if (coldata.Count != 0) 3803 if (coldata.Count != 0)
3570 { 3804 {
3805/*
3571 switch (Animator.CurrentMovementAnimation) 3806 switch (Animator.CurrentMovementAnimation)
3572 { 3807 {
3573 case "STAND": 3808 case "STAND":
@@ -3576,24 +3811,38 @@ namespace OpenSim.Region.Framework.Scenes
3576 case "CROUCH": 3811 case "CROUCH":
3577 case "CROUCHWALK": 3812 case "CROUCHWALK":
3578 { 3813 {
3814 */
3579 ContactPoint lowest; 3815 ContactPoint lowest;
3580 lowest.SurfaceNormal = Vector3.Zero; 3816 lowest.SurfaceNormal = Vector3.Zero;
3581 lowest.Position = Vector3.Zero; 3817 lowest.Position = Vector3.Zero;
3582 lowest.Position.Z = Single.NaN; 3818 lowest.Position.Z = float.MaxValue;
3583 3819
3584 foreach (ContactPoint contact in coldata.Values) 3820 foreach (ContactPoint contact in coldata.Values)
3585 { 3821 {
3586 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z) 3822
3823 if (contact.CharacterFeet && contact.Position.Z < lowest.Position.Z)
3587 { 3824 {
3588 lowest = contact; 3825 lowest = contact;
3589 } 3826 }
3590 } 3827 }
3591 3828
3592 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); 3829 if (lowest.Position.Z != float.MaxValue)
3830 {
3831 lowest.SurfaceNormal = -lowest.SurfaceNormal;
3832 CollisionPlane = new Vector4(lowest.SurfaceNormal, Vector3.Dot(lowest.Position, lowest.SurfaceNormal));
3833 }
3834 else
3835 CollisionPlane = Vector4.UnitW;
3836/*
3593 } 3837 }
3594 break; 3838 break;
3595 } 3839 }
3840*/
3596 } 3841 }
3842 else
3843 CollisionPlane = Vector4.UnitW;
3844
3845 RaiseCollisionScriptEvents(coldata);
3597 3846
3598 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3847 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3599 if (Invulnerable || GodLevel > 0) 3848 if (Invulnerable || GodLevel > 0)
@@ -3692,6 +3941,13 @@ namespace OpenSim.Region.Framework.Scenes
3692 // m_reprioritizationTimer.Dispose(); 3941 // m_reprioritizationTimer.Dispose();
3693 3942
3694 RemoveFromPhysicalScene(); 3943 RemoveFromPhysicalScene();
3944
3945 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
3946
3947// if (Animator != null)
3948// Animator.Close();
3949 Animator = null;
3950
3695 } 3951 }
3696 3952
3697 public void AddAttachment(SceneObjectGroup gobj) 3953 public void AddAttachment(SceneObjectGroup gobj)
@@ -3925,10 +4181,18 @@ namespace OpenSim.Region.Framework.Scenes
3925 4181
3926 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 4182 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3927 { 4183 {
4184 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
4185 if (p == null)
4186 return;
4187
4188 ControllingClient.SendTakeControls(controls, false, false);
4189 ControllingClient.SendTakeControls(controls, true, false);
4190
3928 ScriptControllers obj = new ScriptControllers(); 4191 ScriptControllers obj = new ScriptControllers();
3929 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 4192 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3930 obj.eventControls = ScriptControlled.CONTROL_ZERO; 4193 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3931 4194
4195 obj.objectID = p.ParentGroup.UUID;
3932 obj.itemID = Script_item_UUID; 4196 obj.itemID = Script_item_UUID;
3933 if (pass_on == 0 && accept == 0) 4197 if (pass_on == 0 && accept == 0)
3934 { 4198 {
@@ -3977,6 +4241,21 @@ namespace OpenSim.Region.Framework.Scenes
3977 ControllingClient.SendTakeControls(int.MaxValue, false, false); 4241 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3978 } 4242 }
3979 4243
4244 private void UnRegisterSeatControls(UUID obj)
4245 {
4246 List<UUID> takers = new List<UUID>();
4247
4248 foreach (ScriptControllers c in scriptedcontrols.Values)
4249 {
4250 if (c.objectID == obj)
4251 takers.Add(c.itemID);
4252 }
4253 foreach (UUID t in takers)
4254 {
4255 UnRegisterControlEventsToScript(0, t);
4256 }
4257 }
4258
3980 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 4259 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3981 { 4260 {
3982 ScriptControllers takecontrols; 4261 ScriptControllers takecontrols;
@@ -4306,6 +4585,12 @@ namespace OpenSim.Region.Framework.Scenes
4306 4585
4307 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4586 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
4308 { 4587 {
4588 string reason;
4589
4590 // Honor bans
4591 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4592 return;
4593
4309 SceneObjectGroup telehub = null; 4594 SceneObjectGroup telehub = null;
4310 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4595 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
4311 { 4596 {
@@ -4345,11 +4630,206 @@ namespace OpenSim.Region.Framework.Scenes
4345 pos = land.LandData.UserLocation; 4630 pos = land.LandData.UserLocation;
4346 } 4631 }
4347 } 4632 }
4348 4633
4349 land.SendLandUpdateToClient(ControllingClient); 4634 land.SendLandUpdateToClient(ControllingClient);
4350 } 4635 }
4351 } 4636 }
4352 4637
4638 private DetectedObject CreateDetObject(SceneObjectPart obj)
4639 {
4640 DetectedObject detobj = new DetectedObject();
4641 detobj.keyUUID = obj.UUID;
4642 detobj.nameStr = obj.Name;
4643 detobj.ownerUUID = obj.OwnerID;
4644 detobj.posVector = obj.AbsolutePosition;
4645 detobj.rotQuat = obj.GetWorldRotation();
4646 detobj.velVector = obj.Velocity;
4647 detobj.colliderType = 0;
4648 detobj.groupUUID = obj.GroupID;
4649
4650 return detobj;
4651 }
4652
4653 private DetectedObject CreateDetObject(ScenePresence av)
4654 {
4655 DetectedObject detobj = new DetectedObject();
4656 detobj.keyUUID = av.UUID;
4657 detobj.nameStr = av.ControllingClient.Name;
4658 detobj.ownerUUID = av.UUID;
4659 detobj.posVector = av.AbsolutePosition;
4660 detobj.rotQuat = av.Rotation;
4661 detobj.velVector = av.Velocity;
4662 detobj.colliderType = 0;
4663 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4664
4665 return detobj;
4666 }
4667
4668 private DetectedObject CreateDetObjectForGround()
4669 {
4670 DetectedObject detobj = new DetectedObject();
4671 detobj.keyUUID = UUID.Zero;
4672 detobj.nameStr = "";
4673 detobj.ownerUUID = UUID.Zero;
4674 detobj.posVector = AbsolutePosition;
4675 detobj.rotQuat = Quaternion.Identity;
4676 detobj.velVector = Vector3.Zero;
4677 detobj.colliderType = 0;
4678 detobj.groupUUID = UUID.Zero;
4679
4680 return detobj;
4681 }
4682
4683 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4684 {
4685 ColliderArgs colliderArgs = new ColliderArgs();
4686 List<DetectedObject> colliding = new List<DetectedObject>();
4687 foreach (uint localId in colliders)
4688 {
4689 if (localId == 0)
4690 continue;
4691
4692 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4693 if (obj != null)
4694 {
4695 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4696 colliding.Add(CreateDetObject(obj));
4697 }
4698 else
4699 {
4700 ScenePresence av = m_scene.GetScenePresence(localId);
4701 if (av != null && (!av.IsChildAgent))
4702 {
4703 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4704 colliding.Add(CreateDetObject(av));
4705 }
4706 }
4707 }
4708
4709 colliderArgs.Colliders = colliding;
4710
4711 return colliderArgs;
4712 }
4713
4714 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4715
4716 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4717 {
4718 ColliderArgs CollidingMessage;
4719
4720 if (colliders.Count > 0)
4721 {
4722 if ((dest.RootPart.ScriptEvents & ev) != 0)
4723 {
4724 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4725
4726 if (CollidingMessage.Colliders.Count > 0)
4727 notify(dest.RootPart.LocalId, CollidingMessage);
4728 }
4729 }
4730 }
4731
4732 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4733 {
4734 if ((dest.RootPart.ScriptEvents & ev) != 0)
4735 {
4736 ColliderArgs LandCollidingMessage = new ColliderArgs();
4737 List<DetectedObject> colliding = new List<DetectedObject>();
4738
4739 colliding.Add(CreateDetObjectForGround());
4740 LandCollidingMessage.Colliders = colliding;
4741
4742 notify(dest.RootPart.LocalId, LandCollidingMessage);
4743 }
4744 }
4745
4746 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4747 {
4748 try
4749 {
4750 List<uint> thisHitColliders = new List<uint>();
4751 List<uint> endedColliders = new List<uint>();
4752 List<uint> startedColliders = new List<uint>();
4753 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4754 CollisionForSoundInfo soundinfo;
4755 ContactPoint curcontact;
4756
4757 if (coldata.Count == 0)
4758 {
4759 if (m_lastColliders.Count == 0)
4760 return; // nothing to do
4761
4762 foreach (uint localID in m_lastColliders)
4763 {
4764 endedColliders.Add(localID);
4765 }
4766 m_lastColliders.Clear();
4767 }
4768
4769 else
4770 {
4771 foreach (uint id in coldata.Keys)
4772 {
4773 thisHitColliders.Add(id);
4774 if (!m_lastColliders.Contains(id))
4775 {
4776 startedColliders.Add(id);
4777 curcontact = coldata[id];
4778 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
4779 {
4780 soundinfo = new CollisionForSoundInfo();
4781 soundinfo.colliderID = id;
4782 soundinfo.position = curcontact.Position;
4783 soundinfo.relativeVel = curcontact.RelativeSpeed;
4784 soundinfolist.Add(soundinfo);
4785 }
4786 }
4787 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4788 }
4789
4790 // calculate things that ended colliding
4791 foreach (uint localID in m_lastColliders)
4792 {
4793 if (!thisHitColliders.Contains(localID))
4794 {
4795 endedColliders.Add(localID);
4796 }
4797 }
4798 //add the items that started colliding this time to the last colliders list.
4799 foreach (uint localID in startedColliders)
4800 {
4801 m_lastColliders.Add(localID);
4802 }
4803 // remove things that ended colliding from the last colliders list
4804 foreach (uint localID in endedColliders)
4805 {
4806 m_lastColliders.Remove(localID);
4807 }
4808
4809 if (soundinfolist.Count > 0)
4810 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
4811 }
4812
4813 foreach (SceneObjectGroup att in GetAttachments())
4814 {
4815 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
4816 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
4817 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
4818
4819 if (startedColliders.Contains(0))
4820 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
4821 if (m_lastColliders.Contains(0))
4822 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
4823 if (endedColliders.Contains(0))
4824 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
4825 }
4826 }
4827 finally
4828 {
4829 m_collisionEventFlag = false;
4830 }
4831 }
4832
4353 private void TeleportFlagsDebug() { 4833 private void TeleportFlagsDebug() {
4354 4834
4355 // Some temporary debugging help to show all the TeleportFlags we have... 4835 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4374,6 +4854,5 @@ namespace OpenSim.Region.Framework.Scenes
4374 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4854 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4375 4855
4376 } 4856 }
4377
4378 } 4857 }
4379} 4858}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 945745e..68918d3 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -374,11 +374,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
374 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 374 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
375 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 375 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
376 376
377 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
378 m_SOPXmlProcessors.Add("Force", ProcessForce);
379 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
380 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
381
382
383 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
384
377 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType); 385 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
378 m_SOPXmlProcessors.Add("Density", ProcessDensity); 386 m_SOPXmlProcessors.Add("Density", ProcessDensity);
379 m_SOPXmlProcessors.Add("Friction", ProcessFriction); 387 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
380 m_SOPXmlProcessors.Add("Bounce", ProcessBounce); 388 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
381 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier); 389 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
390 m_SOPXmlProcessors.Add("CameraEyeOffset", ProcessCameraEyeOffset);
391 m_SOPXmlProcessors.Add("CameraAtOffset", ProcessCameraAtOffset);
382 392
383 #endregion 393 #endregion
384 394
@@ -407,7 +417,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
407 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 417 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
408 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 418 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
409 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 419 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
410 420
411 #endregion 421 #endregion
412 422
413 #region ShapeXmlProcessors initialization 423 #region ShapeXmlProcessors initialization
@@ -632,6 +642,33 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
632 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty); 642 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
633 } 643 }
634 644
645 private static void ProcessCameraEyeOffset(SceneObjectPart obj, XmlTextReader reader)
646 {
647 obj.SetCameraEyeOffset(Util.ReadVector(reader, "CameraEyeOffset"));
648 }
649
650 private static void ProcessCameraAtOffset(SceneObjectPart obj, XmlTextReader reader)
651 {
652 obj.SetCameraAtOffset(Util.ReadVector(reader, "CameraAtOffset"));
653 }
654
655 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
656 {
657 SOPVehicle vehicle = SOPVehicle.FromXml2(reader);
658
659 if (vehicle == null)
660 {
661 obj.VehicleParams = null;
662 m_log.DebugFormat(
663 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
664 obj.Name, obj.UUID);
665 }
666 else
667 {
668 obj.VehicleParams = vehicle;
669 }
670 }
671
635 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 672 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
636 { 673 {
637 List<string> errorNodeNames; 674 List<string> errorNodeNames;
@@ -801,6 +838,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
801 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 838 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
802 } 839 }
803 840
841 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
842 {
843 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
844 }
845
846 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
847 {
848 obj.Force = Util.ReadVector(reader, "Force");
849 }
850 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
851 {
852 obj.Torque = Util.ReadVector(reader, "Torque");
853 }
854
855 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
856 {
857 obj.VolumeDetectActive = Util.ReadBoolean(reader);
858 }
859
804 #endregion 860 #endregion
805 861
806 #region TaskInventoryXmlProcessors 862 #region TaskInventoryXmlProcessors
@@ -1191,7 +1247,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1191 1247
1192 if (sog.RootPart.KeyframeMotion != null) 1248 if (sog.RootPart.KeyframeMotion != null)
1193 { 1249 {
1194 Byte[] data = sog.RootPart.KeyframeMotion.Serialize(); 1250 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1195 1251
1196 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty); 1252 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1197 writer.WriteBase64(data, 0, data.Length); 1253 writer.WriteBase64(data, 0, data.Length);
@@ -1305,6 +1361,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1305 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1361 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1306 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1362 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1307 1363
1364 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1365
1366 WriteVector(writer, "Force", sop.Force);
1367 WriteVector(writer, "Torque", sop.Torque);
1368
1369 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1370
1371 if (sop.VehicleParams != null)
1372 sop.VehicleParams.ToXml2(writer);
1373
1308 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType()) 1374 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1309 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower()); 1375 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1310 if (sop.Density != 1000.0f) 1376 if (sop.Density != 1000.0f)
@@ -1315,6 +1381,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1315 writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower()); 1381 writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower());
1316 if (sop.GravityModifier != 1.0f) 1382 if (sop.GravityModifier != 1.0f)
1317 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower()); 1383 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1384 WriteVector(writer, "CameraEyeOffset", sop.GetCameraEyeOffset());
1385 WriteVector(writer, "CameraAtOffset", sop.GetCameraAtOffset());
1318 1386
1319 writer.WriteEndElement(); 1387 writer.WriteEndElement();
1320 } 1388 }
@@ -1540,12 +1608,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1540 { 1608 {
1541 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1609 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1542 1610
1543 if (reader.IsEmptyElement)
1544 {
1545 reader.Read();
1546 return tinv;
1547 }
1548
1549 reader.ReadStartElement(name, String.Empty); 1611 reader.ReadStartElement(name, String.Empty);
1550 1612
1551 while (reader.Name == "TaskInventoryItem") 1613 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 95f9caf..bf32251 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -175,7 +175,7 @@ namespace OpenSim.Region.Framework.Scenes
175 175
176 // saved last reported value so there is something available for llGetRegionFPS 176 // saved last reported value so there is something available for llGetRegionFPS
177 private float lastReportedSimFPS; 177 private float lastReportedSimFPS;
178 private float[] lastReportedSimStats = new float[22]; 178 private float[] lastReportedSimStats = new float[23];
179 private float m_pfps; 179 private float m_pfps;
180 180
181 /// <summary> 181 /// <summary>
@@ -189,12 +189,13 @@ namespace OpenSim.Region.Framework.Scenes
189 private int m_objectUpdates; 189 private int m_objectUpdates;
190 190
191 private int m_frameMS; 191 private int m_frameMS;
192 private int m_spareMS; 192
193 private int m_netMS; 193 private int m_netMS;
194 private int m_agentMS; 194 private int m_agentMS;
195 private int m_physicsMS; 195 private int m_physicsMS;
196 private int m_imageMS; 196 private int m_imageMS;
197 private int m_otherMS; 197 private int m_otherMS;
198 private int m_sleeptimeMS;
198 199
199//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. 200//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
200//Ckrinke private int m_scriptMS = 0; 201//Ckrinke private int m_scriptMS = 0;
@@ -292,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
292 if (!m_scene.Active) 293 if (!m_scene.Active)
293 return; 294 return;
294 295
295 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; 296 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
296 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 297 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
297 298
298 // Know what's not thread safe in Mono... modifying timers. 299 // Know what's not thread safe in Mono... modifying timers.
@@ -330,6 +331,35 @@ namespace OpenSim.Region.Framework.Scenes
330 physfps = 0; 331 physfps = 0;
331 332
332#endregion 333#endregion
334 float factor = 1 / m_statsUpdateFactor;
335
336 if (reportedFPS <= 0)
337 reportedFPS = 1;
338
339 float perframe = 1.0f / (float)reportedFPS;
340
341 float TotalFrameTime = m_frameMS * perframe;
342
343 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
344
345 float sparetime;
346 float sleeptime;
347
348 if (TotalFrameTime > targetframetime)
349 {
350 sparetime = 0;
351 sleeptime = 0;
352 }
353 else
354 {
355 sparetime = m_frameMS - m_physicsMS - m_agentMS;
356 sparetime *= perframe;
357 if (sparetime < 0)
358 sparetime = 0;
359 else if (sparetime > TotalFrameTime)
360 sparetime = TotalFrameTime;
361 sleeptime = m_sleeptimeMS * perframe;
362 }
333 363
334 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 364 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
335 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 365 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
@@ -341,25 +371,15 @@ namespace OpenSim.Region.Framework.Scenes
341 // so that stat numbers are always consistent. 371 // so that stat numbers are always consistent.
342 CheckStatSanity(); 372 CheckStatSanity();
343 373
344 //Our time dilation is 0.91 when we're running a full speed, 374 // other MS is actually simulation time
345 // therefore to make sure we get an appropriate range, 375 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
346 // we have to factor in our error. (0.10f * statsUpdateFactor) 376 // m_imageMS m_netMS are not included in m_frameMS
347 // multiplies the fix for the error times the amount of times it'll occur a second
348 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
349 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
350
351 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
352 // values to X-per-second values.
353 377
354 uint thisFrame = m_scene.Frame; 378 m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
355 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor; 379 if (m_otherMS < 0)
356 m_lastUpdateFrame = thisFrame; 380 m_otherMS = 0;
357 381
358 // Avoid div-by-zero if somehow we've not updated any frames. 382 for (int i = 0; i < 23; i++)
359 if (framesUpdated == 0)
360 framesUpdated = 1;
361
362 for (int i = 0; i < 22; i++)
363 { 383 {
364 sb[i] = new SimStatsPacket.StatBlock(); 384 sb[i] = new SimStatsPacket.StatBlock();
365 } 385 }
@@ -389,19 +409,19 @@ namespace OpenSim.Region.Framework.Scenes
389 sb[7].StatValue = m_activePrim; 409 sb[7].StatValue = m_activePrim;
390 410
391 sb[8].StatID = (uint)Stats.FrameMS; 411 sb[8].StatID = (uint)Stats.FrameMS;
392 sb[8].StatValue = m_frameMS / framesUpdated; 412 sb[8].StatValue = TotalFrameTime;
393 413
394 sb[9].StatID = (uint)Stats.NetMS; 414 sb[9].StatID = (uint)Stats.NetMS;
395 sb[9].StatValue = m_netMS / framesUpdated; 415 sb[9].StatValue = m_netMS * perframe;
396 416
397 sb[10].StatID = (uint)Stats.PhysicsMS; 417 sb[10].StatID = (uint)Stats.PhysicsMS;
398 sb[10].StatValue = m_physicsMS / framesUpdated; 418 sb[10].StatValue = m_physicsMS * perframe;
399 419
400 sb[11].StatID = (uint)Stats.ImageMS ; 420 sb[11].StatID = (uint)Stats.ImageMS ;
401 sb[11].StatValue = m_imageMS / framesUpdated; 421 sb[11].StatValue = m_imageMS * perframe;
402 422
403 sb[12].StatID = (uint)Stats.OtherMS; 423 sb[12].StatID = (uint)Stats.OtherMS;
404 sb[12].StatValue = m_otherMS / framesUpdated; 424 sb[12].StatValue = m_otherMS * perframe;
405 425
406 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 426 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
407 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); 427 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
@@ -413,7 +433,7 @@ namespace OpenSim.Region.Framework.Scenes
413 sb[15].StatValue = m_unAckedBytes; 433 sb[15].StatValue = m_unAckedBytes;
414 434
415 sb[16].StatID = (uint)Stats.AgentMS; 435 sb[16].StatID = (uint)Stats.AgentMS;
416 sb[16].StatValue = m_agentMS / framesUpdated; 436 sb[16].StatValue = m_agentMS * perframe;
417 437
418 sb[17].StatID = (uint)Stats.PendingDownloads; 438 sb[17].StatID = (uint)Stats.PendingDownloads;
419 sb[17].StatValue = m_pendingDownloads; 439 sb[17].StatValue = m_pendingDownloads;
@@ -428,7 +448,10 @@ namespace OpenSim.Region.Framework.Scenes
428 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; 448 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
429 449
430 sb[21].StatID = (uint)Stats.SimSpareMs; 450 sb[21].StatID = (uint)Stats.SimSpareMs;
431 sb[21].StatValue = m_spareMS / framesUpdated; 451 sb[21].StatValue = sparetime;
452
453 sb[22].StatID = (uint)Stats.SimSleepMs;
454 sb[22].StatValue = sleeptime;
432 455
433 for (int i = 0; i < 22; i++) 456 for (int i = 0; i < 22; i++)
434 { 457 {
@@ -447,28 +470,32 @@ namespace OpenSim.Region.Framework.Scenes
447 } 470 }
448 471
449 // Extra statistics that aren't currently sent to clients 472 // Extra statistics that aren't currently sent to clients
450 lock (m_lastReportedExtraSimStats) 473 if (m_scene.PhysicsScene != null)
451 { 474 {
452 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor; 475 lock (m_lastReportedExtraSimStats)
453 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
454
455 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
456
457 if (physicsStats != null)
458 { 476 {
459 foreach (KeyValuePair<string, float> tuple in physicsStats) 477 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
478 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
479
480 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
481
482 if (physicsStats != null)
460 { 483 {
461 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second 484 foreach (KeyValuePair<string, float> tuple in physicsStats)
462 // Need to change things so that stats source can indicate whether they are per second or 485 {
463 // per frame. 486 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
464 if (tuple.Key.EndsWith("MS")) 487 // Need to change things so that stats source can indicate whether they are per second or
465 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated; 488 // per frame.
466 else 489 if (tuple.Key.EndsWith("MS"))
467 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; 490 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
491 else
492 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
493 }
468 } 494 }
469 } 495 }
470 } 496 }
471 497
498// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
472 ResetValues(); 499 ResetValues();
473 } 500 }
474 } 501 }
@@ -491,7 +518,8 @@ namespace OpenSim.Region.Framework.Scenes
491 m_physicsMS = 0; 518 m_physicsMS = 0;
492 m_imageMS = 0; 519 m_imageMS = 0;
493 m_otherMS = 0; 520 m_otherMS = 0;
494 m_spareMS = 0; 521// m_spareMS = 0;
522 m_sleeptimeMS = 0;
495 523
496//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 524//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
497//Ckrinke m_scriptMS = 0; 525//Ckrinke m_scriptMS = 0;
@@ -575,11 +603,6 @@ namespace OpenSim.Region.Framework.Scenes
575 SlowFramesStat.Value++; 603 SlowFramesStat.Value++;
576 } 604 }
577 605
578 public void AddSpareMS(int ms)
579 {
580 m_spareMS += ms;
581 }
582
583 public void addNetMS(int ms) 606 public void addNetMS(int ms)
584 { 607 {
585 m_netMS += ms; 608 m_netMS += ms;
@@ -605,6 +628,11 @@ namespace OpenSim.Region.Framework.Scenes
605 m_otherMS += ms; 628 m_otherMS += ms;
606 } 629 }
607 630
631 public void addSleepMS(int ms)
632 {
633 m_sleeptimeMS += ms;
634 }
635
608 public void AddPendingDownloads(int count) 636 public void AddPendingDownloads(int count)
609 { 637 {
610 m_pendingDownloads += count; 638 m_pendingDownloads += count;
diff --git a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
index c0ca48e..b6e0a97 100644
--- a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
+++ b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
@@ -131,7 +131,15 @@ namespace OpenSim.Region.Framework.Scenes
131 131
132 public double this[int x, int y] 132 public double this[int x, int y]
133 { 133 {
134 get { return map[x, y]; } 134 get
135 {
136 if (x < 0) x = 0;
137 if (y < 0) y = 0;
138 if (x >= (int)Constants.RegionSize) x = (int)Constants.RegionSize - 1;
139 if (y >= (int)Constants.RegionSize) y = (int)Constants.RegionSize - 1;
140
141 return map[x, y];
142 }
135 set 143 set
136 { 144 {
137 // Will "fix" terrain hole problems. Although not fantastically. 145 // Will "fix" terrain hole problems. Although not fantastically.
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
index c264433..1182c96 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
@@ -62,6 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2)); 62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2));
63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3)); 63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3));
64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4)); 64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4));
65
66 Assert.That(g1Post.RootPart.UndoCount, Is.EqualTo(1));
65 } 67 }
66 68
67 /// <summary> 69 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
deleted file mode 100644
index 4883ae7..0000000
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
+++ /dev/null
@@ -1,184 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Reflection;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Framework.Communications;
34using OpenSim.Region.Framework.Scenes;
35using OpenSim.Tests.Common;
36using OpenSim.Tests.Common.Mock;
37
38namespace OpenSim.Region.Framework.Scenes.Tests
39{
40 /// <summary>
41 /// Tests for undo/redo
42 /// </summary>
43 public class SceneObjectUndoRedoTests : OpenSimTestCase
44 {
45 [Test]
46 public void TestUndoRedoResizeSceneObject()
47 {
48 TestHelpers.InMethod();
49// TestHelpers.EnableLogging();
50
51 Vector3 firstSize = new Vector3(2, 3, 4);
52 Vector3 secondSize = new Vector3(5, 6, 7);
53
54 Scene scene = new SceneHelpers().SetupScene();
55 scene.MaxUndoCount = 20;
56 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
57
58 // TODO: It happens to be the case that we are not storing undo states for SOPs which are not yet in a SOG,
59 // which is the way that AddSceneObject() sets up the object (i.e. it creates the SOP first). However,
60 // this is somewhat by chance. Really, we shouldn't be storing undo states at all if the object is not
61 // in a scene.
62 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
63
64 g1.GroupResize(firstSize);
65 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
66
67 g1.GroupResize(secondSize);
68 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
69
70 g1.RootPart.Undo();
71 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
72 Assert.That(g1.GroupScale, Is.EqualTo(firstSize));
73
74 g1.RootPart.Redo();
75 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
76 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
77 }
78
79 [Test]
80 public void TestUndoLimit()
81 {
82 TestHelpers.InMethod();
83
84 Vector3 firstSize = new Vector3(2, 3, 4);
85 Vector3 secondSize = new Vector3(5, 6, 7);
86 Vector3 thirdSize = new Vector3(8, 9, 10);
87 Vector3 fourthSize = new Vector3(11, 12, 13);
88
89 Scene scene = new SceneHelpers().SetupScene();
90 scene.MaxUndoCount = 2;
91 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
92
93 g1.GroupResize(firstSize);
94 g1.GroupResize(secondSize);
95 g1.GroupResize(thirdSize);
96 g1.GroupResize(fourthSize);
97
98 g1.RootPart.Undo();
99 g1.RootPart.Undo();
100 g1.RootPart.Undo();
101
102 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
103 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
104 }
105
106 [Test]
107 public void TestNoUndoOnObjectsNotInScene()
108 {
109 TestHelpers.InMethod();
110
111 Vector3 firstSize = new Vector3(2, 3, 4);
112 Vector3 secondSize = new Vector3(5, 6, 7);
113// Vector3 thirdSize = new Vector3(8, 9, 10);
114// Vector3 fourthSize = new Vector3(11, 12, 13);
115
116 Scene scene = new SceneHelpers().SetupScene();
117 scene.MaxUndoCount = 20;
118 SceneObjectGroup g1 = SceneHelpers.CreateSceneObject(1, TestHelpers.ParseTail(0x1));
119
120 g1.GroupResize(firstSize);
121 g1.GroupResize(secondSize);
122
123 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
124
125 g1.RootPart.Undo();
126
127 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
128 }
129
130 [Test]
131 public void TestUndoBeyondAvailable()
132 {
133 TestHelpers.InMethod();
134
135 Vector3 newSize = new Vector3(2, 3, 4);
136
137 Scene scene = new SceneHelpers().SetupScene();
138 scene.MaxUndoCount = 20;
139 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
140 Vector3 originalSize = g1.GroupScale;
141
142 g1.RootPart.Undo();
143
144 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
145 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
146
147 g1.GroupResize(newSize);
148 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
149 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
150
151 g1.RootPart.Undo();
152 g1.RootPart.Undo();
153
154 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
155 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
156 }
157
158 [Test]
159 public void TestRedoBeyondAvailable()
160 {
161 TestHelpers.InMethod();
162
163 Vector3 newSize = new Vector3(2, 3, 4);
164
165 Scene scene = new SceneHelpers().SetupScene();
166 scene.MaxUndoCount = 20;
167 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
168 Vector3 originalSize = g1.GroupScale;
169
170 g1.RootPart.Redo();
171
172 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
173 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
174
175 g1.GroupResize(newSize);
176 g1.RootPart.Undo();
177 g1.RootPart.Redo();
178 g1.RootPart.Redo();
179
180 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
181 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
182 }
183 }
184} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
index 2b79271..c7eaff9 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
@@ -44,7 +44,7 @@ using OpenSim.Tests.Common.Mock;
44namespace OpenSim.Region.Framework.Scenes.Tests 44namespace OpenSim.Region.Framework.Scenes.Tests
45{ 45{
46 [TestFixture] 46 [TestFixture]
47 public class SceneObjectUserGroupTests : OpenSimTestCase 47 public class SceneObjectUserGroupTests
48 { 48 {
49 /// <summary> 49 /// <summary>
50 /// Test share with group object functionality 50 /// Test share with group object functionality
@@ -54,6 +54,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
54 public void TestShareWithGroup() 54 public void TestShareWithGroup()
55 { 55 {
56 TestHelpers.InMethod(); 56 TestHelpers.InMethod();
57// log4net.Config.XmlConfigurator.Configure();
57 58
58 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 59 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
59 60
diff --git a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs
index b6fb730..4ae7a8e 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs
@@ -75,14 +75,14 @@ namespace OpenSim.Region.Framework.Scenes.Tests
75 SceneHelpers.SetupSceneModules(scene, capsMod); 75 SceneHelpers.SetupSceneModules(scene, capsMod);
76 76
77 ScenePresence sp = SceneHelpers.AddChildScenePresence(scene, spUuid); 77 ScenePresence sp = SceneHelpers.AddChildScenePresence(scene, spUuid);
78 Assert.That(capsMod.GetCapsForUser(spUuid), Is.Not.Null); 78 //Assert.That(capsMod.GetCapsForUser(spUuid), Is.Not.Null);
79 79
80 // TODO: Need to add tests for other ICapabiltiesModule methods. 80 // TODO: Need to add tests for other ICapabiltiesModule methods.
81 81
82 scene.IncomingCloseAgent(sp.UUID, false); 82 scene.IncomingCloseAgent(sp.UUID, false);
83 Assert.That(capsMod.GetCapsForUser(spUuid), Is.Null); 83 //Assert.That(capsMod.GetCapsForUser(spUuid), Is.Null);
84 84
85 // TODO: Need to add tests for other ICapabiltiesModule methods. 85 // TODO: Need to add tests for other ICapabiltiesModule methods.
86 } 86 }
87 } 87 }
88} \ No newline at end of file 88}
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 8f69ce3..e60a025 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -85,10 +85,6 @@ namespace OpenSim.Region.Framework.Scenes
85 /// <param name="assetUuids">The assets gathered</param> 85 /// <param name="assetUuids">The assets gathered</param>
86 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 86 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
87 { 87 {
88 // avoid infinite loops
89 if (assetUuids.ContainsKey(assetUuid))
90 return;
91
92 try 88 try
93 { 89 {
94 assetUuids[assetUuid] = assetType; 90 assetUuids[assetUuid] = assetType;