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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs214
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs11
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs221
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs234
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs14
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs243
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs656
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs281
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs595
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs967
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
15 files changed, 2661 insertions, 998 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index a90e0f3..9658e11 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,11 +53,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59// private int m_animTickJump;
60 60 public int m_animTickJump; // ScenePresence has to see this to control +Z force
61 public bool m_jumping = false; // Add for jumping
62 public float m_jumpVelocity = 0f; // Add for jumping
63 private int m_landing = 0; // Add for jumping
64 public bool m_falling = false; // Add for falling
65 private float m_fallHeight; // Add for falling
66
61 /// <value> 67 /// <value>
62 /// The scene presence that this animator applies to 68 /// The scene presence that this animator applies to
63 /// </value> 69 /// </value>
@@ -114,7 +120,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
114 120
115 public void ResetAnimations() 121 public void ResetAnimations()
116 { 122 {
123Console.WriteLine("ResetA.............");
117 m_animations.Clear(); 124 m_animations.Clear();
125TrySetMovementAnimation("STAND");
118 } 126 }
119 127
120 /// <summary> 128 /// <summary>
@@ -123,8 +131,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 131 /// </summary>
124 public void TrySetMovementAnimation(string anim) 132 public void TrySetMovementAnimation(string anim)
125 { 133 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 134 if (!m_scenePresence.IsChildAgent)
129 { 135 {
130 if (m_animations.TrySetDefaultAnimation( 136 if (m_animations.TrySetDefaultAnimation(
@@ -142,14 +148,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
142 /// </summary> 148 /// </summary>
143 public string GetMovementAnimation() 149 public string GetMovementAnimation()
144 { 150 {
145 const float FALL_DELAY = 0.33f; 151//Console.WriteLine("GMA-------"); //##
146 const float PREJUMP_DELAY = 0.25f; 152//#@ const float FALL_DELAY = 0.33f;
147 153 const float FALL_DELAY = 800f; //## mS
154//rm for jumping const float PREJUMP_DELAY = 0.25f;
155 const float PREJUMP_DELAY = 200f; // mS add for jumping
156 const float JUMP_PERIOD = 800f; // mS add for jumping
148 #region Inputs 157 #region Inputs
149 if (m_scenePresence.SitGround) 158
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 159 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 160 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 161
@@ -159,11 +165,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 165 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 166
161 // Check control flags 167 // Check control flags
162 bool heldForward = 168 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 169 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 170 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 171 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 172 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 173 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 174 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -182,8 +187,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
182 187
183 // Is the avatar trying to move? 188 // Is the avatar trying to move?
184// bool moving = (move != Vector3.Zero); 189// bool moving = (move != Vector3.Zero);
185 bool jumping = m_animTickJump != 0; 190// rm for jumping bool jumping = m_animTickJump != 0;
186
187 #endregion Inputs 191 #endregion Inputs
188 192
189 #region Flying 193 #region Flying
@@ -192,6 +196,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
192 { 196 {
193 m_animTickFall = 0; 197 m_animTickFall = 0;
194 m_animTickJump = 0; 198 m_animTickJump = 0;
199 m_jumping = false; //add for jumping
200 m_falling = true; //add for falling
201 m_jumpVelocity = 0f; //add for jumping
202 actor.Selected = false; //add for jumping flag
203 m_fallHeight = actor.Position.Z; // save latest flying height
195 204
196 if (move.X != 0f || move.Y != 0f) 205 if (move.X != 0f || move.Y != 0f)
197 { 206 {
@@ -203,8 +212,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
203 } 212 }
204 else if (move.Z < 0f) 213 else if (move.Z < 0f)
205 { 214 {
206 if (actor != null && actor.IsColliding) 215 if (actor != null && actor.IsColliding)
216 { //##
217//Console.WriteLine("LAND FLYING"); // ##
207 return "LAND"; 218 return "LAND";
219 } //#
208 else 220 else
209 return "HOVER_DOWN"; 221 return "HOVER_DOWN";
210 } 222 }
@@ -218,19 +230,28 @@ namespace OpenSim.Region.Framework.Scenes.Animation
218 230
219 #region Falling/Floating/Landing 231 #region Falling/Floating/Landing
220 232
221 if (actor == null || !actor.IsColliding) 233// rm for jumping if (actor == null || !actor.IsColliding)
234 if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping
222 { 235 {
223 float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 236// rm float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
237 float fallElapsed = (float)(Environment.TickCount - m_animTickFall); // add, in mS
224 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; 238 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
239//Console.WriteLine("falling t={0} v={1}", fallElapsed, fallVelocity); //##
240
241// rm for fall if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
242 if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true; // add for falling and jumping
225 243
226 if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) 244 if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) // add for jumping
245 // not falling yet or going up
227 { 246 {
228 // Just started falling 247 // reset start of fall time
229 m_animTickFall = Environment.TickCount; 248 m_animTickFall = Environment.TickCount;
230 } 249 }
231 else if (!jumping && fallElapsed > FALL_DELAY) 250// else if (!jumping && fallElapsed > FALL_DELAY)
251 else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) ) // add for falling and jumping
232 { 252 {
233 // Falling long enough to trigger the animation 253 // Falling long enough to trigger the animation
254//Console.WriteLine("FALLDOWN"); //##
234 return "FALLDOWN"; 255 return "FALLDOWN";
235 } 256 }
236 257
@@ -239,22 +260,97 @@ namespace OpenSim.Region.Framework.Scenes.Animation
239 260
240 #endregion Falling/Floating/Landing 261 #endregion Falling/Floating/Landing
241 262
263
264 #region Jumping // section added for jumping...
265
266 int jumptime;
267 jumptime = Environment.TickCount - m_animTickJump;
268
269
270 if ((move.Z > 0f) && (!m_jumping))
271 {
272//Console.WriteLine("PJ {0}", jumptime); //##
273 // Start jumping, prejump
274 m_animTickFall = 0;
275 m_jumping = true;
276 m_falling = false;
277 actor.Selected = true; // borrowed for jmping flag
278 m_animTickJump = Environment.TickCount;
279 m_jumpVelocity = 0.35f;
280 return "PREJUMP";
281 }
282
283 if(m_jumping)
284 {
285 if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
286 {
287//Console.WriteLine("LA {0}", jumptime); //##
288 // end jumping
289 m_jumping = false;
290 m_falling = false;
291 actor.Selected = false; // borrowed for jumping flag
292 m_jumpVelocity = 0f;
293 m_animTickFall = Environment.TickCount;
294 return "LAND";
295 }
296 else if (jumptime > JUMP_PERIOD)
297 {
298//Console.WriteLine("JD {0}", jumptime); //##
299 // jump down
300 m_jumpVelocity = 0f;
301 return "JUMP";
302 }
303 else if (jumptime > PREJUMP_DELAY)
304 {
305//Console.WriteLine("JU {0}", jumptime); //##
306 // jump up
307 m_jumping = true;
308 m_jumpVelocity = 10f;
309 return "JUMP";
310 }
311 }
312
313 #endregion Jumping // end added section
314
242 #region Ground Movement 315 #region Ground Movement
243 316
244 if (m_movementAnimation == "FALLDOWN") 317 if (m_movementAnimation == "FALLDOWN")
245 { 318 {
319 m_falling = false;
246 m_animTickFall = Environment.TickCount; 320 m_animTickFall = Environment.TickCount;
247
248 // TODO: SOFT_LAND support 321 // TODO: SOFT_LAND support
249 return "LAND"; 322 float fallHeight = m_fallHeight - actor.Position.Z;
323//Console.WriteLine("Hit from {0}", fallHeight); //##
324 if (fallHeight > 15.0f) // add for falling
325 return "STANDUP";
326 else if (fallHeight > 8.0f) // add for falling
327 return "SOFT_LAND"; // add for falling
328 else // add for falling
329 return "LAND"; // add for falling
250 } 330 }
251 else if (m_movementAnimation == "LAND") 331// rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
332// rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
333// rm for landing return "LAND";
334 else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
252 { 335 {
253 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 336 int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
254 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) 337 int limit = 1000; // add for jumping
255 return "LAND"; 338 if(m_movementAnimation == "LAND") limit = 350; // add for jumping
256 } 339 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
257 340
341 if ((m_animTickFall != 0) && (landElapsed <= limit)) // add for jumping
342 {
343//Console.WriteLine("Lelapse {0}", m_movementAnimation); //##
344 return m_movementAnimation;
345 }
346 else
347 {
348//Console.WriteLine("end/STAND"); //##
349 m_fallHeight = actor.Position.Z; // save latest flying height
350 return "STAND";
351 }
352 }
353/* This section removed, replaced by jumping section
258 m_animTickFall = 0; 354 m_animTickFall = 0;
259 355
260 if (move.Z > 0f) 356 if (move.Z > 0f)
@@ -266,7 +362,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 362 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 363 return "PREJUMP";
268 } 364 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 365 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 366 {
271 // Start actual jump 367 // Start actual jump
272 if (m_animTickJump == -1) 368 if (m_animTickJump == -1)
@@ -284,29 +380,34 @@ namespace OpenSim.Region.Framework.Scenes.Animation
284 { 380 {
285 // Not jumping 381 // Not jumping
286 m_animTickJump = 0; 382 m_animTickJump = 0;
287 383 */
288 if (move.X != 0f || move.Y != 0f) 384 // next section moved outside paren. and realigned for jumping
289 { 385 if (move.X != 0f || move.Y != 0f)
290 // Walking / crouchwalking / running 386 {
291 if (move.Z < 0f) 387 m_fallHeight = actor.Position.Z; // save latest flying height
292 return "CROUCHWALK"; 388 m_falling = false; // Add for falling
293 else if (m_scenePresence.SetAlwaysRun) 389 // Walking / crouchwalking / running
294 return "RUN"; 390 if (move.Z < 0f)
295 else 391 return "CROUCHWALK";
296 return "WALK"; 392 else if (m_scenePresence.SetAlwaysRun)
297 } 393 return "RUN";
298 else 394 else
299 { 395 return "WALK";
300 // Not walking
301 if (move.Z < 0f)
302 return "CROUCH";
303 else
304 return "STAND";
305 }
306 } 396 }
307 397// rm for jumping else
398 else if (!m_jumping) // add for jumping
399 {
400 m_falling = false; // Add for falling
401 // Not walking
402 if (move.Z < 0f)
403 return "CROUCH";
404 else
405 return "STAND";
406 }
407 // end section realign for jumping
308 #endregion Ground Movement 408 #endregion Ground Movement
309 409
410 m_falling = false; // Add for falling
310 return m_movementAnimation; 411 return m_movementAnimation;
311 } 412 }
312 413
@@ -316,16 +417,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 417 public void UpdateMovementAnimations()
317 { 418 {
318 m_movementAnimation = GetMovementAnimation(); 419 m_movementAnimation = GetMovementAnimation();
319 420/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 421 {
322 // This was the previous behavior before PREJUMP 422 // This was the previous behavior before PREJUMP
323 TrySetMovementAnimation("JUMP"); 423 TrySetMovementAnimation("JUMP");
324 } 424 }
325 else 425 else
326 { 426 { removed for jumping */
327 TrySetMovementAnimation(m_movementAnimation); 427 TrySetMovementAnimation(m_movementAnimation);
328 } 428// rm for jumping }
329 } 429 }
330 430
331 public UUID[] GetAnimationArray() 431 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index 64567db..a8d24fd 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -104,8 +104,15 @@ namespace OpenSim.Region.Framework.Scenes
104 // better than losing the object for now. 104 // better than losing the object for now.
105 if (permissionToDelete) 105 if (permissionToDelete)
106 { 106 {
107 List<uint> killIDs = new List<uint>();
108
107 foreach (SceneObjectGroup g in objectGroups) 109 foreach (SceneObjectGroup g in objectGroups)
110 {
111 killIDs.Add(g.LocalId);
108 g.DeleteGroupFromScene(false); 112 g.DeleteGroupFromScene(false);
113 }
114
115 m_scene.SendKillObject(killIDs);
109 } 116 }
110 } 117 }
111 118
@@ -137,7 +144,7 @@ namespace OpenSim.Region.Framework.Scenes
137 x = m_inventoryDeletes.Dequeue(); 144 x = m_inventoryDeletes.Dequeue();
138 145
139 m_log.DebugFormat( 146 m_log.DebugFormat(
140 "[ASYNC DELETER]: Sending object to user's inventory, {0} item(s) remaining.", left); 147 "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.", left, x.action, x.objectGroups.Count);
141 148
142 try 149 try
143 { 150 {
@@ -177,4 +184,4 @@ namespace OpenSim.Region.Framework.Scenes
177 return false; 184 return false;
178 } 185 }
179 } 186 }
180} \ No newline at end of file 187}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index c321a15..f24c53c 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -757,6 +761,26 @@ namespace OpenSim.Region.Framework.Scenes
757 } 761 }
758 } 762 }
759 } 763 }
764 public void TriggerTerrainUpdate()
765 {
766 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
767 if (handlerTerrainUpdate != null)
768 {
769 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
770 {
771 try
772 {
773 d();
774 }
775 catch (Exception e)
776 {
777 m_log.ErrorFormat(
778 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
779 e.Message, e.StackTrace);
780 }
781 }
782 }
783 }
760 784
761 public void TriggerTerrainTick() 785 public void TriggerTerrainTick()
762 { 786 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 19f8180..c75f8ba 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -167,6 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
167 167
168 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) 168 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
169 { 169 {
170 if (entity == null) return double.NaN;
170 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 171 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
171 if (presence != null) 172 if (presence != null)
172 { 173 {
@@ -226,9 +227,9 @@ namespace OpenSim.Region.Framework.Scenes
226 return 0.0; 227 return 0.0;
227 228
228 // Use group position for child prims 229 // Use group position for child prims
229 Vector3 entityPos = entity.AbsolutePosition; 230 Vector3 entityPos;
230 if (entity is SceneObjectPart) 231 if (entity is SceneObjectPart)
231 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 232 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
232 else 233 else
233 entityPos = entity.AbsolutePosition; 234 entityPos = entity.AbsolutePosition;
234 235
@@ -251,12 +252,19 @@ namespace OpenSim.Region.Framework.Scenes
251 252
252 if (entity is SceneObjectPart) 253 if (entity is SceneObjectPart)
253 { 254 {
254 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
255 if (physActor == null || !physActor.IsPhysical)
256 priority += 100;
257
258 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 255 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
256 {
259 priority = 1.0; 257 priority = 1.0;
258 }
259 else
260 {
261 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
262 if (physActor == null || !physActor.IsPhysical)
263 priority += 100;
264 }
265
266 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
267 priority +=1;
260 } 268 }
261 return priority; 269 return priority;
262 } 270 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 4cc797b..1d8b988 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -99,34 +99,22 @@ namespace OpenSim.Region.Framework.Scenes
99 /// <param name="item"></param> 99 /// <param name="item"></param>
100 public bool AddInventoryItem(InventoryItemBase item) 100 public bool AddInventoryItem(InventoryItemBase item)
101 { 101 {
102 if (UUID.Zero == item.Folder) 102 InventoryFolderBase folder;
103
104 if (item.Folder == UUID.Zero)
103 { 105 {
104 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 106 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
105 if (f != null) 107 if (folder == null)
106 {
107// m_log.DebugFormat(
108// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}",
109// f.Name, (AssetType)f.Type, item.Name);
110
111 item.Folder = f.ID;
112 }
113 else
114 { 108 {
115 f = InventoryService.GetRootFolder(item.Owner); 109 folder = InventoryService.GetRootFolder(item.Owner);
116 if (f != null) 110
117 { 111 if (folder == null)
118 item.Folder = f.ID;
119 }
120 else
121 {
122 m_log.WarnFormat(
123 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
124 item.Owner, item.Name);
125 return false; 112 return false;
126 }
127 } 113 }
114
115 item.Folder = folder.ID;
128 } 116 }
129 117
130 if (InventoryService.AddItem(item)) 118 if (InventoryService.AddItem(item))
131 { 119 {
132 int userlevel = 0; 120 int userlevel = 0;
@@ -252,8 +240,7 @@ namespace OpenSim.Region.Framework.Scenes
252 240
253 // Update item with new asset 241 // Update item with new asset
254 item.AssetID = asset.FullID; 242 item.AssetID = asset.FullID;
255 if (group.UpdateInventoryItem(item)) 243 group.UpdateInventoryItem(item);
256 remoteClient.SendAgentAlertMessage("Script saved", false);
257 244
258 part.GetProperties(remoteClient); 245 part.GetProperties(remoteClient);
259 246
@@ -264,12 +251,7 @@ namespace OpenSim.Region.Framework.Scenes
264 { 251 {
265 // Needs to determine which engine was running it and use that 252 // Needs to determine which engine was running it and use that
266 // 253 //
267 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 254 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
268 errors = part.Inventory.GetScriptErrors(item.ItemID);
269 }
270 else
271 {
272 remoteClient.SendAgentAlertMessage("Script saved", false);
273 } 255 }
274 part.ParentGroup.ResumeScripts(); 256 part.ParentGroup.ResumeScripts();
275 return errors; 257 return errors;
@@ -683,6 +665,8 @@ namespace OpenSim.Region.Framework.Scenes
683 return; 665 return;
684 } 666 }
685 667
668 if (newName == null) newName = item.Name;
669
686 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 670 AssetBase asset = AssetService.Get(item.AssetID.ToString());
687 671
688 if (asset != null) 672 if (asset != null)
@@ -730,6 +714,24 @@ namespace OpenSim.Region.Framework.Scenes
730 } 714 }
731 715
732 /// <summary> 716 /// <summary>
717 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
718 /// </summary>
719 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
720 {
721 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
722 foreach (InventoryItemBase b in items)
723 {
724 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
725 InventoryItemBase n = InventoryService.GetItem(b);
726 n.Folder = destfolder;
727 moveitems.Add(n);
728 remoteClient.SendInventoryItemCreateUpdate(n, 0);
729 }
730
731 MoveInventoryItem(remoteClient, moveitems);
732 }
733
734 /// <summary>
733 /// Move an item within the agent's inventory. 735 /// Move an item within the agent's inventory.
734 /// </summary> 736 /// </summary>
735 /// <param name="remoteClient"></param> 737 /// <param name="remoteClient"></param>
@@ -972,8 +974,12 @@ namespace OpenSim.Region.Framework.Scenes
972 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 974 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
973 { 975 {
974 SceneObjectPart part = GetSceneObjectPart(localID); 976 SceneObjectPart part = GetSceneObjectPart(localID);
975 SceneObjectGroup group = part.ParentGroup; 977 SceneObjectGroup group = null;
976 if (group != null) 978 if (part != null)
979 {
980 group = part.ParentGroup;
981 }
982 if (part != null && group != null)
977 { 983 {
978 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 984 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
979 return; 985 return;
@@ -1420,13 +1426,6 @@ namespace OpenSim.Region.Framework.Scenes
1420 { 1426 {
1421 agentTransactions.HandleTaskItemUpdateFromTransaction( 1427 agentTransactions.HandleTaskItemUpdateFromTransaction(
1422 remoteClient, part, transactionID, currentItem); 1428 remoteClient, part, transactionID, currentItem);
1423
1424 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1425 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1426 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1427 remoteClient.SendAgentAlertMessage("Script saved", false);
1428 else
1429 remoteClient.SendAgentAlertMessage("Item saved", false);
1430 } 1429 }
1431 1430
1432 // Base ALWAYS has move 1431 // Base ALWAYS has move
@@ -1544,7 +1543,7 @@ namespace OpenSim.Region.Framework.Scenes
1544 return; 1543 return;
1545 1544
1546 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1545 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1547 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1546 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1548 remoteClient.AgentId); 1547 remoteClient.AgentId);
1549 AssetService.Store(asset); 1548 AssetService.Store(asset);
1550 1549
@@ -1696,23 +1695,32 @@ namespace OpenSim.Region.Framework.Scenes
1696 // build a list of eligible objects 1695 // build a list of eligible objects
1697 List<uint> deleteIDs = new List<uint>(); 1696 List<uint> deleteIDs = new List<uint>();
1698 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1697 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1699 1698 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1700 // Start with true for both, then remove the flags if objects
1701 // that we can't derez are part of the selection
1702 bool permissionToTake = true;
1703 bool permissionToTakeCopy = true;
1704 bool permissionToDelete = true;
1705 1699
1706 foreach (uint localID in localIDs) 1700 foreach (uint localID in localIDs)
1707 { 1701 {
1702 // Start with true for both, then remove the flags if objects
1703 // that we can't derez are part of the selection
1704 bool permissionToTake = true;
1705 bool permissionToTakeCopy = true;
1706 bool permissionToDelete = true;
1707
1708 // Invalid id 1708 // Invalid id
1709 SceneObjectPart part = GetSceneObjectPart(localID); 1709 SceneObjectPart part = GetSceneObjectPart(localID);
1710 if (part == null) 1710 if (part == null)
1711 {
1712 //Client still thinks the object exists, kill it
1713 deleteIDs.Add(localID);
1711 continue; 1714 continue;
1715 }
1712 1716
1713 // Already deleted by someone else 1717 // Already deleted by someone else
1714 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1718 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1719 {
1720 //Client still thinks the object exists, kill it
1721 deleteIDs.Add(localID);
1715 continue; 1722 continue;
1723 }
1716 1724
1717 // Can't delete child prims 1725 // Can't delete child prims
1718 if (part != part.ParentGroup.RootPart) 1726 if (part != part.ParentGroup.RootPart)
@@ -1720,9 +1728,6 @@ namespace OpenSim.Region.Framework.Scenes
1720 1728
1721 SceneObjectGroup grp = part.ParentGroup; 1729 SceneObjectGroup grp = part.ParentGroup;
1722 1730
1723 deleteIDs.Add(localID);
1724 deleteGroups.Add(grp);
1725
1726 if (remoteClient == null) 1731 if (remoteClient == null)
1727 { 1732 {
1728 // Autoreturn has a null client. Nothing else does. So 1733 // Autoreturn has a null client. Nothing else does. So
@@ -1734,8 +1739,15 @@ namespace OpenSim.Region.Framework.Scenes
1734 } 1739 }
1735 else 1740 else
1736 { 1741 {
1737 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1742 if (action == DeRezAction.TakeCopy)
1743 {
1744 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1745 permissionToTakeCopy = false;
1746 }
1747 else
1748 {
1738 permissionToTakeCopy = false; 1749 permissionToTakeCopy = false;
1750 }
1739 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1751 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1740 permissionToTake = false; 1752 permissionToTake = false;
1741 1753
@@ -1743,71 +1755,88 @@ namespace OpenSim.Region.Framework.Scenes
1743 permissionToDelete = false; 1755 permissionToDelete = false;
1744 } 1756 }
1745 1757
1746 } 1758 // Handle god perms
1747 1759 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1748 // Handle god perms 1760 {
1749 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1761 permissionToTake = true;
1750 { 1762 permissionToTakeCopy = true;
1751 permissionToTake = true; 1763 permissionToDelete = true;
1752 permissionToTakeCopy = true; 1764 }
1753 permissionToDelete = true;
1754 }
1755 1765
1756 // If we're re-saving, we don't even want to delete 1766 // If we're re-saving, we don't even want to delete
1757 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1767 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1758 permissionToDelete = false; 1768 permissionToDelete = false;
1759 1769
1760 // if we want to take a copy, we also don't want to delete 1770 // if we want to take a copy, we also don't want to delete
1761 // Note: after this point, the permissionToTakeCopy flag 1771 // Note: after this point, the permissionToTakeCopy flag
1762 // becomes irrelevant. It already includes the permissionToTake 1772 // becomes irrelevant. It already includes the permissionToTake
1763 // permission and after excluding no copy items here, we can 1773 // permission and after excluding no copy items here, we can
1764 // just use that. 1774 // just use that.
1765 if (action == DeRezAction.TakeCopy) 1775 if (action == DeRezAction.TakeCopy)
1766 { 1776 {
1767 // If we don't have permission, stop right here 1777 // If we don't have permission, stop right here
1768 if (!permissionToTakeCopy) 1778 if (!permissionToTakeCopy)
1769 return; 1779 return;
1770 1780
1771 permissionToTake = true; 1781 permissionToTake = true;
1772 // Don't delete 1782 // Don't delete
1773 permissionToDelete = false; 1783 permissionToDelete = false;
1774 } 1784 }
1775 1785
1776 if (action == DeRezAction.Return) 1786 if (action == DeRezAction.Return)
1777 {
1778 if (remoteClient != null)
1779 { 1787 {
1780 if (Permissions.CanReturnObjects( 1788 if (remoteClient != null)
1781 null,
1782 remoteClient.AgentId,
1783 deleteGroups))
1784 { 1789 {
1785 permissionToTake = true; 1790 if (Permissions.CanReturnObjects(
1786 permissionToDelete = true; 1791 null,
1787 1792 remoteClient.AgentId,
1788 foreach (SceneObjectGroup g in deleteGroups) 1793 deleteGroups))
1789 { 1794 {
1790 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1795 permissionToTake = true;
1796 permissionToDelete = true;
1797
1798 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1791 } 1799 }
1792 } 1800 }
1801 else // Auto return passes through here with null agent
1802 {
1803 permissionToTake = true;
1804 permissionToDelete = true;
1805 }
1793 } 1806 }
1794 else // Auto return passes through here with null agent 1807
1808 if (permissionToTake && (!permissionToDelete))
1809 takeGroups.Add(grp);
1810
1811 if (permissionToDelete)
1795 { 1812 {
1796 permissionToTake = true; 1813 if (permissionToTake)
1797 permissionToDelete = true; 1814 deleteGroups.Add(grp);
1815 deleteIDs.Add(grp.LocalId);
1798 } 1816 }
1799 } 1817 }
1800 1818
1801 if (permissionToTake) 1819 SendKillObject(deleteIDs);
1820
1821 if (deleteGroups.Count > 0)
1802 { 1822 {
1823 foreach (SceneObjectGroup g in deleteGroups)
1824 deleteIDs.Remove(g.LocalId);
1825
1803 m_asyncSceneObjectDeleter.DeleteToInventory( 1826 m_asyncSceneObjectDeleter.DeleteToInventory(
1804 action, destinationID, deleteGroups, remoteClient, 1827 action, destinationID, deleteGroups, remoteClient,
1805 permissionToDelete); 1828 true);
1829 }
1830 if (takeGroups.Count > 0)
1831 {
1832 m_asyncSceneObjectDeleter.DeleteToInventory(
1833 action, destinationID, takeGroups, remoteClient,
1834 false);
1806 } 1835 }
1807 else if (permissionToDelete) 1836 if (deleteIDs.Count > 0)
1808 { 1837 {
1809 foreach (SceneObjectGroup g in deleteGroups) 1838 foreach (SceneObjectGroup g in deleteGroups)
1810 DeleteSceneObject(g, false); 1839 DeleteSceneObject(g, true);
1811 } 1840 }
1812 } 1841 }
1813 1842
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index c5396d5..b6d9a02 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -102,6 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 protected ModuleLoader m_moduleLoader; 102 protected ModuleLoader m_moduleLoader;
103 protected AgentCircuitManager m_authenticateHandler; 103 protected AgentCircuitManager m_authenticateHandler;
104 protected SceneCommunicationService m_sceneGridService; 104 protected SceneCommunicationService m_sceneGridService;
105 protected ISnmpModule m_snmpService = null;
105 106
106 protected ISimulationDataService m_SimulationDataService; 107 protected ISimulationDataService m_SimulationDataService;
107 protected IEstateDataService m_EstateDataService; 108 protected IEstateDataService m_EstateDataService;
@@ -163,6 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
163 private int landMS; 164 private int landMS;
164 private int lastCompletedFrame; 165 private int lastCompletedFrame;
165 166
167 public bool CombineRegions = false;
166 private bool m_physics_enabled = true; 168 private bool m_physics_enabled = true;
167 private bool m_scripts_enabled = true; 169 private bool m_scripts_enabled = true;
168 private string m_defaultScriptEngine; 170 private string m_defaultScriptEngine;
@@ -218,6 +220,19 @@ namespace OpenSim.Region.Framework.Scenes
218 get { return m_sceneGridService; } 220 get { return m_sceneGridService; }
219 } 221 }
220 222
223 public ISnmpModule SnmpService
224 {
225 get
226 {
227 if (m_snmpService == null)
228 {
229 m_snmpService = RequestModuleInterface<ISnmpModule>();
230 }
231
232 return m_snmpService;
233 }
234 }
235
221 public ISimulationDataService SimulationDataService 236 public ISimulationDataService SimulationDataService
222 { 237 {
223 get 238 get
@@ -562,6 +577,8 @@ namespace OpenSim.Region.Framework.Scenes
562 #region Region Settings 577 #region Region Settings
563 578
564 // Load region settings 579 // Load region settings
580 m_regInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(m_regInfo.RegionID);
581
565 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID); 582 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID);
566 if (estateDataService != null) 583 if (estateDataService != null)
567 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); 584 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -621,9 +638,10 @@ namespace OpenSim.Region.Framework.Scenes
621 //Animation states 638 //Animation states
622 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 639 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
623 // TODO: Change default to true once the feature is supported 640 // TODO: Change default to true once the feature is supported
624 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 641 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
625
626 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 642 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
643
644 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
627 if (RegionInfo.NonphysPrimMax > 0) 645 if (RegionInfo.NonphysPrimMax > 0)
628 { 646 {
629 m_maxNonphys = RegionInfo.NonphysPrimMax; 647 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -655,6 +673,7 @@ namespace OpenSim.Region.Framework.Scenes
655 m_persistAfter *= 10000000; 673 m_persistAfter *= 10000000;
656 674
657 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 675 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
676 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
658 677
659 IConfig packetConfig = m_config.Configs["PacketPool"]; 678 IConfig packetConfig = m_config.Configs["PacketPool"];
660 if (packetConfig != null) 679 if (packetConfig != null)
@@ -664,6 +683,7 @@ namespace OpenSim.Region.Framework.Scenes
664 } 683 }
665 684
666 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 685 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
686 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
667 687
668 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 688 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
669 if (m_generateMaptiles) 689 if (m_generateMaptiles)
@@ -688,9 +708,9 @@ namespace OpenSim.Region.Framework.Scenes
688 } 708 }
689 } 709 }
690 } 710 }
691 catch 711 catch (Exception e)
692 { 712 {
693 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 713 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
694 } 714 }
695 715
696 #endregion Region Config 716 #endregion Region Config
@@ -927,6 +947,15 @@ namespace OpenSim.Region.Framework.Scenes
927 /// <param name="seconds">float indicating duration before restart.</param> 947 /// <param name="seconds">float indicating duration before restart.</param>
928 public virtual void Restart(float seconds) 948 public virtual void Restart(float seconds)
929 { 949 {
950 Restart(seconds, true);
951 }
952
953 /// <summary>
954 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
955 /// </summary>
956 /// <param name="seconds">float indicating duration before restart.</param>
957 public virtual void Restart(float seconds, bool showDialog)
958 {
930 // notifications are done in 15 second increments 959 // notifications are done in 15 second increments
931 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 960 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
932 // It's a 'Cancel restart' request. 961 // It's a 'Cancel restart' request.
@@ -947,8 +976,11 @@ namespace OpenSim.Region.Framework.Scenes
947 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 976 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
948 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 977 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
949 m_restartTimer.Start(); 978 m_restartTimer.Start();
950 m_dialogModule.SendNotificationToUsersInRegion( 979 if (showDialog)
980 {
981 m_dialogModule.SendNotificationToUsersInRegion(
951 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 982 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
983 }
952 } 984 }
953 } 985 }
954 986
@@ -1144,6 +1176,7 @@ namespace OpenSim.Region.Framework.Scenes
1144 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1176 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1145 if (HeartbeatThread != null) 1177 if (HeartbeatThread != null)
1146 { 1178 {
1179 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1147 HeartbeatThread.Abort(); 1180 HeartbeatThread.Abort();
1148 HeartbeatThread = null; 1181 HeartbeatThread = null;
1149 } 1182 }
@@ -1815,14 +1848,24 @@ namespace OpenSim.Region.Framework.Scenes
1815 /// <returns></returns> 1848 /// <returns></returns>
1816 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1849 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1817 { 1850 {
1851
1852 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1853 Vector3 wpos = Vector3.Zero;
1854 // Check for water surface intersection from above
1855 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1856 {
1857 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1858 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1859 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1860 wpos.Z = wheight;
1861 }
1862
1818 Vector3 pos = Vector3.Zero; 1863 Vector3 pos = Vector3.Zero;
1819 if (RayEndIsIntersection == (byte)1) 1864 if (RayEndIsIntersection == (byte)1)
1820 { 1865 {
1821 pos = RayEnd; 1866 pos = RayEnd;
1822 return pos;
1823 } 1867 }
1824 1868 else if (RayTargetID != UUID.Zero)
1825 if (RayTargetID != UUID.Zero)
1826 { 1869 {
1827 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1870 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1828 1871
@@ -1844,7 +1887,7 @@ namespace OpenSim.Region.Framework.Scenes
1844 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1887 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1845 1888
1846 // Un-comment out the following line to Get Raytrace results printed to the console. 1889 // Un-comment out the following line to Get Raytrace results printed to the console.
1847 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1890 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1848 float ScaleOffset = 0.5f; 1891 float ScaleOffset = 0.5f;
1849 1892
1850 // If we hit something 1893 // If we hit something
@@ -1867,13 +1910,10 @@ namespace OpenSim.Region.Framework.Scenes
1867 //pos.Z -= 0.25F; 1910 //pos.Z -= 0.25F;
1868 1911
1869 } 1912 }
1870
1871 return pos;
1872 } 1913 }
1873 else 1914 else
1874 { 1915 {
1875 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1916 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1876
1877 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1917 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1878 1918
1879 // Un-comment the following line to print the raytrace results to the console. 1919 // Un-comment the following line to print the raytrace results to the console.
@@ -1882,13 +1922,12 @@ namespace OpenSim.Region.Framework.Scenes
1882 if (ei.HitTF) 1922 if (ei.HitTF)
1883 { 1923 {
1884 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1924 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1885 } else 1925 }
1926 else
1886 { 1927 {
1887 // fall back to our stupid functionality 1928 // fall back to our stupid functionality
1888 pos = RayEnd; 1929 pos = RayEnd;
1889 } 1930 }
1890
1891 return pos;
1892 } 1931 }
1893 } 1932 }
1894 else 1933 else
@@ -1899,8 +1938,12 @@ namespace OpenSim.Region.Framework.Scenes
1899 //increase height so its above the ground. 1938 //increase height so its above the ground.
1900 //should be getting the normal of the ground at the rez point and using that? 1939 //should be getting the normal of the ground at the rez point and using that?
1901 pos.Z += scale.Z / 2f; 1940 pos.Z += scale.Z / 2f;
1902 return pos; 1941// return pos;
1903 } 1942 }
1943
1944 // check against posible water intercept
1945 if (wpos.Z > pos.Z) pos = wpos;
1946 return pos;
1904 } 1947 }
1905 1948
1906 1949
@@ -1980,7 +2023,10 @@ namespace OpenSim.Region.Framework.Scenes
1980 public bool AddRestoredSceneObject( 2023 public bool AddRestoredSceneObject(
1981 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2024 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1982 { 2025 {
1983 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2026 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2027 if (result)
2028 sceneObject.IsDeleted = false;
2029 return result;
1984 } 2030 }
1985 2031
1986 /// <summary> 2032 /// <summary>
@@ -2057,6 +2103,15 @@ namespace OpenSim.Region.Framework.Scenes
2057 /// </summary> 2103 /// </summary>
2058 public void DeleteAllSceneObjects() 2104 public void DeleteAllSceneObjects()
2059 { 2105 {
2106 DeleteAllSceneObjects(false);
2107 }
2108
2109 /// <summary>
2110 /// Delete every object from the scene. This does not include attachments worn by avatars.
2111 /// </summary>
2112 public void DeleteAllSceneObjects(bool exceptNoCopy)
2113 {
2114 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2060 lock (Entities) 2115 lock (Entities)
2061 { 2116 {
2062 EntityBase[] entities = Entities.GetEntities(); 2117 EntityBase[] entities = Entities.GetEntities();
@@ -2065,11 +2120,24 @@ namespace OpenSim.Region.Framework.Scenes
2065 if (e is SceneObjectGroup) 2120 if (e is SceneObjectGroup)
2066 { 2121 {
2067 SceneObjectGroup sog = (SceneObjectGroup)e; 2122 SceneObjectGroup sog = (SceneObjectGroup)e;
2068 if (!sog.IsAttachment) 2123 if (sog != null && !sog.IsAttachment)
2069 DeleteSceneObject((SceneObjectGroup)e, false); 2124 {
2125 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2126 {
2127 DeleteSceneObject((SceneObjectGroup)e, false);
2128 }
2129 else
2130 {
2131 toReturn.Add((SceneObjectGroup)e);
2132 }
2133 }
2070 } 2134 }
2071 } 2135 }
2072 } 2136 }
2137 if (toReturn.Count > 0)
2138 {
2139 returnObjects(toReturn.ToArray(), UUID.Zero);
2140 }
2073 } 2141 }
2074 2142
2075 /// <summary> 2143 /// <summary>
@@ -2118,6 +2186,8 @@ namespace OpenSim.Region.Framework.Scenes
2118 } 2186 }
2119 2187
2120 group.DeleteGroupFromScene(silent); 2188 group.DeleteGroupFromScene(silent);
2189 if (!silent)
2190 SendKillObject(new List<uint>() { group.LocalId });
2121 2191
2122// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2192// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2123 } 2193 }
@@ -2447,6 +2517,12 @@ namespace OpenSim.Region.Framework.Scenes
2447 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2517 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2448 public bool AddSceneObject(SceneObjectGroup sceneObject) 2518 public bool AddSceneObject(SceneObjectGroup sceneObject)
2449 { 2519 {
2520 if (sceneObject.OwnerID == UUID.Zero)
2521 {
2522 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2523 return false;
2524 }
2525
2450 // If the user is banned, we won't let any of their objects 2526 // If the user is banned, we won't let any of their objects
2451 // enter. Period. 2527 // enter. Period.
2452 // 2528 //
@@ -2494,15 +2570,28 @@ namespace OpenSim.Region.Framework.Scenes
2494 2570
2495 if (AttachmentsModule != null) 2571 if (AttachmentsModule != null)
2496 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2572 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2573
2574 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2497 } 2575 }
2498 else 2576 else
2499 { 2577 {
2578 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2500 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2579 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2501 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2580 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2502 } 2581 }
2582 if (sceneObject.OwnerID == UUID.Zero)
2583 {
2584 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2585 return false;
2586 }
2503 } 2587 }
2504 else 2588 else
2505 { 2589 {
2590 if (sceneObject.OwnerID == UUID.Zero)
2591 {
2592 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2593 return false;
2594 }
2506 AddRestoredSceneObject(sceneObject, true, false); 2595 AddRestoredSceneObject(sceneObject, true, false);
2507 2596
2508 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2597 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2775,6 +2864,7 @@ namespace OpenSim.Region.Framework.Scenes
2775 client.OnFetchInventory += HandleFetchInventory; 2864 client.OnFetchInventory += HandleFetchInventory;
2776 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2865 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2777 client.OnCopyInventoryItem += CopyInventoryItem; 2866 client.OnCopyInventoryItem += CopyInventoryItem;
2867 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2778 client.OnMoveInventoryItem += MoveInventoryItem; 2868 client.OnMoveInventoryItem += MoveInventoryItem;
2779 client.OnRemoveInventoryItem += RemoveInventoryItem; 2869 client.OnRemoveInventoryItem += RemoveInventoryItem;
2780 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2870 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2953,15 +3043,16 @@ namespace OpenSim.Region.Framework.Scenes
2953 /// </summary> 3043 /// </summary>
2954 /// <param name="agentId">The avatar's Unique ID</param> 3044 /// <param name="agentId">The avatar's Unique ID</param>
2955 /// <param name="client">The IClientAPI for the client</param> 3045 /// <param name="client">The IClientAPI for the client</param>
2956 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3046 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2957 { 3047 {
2958 if (m_teleportModule != null) 3048 if (m_teleportModule != null)
2959 m_teleportModule.TeleportHome(agentId, client); 3049 return m_teleportModule.TeleportHome(agentId, client);
2960 else 3050 else
2961 { 3051 {
2962 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3052 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2963 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3053 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2964 } 3054 }
3055 return false;
2965 } 3056 }
2966 3057
2967 /// <summary> 3058 /// <summary>
@@ -3060,6 +3151,16 @@ namespace OpenSim.Region.Framework.Scenes
3060 /// <param name="flags"></param> 3151 /// <param name="flags"></param>
3061 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3152 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3062 { 3153 {
3154 //Add half the avatar's height so that the user doesn't fall through prims
3155 ScenePresence presence;
3156 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3157 {
3158 if (presence.Appearance != null)
3159 {
3160 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3161 }
3162 }
3163
3063 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3164 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3064 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3165 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3065 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3166 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3154,7 +3255,9 @@ namespace OpenSim.Region.Framework.Scenes
3154 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3255 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3155 3256
3156 } 3257 }
3258 m_log.Debug("[Scene] Beginning ClientClosed");
3157 m_eventManager.TriggerClientClosed(agentID, this); 3259 m_eventManager.TriggerClientClosed(agentID, this);
3260 m_log.Debug("[Scene] Finished ClientClosed");
3158 } 3261 }
3159 catch (NullReferenceException) 3262 catch (NullReferenceException)
3160 { 3263 {
@@ -3162,13 +3265,15 @@ namespace OpenSim.Region.Framework.Scenes
3162 // Avatar is already disposed :/ 3265 // Avatar is already disposed :/
3163 } 3266 }
3164 3267
3268 m_log.Debug("[Scene] Beginning OnRemovePresence");
3165 m_eventManager.TriggerOnRemovePresence(agentID); 3269 m_eventManager.TriggerOnRemovePresence(agentID);
3270 m_log.Debug("[Scene] Finished OnRemovePresence");
3166 3271
3167 ForEachClient( 3272 ForEachClient(
3168 delegate(IClientAPI client) 3273 delegate(IClientAPI client)
3169 { 3274 {
3170 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway 3275 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
3171 try { client.SendKillObject(avatar.RegionHandle, avatar.LocalId); } 3276 try { client.SendKillObject(avatar.RegionHandle, new List<uint>() { avatar.LocalId}); }
3172 catch (NullReferenceException) { } 3277 catch (NullReferenceException) { }
3173 }); 3278 });
3174 3279
@@ -3179,8 +3284,11 @@ namespace OpenSim.Region.Framework.Scenes
3179 } 3284 }
3180 3285
3181 // Remove the avatar from the scene 3286 // Remove the avatar from the scene
3287 m_log.Debug("[Scene] Begin RemoveScenePresence");
3182 m_sceneGraph.RemoveScenePresence(agentID); 3288 m_sceneGraph.RemoveScenePresence(agentID);
3289 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3183 m_clientManager.Remove(agentID); 3290 m_clientManager.Remove(agentID);
3291 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3184 3292
3185 try 3293 try
3186 { 3294 {
@@ -3194,9 +3302,10 @@ namespace OpenSim.Region.Framework.Scenes
3194 { 3302 {
3195 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3303 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3196 } 3304 }
3197 3305 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3198 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3306 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3199 CleanDroppedAttachments(); 3307 CleanDroppedAttachments();
3308 m_log.Debug("[Scene] The avatar has left the building");
3200 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3309 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3201 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3310 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3202 } 3311 }
@@ -3227,18 +3336,24 @@ namespace OpenSim.Region.Framework.Scenes
3227 3336
3228 #region Entities 3337 #region Entities
3229 3338
3230 public void SendKillObject(uint localID) 3339 public void SendKillObject(List<uint> localIDs)
3231 { 3340 {
3232 SceneObjectPart part = GetSceneObjectPart(localID); 3341 List<uint> deleteIDs = new List<uint>();
3233 if (part != null) // It is a prim 3342
3343 foreach (uint localID in localIDs)
3234 { 3344 {
3235 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid 3345 SceneObjectPart part = GetSceneObjectPart(localID);
3346 if (part != null) // It is a prim
3236 { 3347 {
3237 if (part.ParentGroup.RootPart != part) // Child part 3348 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid
3238 return; 3349 {
3350 if (part.ParentGroup.RootPart != part) // Child part
3351 continue;
3352 }
3239 } 3353 }
3354 deleteIDs.Add(localID);
3240 } 3355 }
3241 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); }); 3356 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, deleteIDs); });
3242 } 3357 }
3243 3358
3244 #endregion 3359 #endregion
@@ -3256,7 +3371,6 @@ namespace OpenSim.Region.Framework.Scenes
3256 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate; 3371 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
3257 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar; 3372 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
3258 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid; 3373 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid;
3259 m_sceneGridService.KiPrimitive += SendKillObject;
3260 m_sceneGridService.OnGetLandData += GetLandData; 3374 m_sceneGridService.OnGetLandData += GetLandData;
3261 } 3375 }
3262 3376
@@ -3265,7 +3379,6 @@ namespace OpenSim.Region.Framework.Scenes
3265 /// </summary> 3379 /// </summary>
3266 public void UnRegisterRegionWithComms() 3380 public void UnRegisterRegionWithComms()
3267 { 3381 {
3268 m_sceneGridService.KiPrimitive -= SendKillObject;
3269 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid; 3382 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid;
3270 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar; 3383 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
3271 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate; 3384 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
@@ -3352,6 +3465,7 @@ namespace OpenSim.Region.Framework.Scenes
3352 { 3465 {
3353 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3466 if (land != null && !TestLandRestrictions(agent, land, out reason))
3354 { 3467 {
3468 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3355 return false; 3469 return false;
3356 } 3470 }
3357 } 3471 }
@@ -3469,6 +3583,8 @@ namespace OpenSim.Region.Framework.Scenes
3469 } 3583 }
3470 } 3584 }
3471 // Honor parcel landing type and position. 3585 // Honor parcel landing type and position.
3586 /*
3587 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3472 if (land != null) 3588 if (land != null)
3473 { 3589 {
3474 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3590 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3476,6 +3592,7 @@ namespace OpenSim.Region.Framework.Scenes
3476 agent.startpos = land.LandData.UserLocation; 3592 agent.startpos = land.LandData.UserLocation;
3477 } 3593 }
3478 } 3594 }
3595 */// This is now handled properly in ScenePresence.MakeRootAgent
3479 } 3596 }
3480 3597
3481 return true; 3598 return true;
@@ -3761,6 +3878,14 @@ namespace OpenSim.Region.Framework.Scenes
3761 3878
3762 // We have to wait until the viewer contacts this region after receiving EAC. 3879 // We have to wait until the viewer contacts this region after receiving EAC.
3763 // That calls AddNewClient, which finally creates the ScenePresence 3880 // That calls AddNewClient, which finally creates the ScenePresence
3881 int num = m_sceneGraph.GetNumberOfScenePresences();
3882
3883 if (num >= RegionInfo.RegionSettings.AgentLimit)
3884 {
3885 if (!Permissions.IsAdministrator(cAgentData.AgentID))
3886 return false;
3887 }
3888
3764 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); 3889 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
3765 if (childAgentUpdate != null) 3890 if (childAgentUpdate != null)
3766 { 3891 {
@@ -3826,12 +3951,22 @@ namespace OpenSim.Region.Framework.Scenes
3826 return false; 3951 return false;
3827 } 3952 }
3828 3953
3954 public bool IncomingCloseAgent(UUID agentID)
3955 {
3956 return IncomingCloseAgent(agentID, false);
3957 }
3958
3959 public bool IncomingCloseChildAgent(UUID agentID)
3960 {
3961 return IncomingCloseAgent(agentID, true);
3962 }
3963
3829 /// <summary> 3964 /// <summary>
3830 /// Tell a single agent to disconnect from the region. 3965 /// Tell a single agent to disconnect from the region.
3831 /// </summary> 3966 /// </summary>
3832 /// <param name="regionHandle"></param>
3833 /// <param name="agentID"></param> 3967 /// <param name="agentID"></param>
3834 public bool IncomingCloseAgent(UUID agentID) 3968 /// <param name="childOnly"></param>
3969 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3835 { 3970 {
3836 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3971 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3837 3972
@@ -3843,7 +3978,7 @@ namespace OpenSim.Region.Framework.Scenes
3843 { 3978 {
3844 m_sceneGraph.removeUserCount(false); 3979 m_sceneGraph.removeUserCount(false);
3845 } 3980 }
3846 else 3981 else if (!childOnly)
3847 { 3982 {
3848 m_sceneGraph.removeUserCount(true); 3983 m_sceneGraph.removeUserCount(true);
3849 } 3984 }
@@ -3859,9 +3994,12 @@ namespace OpenSim.Region.Framework.Scenes
3859 } 3994 }
3860 else 3995 else
3861 presence.ControllingClient.SendShutdownConnectionNotice(); 3996 presence.ControllingClient.SendShutdownConnectionNotice();
3997 presence.ControllingClient.Close(false);
3998 }
3999 else if (!childOnly)
4000 {
4001 presence.ControllingClient.Close(true);
3862 } 4002 }
3863
3864 presence.ControllingClient.Close();
3865 return true; 4003 return true;
3866 } 4004 }
3867 4005
@@ -4483,7 +4621,7 @@ namespace OpenSim.Region.Framework.Scenes
4483 // 4621 //
4484 int health=1; // Start at 1, means we're up 4622 int health=1; // Start at 1, means we're up
4485 4623
4486 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4624 if (m_firstHeartbeat || ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000))
4487 health+=1; 4625 health+=1;
4488 else 4626 else
4489 return health; 4627 return health;
@@ -4946,8 +5084,17 @@ namespace OpenSim.Region.Framework.Scenes
4946 { 5084 {
4947 float ominX, ominY, ominZ, omaxX, omaxY, omaxZ; 5085 float ominX, ominY, ominZ, omaxX, omaxY, omaxZ;
4948 5086
5087 Vector3 vec = g.AbsolutePosition;
5088
4949 g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ); 5089 g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
4950 5090
5091 ominX += vec.X;
5092 omaxX += vec.X;
5093 ominY += vec.Y;
5094 omaxY += vec.Y;
5095 ominZ += vec.Z;
5096 omaxZ += vec.Z;
5097
4951 if (minX > ominX) 5098 if (minX > ominX)
4952 minX = ominX; 5099 minX = ominX;
4953 if (minY > ominY) 5100 if (minY > ominY)
@@ -5017,10 +5164,15 @@ namespace OpenSim.Region.Framework.Scenes
5017 }); 5164 });
5018 } 5165 }
5019 5166
5020 foreach (SceneObjectGroup grp in objectsToDelete) 5167 if (objectsToDelete.Count > 0)
5021 { 5168 {
5022 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID); 5169 m_log.DebugFormat("[SCENE]: Starting delete of {0} dropped attachments", objectsToDelete.Count);
5023 DeleteSceneObject(grp, true); 5170 foreach (SceneObjectGroup grp in objectsToDelete)
5171 {
5172 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5173 DeleteSceneObject(grp, true);
5174 }
5175 m_log.Debug("[SCENE]: Finished dropped attachment deletion");
5024 } 5176 }
5025 } 5177 }
5026 } 5178 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 88e084e..632646d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -44,8 +44,6 @@ using GridRegion = OpenSim.Services.Interfaces.GridRegion;
44 44
45namespace OpenSim.Region.Framework.Scenes 45namespace OpenSim.Region.Framework.Scenes
46{ 46{
47 public delegate void KiPrimitiveDelegate(uint localID);
48
49 public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst); 47 public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst);
50 48
51 /// <summary> 49 /// <summary>
@@ -113,8 +111,6 @@ namespace OpenSim.Region.Framework.Scenes
113// private LogOffUser handlerLogOffUser = null; 111// private LogOffUser handlerLogOffUser = null;
114// private GetLandData handlerGetLandData = null; // OnGetLandData 112// private GetLandData handlerGetLandData = null; // OnGetLandData
115 113
116 public KiPrimitiveDelegate KiPrimitive;
117
118 public SceneCommunicationService() 114 public SceneCommunicationService()
119 { 115 {
120 } 116 }
@@ -168,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
168 164
169 if (neighbour != null) 165 if (neighbour != null)
170 { 166 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 167 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
172 m_scene.EventManager.TriggerOnRegionUp(neighbour); 168 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 169 }
174 else 170 else
@@ -183,7 +179,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 179 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 180
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 181 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
186 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 182 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 183 foreach (GridRegion n in neighbours)
188 { 184 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 185 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -267,14 +263,14 @@ namespace OpenSim.Region.Framework.Scenes
267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle) 263 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
268 { 264 {
269 265
270 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 266 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
271 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 267 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
272 268
273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 269 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
274 uint x = 0, y = 0; 270 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 271 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 272 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 273 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 274 }
279 275
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 276 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +289,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 289 d);
294 } 290 }
295 } 291 }
296 292
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 293 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 294 {
299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 295 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 24d7334..a462133 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -124,13 +133,18 @@ namespace OpenSim.Region.Framework.Scenes
124 133
125 protected internal void Close() 134 protected internal void Close()
126 { 135 {
127 lock (m_presenceLock) 136 m_scenePresencesLock.EnterWriteLock();
137 try
128 { 138 {
129 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 139 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
130 List<ScenePresence> newlist = new List<ScenePresence>(); 140 List<ScenePresence> newlist = new List<ScenePresence>();
131 m_scenePresenceMap = newmap; 141 m_scenePresenceMap = newmap;
132 m_scenePresenceArray = newlist; 142 m_scenePresenceArray = newlist;
133 } 143 }
144 finally
145 {
146 m_scenePresencesLock.ExitWriteLock();
147 }
134 148
135 lock (SceneObjectGroupsByFullID) 149 lock (SceneObjectGroupsByFullID)
136 SceneObjectGroupsByFullID.Clear(); 150 SceneObjectGroupsByFullID.Clear();
@@ -209,27 +223,8 @@ namespace OpenSim.Region.Framework.Scenes
209 if (sp.IsChildAgent) 223 if (sp.IsChildAgent)
210 return; 224 return;
211 225
212 if (sp.ParentID != 0) 226 coarseLocations.Add(sp.AbsolutePosition);
213 { 227 avatarUUIDs.Add(sp.UUID);
214 // sitting avatar
215 SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
216 if (sop != null)
217 {
218 coarseLocations.Add(sop.AbsolutePosition + sp.AbsolutePosition);
219 avatarUUIDs.Add(sp.UUID);
220 }
221 else
222 {
223 // we can't find the parent.. ! arg!
224 coarseLocations.Add(sp.AbsolutePosition);
225 avatarUUIDs.Add(sp.UUID);
226 }
227 }
228 else
229 {
230 coarseLocations.Add(sp.AbsolutePosition);
231 avatarUUIDs.Add(sp.UUID);
232 }
233 } 228 }
234 } 229 }
235 230
@@ -259,6 +254,33 @@ namespace OpenSim.Region.Framework.Scenes
259 protected internal bool AddRestoredSceneObject( 254 protected internal bool AddRestoredSceneObject(
260 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
261 { 256 {
257 if (!m_parentScene.CombineRegions)
258 {
259 // KF: Check for out-of-region, move inside and make static.
260 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
261 sceneObject.RootPart.GroupPosition.Y,
262 sceneObject.RootPart.GroupPosition.Z);
263 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 ||
264 npos.X > Constants.RegionSize ||
265 npos.Y > Constants.RegionSize))
266 {
267 if (npos.X < 0.0) npos.X = 1.0f;
268 if (npos.Y < 0.0) npos.Y = 1.0f;
269 if (npos.Z < 0.0) npos.Z = 0.0f;
270 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
271 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
272
273 foreach (SceneObjectPart part in sceneObject.Parts)
274 {
275 part.GroupPosition = npos;
276 }
277 sceneObject.RootPart.Velocity = Vector3.Zero;
278 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
279 sceneObject.RootPart.Acceleration = Vector3.Zero;
280 sceneObject.RootPart.Velocity = Vector3.Zero;
281 }
282 }
283
262 if (!alreadyPersisted) 284 if (!alreadyPersisted)
263 { 285 {
264 sceneObject.ForceInventoryPersistence(); 286 sceneObject.ForceInventoryPersistence();
@@ -456,6 +478,30 @@ namespace OpenSim.Region.Framework.Scenes
456 m_updateList[obj.UUID] = obj; 478 m_updateList[obj.UUID] = obj;
457 } 479 }
458 480
481 public void FireAttachToBackup(SceneObjectGroup obj)
482 {
483 if (OnAttachToBackup != null)
484 {
485 OnAttachToBackup(obj);
486 }
487 }
488
489 public void FireDetachFromBackup(SceneObjectGroup obj)
490 {
491 if (OnDetachFromBackup != null)
492 {
493 OnDetachFromBackup(obj);
494 }
495 }
496
497 public void FireChangeBackup(SceneObjectGroup obj)
498 {
499 if (OnChangeBackup != null)
500 {
501 OnChangeBackup(obj);
502 }
503 }
504
459 /// <summary> 505 /// <summary>
460 /// Process all pending updates 506 /// Process all pending updates
461 /// </summary> 507 /// </summary>
@@ -590,7 +636,8 @@ namespace OpenSim.Region.Framework.Scenes
590 636
591 Entities[presence.UUID] = presence; 637 Entities[presence.UUID] = presence;
592 638
593 lock (m_presenceLock) 639 m_scenePresencesLock.EnterWriteLock();
640 try
594 { 641 {
595 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 642 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
596 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 643 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -614,6 +661,10 @@ namespace OpenSim.Region.Framework.Scenes
614 m_scenePresenceMap = newmap; 661 m_scenePresenceMap = newmap;
615 m_scenePresenceArray = newlist; 662 m_scenePresenceArray = newlist;
616 } 663 }
664 finally
665 {
666 m_scenePresencesLock.ExitWriteLock();
667 }
617 } 668 }
618 669
619 /// <summary> 670 /// <summary>
@@ -628,7 +679,8 @@ namespace OpenSim.Region.Framework.Scenes
628 agentID); 679 agentID);
629 } 680 }
630 681
631 lock (m_presenceLock) 682 m_scenePresencesLock.EnterWriteLock();
683 try
632 { 684 {
633 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 685 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
634 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 686 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -650,6 +702,10 @@ namespace OpenSim.Region.Framework.Scenes
650 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 702 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
651 } 703 }
652 } 704 }
705 finally
706 {
707 m_scenePresencesLock.ExitWriteLock();
708 }
653 } 709 }
654 710
655 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 711 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -773,6 +829,11 @@ namespace OpenSim.Region.Framework.Scenes
773 return m_scenePresenceArray; 829 return m_scenePresenceArray;
774 } 830 }
775 831
832 public int GetNumberOfScenePresences()
833 {
834 return m_scenePresenceArray.Count;
835 }
836
776 /// <summary> 837 /// <summary>
777 /// Request a scene presence by UUID. Fast, indexed lookup. 838 /// Request a scene presence by UUID. Fast, indexed lookup.
778 /// </summary> 839 /// </summary>
@@ -1066,9 +1127,11 @@ namespace OpenSim.Region.Framework.Scenes
1066 /// <param name="action"></param> 1127 /// <param name="action"></param>
1067 protected internal void ForEachSOG(Action<SceneObjectGroup> action) 1128 protected internal void ForEachSOG(Action<SceneObjectGroup> action)
1068 { 1129 {
1069 List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values); 1130 EntityBase[] objlist = Entities.GetAllByType<SceneObjectGroup>();
1070 foreach (SceneObjectGroup obj in objlist) 1131 foreach (EntityBase ent in objlist)
1071 { 1132 {
1133 SceneObjectGroup obj = (SceneObjectGroup)ent;
1134
1072 try 1135 try
1073 { 1136 {
1074 action(obj); 1137 action(obj);
@@ -1524,10 +1587,13 @@ namespace OpenSim.Region.Framework.Scenes
1524 /// <param name="childPrims"></param> 1587 /// <param name="childPrims"></param>
1525 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1588 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1526 { 1589 {
1590 SceneObjectGroup parentGroup = root.ParentGroup;
1591 if (parentGroup == null) return;
1527 Monitor.Enter(m_updateLock); 1592 Monitor.Enter(m_updateLock);
1593
1528 try 1594 try
1529 { 1595 {
1530 SceneObjectGroup parentGroup = root.ParentGroup; 1596 parentGroup.areUpdatesSuspended = true;
1531 1597
1532 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1598 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1533 if (parentGroup != null) 1599 if (parentGroup != null)
@@ -1539,11 +1605,6 @@ namespace OpenSim.Region.Framework.Scenes
1539 1605
1540 if (child != null) 1606 if (child != null)
1541 { 1607 {
1542 // Make sure no child prim is set for sale
1543 // So that, on delink, no prims are unwittingly
1544 // left for sale and sold off
1545 child.RootPart.ObjectSaleType = 0;
1546 child.RootPart.SalePrice = 10;
1547 childGroups.Add(child); 1608 childGroups.Add(child);
1548 } 1609 }
1549 } 1610 }
@@ -1566,12 +1627,12 @@ namespace OpenSim.Region.Framework.Scenes
1566 // occur on link to invoke this elsewhere (such as object selection) 1627 // occur on link to invoke this elsewhere (such as object selection)
1567 parentGroup.RootPart.CreateSelected = true; 1628 parentGroup.RootPart.CreateSelected = true;
1568 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1629 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1569 parentGroup.HasGroupChanged = true;
1570 parentGroup.ScheduleGroupForFullUpdate();
1571
1572 } 1630 }
1573 finally 1631 finally
1574 { 1632 {
1633 parentGroup.areUpdatesSuspended = false;
1634 parentGroup.HasGroupChanged = true;
1635 parentGroup.ScheduleGroupForFullUpdate();
1575 Monitor.Exit(m_updateLock); 1636 Monitor.Exit(m_updateLock);
1576 } 1637 }
1577 } 1638 }
@@ -1603,21 +1664,24 @@ namespace OpenSim.Region.Framework.Scenes
1603 1664
1604 SceneObjectGroup group = part.ParentGroup; 1665 SceneObjectGroup group = part.ParentGroup;
1605 if (!affectedGroups.Contains(group)) 1666 if (!affectedGroups.Contains(group))
1667 {
1668 group.areUpdatesSuspended = true;
1606 affectedGroups.Add(group); 1669 affectedGroups.Add(group);
1670 }
1607 } 1671 }
1608 } 1672 }
1609 } 1673 }
1610 1674
1611 foreach (SceneObjectPart child in childParts) 1675 if (childParts.Count > 0)
1612 { 1676 {
1613 // Unlink all child parts from their groups 1677 foreach (SceneObjectPart child in childParts)
1614 // 1678 {
1615 child.ParentGroup.DelinkFromGroup(child, true); 1679 // Unlink all child parts from their groups
1616 1680 //
1617 // These are not in affected groups and will not be 1681 child.ParentGroup.DelinkFromGroup(child, true);
1618 // handled further. Do the honors here. 1682 child.ParentGroup.HasGroupChanged = true;
1619 child.ParentGroup.HasGroupChanged = true; 1683 child.ParentGroup.ScheduleGroupForFullUpdate();
1620 child.ParentGroup.ScheduleGroupForFullUpdate(); 1684 }
1621 } 1685 }
1622 1686
1623 foreach (SceneObjectPart root in rootParts) 1687 foreach (SceneObjectPart root in rootParts)
@@ -1627,56 +1691,68 @@ namespace OpenSim.Region.Framework.Scenes
1627 // However, editing linked parts and unlinking may be different 1691 // However, editing linked parts and unlinking may be different
1628 // 1692 //
1629 SceneObjectGroup group = root.ParentGroup; 1693 SceneObjectGroup group = root.ParentGroup;
1694 group.areUpdatesSuspended = true;
1630 1695
1631 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1696 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1632 int numChildren = newSet.Count; 1697 int numChildren = newSet.Count;
1633 1698
1699 if (numChildren == 1)
1700 break;
1701
1634 // If there are prims left in a link set, but the root is 1702 // If there are prims left in a link set, but the root is
1635 // slated for unlink, we need to do this 1703 // slated for unlink, we need to do this
1704 // Unlink the remaining set
1636 // 1705 //
1637 if (numChildren != 1) 1706 bool sendEventsToRemainder = true;
1638 { 1707 if (numChildren > 1)
1639 // Unlink the remaining set 1708 sendEventsToRemainder = false;
1640 //
1641 bool sendEventsToRemainder = true;
1642 if (numChildren > 1)
1643 sendEventsToRemainder = false;
1644 1709
1645 foreach (SceneObjectPart p in newSet) 1710 foreach (SceneObjectPart p in newSet)
1711 {
1712 if (p != group.RootPart)
1646 { 1713 {
1647 if (p != group.RootPart) 1714 group.DelinkFromGroup(p, sendEventsToRemainder);
1648 group.DelinkFromGroup(p, sendEventsToRemainder); 1715 if (numChildren > 2)
1716 {
1717 p.ParentGroup.areUpdatesSuspended = true;
1718 }
1719 else
1720 {
1721 p.ParentGroup.HasGroupChanged = true;
1722 p.ParentGroup.ScheduleGroupForFullUpdate();
1723 }
1649 } 1724 }
1725 }
1726
1727 // If there is more than one prim remaining, we
1728 // need to re-link
1729 //
1730 if (numChildren > 2)
1731 {
1732 // Remove old root
1733 //
1734 if (newSet.Contains(root))
1735 newSet.Remove(root);
1650 1736
1651 // If there is more than one prim remaining, we 1737 // Preserve link ordering
1652 // need to re-link
1653 // 1738 //
1654 if (numChildren > 2) 1739 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1655 { 1740 {
1656 // Remove old root 1741 return a.LinkNum.CompareTo(b.LinkNum);
1657 // 1742 });
1658 if (newSet.Contains(root))
1659 newSet.Remove(root);
1660
1661 // Preserve link ordering
1662 //
1663 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1664 {
1665 return a.LinkNum.CompareTo(b.LinkNum);
1666 });
1667 1743
1668 // Determine new root 1744 // Determine new root
1669 // 1745 //
1670 SceneObjectPart newRoot = newSet[0]; 1746 SceneObjectPart newRoot = newSet[0];
1671 newSet.RemoveAt(0); 1747 newSet.RemoveAt(0);
1672 1748
1673 foreach (SceneObjectPart newChild in newSet) 1749 foreach (SceneObjectPart newChild in newSet)
1674 newChild.UpdateFlag = 0; 1750 newChild.UpdateFlag = 0;
1675 1751
1676 LinkObjects(newRoot, newSet); 1752 newRoot.ParentGroup.areUpdatesSuspended = true;
1677 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1753 LinkObjects(newRoot, newSet);
1678 affectedGroups.Add(newRoot.ParentGroup); 1754 if (!affectedGroups.Contains(newRoot.ParentGroup))
1679 } 1755 affectedGroups.Add(newRoot.ParentGroup);
1680 } 1756 }
1681 } 1757 }
1682 1758
@@ -1684,8 +1760,14 @@ namespace OpenSim.Region.Framework.Scenes
1684 // 1760 //
1685 foreach (SceneObjectGroup g in affectedGroups) 1761 foreach (SceneObjectGroup g in affectedGroups)
1686 { 1762 {
1763 // Child prims that have been unlinked and deleted will
1764 // return unless the root is deleted. This will remove them
1765 // from the database. They will be rewritten immediately,
1766 // minus the rows for the unlinked child prims.
1767 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1687 g.TriggerScriptChangedEvent(Changed.LINK); 1768 g.TriggerScriptChangedEvent(Changed.LINK);
1688 g.HasGroupChanged = true; // Persist 1769 g.HasGroupChanged = true; // Persist
1770 g.areUpdatesSuspended = false;
1689 g.ScheduleGroupForFullUpdate(); 1771 g.ScheduleGroupForFullUpdate();
1690 } 1772 }
1691 } 1773 }
@@ -1800,9 +1882,6 @@ namespace OpenSim.Region.Framework.Scenes
1800 child.ApplyNextOwnerPermissions(); 1882 child.ApplyNextOwnerPermissions();
1801 } 1883 }
1802 } 1884 }
1803
1804 copy.RootPart.ObjectSaleType = 0;
1805 copy.RootPart.SalePrice = 10;
1806 } 1885 }
1807 1886
1808 Entities.Add(copy); 1887 Entities.Add(copy);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index a86223c..6cc7231 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -419,6 +415,9 @@ namespace OpenSim.Region.Framework.Scenes
419 415
420 public void ResumeScripts() 416 public void ResumeScripts()
421 { 417 {
418 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
419 return;
420
422 SceneObjectPart[] parts = m_parts.GetArray(); 421 SceneObjectPart[] parts = m_parts.GetArray();
423 for (int i = 0; i < parts.Length; i++) 422 for (int i = 0; i < parts.Length; i++)
424 parts[i].Inventory.ResumeScripts(); 423 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 5f00f84..79f7162 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -29,6 +29,7 @@ using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -105,8 +106,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 106 /// since the group's last persistent backup
106 /// </summary> 107 /// </summary>
107 private bool m_hasGroupChanged = false; 108 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 109 private long timeFirstChanged = 0;
109 private long timeLastChanged; 110 private long timeLastChanged = 0;
111 private long m_maxPersistTime = 0;
112 private long m_minPersistTime = 0;
113 private Random m_rand;
114 private bool m_suspendUpdates;
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
110 132
111 public bool HasGroupChanged 133 public bool HasGroupChanged
112 { 134 {
@@ -114,9 +136,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 136 {
115 if (value) 137 if (value)
116 { 138 {
139 if (m_isBackedUp)
140 {
141 m_scene.SceneGraph.FireChangeBackup(this);
142 }
117 timeLastChanged = DateTime.Now.Ticks; 143 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 144 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 145 timeFirstChanged = DateTime.Now.Ticks;
146 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
147 {
148 if (m_rand == null)
149 {
150 byte[] val = new byte[16];
151 m_rootPart.UUID.ToBytes(val, 0);
152 m_rand = new Random(BitConverter.ToInt32(val, 0));
153 }
154
155 if (m_scene.GetRootAgentCount() == 0)
156 {
157 //If the region is empty, this change has been made by an automated process
158 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
159
160 float factor = 1.5f + (float)(m_rand.NextDouble());
161 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
162 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
163 }
164 else
165 {
166 //If the region is not empty, we want to obey the minimum and maximum persist times
167 //but add a random factor so we stagger the object persistance a little
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
170 }
171 }
120 } 172 }
121 m_hasGroupChanged = value; 173 m_hasGroupChanged = value;
122 } 174 }
@@ -132,8 +184,19 @@ namespace OpenSim.Region.Framework.Scenes
132 return false; 184 return false;
133 if (m_scene.ShuttingDown) 185 if (m_scene.ShuttingDown)
134 return true; 186 return true;
187
188 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
189 {
190 m_maxPersistTime = m_scene.m_persistAfter;
191 m_minPersistTime = m_scene.m_dontPersistBefore;
192 }
193
135 long currentTime = DateTime.Now.Ticks; 194 long currentTime = DateTime.Now.Ticks;
136 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 195
196 if (timeLastChanged == 0) timeLastChanged = currentTime;
197 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
198
199 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
137 return true; 200 return true;
138 return false; 201 return false;
139 } 202 }
@@ -176,10 +239,10 @@ namespace OpenSim.Region.Framework.Scenes
176 239
177 private bool m_scriptListens_atTarget; 240 private bool m_scriptListens_atTarget;
178 private bool m_scriptListens_notAtTarget; 241 private bool m_scriptListens_notAtTarget;
179
180 private bool m_scriptListens_atRotTarget; 242 private bool m_scriptListens_atRotTarget;
181 private bool m_scriptListens_notAtRotTarget; 243 private bool m_scriptListens_notAtRotTarget;
182 244
245 public bool m_dupeInProgress = false;
183 internal Dictionary<UUID, string> m_savedScriptState; 246 internal Dictionary<UUID, string> m_savedScriptState;
184 247
185 #region Properties 248 #region Properties
@@ -219,7 +282,13 @@ namespace OpenSim.Region.Framework.Scenes
219 public virtual Quaternion Rotation 282 public virtual Quaternion Rotation
220 { 283 {
221 get { return m_rotation; } 284 get { return m_rotation; }
222 set { m_rotation = value; } 285 set {
286 foreach(SceneObjectPart p in m_parts.GetArray())
287 {
288 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
289 }
290 m_rotation = value;
291 }
223 } 292 }
224 293
225 public Quaternion GroupRotation 294 public Quaternion GroupRotation
@@ -293,7 +362,11 @@ namespace OpenSim.Region.Framework.Scenes
293 { 362 {
294 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 363 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
295 } 364 }
296 365
366 foreach (SceneObjectPart part in m_parts.GetArray())
367 {
368 part.IgnoreUndoUpdate = true;
369 }
297 if (RootPart.GetStatusSandbox()) 370 if (RootPart.GetStatusSandbox())
298 { 371 {
299 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 372 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -304,10 +377,31 @@ namespace OpenSim.Region.Framework.Scenes
304 return; 377 return;
305 } 378 }
306 } 379 }
307
308 SceneObjectPart[] parts = m_parts.GetArray(); 380 SceneObjectPart[] parts = m_parts.GetArray();
309 for (int i = 0; i < parts.Length; i++) 381 foreach (SceneObjectPart part in parts)
310 parts[i].GroupPosition = val; 382 {
383 part.IgnoreUndoUpdate = false;
384 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
385 part.GroupPosition = val;
386 if (!m_dupeInProgress)
387 {
388 part.TriggerScriptChangedEvent(Changed.POSITION);
389 }
390 }
391 if (!m_dupeInProgress)
392 {
393 foreach (ScenePresence av in m_linkedAvatars)
394 {
395 SceneObjectPart p;
396 if (m_parts.TryGetValue(av.LinkedPrim, out p))
397 {
398 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
399 av.AbsolutePosition += offset;
400 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
401 av.SendFullUpdateToAllClients();
402 }
403 }
404 }
311 405
312 //if (m_rootPart.PhysActor != null) 406 //if (m_rootPart.PhysActor != null)
313 //{ 407 //{
@@ -458,6 +552,7 @@ namespace OpenSim.Region.Framework.Scenes
458 /// </summary> 552 /// </summary>
459 public SceneObjectGroup() 553 public SceneObjectGroup()
460 { 554 {
555
461 } 556 }
462 557
463 /// <summary> 558 /// <summary>
@@ -474,7 +569,7 @@ namespace OpenSim.Region.Framework.Scenes
474 /// Constructor. This object is added to the scene later via AttachToScene() 569 /// Constructor. This object is added to the scene later via AttachToScene()
475 /// </summary> 570 /// </summary>
476 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 571 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
477 { 572 {
478 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 573 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
479 } 574 }
480 575
@@ -520,6 +615,9 @@ namespace OpenSim.Region.Framework.Scenes
520 /// </summary> 615 /// </summary>
521 public virtual void AttachToBackup() 616 public virtual void AttachToBackup()
522 { 617 {
618 if (IsAttachment) return;
619 m_scene.SceneGraph.FireAttachToBackup(this);
620
523 if (InSceneBackup) 621 if (InSceneBackup)
524 { 622 {
525 //m_log.DebugFormat( 623 //m_log.DebugFormat(
@@ -635,9 +733,9 @@ namespace OpenSim.Region.Framework.Scenes
635 result.normal = inter.normal; 733 result.normal = inter.normal;
636 result.distance = inter.distance; 734 result.distance = inter.distance;
637 } 735 }
736
638 } 737 }
639 } 738 }
640
641 return result; 739 return result;
642 } 740 }
643 741
@@ -657,17 +755,19 @@ namespace OpenSim.Region.Framework.Scenes
657 minZ = 8192f; 755 minZ = 8192f;
658 756
659 SceneObjectPart[] parts = m_parts.GetArray(); 757 SceneObjectPart[] parts = m_parts.GetArray();
660 for (int i = 0; i < parts.Length; i++) 758 foreach (SceneObjectPart part in parts)
661 { 759 {
662 SceneObjectPart part = parts[i];
663
664 Vector3 worldPos = part.GetWorldPosition(); 760 Vector3 worldPos = part.GetWorldPosition();
665 Vector3 offset = worldPos - AbsolutePosition; 761 Vector3 offset = worldPos - AbsolutePosition;
666 Quaternion worldRot; 762 Quaternion worldRot;
667 if (part.ParentID == 0) 763 if (part.ParentID == 0)
764 {
668 worldRot = part.RotationOffset; 765 worldRot = part.RotationOffset;
766 }
669 else 767 else
768 {
670 worldRot = part.GetWorldRotation(); 769 worldRot = part.GetWorldRotation();
770 }
671 771
672 Vector3 frontTopLeft; 772 Vector3 frontTopLeft;
673 Vector3 frontTopRight; 773 Vector3 frontTopRight;
@@ -679,6 +779,8 @@ namespace OpenSim.Region.Framework.Scenes
679 Vector3 backBottomLeft; 779 Vector3 backBottomLeft;
680 Vector3 backBottomRight; 780 Vector3 backBottomRight;
681 781
782 // Vector3[] corners = new Vector3[8];
783
682 Vector3 orig = Vector3.Zero; 784 Vector3 orig = Vector3.Zero;
683 785
684 frontTopLeft.X = orig.X - (part.Scale.X / 2); 786 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -713,6 +815,38 @@ namespace OpenSim.Region.Framework.Scenes
713 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 815 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
714 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 816 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
715 817
818
819
820 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
821 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
822 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
823 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
824 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
825 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
826 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
827 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
828
829 //for (int i = 0; i < 8; i++)
830 //{
831 // corners[i] = corners[i] * worldRot;
832 // corners[i] += offset;
833
834 // if (corners[i].X > maxX)
835 // maxX = corners[i].X;
836 // if (corners[i].X < minX)
837 // minX = corners[i].X;
838
839 // if (corners[i].Y > maxY)
840 // maxY = corners[i].Y;
841 // if (corners[i].Y < minY)
842 // minY = corners[i].Y;
843
844 // if (corners[i].Z > maxZ)
845 // maxZ = corners[i].Y;
846 // if (corners[i].Z < minZ)
847 // minZ = corners[i].Z;
848 //}
849
716 frontTopLeft = frontTopLeft * worldRot; 850 frontTopLeft = frontTopLeft * worldRot;
717 frontTopRight = frontTopRight * worldRot; 851 frontTopRight = frontTopRight * worldRot;
718 frontBottomLeft = frontBottomLeft * worldRot; 852 frontBottomLeft = frontBottomLeft * worldRot;
@@ -734,6 +868,15 @@ namespace OpenSim.Region.Framework.Scenes
734 backTopLeft += offset; 868 backTopLeft += offset;
735 backTopRight += offset; 869 backTopRight += offset;
736 870
871 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
872 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
873 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
874 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
875 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
876 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
877 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
878 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
879
737 if (frontTopRight.X > maxX) 880 if (frontTopRight.X > maxX)
738 maxX = frontTopRight.X; 881 maxX = frontTopRight.X;
739 if (frontTopLeft.X > maxX) 882 if (frontTopLeft.X > maxX)
@@ -879,15 +1022,20 @@ namespace OpenSim.Region.Framework.Scenes
879 1022
880 public void SaveScriptedState(XmlTextWriter writer) 1023 public void SaveScriptedState(XmlTextWriter writer)
881 { 1024 {
1025 SaveScriptedState(writer, false);
1026 }
1027
1028 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1029 {
882 XmlDocument doc = new XmlDocument(); 1030 XmlDocument doc = new XmlDocument();
883 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1031 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
884 1032
885 SceneObjectPart[] parts = m_parts.GetArray(); 1033 SceneObjectPart[] parts = m_parts.GetArray();
886 for (int i = 0; i < parts.Length; i++) 1034 for (int i = 0; i < parts.Length; i++)
887 { 1035 {
888 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1036 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
889 foreach (KeyValuePair<UUID, string> kvp in pstates) 1037 foreach (KeyValuePair<UUID, string> kvp in pstates)
890 states.Add(kvp.Key, kvp.Value); 1038 states[kvp.Key] = kvp.Value;
891 } 1039 }
892 1040
893 if (states.Count > 0) 1041 if (states.Count > 0)
@@ -906,6 +1054,118 @@ namespace OpenSim.Region.Framework.Scenes
906 } 1054 }
907 } 1055 }
908 1056
1057 /// <summary>
1058 /// Add the avatar to this linkset (avatar is sat).
1059 /// </summary>
1060 /// <param name="agentID"></param>
1061 public void AddAvatar(UUID agentID)
1062 {
1063 ScenePresence presence;
1064 if (m_scene.TryGetScenePresence(agentID, out presence))
1065 {
1066 if (!m_linkedAvatars.Contains(presence))
1067 {
1068 m_linkedAvatars.Add(presence);
1069 }
1070 }
1071 }
1072
1073 /// <summary>
1074 /// Delete the avatar from this linkset (avatar is unsat).
1075 /// </summary>
1076 /// <param name="agentID"></param>
1077 public void DeleteAvatar(UUID agentID)
1078 {
1079 ScenePresence presence;
1080 if (m_scene.TryGetScenePresence(agentID, out presence))
1081 {
1082 if (m_linkedAvatars.Contains(presence))
1083 {
1084 m_linkedAvatars.Remove(presence);
1085 }
1086 }
1087 }
1088
1089 /// <summary>
1090 /// Returns the list of linked presences (avatars sat on this group)
1091 /// </summary>
1092 /// <param name="agentID"></param>
1093 public List<ScenePresence> GetLinkedAvatars()
1094 {
1095 return m_linkedAvatars;
1096 }
1097
1098 /// <summary>
1099 /// Attach this scene object to the given avatar.
1100 /// </summary>
1101 /// <param name="agentID"></param>
1102 /// <param name="attachmentpoint"></param>
1103 /// <param name="AttachOffset"></param>
1104 public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent)
1105 {
1106 ScenePresence avatar = m_scene.GetScenePresence(agentID);
1107 if (avatar != null)
1108 {
1109 // don't attach attachments to child agents
1110 if (avatar.IsChildAgent) return;
1111
1112// m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name);
1113
1114 DetachFromBackup();
1115
1116 // Remove from database and parcel prim count
1117 m_scene.DeleteFromStorage(UUID);
1118 m_scene.EventManager.TriggerParcelPrimCountTainted();
1119
1120 m_rootPart.AttachedAvatar = agentID;
1121
1122 //Anakin Lohner bug #3839
1123 lock (m_parts)
1124 {
1125 foreach (SceneObjectPart p in m_parts.GetArray())
1126 {
1127 p.AttachedAvatar = agentID;
1128 }
1129 }
1130
1131 if (m_rootPart.PhysActor != null)
1132 {
1133 m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
1134 m_rootPart.PhysActor = null;
1135 }
1136
1137 AbsolutePosition = AttachOffset;
1138 m_rootPart.AttachedPos = AttachOffset;
1139 m_rootPart.IsAttachment = true;
1140
1141 m_rootPart.SetParentLocalId(avatar.LocalId);
1142 SetAttachmentPoint(Convert.ToByte(attachmentpoint));
1143
1144 avatar.AddAttachment(this);
1145
1146 if (!silent)
1147 {
1148 // Killing it here will cause the client to deselect it
1149 // It then reappears on the avatar, deselected
1150 // through the full update below
1151 //
1152 if (IsSelected)
1153 {
1154 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1155 }
1156
1157 IsSelected = false; // fudge....
1158 ScheduleGroupForFullUpdate();
1159 }
1160 }
1161 else
1162 {
1163 m_log.WarnFormat(
1164 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1165 UUID, agentID, Scene.RegionInfo.RegionName);
1166 }
1167 }
1168
909 public byte GetAttachmentPoint() 1169 public byte GetAttachmentPoint()
910 { 1170 {
911 return m_rootPart.Shape.State; 1171 return m_rootPart.Shape.State;
@@ -1032,7 +1292,10 @@ namespace OpenSim.Region.Framework.Scenes
1032 public void AddPart(SceneObjectPart part) 1292 public void AddPart(SceneObjectPart part)
1033 { 1293 {
1034 part.SetParent(this); 1294 part.SetParent(this);
1035 part.LinkNum = m_parts.Add(part.UUID, part); 1295 m_parts.Add(part.UUID, part);
1296
1297 part.LinkNum = m_parts.Count;
1298
1036 if (part.LinkNum == 2 && RootPart != null) 1299 if (part.LinkNum == 2 && RootPart != null)
1037 RootPart.LinkNum = 1; 1300 RootPart.LinkNum = 1;
1038 } 1301 }
@@ -1116,7 +1379,7 @@ namespace OpenSim.Region.Framework.Scenes
1116 1379
1117 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1380 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1118 { 1381 {
1119 part.StoreUndoState(); 1382 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1120 part.OnGrab(offsetPos, remoteClient); 1383 part.OnGrab(offsetPos, remoteClient);
1121 } 1384 }
1122 1385
@@ -1136,6 +1399,11 @@ namespace OpenSim.Region.Framework.Scenes
1136 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1399 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1137 public void DeleteGroupFromScene(bool silent) 1400 public void DeleteGroupFromScene(bool silent)
1138 { 1401 {
1402 // We need to keep track of this state in case this group is still queued for backup.
1403 m_isDeleted = true;
1404
1405 DetachFromBackup();
1406
1139 SceneObjectPart[] parts = m_parts.GetArray(); 1407 SceneObjectPart[] parts = m_parts.GetArray();
1140 for (int i = 0; i < parts.Length; i++) 1408 for (int i = 0; i < parts.Length; i++)
1141 { 1409 {
@@ -1147,13 +1415,11 @@ namespace OpenSim.Region.Framework.Scenes
1147 avatar.StandUp(); 1415 avatar.StandUp();
1148 1416
1149 if (!silent) 1417 if (!silent)
1150 {
1151 part.UpdateFlag = 0; 1418 part.UpdateFlag = 0;
1152 if (part == m_rootPart)
1153 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1154 }
1155 }); 1419 });
1156 } 1420 }
1421
1422
1157 } 1423 }
1158 1424
1159 public void AddScriptLPS(int count) 1425 public void AddScriptLPS(int count)
@@ -1250,7 +1516,12 @@ namespace OpenSim.Region.Framework.Scenes
1250 1516
1251 public void SetOwnerId(UUID userId) 1517 public void SetOwnerId(UUID userId)
1252 { 1518 {
1253 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1519 ForEachPart(delegate(SceneObjectPart part)
1520 {
1521
1522 part.OwnerID = userId;
1523
1524 });
1254 } 1525 }
1255 1526
1256 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1527 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1282,11 +1553,17 @@ namespace OpenSim.Region.Framework.Scenes
1282 return; 1553 return;
1283 } 1554 }
1284 1555
1556 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1557 return;
1558
1285 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1559 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1286 // any exception propogate upwards. 1560 // any exception propogate upwards.
1287 try 1561 try
1288 { 1562 {
1289 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1563 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1564 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1565 m_scene.LoadingPrims) // Land may not be valid yet
1566
1290 { 1567 {
1291 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1568 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1292 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1569 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1311,6 +1588,7 @@ namespace OpenSim.Region.Framework.Scenes
1311 } 1588 }
1312 } 1589 }
1313 } 1590 }
1591
1314 } 1592 }
1315 1593
1316 if (HasGroupChanged) 1594 if (HasGroupChanged)
@@ -1318,6 +1596,20 @@ namespace OpenSim.Region.Framework.Scenes
1318 // don't backup while it's selected or you're asking for changes mid stream. 1596 // don't backup while it's selected or you're asking for changes mid stream.
1319 if (isTimeToPersist() || forcedBackup) 1597 if (isTimeToPersist() || forcedBackup)
1320 { 1598 {
1599 if (m_rootPart.PhysActor != null &&
1600 (!m_rootPart.PhysActor.IsPhysical))
1601 {
1602 // Possible ghost prim
1603 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1604 {
1605 foreach (SceneObjectPart part in m_parts.GetArray())
1606 {
1607 // Re-set physics actor positions and
1608 // orientations
1609 part.GroupPosition = m_rootPart.GroupPosition;
1610 }
1611 }
1612 }
1321// m_log.DebugFormat( 1613// m_log.DebugFormat(
1322// "[SCENE]: Storing {0}, {1} in {2}", 1614// "[SCENE]: Storing {0}, {1} in {2}",
1323// Name, UUID, m_scene.RegionInfo.RegionName); 1615// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1380,81 +1672,89 @@ namespace OpenSim.Region.Framework.Scenes
1380 /// <returns></returns> 1672 /// <returns></returns>
1381 public SceneObjectGroup Copy(bool userExposed) 1673 public SceneObjectGroup Copy(bool userExposed)
1382 { 1674 {
1383 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1675 SceneObjectGroup dupe;
1384 dupe.m_isBackedUp = false; 1676 try
1385 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 1677 {
1386 1678 m_dupeInProgress = true;
1387 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1679 dupe = (SceneObjectGroup)MemberwiseClone();
1388 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1680 dupe.m_isBackedUp = false;
1389 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1681 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1390 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1391 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1392 // then restore it's attachment state
1393
1394 // This is only necessary when userExposed is false!
1395 1682
1396 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1683 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1397 1684 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1398 if (!userExposed) 1685 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1399 dupe.RootPart.IsAttachment = true; 1686 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1687 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1688 // then restore it's attachment state
1400 1689
1401 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1690 // This is only necessary when userExposed is false!
1402 1691
1403 if (!userExposed) 1692 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1404 {
1405 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1406 }
1407 1693
1408 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1694 if (!userExposed)
1409 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1695 dupe.RootPart.IsAttachment = true;
1410 1696
1411 if (userExposed) 1697 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1412 dupe.m_rootPart.TrimPermissions();
1413 1698
1414 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1699 if (!userExposed)
1415
1416 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1417 { 1700 {
1418 return p1.LinkNum.CompareTo(p2.LinkNum); 1701 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1419 } 1702 }
1420 );
1421 1703
1422 foreach (SceneObjectPart part in partList) 1704 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1423 { 1705 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1424 if (part.UUID != m_rootPart.UUID) 1706
1707 if (userExposed)
1708 dupe.m_rootPart.TrimPermissions();
1709
1710 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1711
1712 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1713 {
1714 return p1.LinkNum.CompareTo(p2.LinkNum);
1715 }
1716 );
1717
1718 foreach (SceneObjectPart part in partList)
1425 { 1719 {
1426 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1720 if (part.UUID != m_rootPart.UUID)
1427 newPart.LinkNum = part.LinkNum; 1721 {
1428 } 1722 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1429 1723
1430 // Need to duplicate the physics actor as well 1724 newPart.LinkNum = part.LinkNum;
1431 if (part.PhysActor != null && userExposed) 1725 }
1726
1727 // Need to duplicate the physics actor as well
1728 if (part.PhysActor != null && userExposed)
1729 {
1730 PrimitiveBaseShape pbs = part.Shape;
1731
1732 part.PhysActor
1733 = m_scene.PhysicsScene.AddPrimShape(
1734 string.Format("{0}/{1}", part.Name, part.UUID),
1735 pbs,
1736 part.AbsolutePosition,
1737 part.Scale,
1738 part.RotationOffset,
1739 part.PhysActor.IsPhysical);
1740
1741 part.PhysActor.LocalID = part.LocalId;
1742 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1743 }
1744 }
1745 if (userExposed)
1432 { 1746 {
1433 PrimitiveBaseShape pbs = part.Shape; 1747 dupe.UpdateParentIDs();
1434 1748 dupe.HasGroupChanged = true;
1435 part.PhysActor 1749 dupe.AttachToBackup();
1436 = m_scene.PhysicsScene.AddPrimShape( 1750
1437 string.Format("{0}/{1}", part.Name, part.UUID), 1751 ScheduleGroupForFullUpdate();
1438 pbs,
1439 part.AbsolutePosition,
1440 part.Scale,
1441 part.RotationOffset,
1442 part.PhysActor.IsPhysical);
1443
1444 part.PhysActor.LocalID = part.LocalId;
1445 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1446 } 1752 }
1447 } 1753 }
1448 1754 finally
1449 if (userExposed)
1450 { 1755 {
1451 dupe.UpdateParentIDs(); 1756 m_dupeInProgress = false;
1452 dupe.HasGroupChanged = true;
1453 dupe.AttachToBackup();
1454
1455 ScheduleGroupForFullUpdate();
1456 } 1757 }
1457
1458 return dupe; 1758 return dupe;
1459 } 1759 }
1460 1760
@@ -1645,13 +1945,40 @@ namespace OpenSim.Region.Framework.Scenes
1645 } 1945 }
1646 } 1946 }
1647 1947
1948 public void rotLookAt(Quaternion target, float strength, float damping)
1949 {
1950 SceneObjectPart rootpart = m_rootPart;
1951 if (rootpart != null)
1952 {
1953 if (IsAttachment)
1954 {
1955 /*
1956 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1957 if (avatar != null)
1958 {
1959 Rotate the Av?
1960 } */
1961 }
1962 else
1963 {
1964 if (rootpart.PhysActor != null)
1965 { // APID must be implemented in your physics system for this to function.
1966 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1967 rootpart.PhysActor.APIDStrength = strength;
1968 rootpart.PhysActor.APIDDamping = damping;
1969 rootpart.PhysActor.APIDActive = true;
1970 }
1971 }
1972 }
1973 }
1974
1648 public void stopLookAt() 1975 public void stopLookAt()
1649 { 1976 {
1650 SceneObjectPart rootpart = m_rootPart; 1977 SceneObjectPart rootpart = m_rootPart;
1651 if (rootpart != null) 1978 if (rootpart != null)
1652 { 1979 {
1653 if (rootpart.PhysActor != null) 1980 if (rootpart.PhysActor != null)
1654 { 1981 { // APID must be implemented in your physics system for this to function.
1655 rootpart.PhysActor.APIDActive = false; 1982 rootpart.PhysActor.APIDActive = false;
1656 } 1983 }
1657 } 1984 }
@@ -1717,6 +2044,8 @@ namespace OpenSim.Region.Framework.Scenes
1717 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2044 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1718 { 2045 {
1719 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2046 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2047 newPart.SetParent(this);
2048
1720 AddPart(newPart); 2049 AddPart(newPart);
1721 2050
1722 SetPartAsNonRoot(newPart); 2051 SetPartAsNonRoot(newPart);
@@ -1863,11 +2192,11 @@ namespace OpenSim.Region.Framework.Scenes
1863 /// Immediately send a full update for this scene object. 2192 /// Immediately send a full update for this scene object.
1864 /// </summary> 2193 /// </summary>
1865 public void SendGroupFullUpdate() 2194 public void SendGroupFullUpdate()
1866 { 2195 {
1867 if (IsDeleted) 2196 if (IsDeleted)
1868 return; 2197 return;
1869 2198
1870// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2199// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1871 2200
1872 RootPart.SendFullUpdateToAllClients(); 2201 RootPart.SendFullUpdateToAllClients();
1873 2202
@@ -2056,12 +2385,15 @@ namespace OpenSim.Region.Framework.Scenes
2056 part.LinkNum += objectGroup.PrimCount; 2385 part.LinkNum += objectGroup.PrimCount;
2057 } 2386 }
2058 } 2387 }
2388 }
2059 2389
2060 linkPart.LinkNum = 2; 2390 linkPart.LinkNum = 2;
2061 2391
2062 linkPart.SetParent(this); 2392 linkPart.SetParent(this);
2063 linkPart.CreateSelected = true; 2393 linkPart.CreateSelected = true;
2064 2394
2395 lock (m_parts.SyncRoot)
2396 {
2065 //if (linkPart.PhysActor != null) 2397 //if (linkPart.PhysActor != null)
2066 //{ 2398 //{
2067 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2399 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
@@ -2218,6 +2550,8 @@ namespace OpenSim.Region.Framework.Scenes
2218 /// <param name="objectGroup"></param> 2550 /// <param name="objectGroup"></param>
2219 public virtual void DetachFromBackup() 2551 public virtual void DetachFromBackup()
2220 { 2552 {
2553 m_scene.SceneGraph.FireDetachFromBackup(this);
2554
2221 if (m_isBackedUp) 2555 if (m_isBackedUp)
2222 m_scene.EventManager.OnBackup -= ProcessBackup; 2556 m_scene.EventManager.OnBackup -= ProcessBackup;
2223 2557
@@ -2522,6 +2856,17 @@ namespace OpenSim.Region.Framework.Scenes
2522 } 2856 }
2523 } 2857 }
2524 2858
2859
2860
2861 /// <summary>
2862 /// Gets the number of parts
2863 /// </summary>
2864 /// <returns></returns>
2865 public int GetPartCount()
2866 {
2867 return Parts.Count();
2868 }
2869
2525 /// <summary> 2870 /// <summary>
2526 /// Update the texture entry for this part 2871 /// Update the texture entry for this part
2527 /// </summary> 2872 /// </summary>
@@ -2583,11 +2928,9 @@ namespace OpenSim.Region.Framework.Scenes
2583 scale.Y = m_scene.m_maxNonphys; 2928 scale.Y = m_scene.m_maxNonphys;
2584 if (scale.Z > m_scene.m_maxNonphys) 2929 if (scale.Z > m_scene.m_maxNonphys)
2585 scale.Z = m_scene.m_maxNonphys; 2930 scale.Z = m_scene.m_maxNonphys;
2586
2587 SceneObjectPart part = GetChildPart(localID); 2931 SceneObjectPart part = GetChildPart(localID);
2588 if (part != null) 2932 if (part != null)
2589 { 2933 {
2590 part.Resize(scale);
2591 if (part.PhysActor != null) 2934 if (part.PhysActor != null)
2592 { 2935 {
2593 if (part.PhysActor.IsPhysical) 2936 if (part.PhysActor.IsPhysical)
@@ -2602,7 +2945,7 @@ namespace OpenSim.Region.Framework.Scenes
2602 part.PhysActor.Size = scale; 2945 part.PhysActor.Size = scale;
2603 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 2946 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2604 } 2947 }
2605 //if (part.UUID != m_rootPart.UUID) 2948 part.Resize(scale);
2606 2949
2607 HasGroupChanged = true; 2950 HasGroupChanged = true;
2608 ScheduleGroupForFullUpdate(); 2951 ScheduleGroupForFullUpdate();
@@ -2624,7 +2967,6 @@ namespace OpenSim.Region.Framework.Scenes
2624 SceneObjectPart part = GetChildPart(localID); 2967 SceneObjectPart part = GetChildPart(localID);
2625 if (part != null) 2968 if (part != null)
2626 { 2969 {
2627 part.IgnoreUndoUpdate = true;
2628 if (scale.X > m_scene.m_maxNonphys) 2970 if (scale.X > m_scene.m_maxNonphys)
2629 scale.X = m_scene.m_maxNonphys; 2971 scale.X = m_scene.m_maxNonphys;
2630 if (scale.Y > m_scene.m_maxNonphys) 2972 if (scale.Y > m_scene.m_maxNonphys)
@@ -2661,7 +3003,7 @@ namespace OpenSim.Region.Framework.Scenes
2661 3003
2662 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3004 if (part.PhysActor != null && part.PhysActor.IsPhysical)
2663 { 3005 {
2664 if (oldSize.X * x > m_scene.m_maxPhys) 3006 if (oldSize.X*x > m_scene.m_maxPhys)
2665 { 3007 {
2666 f = m_scene.m_maxPhys / oldSize.X; 3008 f = m_scene.m_maxPhys / oldSize.X;
2667 a = f / x; 3009 a = f / x;
@@ -2669,7 +3011,7 @@ namespace OpenSim.Region.Framework.Scenes
2669 y *= a; 3011 y *= a;
2670 z *= a; 3012 z *= a;
2671 } 3013 }
2672 if (oldSize.Y * y > m_scene.m_maxPhys) 3014 if (oldSize.Y*y > m_scene.m_maxPhys)
2673 { 3015 {
2674 f = m_scene.m_maxPhys / oldSize.Y; 3016 f = m_scene.m_maxPhys / oldSize.Y;
2675 a = f / y; 3017 a = f / y;
@@ -2677,7 +3019,7 @@ namespace OpenSim.Region.Framework.Scenes
2677 y *= a; 3019 y *= a;
2678 z *= a; 3020 z *= a;
2679 } 3021 }
2680 if (oldSize.Z * z > m_scene.m_maxPhys) 3022 if (oldSize.Z*z > m_scene.m_maxPhys)
2681 { 3023 {
2682 f = m_scene.m_maxPhys / oldSize.Z; 3024 f = m_scene.m_maxPhys / oldSize.Z;
2683 a = f / z; 3025 a = f / z;
@@ -2688,7 +3030,7 @@ namespace OpenSim.Region.Framework.Scenes
2688 } 3030 }
2689 else 3031 else
2690 { 3032 {
2691 if (oldSize.X * x > m_scene.m_maxNonphys) 3033 if (oldSize.X*x > m_scene.m_maxNonphys)
2692 { 3034 {
2693 f = m_scene.m_maxNonphys / oldSize.X; 3035 f = m_scene.m_maxNonphys / oldSize.X;
2694 a = f / x; 3036 a = f / x;
@@ -2696,7 +3038,7 @@ namespace OpenSim.Region.Framework.Scenes
2696 y *= a; 3038 y *= a;
2697 z *= a; 3039 z *= a;
2698 } 3040 }
2699 if (oldSize.Y * y > m_scene.m_maxNonphys) 3041 if (oldSize.Y*y > m_scene.m_maxNonphys)
2700 { 3042 {
2701 f = m_scene.m_maxNonphys / oldSize.Y; 3043 f = m_scene.m_maxNonphys / oldSize.Y;
2702 a = f / y; 3044 a = f / y;
@@ -2704,7 +3046,7 @@ namespace OpenSim.Region.Framework.Scenes
2704 y *= a; 3046 y *= a;
2705 z *= a; 3047 z *= a;
2706 } 3048 }
2707 if (oldSize.Z * z > m_scene.m_maxNonphys) 3049 if (oldSize.Z*z > m_scene.m_maxNonphys)
2708 { 3050 {
2709 f = m_scene.m_maxNonphys / oldSize.Z; 3051 f = m_scene.m_maxNonphys / oldSize.Z;
2710 a = f / z; 3052 a = f / z;
@@ -2714,7 +3056,6 @@ namespace OpenSim.Region.Framework.Scenes
2714 } 3056 }
2715 } 3057 }
2716 obPart.IgnoreUndoUpdate = false; 3058 obPart.IgnoreUndoUpdate = false;
2717 obPart.StoreUndoState();
2718 } 3059 }
2719 } 3060 }
2720 } 3061 }
@@ -2722,8 +3063,13 @@ namespace OpenSim.Region.Framework.Scenes
2722 Vector3 prevScale = part.Scale; 3063 Vector3 prevScale = part.Scale;
2723 prevScale.X *= x; 3064 prevScale.X *= x;
2724 prevScale.Y *= y; 3065 prevScale.Y *= y;
2725 prevScale.Z *= z; 3066 prevScale.Z *= z;;
3067
3068 part.IgnoreUndoUpdate = false;
3069 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3070 part.IgnoreUndoUpdate = true;
2726 part.Resize(prevScale); 3071 part.Resize(prevScale);
3072 part.IgnoreUndoUpdate = false;
2727 3073
2728 parts = m_parts.GetArray(); 3074 parts = m_parts.GetArray();
2729 for (int i = 0; i < parts.Length; i++) 3075 for (int i = 0; i < parts.Length; i++)
@@ -2732,19 +3078,26 @@ namespace OpenSim.Region.Framework.Scenes
2732 obPart.IgnoreUndoUpdate = true; 3078 obPart.IgnoreUndoUpdate = true;
2733 if (obPart.UUID != m_rootPart.UUID) 3079 if (obPart.UUID != m_rootPart.UUID)
2734 { 3080 {
2735 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3081 if (obPart.UUID != m_rootPart.UUID)
2736 currentpos.X *= x; 3082 {
2737 currentpos.Y *= y; 3083 obPart.IgnoreUndoUpdate = false;
2738 currentpos.Z *= z; 3084 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
2739 Vector3 newSize = new Vector3(obPart.Scale); 3085 obPart.IgnoreUndoUpdate = true;
2740 newSize.X *= x; 3086
2741 newSize.Y *= y; 3087 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2742 newSize.Z *= z; 3088 currentpos.X *= x;
2743 obPart.Resize(newSize); 3089 currentpos.Y *= y;
2744 obPart.UpdateOffSet(currentpos); 3090 currentpos.Z *= z;
3091 Vector3 newSize = new Vector3(obPart.Scale);
3092 newSize.X *= x;
3093 newSize.Y *= y;
3094 newSize.Z *= z;
3095 obPart.Resize(newSize);
3096 obPart.UpdateOffSet(currentpos);
3097 }
3098 obPart.IgnoreUndoUpdate = false;
2745 } 3099 }
2746 obPart.IgnoreUndoUpdate = false; 3100 obPart.IgnoreUndoUpdate = false;
2747 obPart.StoreUndoState();
2748 } 3101 }
2749 3102
2750 if (part.PhysActor != null) 3103 if (part.PhysActor != null)
@@ -2754,7 +3107,6 @@ namespace OpenSim.Region.Framework.Scenes
2754 } 3107 }
2755 3108
2756 part.IgnoreUndoUpdate = false; 3109 part.IgnoreUndoUpdate = false;
2757 part.StoreUndoState();
2758 HasGroupChanged = true; 3110 HasGroupChanged = true;
2759 ScheduleGroupForTerseUpdate(); 3111 ScheduleGroupForTerseUpdate();
2760 } 3112 }
@@ -2770,14 +3122,11 @@ namespace OpenSim.Region.Framework.Scenes
2770 /// <param name="pos"></param> 3122 /// <param name="pos"></param>
2771 public void UpdateGroupPosition(Vector3 pos) 3123 public void UpdateGroupPosition(Vector3 pos)
2772 { 3124 {
2773 SceneObjectPart[] parts = m_parts.GetArray();
2774 for (int i = 0; i < parts.Length; i++)
2775 parts[i].StoreUndoState();
2776
2777 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3125 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2778 { 3126 {
2779 if (IsAttachment) 3127 if (IsAttachment)
2780 { 3128 {
3129 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2781 m_rootPart.AttachedPos = pos; 3130 m_rootPart.AttachedPos = pos;
2782 } 3131 }
2783 if (RootPart.GetStatusSandbox()) 3132 if (RootPart.GetStatusSandbox())
@@ -2811,7 +3160,7 @@ namespace OpenSim.Region.Framework.Scenes
2811 3160
2812 SceneObjectPart[] parts = m_parts.GetArray(); 3161 SceneObjectPart[] parts = m_parts.GetArray();
2813 for (int i = 0; i < parts.Length; i++) 3162 for (int i = 0; i < parts.Length; i++)
2814 parts[i].StoreUndoState(); 3163 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2815 3164
2816 if (part != null) 3165 if (part != null)
2817 { 3166 {
@@ -2836,7 +3185,7 @@ namespace OpenSim.Region.Framework.Scenes
2836 { 3185 {
2837 SceneObjectPart[] parts = m_parts.GetArray(); 3186 SceneObjectPart[] parts = m_parts.GetArray();
2838 for (int i = 0; i < parts.Length; i++) 3187 for (int i = 0; i < parts.Length; i++)
2839 parts[i].StoreUndoState(); 3188 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2840 3189
2841 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3190 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2842 Vector3 oldPos = 3191 Vector3 oldPos =
@@ -2857,10 +3206,27 @@ namespace OpenSim.Region.Framework.Scenes
2857 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3206 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2858 } 3207 }
2859 3208
2860 AbsolutePosition = newPos; 3209 //We have to set undoing here because otherwise an undo state will be saved
3210 if (!m_rootPart.Undoing)
3211 {
3212 m_rootPart.Undoing = true;
3213 AbsolutePosition = newPos;
3214 m_rootPart.Undoing = false;
3215 }
3216 else
3217 {
3218 AbsolutePosition = newPos;
3219 }
2861 3220
2862 HasGroupChanged = true; 3221 HasGroupChanged = true;
2863 ScheduleGroupForTerseUpdate(); 3222 if (m_rootPart.Undoing)
3223 {
3224 ScheduleGroupForFullUpdate();
3225 }
3226 else
3227 {
3228 ScheduleGroupForTerseUpdate();
3229 }
2864 } 3230 }
2865 3231
2866 public void OffsetForNewRegion(Vector3 offset) 3232 public void OffsetForNewRegion(Vector3 offset)
@@ -2880,7 +3246,7 @@ namespace OpenSim.Region.Framework.Scenes
2880 { 3246 {
2881 SceneObjectPart[] parts = m_parts.GetArray(); 3247 SceneObjectPart[] parts = m_parts.GetArray();
2882 for (int i = 0; i < parts.Length; i++) 3248 for (int i = 0; i < parts.Length; i++)
2883 parts[i].StoreUndoState(); 3249 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2884 3250
2885 m_rootPart.UpdateRotation(rot); 3251 m_rootPart.UpdateRotation(rot);
2886 3252
@@ -2904,7 +3270,7 @@ namespace OpenSim.Region.Framework.Scenes
2904 { 3270 {
2905 SceneObjectPart[] parts = m_parts.GetArray(); 3271 SceneObjectPart[] parts = m_parts.GetArray();
2906 for (int i = 0; i < parts.Length; i++) 3272 for (int i = 0; i < parts.Length; i++)
2907 parts[i].StoreUndoState(); 3273 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2908 3274
2909 m_rootPart.UpdateRotation(rot); 3275 m_rootPart.UpdateRotation(rot);
2910 3276
@@ -2929,10 +3295,9 @@ namespace OpenSim.Region.Framework.Scenes
2929 public void UpdateSingleRotation(Quaternion rot, uint localID) 3295 public void UpdateSingleRotation(Quaternion rot, uint localID)
2930 { 3296 {
2931 SceneObjectPart part = GetChildPart(localID); 3297 SceneObjectPart part = GetChildPart(localID);
2932
2933 SceneObjectPart[] parts = m_parts.GetArray(); 3298 SceneObjectPart[] parts = m_parts.GetArray();
2934 for (int i = 0; i < parts.Length; i++) 3299 for (int i = 0; i < parts.Length; i++)
2935 parts[i].StoreUndoState(); 3300 parts[i].StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2936 3301
2937 if (part != null) 3302 if (part != null)
2938 { 3303 {
@@ -2960,15 +3325,24 @@ namespace OpenSim.Region.Framework.Scenes
2960 if (part.UUID == m_rootPart.UUID) 3325 if (part.UUID == m_rootPart.UUID)
2961 { 3326 {
2962 UpdateRootRotation(rot); 3327 UpdateRootRotation(rot);
2963 AbsolutePosition = pos; 3328 if (!m_rootPart.Undoing)
3329 {
3330 m_rootPart.Undoing = true;
3331 AbsolutePosition = pos;
3332 m_rootPart.Undoing = false;
3333 }
3334 else
3335 {
3336 AbsolutePosition = pos;
3337 }
2964 } 3338 }
2965 else 3339 else
2966 { 3340 {
3341 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2967 part.IgnoreUndoUpdate = true; 3342 part.IgnoreUndoUpdate = true;
2968 part.UpdateRotation(rot); 3343 part.UpdateRotation(rot);
2969 part.OffsetPosition = pos; 3344 part.OffsetPosition = pos;
2970 part.IgnoreUndoUpdate = false; 3345 part.IgnoreUndoUpdate = false;
2971 part.StoreUndoState();
2972 } 3346 }
2973 } 3347 }
2974 } 3348 }
@@ -2982,7 +3356,13 @@ namespace OpenSim.Region.Framework.Scenes
2982 Quaternion axRot = rot; 3356 Quaternion axRot = rot;
2983 Quaternion oldParentRot = m_rootPart.RotationOffset; 3357 Quaternion oldParentRot = m_rootPart.RotationOffset;
2984 3358
2985 m_rootPart.StoreUndoState(); 3359 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3360 bool cancelUndo = false;
3361 if (!m_rootPart.Undoing)
3362 {
3363 m_rootPart.Undoing = true;
3364 cancelUndo = true;
3365 }
2986 m_rootPart.UpdateRotation(rot); 3366 m_rootPart.UpdateRotation(rot);
2987 if (m_rootPart.PhysActor != null) 3367 if (m_rootPart.PhysActor != null)
2988 { 3368 {
@@ -3006,17 +3386,12 @@ namespace OpenSim.Region.Framework.Scenes
3006 newRot *= Quaternion.Inverse(axRot); 3386 newRot *= Quaternion.Inverse(axRot);
3007 prim.RotationOffset = newRot; 3387 prim.RotationOffset = newRot;
3008 prim.ScheduleTerseUpdate(); 3388 prim.ScheduleTerseUpdate();
3389 prim.IgnoreUndoUpdate = false;
3009 } 3390 }
3010 } 3391 }
3011 3392 if (cancelUndo == true)
3012 for (int i = 0; i < parts.Length; i++)
3013 { 3393 {
3014 SceneObjectPart childpart = parts[i]; 3394 m_rootPart.Undoing = false;
3015 if (childpart != m_rootPart)
3016 {
3017 childpart.IgnoreUndoUpdate = false;
3018 childpart.StoreUndoState();
3019 }
3020 } 3395 }
3021 3396
3022 m_rootPart.ScheduleTerseUpdate(); 3397 m_rootPart.ScheduleTerseUpdate();
@@ -3242,7 +3617,6 @@ namespace OpenSim.Region.Framework.Scenes
3242 public float GetMass() 3617 public float GetMass()
3243 { 3618 {
3244 float retmass = 0f; 3619 float retmass = 0f;
3245
3246 SceneObjectPart[] parts = m_parts.GetArray(); 3620 SceneObjectPart[] parts = m_parts.GetArray();
3247 for (int i = 0; i < parts.Length; i++) 3621 for (int i = 0; i < parts.Length; i++)
3248 retmass += parts[i].GetMass(); 3622 retmass += parts[i].GetMass();
@@ -3358,6 +3732,14 @@ namespace OpenSim.Region.Framework.Scenes
3358 SetFromItemID(uuid); 3732 SetFromItemID(uuid);
3359 } 3733 }
3360 3734
3735 public void ResetOwnerChangeFlag()
3736 {
3737 ForEachPart(delegate(SceneObjectPart part)
3738 {
3739 part.ResetOwnerChangeFlag();
3740 });
3741 }
3742
3361 #endregion 3743 #endregion
3362 } 3744 }
3363} 3745}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index f164201..be3e87f 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -61,7 +61,8 @@ namespace OpenSim.Region.Framework.Scenes
61 TELEPORT = 512, 61 TELEPORT = 512,
62 REGION_RESTART = 1024, 62 REGION_RESTART = 1024,
63 MEDIA = 2048, 63 MEDIA = 2048,
64 ANIMATION = 16384 64 ANIMATION = 16384,
65 POSITION = 32768
65 } 66 }
66 67
67 // I don't really know where to put this except here. 68 // I don't really know where to put this except here.
@@ -145,10 +146,10 @@ namespace OpenSim.Region.Framework.Scenes
145 public Vector3 StatusSandboxPos; 146 public Vector3 StatusSandboxPos;
146 147
147 // TODO: This needs to be persisted in next XML version update! 148 // TODO: This needs to be persisted in next XML version update!
148 149 [XmlIgnore]
149 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 150 public int[] PayPrice = {-2,-2,-2,-2,-2};
150 151
151 152 [XmlIgnore]
152 public PhysicsActor PhysActor 153 public PhysicsActor PhysActor
153 { 154 {
154 get { return m_physActor; } 155 get { return m_physActor; }
@@ -190,7 +191,15 @@ namespace OpenSim.Region.Framework.Scenes
190 191
191 public UUID FromFolderID; 192 public UUID FromFolderID;
192 193
193 194 // The following two are to hold the attachment data
195 // while an object is inworld
196 [XmlIgnore]
197 public byte AttachPoint = 0;
198
199 [XmlIgnore]
200 public Vector3 AttachOffset = Vector3.Zero;
201
202 [XmlIgnore]
194 public int STATUS_ROTATE_X; 203 public int STATUS_ROTATE_X;
195 204
196 205
@@ -285,6 +294,7 @@ namespace OpenSim.Region.Framework.Scenes
285 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 294 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
286 private Vector3 m_sitTargetPosition; 295 private Vector3 m_sitTargetPosition;
287 private string m_sitAnimation = "SIT"; 296 private string m_sitAnimation = "SIT";
297 private bool m_occupied; // KF if any av is sitting on this prim
288 private string m_text = String.Empty; 298 private string m_text = String.Empty;
289 private string m_touchName = String.Empty; 299 private string m_touchName = String.Empty;
290 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 300 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -374,7 +384,7 @@ namespace OpenSim.Region.Framework.Scenes
374 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 384 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
375 Quaternion rotationOffset, Vector3 offsetPosition) 385 Quaternion rotationOffset, Vector3 offsetPosition)
376 { 386 {
377 m_name = "Primitive"; 387 m_name = "Object";
378 388
379 Rezzed = DateTime.UtcNow; 389 Rezzed = DateTime.UtcNow;
380 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 390 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -430,7 +440,7 @@ namespace OpenSim.Region.Framework.Scenes
430 private uint _ownerMask = (uint)PermissionMask.All; 440 private uint _ownerMask = (uint)PermissionMask.All;
431 private uint _groupMask = (uint)PermissionMask.None; 441 private uint _groupMask = (uint)PermissionMask.None;
432 private uint _everyoneMask = (uint)PermissionMask.None; 442 private uint _everyoneMask = (uint)PermissionMask.None;
433 private uint _nextOwnerMask = (uint)PermissionMask.All; 443 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
434 private PrimFlags _flags = PrimFlags.None; 444 private PrimFlags _flags = PrimFlags.None;
435 private DateTime m_expires; 445 private DateTime m_expires;
436 private DateTime m_rezzed; 446 private DateTime m_rezzed;
@@ -470,12 +480,16 @@ namespace OpenSim.Region.Framework.Scenes
470 } 480 }
471 481
472 /// <value> 482 /// <value>
473 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 483 /// Get the inventory list
474 /// </value> 484 /// </value>
475 public TaskInventoryDictionary TaskInventory 485 public TaskInventoryDictionary TaskInventory
476 { 486 {
477 get { return m_inventory.Items; } 487 get {
478 set { m_inventory.Items = value; } 488 return m_inventory.Items;
489 }
490 set {
491 m_inventory.Items = value;
492 }
479 } 493 }
480 494
481 /// <summary> 495 /// <summary>
@@ -615,14 +629,12 @@ namespace OpenSim.Region.Framework.Scenes
615 set { m_LoopSoundSlavePrims = value; } 629 set { m_LoopSoundSlavePrims = value; }
616 } 630 }
617 631
618
619 public Byte[] TextureAnimation 632 public Byte[] TextureAnimation
620 { 633 {
621 get { return m_TextureAnimation; } 634 get { return m_TextureAnimation; }
622 set { m_TextureAnimation = value; } 635 set { m_TextureAnimation = value; }
623 } 636 }
624 637
625
626 public Byte[] ParticleSystem 638 public Byte[] ParticleSystem
627 { 639 {
628 get { return m_particleSystem; } 640 get { return m_particleSystem; }
@@ -676,7 +688,6 @@ namespace OpenSim.Region.Framework.Scenes
676 set 688 set
677 { 689 {
678 m_groupPosition = value; 690 m_groupPosition = value;
679
680 PhysicsActor actor = PhysActor; 691 PhysicsActor actor = PhysActor;
681 if (actor != null) 692 if (actor != null)
682 { 693 {
@@ -696,25 +707,13 @@ namespace OpenSim.Region.Framework.Scenes
696 707
697 // Tell the physics engines that this prim changed. 708 // Tell the physics engines that this prim changed.
698 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 709 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
710
699 } 711 }
700 catch (Exception e) 712 catch (Exception e)
701 { 713 {
702 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 714 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
703 } 715 }
704 } 716 }
705
706 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
707 if (m_sitTargetAvatar != UUID.Zero)
708 {
709 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
710 {
711 ScenePresence avatar;
712 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
713 {
714 avatar.ParentPosition = GetWorldPosition();
715 }
716 }
717 }
718 } 717 }
719 } 718 }
720 719
@@ -723,7 +722,8 @@ namespace OpenSim.Region.Framework.Scenes
723 get { return m_offsetPosition; } 722 get { return m_offsetPosition; }
724 set 723 set
725 { 724 {
726 StoreUndoState(); 725 Vector3 oldpos = m_offsetPosition;
726 StoreUndoState(UndoType.STATE_PRIM_POSITION);
727 m_offsetPosition = value; 727 m_offsetPosition = value;
728 728
729 if (ParentGroup != null && !ParentGroup.IsDeleted) 729 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -737,7 +737,22 @@ namespace OpenSim.Region.Framework.Scenes
737 // Tell the physics engines that this prim changed. 737 // Tell the physics engines that this prim changed.
738 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 738 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
739 } 739 }
740
741 if (!m_parentGroup.m_dupeInProgress)
742 {
743 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
744 foreach (ScenePresence av in avs)
745 {
746 if (av.LinkedPrim == m_uuid)
747 {
748 Vector3 offset = (m_offsetPosition - oldpos);
749 av.OffsetPosition += offset;
750 av.SendFullUpdateToAllClients();
751 }
752 }
753 }
740 } 754 }
755 TriggerScriptChangedEvent(Changed.POSITION);
741 } 756 }
742 } 757 }
743 758
@@ -779,7 +794,7 @@ namespace OpenSim.Region.Framework.Scenes
779 794
780 set 795 set
781 { 796 {
782 StoreUndoState(); 797 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
783 m_rotationOffset = value; 798 m_rotationOffset = value;
784 799
785 PhysicsActor actor = PhysActor; 800 PhysicsActor actor = PhysActor;
@@ -863,7 +878,16 @@ namespace OpenSim.Region.Framework.Scenes
863 /// <summary></summary> 878 /// <summary></summary>
864 public Vector3 Acceleration 879 public Vector3 Acceleration
865 { 880 {
866 get { return m_acceleration; } 881 get
882 {
883 PhysicsActor actor = PhysActor;
884 if (actor != null)
885 {
886 m_acceleration = actor.Acceleration;
887 }
888 return m_acceleration;
889 }
890
867 set { m_acceleration = value; } 891 set { m_acceleration = value; }
868 } 892 }
869 893
@@ -968,7 +992,7 @@ namespace OpenSim.Region.Framework.Scenes
968 get { return m_shape.Scale; } 992 get { return m_shape.Scale; }
969 set 993 set
970 { 994 {
971 StoreUndoState(); 995 StoreUndoState(UndoType.STATE_PRIM_SCALE);
972 if (m_shape != null) 996 if (m_shape != null)
973 { 997 {
974 m_shape.Scale = value; 998 m_shape.Scale = value;
@@ -1036,9 +1060,10 @@ namespace OpenSim.Region.Framework.Scenes
1036 { 1060 {
1037 get { 1061 get {
1038 if (IsAttachment) 1062 if (IsAttachment)
1039 return GroupPosition; 1063 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1040 1064
1041 return m_offsetPosition + m_groupPosition; } 1065// return m_offsetPosition + m_groupPosition; }
1066 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
1042 } 1067 }
1043 1068
1044 public SceneObjectGroup ParentGroup 1069 public SceneObjectGroup ParentGroup
@@ -1197,6 +1222,13 @@ namespace OpenSim.Region.Framework.Scenes
1197 _flags = value; 1222 _flags = value;
1198 } 1223 }
1199 } 1224 }
1225
1226 [XmlIgnore]
1227 public bool IsOccupied // KF If an av is sittingon this prim
1228 {
1229 get { return m_occupied; }
1230 set { m_occupied = value; }
1231 }
1200 1232
1201 1233
1202 public UUID SitTargetAvatar 1234 public UUID SitTargetAvatar
@@ -1272,14 +1304,6 @@ namespace OpenSim.Region.Framework.Scenes
1272 } 1304 }
1273 } 1305 }
1274 1306
1275 /// <summary>
1276 /// Clear all pending updates of parts to clients
1277 /// </summary>
1278 private void ClearUpdateSchedule()
1279 {
1280 m_updateFlag = 0;
1281 }
1282
1283 private void SendObjectPropertiesToClient(UUID AgentID) 1307 private void SendObjectPropertiesToClient(UUID AgentID)
1284 { 1308 {
1285 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1309 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1530,14 +1554,21 @@ namespace OpenSim.Region.Framework.Scenes
1530 // or flexible 1554 // or flexible
1531 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1555 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1532 { 1556 {
1533 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1557 try
1534 string.Format("{0}/{1}", Name, UUID), 1558 {
1535 Shape, 1559 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1536 AbsolutePosition, 1560 string.Format("{0}/{1}", Name, UUID),
1537 Scale, 1561 Shape,
1538 RotationOffset, 1562 AbsolutePosition,
1539 RigidBody); 1563 Scale,
1540 1564 RotationOffset,
1565 RigidBody);
1566 }
1567 catch
1568 {
1569 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1570 PhysActor = null;
1571 }
1541 // Basic Physics returns null.. joy joy joy. 1572 // Basic Physics returns null.. joy joy joy.
1542 if (PhysActor != null) 1573 if (PhysActor != null)
1543 { 1574 {
@@ -1565,7 +1596,7 @@ namespace OpenSim.Region.Framework.Scenes
1565 { 1596 {
1566 m_redo.Clear(); 1597 m_redo.Clear();
1567 } 1598 }
1568 StoreUndoState(); 1599 StoreUndoState(UndoType.STATE_ALL);
1569 } 1600 }
1570 1601
1571 public byte ConvertScriptUintToByte(uint indata) 1602 public byte ConvertScriptUintToByte(uint indata)
@@ -1634,6 +1665,9 @@ namespace OpenSim.Region.Framework.Scenes
1634 1665
1635 // Move afterwards ResetIDs as it clears the localID 1666 // Move afterwards ResetIDs as it clears the localID
1636 dupe.LocalId = localID; 1667 dupe.LocalId = localID;
1668 if(dupe.PhysActor != null)
1669 dupe.PhysActor.LocalID = localID;
1670
1637 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1671 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1638 dupe._lastOwnerID = OwnerID; 1672 dupe._lastOwnerID = OwnerID;
1639 1673
@@ -1677,7 +1711,7 @@ namespace OpenSim.Region.Framework.Scenes
1677 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1711 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1678 part.Shape = shape; 1712 part.Shape = shape;
1679 1713
1680 part.Name = "Primitive"; 1714 part.Name = "Object";
1681 part._ownerID = UUID.Random(); 1715 part._ownerID = UUID.Random();
1682 1716
1683 return part; 1717 return part;
@@ -2037,12 +2071,17 @@ namespace OpenSim.Region.Framework.Scenes
2037 public Vector3 GetWorldPosition() 2071 public Vector3 GetWorldPosition()
2038 { 2072 {
2039 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2073 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2040
2041 Vector3 axPos = OffsetPosition; 2074 Vector3 axPos = OffsetPosition;
2042
2043 axPos *= parentRot; 2075 axPos *= parentRot;
2044 Vector3 translationOffsetPosition = axPos; 2076 Vector3 translationOffsetPosition = axPos;
2045 return GroupPosition + translationOffsetPosition; 2077 if(_parentID == 0)
2078 {
2079 return GroupPosition;
2080 }
2081 else
2082 {
2083 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2084 }
2046 } 2085 }
2047 2086
2048 /// <summary> 2087 /// <summary>
@@ -2053,7 +2092,7 @@ namespace OpenSim.Region.Framework.Scenes
2053 { 2092 {
2054 Quaternion newRot; 2093 Quaternion newRot;
2055 2094
2056 if (this.LinkNum == 0) 2095 if (this.LinkNum < 2) //KF Single or root prim
2057 { 2096 {
2058 newRot = RotationOffset; 2097 newRot = RotationOffset;
2059 } 2098 }
@@ -2699,17 +2738,18 @@ namespace OpenSim.Region.Framework.Scenes
2699 //Trys to fetch sound id from prim's inventory. 2738 //Trys to fetch sound id from prim's inventory.
2700 //Prim's inventory doesn't support non script items yet 2739 //Prim's inventory doesn't support non script items yet
2701 2740
2702 lock (TaskInventory) 2741 TaskInventory.LockItemsForRead(true);
2742
2743 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2703 { 2744 {
2704 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2745 if (item.Value.Name == sound)
2705 { 2746 {
2706 if (item.Value.Name == sound) 2747 soundID = item.Value.ItemID;
2707 { 2748 break;
2708 soundID = item.Value.ItemID;
2709 break;
2710 }
2711 } 2749 }
2712 } 2750 }
2751
2752 TaskInventory.LockItemsForRead(false);
2713 } 2753 }
2714 2754
2715 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2755 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2769,7 +2809,7 @@ namespace OpenSim.Region.Framework.Scenes
2769 /// <param name="scale"></param> 2809 /// <param name="scale"></param>
2770 public void Resize(Vector3 scale) 2810 public void Resize(Vector3 scale)
2771 { 2811 {
2772 StoreUndoState(); 2812 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2773 m_shape.Scale = scale; 2813 m_shape.Scale = scale;
2774 2814
2775 ParentGroup.HasGroupChanged = true; 2815 ParentGroup.HasGroupChanged = true;
@@ -2778,38 +2818,7 @@ namespace OpenSim.Region.Framework.Scenes
2778 2818
2779 public void RotLookAt(Quaternion target, float strength, float damping) 2819 public void RotLookAt(Quaternion target, float strength, float damping)
2780 { 2820 {
2781 rotLookAt(target, strength, damping); 2821 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2782 }
2783
2784 public void rotLookAt(Quaternion target, float strength, float damping)
2785 {
2786 if (IsAttachment)
2787 {
2788 /*
2789 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2790 if (avatar != null)
2791 {
2792 Rotate the Av?
2793 } */
2794 }
2795 else
2796 {
2797 APIDDamp = damping;
2798 APIDStrength = strength;
2799 APIDTarget = target;
2800 }
2801 }
2802
2803 public void startLookAt(Quaternion rot, float damp, float strength)
2804 {
2805 APIDDamp = damp;
2806 APIDStrength = strength;
2807 APIDTarget = rot;
2808 }
2809
2810 public void stopLookAt()
2811 {
2812 APIDTarget = Quaternion.Identity;
2813 } 2822 }
2814 2823
2815 /// <summary> 2824 /// <summary>
@@ -2821,7 +2830,10 @@ namespace OpenSim.Region.Framework.Scenes
2821 2830
2822 if (m_parentGroup != null) 2831 if (m_parentGroup != null)
2823 { 2832 {
2824 m_parentGroup.QueueForUpdateCheck(); 2833 if (!m_parentGroup.areUpdatesSuspended)
2834 {
2835 m_parentGroup.QueueForUpdateCheck();
2836 }
2825 } 2837 }
2826 2838
2827 int timeNow = Util.UnixTimeSinceEpoch(); 2839 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3038,8 +3050,8 @@ namespace OpenSim.Region.Framework.Scenes
3038 { 3050 {
3039 const float ROTATION_TOLERANCE = 0.01f; 3051 const float ROTATION_TOLERANCE = 0.01f;
3040 const float VELOCITY_TOLERANCE = 0.001f; 3052 const float VELOCITY_TOLERANCE = 0.001f;
3041 const float POSITION_TOLERANCE = 0.05f; 3053 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3042 const int TIME_MS_TOLERANCE = 3000; 3054 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3043 3055
3044 if (m_updateFlag == 1) 3056 if (m_updateFlag == 1)
3045 { 3057 {
@@ -3053,7 +3065,7 @@ namespace OpenSim.Region.Framework.Scenes
3053 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3065 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3054 { 3066 {
3055 AddTerseUpdateToAllAvatars(); 3067 AddTerseUpdateToAllAvatars();
3056 ClearUpdateSchedule(); 3068
3057 3069
3058 // This causes the Scene to 'poll' physical objects every couple of frames 3070 // This causes the Scene to 'poll' physical objects every couple of frames
3059 // bad, so it's been replaced by an event driven method. 3071 // bad, so it's been replaced by an event driven method.
@@ -3071,16 +3083,18 @@ namespace OpenSim.Region.Framework.Scenes
3071 m_lastAngularVelocity = AngularVelocity; 3083 m_lastAngularVelocity = AngularVelocity;
3072 m_lastTerseSent = Environment.TickCount; 3084 m_lastTerseSent = Environment.TickCount;
3073 } 3085 }
3086 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3087 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3074 } 3088 }
3075 else 3089 else
3076 { 3090 {
3077 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3091 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3078 { 3092 {
3079 AddFullUpdateToAllAvatars(); 3093 AddFullUpdateToAllAvatars();
3080 ClearUpdateSchedule(); 3094 m_updateFlag = 0; //Same here
3081 } 3095 }
3082 } 3096 }
3083 ClearUpdateSchedule(); 3097 m_updateFlag = 0;
3084 } 3098 }
3085 3099
3086 /// <summary> 3100 /// <summary>
@@ -3108,17 +3122,16 @@ namespace OpenSim.Region.Framework.Scenes
3108 if (!UUID.TryParse(sound, out soundID)) 3122 if (!UUID.TryParse(sound, out soundID))
3109 { 3123 {
3110 // search sound file from inventory 3124 // search sound file from inventory
3111 lock (TaskInventory) 3125 TaskInventory.LockItemsForRead(true);
3126 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3112 { 3127 {
3113 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3128 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3114 { 3129 {
3115 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3130 soundID = item.Value.ItemID;
3116 { 3131 break;
3117 soundID = item.Value.ItemID;
3118 break;
3119 }
3120 } 3132 }
3121 } 3133 }
3134 TaskInventory.LockItemsForRead(false);
3122 } 3135 }
3123 3136
3124 if (soundID == UUID.Zero) 3137 if (soundID == UUID.Zero)
@@ -3555,7 +3568,7 @@ namespace OpenSim.Region.Framework.Scenes
3555 3568
3556 public void StopLookAt() 3569 public void StopLookAt()
3557 { 3570 {
3558 m_parentGroup.stopLookAt(); 3571 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3559 3572
3560 m_parentGroup.ScheduleGroupForTerseUpdate(); 3573 m_parentGroup.ScheduleGroupForTerseUpdate();
3561 } 3574 }
@@ -3582,10 +3595,9 @@ namespace OpenSim.Region.Framework.Scenes
3582 m_parentGroup.ScheduleGroupForTerseUpdate(); 3595 m_parentGroup.ScheduleGroupForTerseUpdate();
3583 //m_parentGroup.ScheduleGroupForFullUpdate(); 3596 //m_parentGroup.ScheduleGroupForFullUpdate();
3584 } 3597 }
3585 3598 public void StoreUndoState(UndoType type)
3586 public void StoreUndoState()
3587 { 3599 {
3588 if (!Undoing) 3600 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3589 { 3601 {
3590 if (!IgnoreUndoUpdate) 3602 if (!IgnoreUndoUpdate)
3591 { 3603 {
@@ -3596,17 +3608,25 @@ namespace OpenSim.Region.Framework.Scenes
3596 if (m_undo.Count > 0) 3608 if (m_undo.Count > 0)
3597 { 3609 {
3598 UndoState last = m_undo.Peek(); 3610 UndoState last = m_undo.Peek();
3599 if (last != null) 3611
3600 {
3601 if (last.Compare(this))
3602 return;
3603 }
3604 } 3612 }
3605 3613
3606 if (m_parentGroup.GetSceneMaxUndo() > 0) 3614 if (m_parentGroup.GetSceneMaxUndo() > 0)
3607 { 3615 {
3608 UndoState nUndo = new UndoState(this); 3616 UndoState lastUndo = m_undo.Peek();
3609 3617
3618 UndoState nUndo = new UndoState(this, type);
3619
3620 if (lastUndo != null)
3621 {
3622 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3623 if (ts.TotalMilliseconds < 500)
3624 {
3625 //Delete the last entry since it was less than 500 milliseconds ago
3626 nUndo.Merge(lastUndo);
3627 m_undo.Pop();
3628 }
3629 }
3610 m_undo.Push(nUndo); 3630 m_undo.Push(nUndo);
3611 } 3631 }
3612 3632
@@ -4083,11 +4103,13 @@ namespace OpenSim.Region.Framework.Scenes
4083 if (m_undo.Count > 0) 4103 if (m_undo.Count > 0)
4084 { 4104 {
4085 UndoState nUndo = null; 4105 UndoState nUndo = null;
4106 UndoState goback = m_undo.Pop();
4086 if (m_parentGroup.GetSceneMaxUndo() > 0) 4107 if (m_parentGroup.GetSceneMaxUndo() > 0)
4087 { 4108 {
4088 nUndo = new UndoState(this); 4109 nUndo = new UndoState(this, goback.Type);
4089 } 4110 }
4090 UndoState goback = m_undo.Pop(); 4111
4112
4091 if (goback != null) 4113 if (goback != null)
4092 { 4114 {
4093 goback.PlaybackState(this); 4115 goback.PlaybackState(this);
@@ -4102,13 +4124,13 @@ namespace OpenSim.Region.Framework.Scenes
4102 { 4124 {
4103 lock (m_redo) 4125 lock (m_redo)
4104 { 4126 {
4127 UndoState gofwd = m_redo.Pop();
4105 if (m_parentGroup.GetSceneMaxUndo() > 0) 4128 if (m_parentGroup.GetSceneMaxUndo() > 0)
4106 { 4129 {
4107 UndoState nUndo = new UndoState(this); 4130 UndoState nUndo = new UndoState(this, gofwd.Type);
4108 4131
4109 m_undo.Push(nUndo); 4132 m_undo.Push(nUndo);
4110 } 4133 }
4111 UndoState gofwd = m_redo.Pop();
4112 if (gofwd != null) 4134 if (gofwd != null)
4113 gofwd.PlayfwdState(this); 4135 gofwd.PlayfwdState(this);
4114 } 4136 }
@@ -4556,8 +4578,9 @@ namespace OpenSim.Region.Framework.Scenes
4556 { 4578 {
4557 m_shape.TextureEntry = textureEntry; 4579 m_shape.TextureEntry = textureEntry;
4558 TriggerScriptChangedEvent(Changed.TEXTURE); 4580 TriggerScriptChangedEvent(Changed.TEXTURE);
4559 4581 m_updateFlag = 1;
4560 ParentGroup.HasGroupChanged = true; 4582 ParentGroup.HasGroupChanged = true;
4583
4561 //This is madness.. 4584 //This is madness..
4562 //ParentGroup.ScheduleGroupForFullUpdate(); 4585 //ParentGroup.ScheduleGroupForFullUpdate();
4563 //This is sparta 4586 //This is sparta
@@ -4790,5 +4813,17 @@ namespace OpenSim.Region.Framework.Scenes
4790 Color color = Color; 4813 Color color = Color;
4791 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4814 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4792 } 4815 }
4816
4817 public void ResetOwnerChangeFlag()
4818 {
4819 List<UUID> inv = Inventory.GetInventoryList();
4820
4821 foreach (UUID itemID in inv)
4822 {
4823 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4824 item.OwnerChanged = false;
4825 Inventory.UpdateInventoryItem(item);
4826 }
4827 }
4793 } 4828 }
4794} 4829}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 0c5e62d..522f75e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -47,6 +47,8 @@ namespace OpenSim.Region.Framework.Scenes
47 47
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private int m_inventoryFileNameSerial = 0; 49 private int m_inventoryFileNameSerial = 0;
50
51 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
50 52
51 /// <value> 53 /// <value>
52 /// The part to which the inventory belongs. 54 /// The part to which the inventory belongs.
@@ -83,7 +85,9 @@ namespace OpenSim.Region.Framework.Scenes
83 /// </value> 85 /// </value>
84 protected internal TaskInventoryDictionary Items 86 protected internal TaskInventoryDictionary Items
85 { 87 {
86 get { return m_items; } 88 get {
89 return m_items;
90 }
87 set 91 set
88 { 92 {
89 m_items = value; 93 m_items = value;
@@ -119,52 +123,57 @@ namespace OpenSim.Region.Framework.Scenes
119 /// <param name="linkNum">Link number for the part</param> 123 /// <param name="linkNum">Link number for the part</param>
120 public void ResetInventoryIDs() 124 public void ResetInventoryIDs()
121 { 125 {
122 if (null == m_part || null == m_part.ParentGroup) 126 m_items.LockItemsForWrite(true);
123 return; 127
124 128 if (Items.Count == 0)
125 lock (m_items)
126 { 129 {
127 if (0 == m_items.Count) 130 m_items.LockItemsForWrite(false);
128 return; 131 return;
132 }
129 133
130 HasInventoryChanged = true; 134 HasInventoryChanged = true;
135 if (m_part.ParentGroup != null)
136 {
131 m_part.ParentGroup.HasGroupChanged = true; 137 m_part.ParentGroup.HasGroupChanged = true;
132 IList<TaskInventoryItem> items = GetInventoryItems(); 138 }
133 m_items.Clear(); 139
140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
141 Items.Clear();
134 142
135 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
136 { 144 {
137 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
138 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
139 }
140 } 147 }
148 m_items.LockItemsForWrite(false);
141 } 149 }
142 150
143 public void ResetObjectID() 151 public void ResetObjectID()
144 { 152 {
145 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
146 { 156 {
147 if (Items.Count == 0) 157 m_items.LockItemsForWrite(false);
148 { 158 return;
149 return;
150 }
151
152 HasInventoryChanged = true;
153 if (m_part.ParentGroup != null)
154 {
155 m_part.ParentGroup.HasGroupChanged = true;
156 }
157
158 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
159 Items.Clear();
160
161 foreach (TaskInventoryItem item in items)
162 {
163 item.ParentPartID = m_part.UUID;
164 item.ParentID = m_part.UUID;
165 Items.Add(item.ItemID, item);
166 }
167 } 159 }
160
161 HasInventoryChanged = true;
162 if (m_part.ParentGroup != null)
163 {
164 m_part.ParentGroup.HasGroupChanged = true;
165 }
166
167 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
168 Items.Clear();
169
170 foreach (TaskInventoryItem item in items)
171 {
172 item.ParentPartID = m_part.UUID;
173 item.ParentID = m_part.UUID;
174 Items.Add(item.ItemID, item);
175 }
176 m_items.LockItemsForWrite(false);
168 } 177 }
169 178
170 /// <summary> 179 /// <summary>
@@ -173,12 +182,11 @@ namespace OpenSim.Region.Framework.Scenes
173 /// <param name="ownerId"></param> 182 /// <param name="ownerId"></param>
174 public void ChangeInventoryOwner(UUID ownerId) 183 public void ChangeInventoryOwner(UUID ownerId)
175 { 184 {
176 lock (Items) 185 m_items.LockItemsForWrite(true);
186 if (0 == Items.Count)
177 { 187 {
178 if (0 == Items.Count) 188 m_items.LockItemsForWrite(false);
179 { 189 return;
180 return;
181 }
182 } 190 }
183 191
184 HasInventoryChanged = true; 192 HasInventoryChanged = true;
@@ -192,6 +200,7 @@ namespace OpenSim.Region.Framework.Scenes
192 item.OwnerID = ownerId; 200 item.OwnerID = ownerId;
193 } 201 }
194 } 202 }
203 m_items.LockItemsForWrite(false);
195 } 204 }
196 205
197 /// <summary> 206 /// <summary>
@@ -200,22 +209,24 @@ namespace OpenSim.Region.Framework.Scenes
200 /// <param name="groupID"></param> 209 /// <param name="groupID"></param>
201 public void ChangeInventoryGroup(UUID groupID) 210 public void ChangeInventoryGroup(UUID groupID)
202 { 211 {
203 lock (Items) 212 m_items.LockItemsForWrite(true);
213 if (0 == Items.Count)
204 { 214 {
205 if (0 == Items.Count) 215 m_items.LockItemsForWrite(false);
206 { 216 return;
207 return;
208 }
209 } 217 }
210 218
211 HasInventoryChanged = true; 219 HasInventoryChanged = true;
212 m_part.ParentGroup.HasGroupChanged = true; 220 m_part.ParentGroup.HasGroupChanged = true;
213 List<TaskInventoryItem> items = GetInventoryItems(); 221 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
214 foreach (TaskInventoryItem item in items) 222 foreach (TaskInventoryItem item in items)
215 { 223 {
216 if (groupID != item.GroupID) 224 if (groupID != item.GroupID)
225 {
217 item.GroupID = groupID; 226 item.GroupID = groupID;
227 }
218 } 228 }
229 m_items.LockItemsForWrite(false);
219 } 230 }
220 231
221 /// <summary> 232 /// <summary>
@@ -223,9 +234,14 @@ namespace OpenSim.Region.Framework.Scenes
223 /// </summary> 234 /// </summary>
224 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 235 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
225 { 236 {
226 List<TaskInventoryItem> scripts = GetInventoryScripts(); 237 Items.LockItemsForRead(true);
227 foreach (TaskInventoryItem item in scripts) 238 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
228 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 239 Items.LockItemsForRead(false);
240 foreach (TaskInventoryItem item in items)
241 {
242 if ((int)InventoryType.LSL == item.InvType)
243 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
244 }
229 } 245 }
230 246
231 public ArrayList GetScriptErrors(UUID itemID) 247 public ArrayList GetScriptErrors(UUID itemID)
@@ -258,9 +274,18 @@ namespace OpenSim.Region.Framework.Scenes
258 /// </param> 274 /// </param>
259 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 275 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
260 { 276 {
261 List<TaskInventoryItem> scripts = GetInventoryScripts(); 277 Items.LockItemsForRead(true);
262 foreach (TaskInventoryItem item in scripts) 278 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
263 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 279 Items.LockItemsForRead(false);
280
281 foreach (TaskInventoryItem item in items)
282 {
283 if ((int)InventoryType.LSL == item.InvType)
284 {
285 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
286 m_part.RemoveScriptEvents(item.ItemID);
287 }
288 }
264 } 289 }
265 290
266 /// <summary> 291 /// <summary>
@@ -276,7 +301,10 @@ namespace OpenSim.Region.Framework.Scenes
276 // item.Name, item.ItemID, Name, UUID); 301 // item.Name, item.ItemID, Name, UUID);
277 302
278 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 303 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
304 {
305 StoreScriptError(item.ItemID, "no permission");
279 return; 306 return;
307 }
280 308
281 m_part.AddFlag(PrimFlags.Scripted); 309 m_part.AddFlag(PrimFlags.Scripted);
282 310
@@ -285,14 +313,13 @@ namespace OpenSim.Region.Framework.Scenes
285 if (stateSource == 2 && // Prim crossing 313 if (stateSource == 2 && // Prim crossing
286 m_part.ParentGroup.Scene.m_trustBinaries) 314 m_part.ParentGroup.Scene.m_trustBinaries)
287 { 315 {
288 lock (m_items) 316 m_items.LockItemsForWrite(true);
289 { 317 m_items[item.ItemID].PermsMask = 0;
290 m_items[item.ItemID].PermsMask = 0; 318 m_items[item.ItemID].PermsGranter = UUID.Zero;
291 m_items[item.ItemID].PermsGranter = UUID.Zero; 319 m_items.LockItemsForWrite(false);
292 }
293
294 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 320 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
295 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 321 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
322 StoreScriptErrors(item.ItemID, null);
296 m_part.ParentGroup.AddActiveScriptCount(1); 323 m_part.ParentGroup.AddActiveScriptCount(1);
297 m_part.ScheduleFullUpdate(); 324 m_part.ScheduleFullUpdate();
298 return; 325 return;
@@ -301,6 +328,8 @@ namespace OpenSim.Region.Framework.Scenes
301 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 328 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
302 if (null == asset) 329 if (null == asset)
303 { 330 {
331 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
332 StoreScriptError(item.ItemID, msg);
304 m_log.ErrorFormat( 333 m_log.ErrorFormat(
305 "[PRIM INVENTORY]: " + 334 "[PRIM INVENTORY]: " +
306 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 335 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -312,15 +341,17 @@ namespace OpenSim.Region.Framework.Scenes
312 if (m_part.ParentGroup.m_savedScriptState != null) 341 if (m_part.ParentGroup.m_savedScriptState != null)
313 RestoreSavedScriptState(item.OldItemID, item.ItemID); 342 RestoreSavedScriptState(item.OldItemID, item.ItemID);
314 343
315 lock (m_items) 344 m_items.LockItemsForWrite(true);
316 { 345
317 m_items[item.ItemID].PermsMask = 0; 346 m_items[item.ItemID].PermsMask = 0;
318 m_items[item.ItemID].PermsGranter = UUID.Zero; 347 m_items[item.ItemID].PermsGranter = UUID.Zero;
319 } 348
349 m_items.LockItemsForWrite(false);
320 350
321 string script = Utils.BytesToString(asset.Data); 351 string script = Utils.BytesToString(asset.Data);
322 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 352 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
323 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 353 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
354 StoreScriptErrors(item.ItemID, null);
324 m_part.ParentGroup.AddActiveScriptCount(1); 355 m_part.ParentGroup.AddActiveScriptCount(1);
325 m_part.ScheduleFullUpdate(); 356 m_part.ScheduleFullUpdate();
326 } 357 }
@@ -384,21 +415,145 @@ namespace OpenSim.Region.Framework.Scenes
384 415
385 /// <summary> 416 /// <summary>
386 /// Start a script which is in this prim's inventory. 417 /// Start a script which is in this prim's inventory.
418 /// Some processing may occur in the background, but this routine returns asap.
387 /// </summary> 419 /// </summary>
388 /// <param name="itemId"> 420 /// <param name="itemId">
389 /// A <see cref="UUID"/> 421 /// A <see cref="UUID"/>
390 /// </param> 422 /// </param>
391 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 423 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
392 { 424 {
393 TaskInventoryItem item = GetInventoryItem(itemId); 425 lock (m_scriptErrors)
394 if (item != null) 426 {
395 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 427 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
428 m_scriptErrors.Remove(itemId);
429 }
430 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
431 }
432
433 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
434 {
435 m_items.LockItemsForRead(true);
436 if (m_items.ContainsKey(itemId))
437 {
438 if (m_items.ContainsKey(itemId))
439 {
440 m_items.LockItemsForRead(false);
441 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
442 }
443 else
444 {
445 m_items.LockItemsForRead(false);
446 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
447 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
448 StoreScriptError(itemId, msg);
449 m_log.ErrorFormat(
450 "[PRIM INVENTORY]: " +
451 "Couldn't start script with ID {0} since it {1}", itemId, msg);
452 }
453 }
396 else 454 else
455 {
456 m_items.LockItemsForRead(false);
457 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
458 StoreScriptError(itemId, msg);
397 m_log.ErrorFormat( 459 m_log.ErrorFormat(
398 "[PRIM INVENTORY]: " + 460 "[PRIM INVENTORY]: " +
399 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 461 "Couldn't start script with ID {0} since it {1}", itemId, msg);
400 itemId, m_part.Name, m_part.UUID, 462 }
401 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 463
464 }
465
466 /// <summary>
467 /// Start a script which is in this prim's inventory and return any compilation error messages.
468 /// </summary>
469 /// <param name="itemId">
470 /// A <see cref="UUID"/>
471 /// </param>
472 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
473 {
474 ArrayList errors;
475
476 // Indicate to CreateScriptInstanceInternal() we want it to
477 // post any compilation/loading error messages
478 lock (m_scriptErrors)
479 {
480 m_scriptErrors[itemId] = null;
481 }
482
483 // Perform compilation/loading
484 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
485
486 // Wait for and retrieve any errors
487 lock (m_scriptErrors)
488 {
489 while ((errors = m_scriptErrors[itemId]) == null)
490 {
491 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
492 {
493 m_log.ErrorFormat(
494 "[PRIM INVENTORY]: " +
495 "timedout waiting for script {0} errors", itemId);
496 errors = m_scriptErrors[itemId];
497 if (errors == null)
498 {
499 errors = new ArrayList(1);
500 errors.Add("timedout waiting for errors");
501 }
502 break;
503 }
504 }
505 m_scriptErrors.Remove(itemId);
506 }
507 return errors;
508 }
509
510 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
511 private void StoreScriptErrors(UUID itemId, ArrayList errors)
512 {
513 lock (m_scriptErrors)
514 {
515 // If compilation/loading initiated via CreateScriptInstance(),
516 // it does not want the errors, so just get out
517 if (!m_scriptErrors.ContainsKey(itemId))
518 {
519 return;
520 }
521
522 // Initiated via CreateScriptInstanceEr(), if we know what the
523 // errors are, save them and wake CreateScriptInstanceEr().
524 if (errors != null)
525 {
526 m_scriptErrors[itemId] = errors;
527 System.Threading.Monitor.PulseAll(m_scriptErrors);
528 return;
529 }
530 }
531
532 // Initiated via CreateScriptInstanceEr() but we don't know what
533 // the errors are yet, so retrieve them from the script engine.
534 // This may involve some waiting internal to GetScriptErrors().
535 errors = GetScriptErrors(itemId);
536
537 // Get a default non-null value to indicate success.
538 if (errors == null)
539 {
540 errors = new ArrayList();
541 }
542
543 // Post to CreateScriptInstanceEr() and wake it up
544 lock (m_scriptErrors)
545 {
546 m_scriptErrors[itemId] = errors;
547 System.Threading.Monitor.PulseAll(m_scriptErrors);
548 }
549 }
550
551 // Like StoreScriptErrors(), but just posts a single string message
552 private void StoreScriptError(UUID itemId, string message)
553 {
554 ArrayList errors = new ArrayList(1);
555 errors.Add(message);
556 StoreScriptErrors(itemId, errors);
402 } 557 }
403 558
404 /// <summary> 559 /// <summary>
@@ -411,15 +566,7 @@ namespace OpenSim.Region.Framework.Scenes
411 /// </param> 566 /// </param>
412 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 567 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
413 { 568 {
414 bool scriptPresent = false; 569 if (m_items.ContainsKey(itemId))
415
416 lock (m_items)
417 {
418 if (m_items.ContainsKey(itemId))
419 scriptPresent = true;
420 }
421
422 if (scriptPresent)
423 { 570 {
424 if (!sceneObjectBeingDeleted) 571 if (!sceneObjectBeingDeleted)
425 m_part.RemoveScriptEvents(itemId); 572 m_part.RemoveScriptEvents(itemId);
@@ -444,14 +591,16 @@ namespace OpenSim.Region.Framework.Scenes
444 /// <returns></returns> 591 /// <returns></returns>
445 private bool InventoryContainsName(string name) 592 private bool InventoryContainsName(string name)
446 { 593 {
447 lock (m_items) 594 m_items.LockItemsForRead(true);
595 foreach (TaskInventoryItem item in m_items.Values)
448 { 596 {
449 foreach (TaskInventoryItem item in m_items.Values) 597 if (item.Name == name)
450 { 598 {
451 if (item.Name == name) 599 m_items.LockItemsForRead(false);
452 return true; 600 return true;
453 } 601 }
454 } 602 }
603 m_items.LockItemsForRead(false);
455 return false; 604 return false;
456 } 605 }
457 606
@@ -493,8 +642,9 @@ namespace OpenSim.Region.Framework.Scenes
493 /// <param name="item"></param> 642 /// <param name="item"></param>
494 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 643 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
495 { 644 {
496 List<TaskInventoryItem> il = GetInventoryItems(); 645 m_items.LockItemsForRead(true);
497 646 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
647 m_items.LockItemsForRead(false);
498 foreach (TaskInventoryItem i in il) 648 foreach (TaskInventoryItem i in il)
499 { 649 {
500 if (i.Name == item.Name) 650 if (i.Name == item.Name)
@@ -532,14 +682,14 @@ namespace OpenSim.Region.Framework.Scenes
532 item.Name = name; 682 item.Name = name;
533 item.GroupID = m_part.GroupID; 683 item.GroupID = m_part.GroupID;
534 684
535 lock (m_items) 685 m_items.LockItemsForWrite(true);
536 m_items.Add(item.ItemID, item); 686 m_items.Add(item.ItemID, item);
537 687 m_items.LockItemsForWrite(false);
538 if (allowedDrop) 688 if (allowedDrop)
539 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 689 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
540 else 690 else
541 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 691 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
542 692
543 m_inventorySerial++; 693 m_inventorySerial++;
544 //m_inventorySerial += 2; 694 //m_inventorySerial += 2;
545 HasInventoryChanged = true; 695 HasInventoryChanged = true;
@@ -555,15 +705,15 @@ namespace OpenSim.Region.Framework.Scenes
555 /// <param name="items"></param> 705 /// <param name="items"></param>
556 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 706 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
557 { 707 {
558 lock (m_items) 708 m_items.LockItemsForWrite(true);
709 foreach (TaskInventoryItem item in items)
559 { 710 {
560 foreach (TaskInventoryItem item in items) 711 m_items.Add(item.ItemID, item);
561 { 712// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
562 m_items.Add(item.ItemID, item);
563// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
564 }
565 m_inventorySerial++;
566 } 713 }
714 m_items.LockItemsForWrite(false);
715
716 m_inventorySerial++;
567 } 717 }
568 718
569 /// <summary> 719 /// <summary>
@@ -574,10 +724,9 @@ namespace OpenSim.Region.Framework.Scenes
574 public TaskInventoryItem GetInventoryItem(UUID itemId) 724 public TaskInventoryItem GetInventoryItem(UUID itemId)
575 { 725 {
576 TaskInventoryItem item; 726 TaskInventoryItem item;
577 727 m_items.LockItemsForRead(true);
578 lock (m_items) 728 m_items.TryGetValue(itemId, out item);
579 m_items.TryGetValue(itemId, out item); 729 m_items.LockItemsForRead(false);
580
581 return item; 730 return item;
582 } 731 }
583 732
@@ -593,15 +742,16 @@ namespace OpenSim.Region.Framework.Scenes
593 { 742 {
594 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 743 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
595 744
596 lock (m_items) 745 m_items.LockItemsForRead(true);
746
747 foreach (TaskInventoryItem item in m_items.Values)
597 { 748 {
598 foreach (TaskInventoryItem item in m_items.Values) 749 if (item.Name == name)
599 { 750 items.Add(item);
600 if (item.Name == name)
601 items.Add(item);
602 }
603 } 751 }
604 752
753 m_items.LockItemsForRead(false);
754
605 return items; 755 return items;
606 } 756 }
607 757
@@ -679,8 +829,9 @@ namespace OpenSim.Region.Framework.Scenes
679 829
680 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 830 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
681 { 831 {
682 TaskInventoryItem it = GetInventoryItem(item.ItemID); 832 m_items.LockItemsForWrite(true);
683 if (it != null) 833
834 if (m_items.ContainsKey(item.ItemID))
684 { 835 {
685 item.ParentID = m_part.UUID; 836 item.ParentID = m_part.UUID;
686 item.ParentPartID = m_part.UUID; 837 item.ParentPartID = m_part.UUID;
@@ -692,19 +843,15 @@ namespace OpenSim.Region.Framework.Scenes
692 item.GroupID = m_part.GroupID; 843 item.GroupID = m_part.GroupID;
693 844
694 if (item.AssetID == UUID.Zero) 845 if (item.AssetID == UUID.Zero)
695 item.AssetID = it.AssetID; 846 item.AssetID = m_items[item.ItemID].AssetID;
696
697 lock (m_items)
698 {
699 m_items[item.ItemID] = item;
700 m_inventorySerial++;
701 }
702 847
848 m_items[item.ItemID] = item;
849 m_inventorySerial++;
703 if (fireScriptEvents) 850 if (fireScriptEvents)
704 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 851 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
705
706 HasInventoryChanged = true; 852 HasInventoryChanged = true;
707 m_part.ParentGroup.HasGroupChanged = true; 853 m_part.ParentGroup.HasGroupChanged = true;
854 m_items.LockItemsForWrite(false);
708 return true; 855 return true;
709 } 856 }
710 else 857 else
@@ -715,8 +862,9 @@ namespace OpenSim.Region.Framework.Scenes
715 item.ItemID, m_part.Name, m_part.UUID, 862 item.ItemID, m_part.Name, m_part.UUID,
716 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 863 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
717 } 864 }
718 return false; 865 m_items.LockItemsForWrite(false);
719 866
867 return false;
720 } 868 }
721 869
722 /// <summary> 870 /// <summary>
@@ -727,37 +875,53 @@ namespace OpenSim.Region.Framework.Scenes
727 /// in this prim's inventory.</returns> 875 /// in this prim's inventory.</returns>
728 public int RemoveInventoryItem(UUID itemID) 876 public int RemoveInventoryItem(UUID itemID)
729 { 877 {
730 TaskInventoryItem item = GetInventoryItem(itemID); 878 m_items.LockItemsForRead(true);
731 if (item != null) 879
880 if (m_items.ContainsKey(itemID))
732 { 881 {
733 int type = m_items[itemID].InvType; 882 int type = m_items[itemID].InvType;
883 m_items.LockItemsForRead(false);
734 if (type == 10) // Script 884 if (type == 10) // Script
735 { 885 {
736 m_part.RemoveScriptEvents(itemID);
737 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 886 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
738 } 887 }
888 m_items.LockItemsForWrite(true);
739 m_items.Remove(itemID); 889 m_items.Remove(itemID);
890 m_items.LockItemsForWrite(false);
740 m_inventorySerial++; 891 m_inventorySerial++;
741 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 892 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
742 893
743 HasInventoryChanged = true; 894 HasInventoryChanged = true;
744 m_part.ParentGroup.HasGroupChanged = true; 895 m_part.ParentGroup.HasGroupChanged = true;
745 896
746 if (!ContainsScripts()) 897 int scriptcount = 0;
898 m_items.LockItemsForRead(true);
899 foreach (TaskInventoryItem item in m_items.Values)
900 {
901 if (item.Type == 10)
902 {
903 scriptcount++;
904 }
905 }
906 m_items.LockItemsForRead(false);
907
908
909 if (scriptcount <= 0)
910 {
747 m_part.RemFlag(PrimFlags.Scripted); 911 m_part.RemFlag(PrimFlags.Scripted);
912 }
748 913
749 m_part.ScheduleFullUpdate(); 914 m_part.ScheduleFullUpdate();
750 915
751 return type; 916 return type;
752
753 } 917 }
754 else 918 else
755 { 919 {
920 m_items.LockItemsForRead(false);
756 m_log.ErrorFormat( 921 m_log.ErrorFormat(
757 "[PRIM INVENTORY]: " + 922 "[PRIM INVENTORY]: " +
758 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 923 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
759 itemID, m_part.Name, m_part.UUID, 924 itemID, m_part.Name, m_part.UUID);
760 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
761 } 925 }
762 926
763 return -1; 927 return -1;
@@ -865,6 +1029,8 @@ namespace OpenSim.Region.Framework.Scenes
865 invString.AddSectionEnd(); 1029 invString.AddSectionEnd();
866 } 1030 }
867 } 1031 }
1032 int count = m_items.Count;
1033 m_items.LockItemsForRead(false);
868 1034
869 fileData = Utils.StringToBytes(invString.BuildString); 1035 fileData = Utils.StringToBytes(invString.BuildString);
870 1036
@@ -885,10 +1051,11 @@ namespace OpenSim.Region.Framework.Scenes
885 { 1051 {
886 if (HasInventoryChanged) 1052 if (HasInventoryChanged)
887 { 1053 {
888 HasInventoryChanged = false; 1054 Items.LockItemsForRead(true);
889 List<TaskInventoryItem> items = GetInventoryItems(); 1055 datastore.StorePrimInventory(m_part.UUID, Items.Values);
890 datastore.StorePrimInventory(m_part.UUID, items); 1056 Items.LockItemsForRead(false);
891 1057
1058 HasInventoryChanged = false;
892 } 1059 }
893 } 1060 }
894 1061
@@ -955,89 +1122,75 @@ namespace OpenSim.Region.Framework.Scenes
955 { 1122 {
956 uint mask=0x7fffffff; 1123 uint mask=0x7fffffff;
957 1124
958 lock (m_items) 1125 foreach (TaskInventoryItem item in m_items.Values)
959 { 1126 {
960 foreach (TaskInventoryItem item in m_items.Values) 1127 if (item.InvType != (int)InventoryType.Object)
961 { 1128 {
962 if (item.InvType != (int)InventoryType.Object) 1129 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
963 { 1130 mask &= ~((uint)PermissionMask.Copy >> 13);
964 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1131 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
965 mask &= ~((uint)PermissionMask.Copy >> 13); 1132 mask &= ~((uint)PermissionMask.Transfer >> 13);
966 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1133 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
967 mask &= ~((uint)PermissionMask.Transfer >> 13); 1134 mask &= ~((uint)PermissionMask.Modify >> 13);
968 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1135 }
969 mask &= ~((uint)PermissionMask.Modify >> 13); 1136 else
970 } 1137 {
971 else 1138 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
972 { 1139 mask &= ~((uint)PermissionMask.Copy >> 13);
973 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1140 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
974 mask &= ~((uint)PermissionMask.Copy >> 13); 1141 mask &= ~((uint)PermissionMask.Transfer >> 13);
975 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1142 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
976 mask &= ~((uint)PermissionMask.Transfer >> 13); 1143 mask &= ~((uint)PermissionMask.Modify >> 13);
977 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
978 mask &= ~((uint)PermissionMask.Modify >> 13);
979 }
980
981 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
982 mask &= ~(uint)PermissionMask.Copy;
983 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
984 mask &= ~(uint)PermissionMask.Transfer;
985 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
986 mask &= ~(uint)PermissionMask.Modify;
987 } 1144 }
1145
1146 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1147 mask &= ~(uint)PermissionMask.Copy;
1148 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1149 mask &= ~(uint)PermissionMask.Transfer;
1150 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1151 mask &= ~(uint)PermissionMask.Modify;
988 } 1152 }
989
990 return mask; 1153 return mask;
991 } 1154 }
992 1155
993 public void ApplyNextOwnerPermissions() 1156 public void ApplyNextOwnerPermissions()
994 { 1157 {
995 lock (m_items) 1158 foreach (TaskInventoryItem item in m_items.Values)
996 { 1159 {
997 foreach (TaskInventoryItem item in m_items.Values) 1160 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
998 { 1161 {
999 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1162 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1000 { 1163 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1001 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1164 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1002 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1165 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1003 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1166 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1004 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1167 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1005 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1006 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1007 }
1008 item.CurrentPermissions &= item.NextPermissions;
1009 item.BasePermissions &= item.NextPermissions;
1010 item.EveryonePermissions &= item.NextPermissions;
1011 item.OwnerChanged = true;
1012 } 1168 }
1169 item.OwnerChanged = true;
1170 item.CurrentPermissions &= item.NextPermissions;
1171 item.BasePermissions &= item.NextPermissions;
1172 item.EveryonePermissions &= item.NextPermissions;
1013 } 1173 }
1014 } 1174 }
1015 1175
1016 public void ApplyGodPermissions(uint perms) 1176 public void ApplyGodPermissions(uint perms)
1017 { 1177 {
1018 lock (m_items) 1178 foreach (TaskInventoryItem item in m_items.Values)
1019 { 1179 {
1020 foreach (TaskInventoryItem item in m_items.Values) 1180 item.CurrentPermissions = perms;
1021 { 1181 item.BasePermissions = perms;
1022 item.CurrentPermissions = perms;
1023 item.BasePermissions = perms;
1024 }
1025 } 1182 }
1026 } 1183 }
1027 1184
1028 public bool ContainsScripts() 1185 public bool ContainsScripts()
1029 { 1186 {
1030 lock (m_items) 1187 foreach (TaskInventoryItem item in m_items.Values)
1031 { 1188 {
1032 foreach (TaskInventoryItem item in m_items.Values) 1189 if (item.InvType == (int)InventoryType.LSL)
1033 { 1190 {
1034 if (item.InvType == (int)InventoryType.LSL) 1191 return true;
1035 {
1036 return true;
1037 }
1038 } 1192 }
1039 } 1193 }
1040
1041 return false; 1194 return false;
1042 } 1195 }
1043 1196
@@ -1045,11 +1198,8 @@ namespace OpenSim.Region.Framework.Scenes
1045 { 1198 {
1046 List<UUID> ret = new List<UUID>(); 1199 List<UUID> ret = new List<UUID>();
1047 1200
1048 lock (m_items) 1201 foreach (TaskInventoryItem item in m_items.Values)
1049 { 1202 ret.Add(item.ItemID);
1050 foreach (TaskInventoryItem item in m_items.Values)
1051 ret.Add(item.ItemID);
1052 }
1053 1203
1054 return ret; 1204 return ret;
1055 } 1205 }
@@ -1080,31 +1230,46 @@ namespace OpenSim.Region.Framework.Scenes
1080 1230
1081 public Dictionary<UUID, string> GetScriptStates() 1231 public Dictionary<UUID, string> GetScriptStates()
1082 { 1232 {
1233 return GetScriptStates(false);
1234 }
1235
1236 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1237 {
1083 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1238 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1084 1239
1085 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1240 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1086 if (engines == null) // No engine at all 1241 if (engines == null) // No engine at all
1087 return ret; 1242 return ret;
1088 1243
1089 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1244 Items.LockItemsForRead(true);
1090 1245 foreach (TaskInventoryItem item in m_items.Values)
1091 foreach (TaskInventoryItem item in scripts)
1092 { 1246 {
1093 foreach (IScriptModule e in engines) 1247 if (item.InvType == (int)InventoryType.LSL)
1094 { 1248 {
1095 if (e != null) 1249 foreach (IScriptModule e in engines)
1096 { 1250 {
1097 string n = e.GetXMLState(item.ItemID); 1251 if (e != null)
1098 if (n != String.Empty)
1099 { 1252 {
1100 if (!ret.ContainsKey(item.ItemID)) 1253 string n = e.GetXMLState(item.ItemID);
1101 ret[item.ItemID] = n; 1254 if (n != String.Empty)
1102 break; 1255 {
1256 if (oldIDs)
1257 {
1258 if (!ret.ContainsKey(item.OldItemID))
1259 ret[item.OldItemID] = n;
1260 }
1261 else
1262 {
1263 if (!ret.ContainsKey(item.ItemID))
1264 ret[item.ItemID] = n;
1265 }
1266 break;
1267 }
1103 } 1268 }
1104 } 1269 }
1105 } 1270 }
1106 } 1271 }
1107 1272 Items.LockItemsForRead(false);
1108 return ret; 1273 return ret;
1109 } 1274 }
1110 1275
@@ -1114,21 +1279,27 @@ namespace OpenSim.Region.Framework.Scenes
1114 if (engines == null) 1279 if (engines == null)
1115 return; 1280 return;
1116 1281
1117 List<TaskInventoryItem> scripts = GetInventoryScripts();
1118 1282
1119 foreach (TaskInventoryItem item in scripts) 1283 Items.LockItemsForRead(true);
1284
1285 foreach (TaskInventoryItem item in m_items.Values)
1120 { 1286 {
1121 foreach (IScriptModule engine in engines) 1287 if (item.InvType == (int)InventoryType.LSL)
1122 { 1288 {
1123 if (engine != null) 1289 foreach (IScriptModule engine in engines)
1124 { 1290 {
1125 if (item.OwnerChanged) 1291 if (engine != null)
1126 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1292 {
1127 item.OwnerChanged = false; 1293 if (item.OwnerChanged)
1128 engine.ResumeScript(item.ItemID); 1294 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1295 item.OwnerChanged = false;
1296 engine.ResumeScript(item.ItemID);
1297 }
1129 } 1298 }
1130 } 1299 }
1131 } 1300 }
1301
1302 Items.LockItemsForRead(false);
1132 } 1303 }
1133 } 1304 }
1134} 1305}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 34d1c39..cc9c445 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); 79// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
@@ -87,7 +88,9 @@ namespace OpenSim.Region.Framework.Scenes
87 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
88 /// issue #1716 89 /// issue #1716
89 /// </summary> 90 /// </summary>
90 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 91// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
92 // Value revised by KF 091121 by comparison with SL.
93 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
91 94
92 public UUID currentParcelUUID = UUID.Zero; 95 public UUID currentParcelUUID = UUID.Zero;
93 96
@@ -121,8 +124,11 @@ namespace OpenSim.Region.Framework.Scenes
121 public Vector3 lastKnownAllowedPosition; 124 public Vector3 lastKnownAllowedPosition;
122 public bool sentMessageAboutRestrictedParcelFlyingDown; 125 public bool sentMessageAboutRestrictedParcelFlyingDown;
123 public Vector4 CollisionPlane = Vector4.UnitW; 126 public Vector4 CollisionPlane = Vector4.UnitW;
124 127
128 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
129 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
125 private Vector3 m_lastPosition; 130 private Vector3 m_lastPosition;
131 private Vector3 m_lastWorldPosition;
126 private Quaternion m_lastRotation; 132 private Quaternion m_lastRotation;
127 private Vector3 m_lastVelocity; 133 private Vector3 m_lastVelocity;
128 //private int m_lastTerseSent; 134 //private int m_lastTerseSent;
@@ -153,7 +159,6 @@ namespace OpenSim.Region.Framework.Scenes
153 private int m_perfMonMS; 159 private int m_perfMonMS;
154 160
155 private bool m_setAlwaysRun; 161 private bool m_setAlwaysRun;
156
157 private bool m_forceFly; 162 private bool m_forceFly;
158 private bool m_flyDisabled; 163 private bool m_flyDisabled;
159 164
@@ -174,7 +179,8 @@ namespace OpenSim.Region.Framework.Scenes
174 protected RegionInfo m_regionInfo; 179 protected RegionInfo m_regionInfo;
175 protected ulong crossingFromRegion; 180 protected ulong crossingFromRegion;
176 181
177 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 182 private readonly Vector3[] Dir_Vectors = new Vector3[11];
183 private bool m_isNudging = false;
178 184
179 // Position of agent's camera in world (region cordinates) 185 // Position of agent's camera in world (region cordinates)
180 protected Vector3 m_CameraCenter; 186 protected Vector3 m_CameraCenter;
@@ -199,17 +205,25 @@ namespace OpenSim.Region.Framework.Scenes
199 private bool m_autopilotMoving; 205 private bool m_autopilotMoving;
200 private Vector3 m_autoPilotTarget; 206 private Vector3 m_autoPilotTarget;
201 private bool m_sitAtAutoTarget; 207 private bool m_sitAtAutoTarget;
208 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
202 209
203 private string m_nextSitAnimation = String.Empty; 210 private string m_nextSitAnimation = String.Empty;
204 211
205 //PauPaw:Proper PID Controler for autopilot************ 212 //PauPaw:Proper PID Controler for autopilot************
206 private bool m_moveToPositionInProgress; 213 private bool m_moveToPositionInProgress;
207 private Vector3 m_moveToPositionTarget; 214 private Vector3 m_moveToPositionTarget;
215 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
208 216
209 private bool m_followCamAuto; 217 private bool m_followCamAuto;
210 218
211 private int m_movementUpdateCount; 219 private int m_movementUpdateCount;
220 private int m_lastColCount = -1; //KF: Look for Collision chnages
221 private int m_updateCount = 0; //KF: Update Anims for a while
222 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
212 private const int NumMovementsBetweenRayCast = 5; 223 private const int NumMovementsBetweenRayCast = 5;
224 private List<uint> m_lastColliders = new List<uint>();
225
226 private object m_syncRoot = new Object();
213 227
214 private bool CameraConstraintActive; 228 private bool CameraConstraintActive;
215 //private int m_moveToPositionStateStatus; 229 //private int m_moveToPositionStateStatus;
@@ -236,7 +250,9 @@ namespace OpenSim.Region.Framework.Scenes
236 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 250 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
237 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 251 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
238 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 252 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
239 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 253 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
254 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
255 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
240 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 256 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
241 } 257 }
242 258
@@ -443,9 +459,18 @@ namespace OpenSim.Region.Framework.Scenes
443 get 459 get
444 { 460 {
445 PhysicsActor actor = m_physicsActor; 461 PhysicsActor actor = m_physicsActor;
446 if (actor != null) 462// if (actor != null)
463 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
447 m_pos = actor.Position; 464 m_pos = actor.Position;
448 465
466 // If we're sitting, we need to update our position
467 if (m_parentID != 0)
468 {
469 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
470 if (part != null)
471 m_parentPosition = part.AbsolutePosition;
472 }
473
449 return m_parentPosition + m_pos; 474 return m_parentPosition + m_pos;
450 } 475 }
451 set 476 set
@@ -464,7 +489,8 @@ namespace OpenSim.Region.Framework.Scenes
464 } 489 }
465 } 490 }
466 491
467 m_pos = value; 492 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
493 m_pos = value;
468 m_parentPosition = Vector3.Zero; 494 m_parentPosition = Vector3.Zero;
469 } 495 }
470 } 496 }
@@ -508,10 +534,39 @@ namespace OpenSim.Region.Framework.Scenes
508 } 534 }
509 } 535 }
510 536
537 public Quaternion OffsetRotation
538 {
539 get { return m_offsetRotation; }
540 set { m_offsetRotation = value; }
541 }
542
511 public Quaternion Rotation 543 public Quaternion Rotation
512 { 544 {
513 get { return m_bodyRot; } 545 get {
514 set { m_bodyRot = value; } 546 if (m_parentID != 0)
547 {
548 if (m_offsetRotation != null)
549 {
550 return m_offsetRotation;
551 }
552 else
553 {
554 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
555 }
556
557 }
558 else
559 {
560 return m_bodyRot;
561 }
562 }
563 set {
564 m_bodyRot = value;
565 if (m_parentID != 0)
566 {
567 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
568 }
569 }
515 } 570 }
516 571
517 public Quaternion PreviousRotation 572 public Quaternion PreviousRotation
@@ -536,11 +591,21 @@ namespace OpenSim.Region.Framework.Scenes
536 591
537 private uint m_parentID; 592 private uint m_parentID;
538 593
594
595 private UUID m_linkedPrim;
596
539 public uint ParentID 597 public uint ParentID
540 { 598 {
541 get { return m_parentID; } 599 get { return m_parentID; }
542 set { m_parentID = value; } 600 set { m_parentID = value; }
543 } 601 }
602
603 public UUID LinkedPrim
604 {
605 get { return m_linkedPrim; }
606 set { m_linkedPrim = value; }
607 }
608
544 public float Health 609 public float Health
545 { 610 {
546 get { return m_health; } 611 get { return m_health; }
@@ -662,7 +727,7 @@ namespace OpenSim.Region.Framework.Scenes
662 CreateSceneViewer(); 727 CreateSceneViewer();
663 m_animator = new ScenePresenceAnimator(this); 728 m_animator = new ScenePresenceAnimator(this);
664 } 729 }
665 730
666 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 731 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
667 { 732 {
668 m_rootRegionHandle = reginfo.RegionHandle; 733 m_rootRegionHandle = reginfo.RegionHandle;
@@ -694,10 +759,7 @@ namespace OpenSim.Region.Framework.Scenes
694 m_reprioritization_timer.AutoReset = false; 759 m_reprioritization_timer.AutoReset = false;
695 760
696 AdjustKnownSeeds(); 761 AdjustKnownSeeds();
697
698 // TODO: I think, this won't send anything, as we are still a child here...
699 Animator.TrySetMovementAnimation("STAND"); 762 Animator.TrySetMovementAnimation("STAND");
700
701 // we created a new ScenePresence (a new child agent) in a fresh region. 763 // we created a new ScenePresence (a new child agent) in a fresh region.
702 // Request info about all the (root) agents in this region 764 // Request info about all the (root) agents in this region
703 // Note: This won't send data *to* other clients in that region (children don't send) 765 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -746,25 +808,47 @@ namespace OpenSim.Region.Framework.Scenes
746 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 808 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
747 Dir_Vectors[4] = Vector3.UnitZ; //UP 809 Dir_Vectors[4] = Vector3.UnitZ; //UP
748 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 810 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
749 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 811 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
750 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 812 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
751 Dir_Vectors[7] = -Vector3.UnitX; //BACK 813 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
814 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
815 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
752 } 816 }
753 817
754 private Vector3[] GetWalkDirectionVectors() 818 private Vector3[] GetWalkDirectionVectors()
755 { 819 {
756 Vector3[] vector = new Vector3[9]; 820 Vector3[] vector = new Vector3[11];
757 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 821 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
758 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 822 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
759 vector[2] = Vector3.UnitY; //LEFT 823 vector[2] = Vector3.UnitY; //LEFT
760 vector[3] = -Vector3.UnitY; //RIGHT 824 vector[3] = -Vector3.UnitY; //RIGHT
761 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 825 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
762 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 826 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
763 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 827 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
764 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 828 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
765 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 829 vector[8] = Vector3.UnitY; //LEFT_NUDGE
830 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
831 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
766 return vector; 832 return vector;
767 } 833 }
834
835 private bool[] GetDirectionIsNudge()
836 {
837 bool[] isNudge = new bool[11];
838 isNudge[0] = false; //FORWARD
839 isNudge[1] = false; //BACK
840 isNudge[2] = false; //LEFT
841 isNudge[3] = false; //RIGHT
842 isNudge[4] = false; //UP
843 isNudge[5] = false; //DOWN
844 isNudge[6] = true; //FORWARD_NUDGE
845 isNudge[7] = true; //BACK_NUDGE
846 isNudge[8] = true; //LEFT_NUDGE
847 isNudge[9] = true; //RIGHT_NUDGE
848 isNudge[10] = true; //DOWN_Nudge
849 return isNudge;
850 }
851
768 852
769 #endregion 853 #endregion
770 854
@@ -826,6 +910,52 @@ namespace OpenSim.Region.Framework.Scenes
826 pos.Y = crossedBorder.BorderLine.Z - 1; 910 pos.Y = crossedBorder.BorderLine.Z - 1;
827 } 911 }
828 912
913 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
914 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
915 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
916 if (KnownChildRegionHandles.Count == 0)
917 {
918 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
919 if (land != null)
920 {
921 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
922 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
923 {
924 pos = land.LandData.UserLocation;
925 }
926 }
927 }
928
929 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
930 {
931 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
932
933 if (pos.X < 0)
934 {
935 emergencyPos.X = (int)Constants.RegionSize + pos.X;
936 if (!(pos.Y < 0))
937 emergencyPos.Y = pos.Y;
938 if (!(pos.Z < 0))
939 emergencyPos.Z = pos.Z;
940 }
941 if (pos.Y < 0)
942 {
943 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
944 if (!(pos.X < 0))
945 emergencyPos.X = pos.X;
946 if (!(pos.Z < 0))
947 emergencyPos.Z = pos.Z;
948 }
949 if (pos.Z < 0)
950 {
951 emergencyPos.Z = 128;
952 if (!(pos.Y < 0))
953 emergencyPos.Y = pos.Y;
954 if (!(pos.X < 0))
955 emergencyPos.X = pos.X;
956 }
957 }
958
829 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 959 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
830 { 960 {
831 m_log.WarnFormat( 961 m_log.WarnFormat(
@@ -954,12 +1084,17 @@ namespace OpenSim.Region.Framework.Scenes
954 { 1084 {
955 if (PhysicsActor != null) 1085 if (PhysicsActor != null)
956 { 1086 {
957 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1087 try
958 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1088 {
959 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1089 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
960 m_physicsActor.UnSubscribeEvents(); 1090 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
961 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1091 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
962 PhysicsActor = null; 1092 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1093 m_physicsActor.UnSubscribeEvents();
1094 PhysicsActor = null;
1095 }
1096 catch
1097 { }
963 } 1098 }
964 } 1099 }
965 1100
@@ -970,9 +1105,10 @@ namespace OpenSim.Region.Framework.Scenes
970 public void Teleport(Vector3 pos) 1105 public void Teleport(Vector3 pos)
971 { 1106 {
972 bool isFlying = false; 1107 bool isFlying = false;
1108
973 if (m_physicsActor != null) 1109 if (m_physicsActor != null)
974 isFlying = m_physicsActor.Flying; 1110 isFlying = m_physicsActor.Flying;
975 1111
976 RemoveFromPhysicalScene(); 1112 RemoveFromPhysicalScene();
977 Velocity = Vector3.Zero; 1113 Velocity = Vector3.Zero;
978 AbsolutePosition = pos; 1114 AbsolutePosition = pos;
@@ -984,6 +1120,7 @@ namespace OpenSim.Region.Framework.Scenes
984 } 1120 }
985 1121
986 SendTerseUpdateToAllClients(); 1122 SendTerseUpdateToAllClients();
1123
987 } 1124 }
988 1125
989 public void TeleportWithMomentum(Vector3 pos) 1126 public void TeleportWithMomentum(Vector3 pos)
@@ -1202,6 +1339,7 @@ namespace OpenSim.Region.Framework.Scenes
1202 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1339 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1203 1340
1204 m_pos = m_LastFinitePos; 1341 m_pos = m_LastFinitePos;
1342
1205 if (!m_pos.IsFinite()) 1343 if (!m_pos.IsFinite())
1206 { 1344 {
1207 m_pos.X = 127f; 1345 m_pos.X = 127f;
@@ -1268,7 +1406,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1406 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1269 } 1407 }
1270 } 1408 }
1271
1272 lock (scriptedcontrols) 1409 lock (scriptedcontrols)
1273 { 1410 {
1274 if (scriptedcontrols.Count > 0) 1411 if (scriptedcontrols.Count > 0)
@@ -1283,6 +1420,9 @@ namespace OpenSim.Region.Framework.Scenes
1283 1420
1284 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1421 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1285 { 1422 {
1423 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1424 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1425
1286 // TODO: This doesn't prevent the user from walking yet. 1426 // TODO: This doesn't prevent the user from walking yet.
1287 // Setting parent ID would fix this, if we knew what value 1427 // Setting parent ID would fix this, if we knew what value
1288 // to use. Or we could add a m_isSitting variable. 1428 // to use. Or we could add a m_isSitting variable.
@@ -1331,12 +1471,20 @@ namespace OpenSim.Region.Framework.Scenes
1331 if (actor.Flying != oldflying) 1471 if (actor.Flying != oldflying)
1332 update_movementflag = true; 1472 update_movementflag = true;
1333 1473
1474 if (m_animator.m_jumping) // add for jumping
1475 update_movementflag = true;
1476
1334 if (q != m_bodyRot) 1477 if (q != m_bodyRot)
1335 { 1478 {
1336 m_bodyRot = q; 1479 m_bodyRot = q;
1337 update_rotation = true; 1480 update_rotation = true;
1338 } 1481 }
1339 1482
1483 //guilty until proven innocent..
1484 bool Nudging = true;
1485 //Basically, if there is at least one non-nudge control then we don't need
1486 //to worry about stopping the avatar
1487
1340 if (m_parentID == 0) 1488 if (m_parentID == 0)
1341 { 1489 {
1342 bool bAllowUpdateMoveToPosition = false; 1490 bool bAllowUpdateMoveToPosition = false;
@@ -1351,9 +1499,12 @@ namespace OpenSim.Region.Framework.Scenes
1351 else 1499 else
1352 dirVectors = Dir_Vectors; 1500 dirVectors = Dir_Vectors;
1353 1501
1354 // The fact that m_movementflag is a byte needs to be fixed 1502 bool[] isNudge = GetDirectionIsNudge();
1355 // it really should be a uint 1503
1356 uint nudgehack = 250; 1504
1505
1506
1507
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1508 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1358 { 1509 {
1359 if (((uint)flags & (uint)DCF) != 0) 1510 if (((uint)flags & (uint)DCF) != 0)
@@ -1363,40 +1514,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 try 1514 try
1364 { 1515 {
1365 agent_control_v3 += dirVectors[i]; 1516 agent_control_v3 += dirVectors[i];
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1517 if (isNudge[i] == false)
1518 {
1519 Nudging = false;
1520 }
1367 } 1521 }
1368 catch (IndexOutOfRangeException) 1522 catch (IndexOutOfRangeException)
1369 { 1523 {
1370 // Why did I get this? 1524 // Why did I get this?
1371 } 1525 }
1372 1526
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1527 if ((m_movementflag & (uint)DCF) == 0)
1374 { 1528 {
1375 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1376 {
1377 m_movementflag |= (byte)nudgehack;
1378 }
1379 m_movementflag += (byte)(uint)DCF; 1529 m_movementflag += (byte)(uint)DCF;
1380 update_movementflag = true; 1530 update_movementflag = true;
1381 } 1531 }
1382 } 1532 }
1383 else 1533 else
1384 { 1534 {
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1535 if ((m_movementflag & (uint)DCF) != 0)
1386 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1387 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1388 ) // This or is for Nudge forward
1389 { 1536 {
1390 m_movementflag -= ((byte)(uint)DCF); 1537 m_movementflag -= (byte)(uint)DCF;
1391
1392 update_movementflag = true; 1538 update_movementflag = true;
1393 /*
1394 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1395 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1396 {
1397 m_log.Debug("Removed Hack flag");
1398 }
1399 */
1400 } 1539 }
1401 else 1540 else
1402 { 1541 {
@@ -1405,7 +1544,6 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1544 }
1406 i++; 1545 i++;
1407 } 1546 }
1408
1409 //Paupaw:Do Proper PID for Autopilot here 1547 //Paupaw:Do Proper PID for Autopilot here
1410 if (bResetMoveToPosition) 1548 if (bResetMoveToPosition)
1411 { 1549 {
@@ -1440,6 +1578,9 @@ namespace OpenSim.Region.Framework.Scenes
1440 // Ignore z component of vector 1578 // Ignore z component of vector
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1579 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1442 LocalVectorToTarget2D.Normalize(); 1580 LocalVectorToTarget2D.Normalize();
1581
1582 //We're not nudging
1583 Nudging = false;
1443 agent_control_v3 += LocalVectorToTarget2D; 1584 agent_control_v3 += LocalVectorToTarget2D;
1444 1585
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1586 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1530,13 +1671,13 @@ namespace OpenSim.Region.Framework.Scenes
1530 // m_log.DebugFormat( 1671 // m_log.DebugFormat(
1531 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1672 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1532 1673
1533 AddNewMovement(agent_control_v3, q); 1674 AddNewMovement(agent_control_v3, q, Nudging);
1534 1675
1535 1676
1536 } 1677 }
1537 } 1678 }
1538 1679
1539 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1680 if (update_movementflag && !SitGround)
1540 Animator.UpdateMovementAnimations(); 1681 Animator.UpdateMovementAnimations();
1541 1682
1542 m_scene.EventManager.TriggerOnClientMovement(this); 1683 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1551,7 +1692,6 @@ namespace OpenSim.Region.Framework.Scenes
1551 m_sitAtAutoTarget = false; 1692 m_sitAtAutoTarget = false;
1552 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1693 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1553 //proxy.PCode = (byte)PCode.ParticleSystem; 1694 //proxy.PCode = (byte)PCode.ParticleSystem;
1554
1555 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1695 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1556 proxyObjectGroup.AttachToScene(m_scene); 1696 proxyObjectGroup.AttachToScene(m_scene);
1557 1697
@@ -1593,7 +1733,7 @@ namespace OpenSim.Region.Framework.Scenes
1593 } 1733 }
1594 m_moveToPositionInProgress = true; 1734 m_moveToPositionInProgress = true;
1595 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1735 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1596 } 1736 }
1597 catch (Exception ex) 1737 catch (Exception ex)
1598 { 1738 {
1599 //Why did I get this error? 1739 //Why did I get this error?
@@ -1615,7 +1755,7 @@ namespace OpenSim.Region.Framework.Scenes
1615 Velocity = Vector3.Zero; 1755 Velocity = Vector3.Zero;
1616 SendFullUpdateToAllClients(); 1756 SendFullUpdateToAllClients();
1617 1757
1618 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1758 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1619 } 1759 }
1620 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1760 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1621 m_requestedSitTargetUUID = UUID.Zero; 1761 m_requestedSitTargetUUID = UUID.Zero;
@@ -1652,42 +1792,77 @@ namespace OpenSim.Region.Framework.Scenes
1652 1792
1653 if (m_parentID != 0) 1793 if (m_parentID != 0)
1654 { 1794 {
1655 m_log.Debug("StandupCode Executed"); 1795 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1656 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1657 if (part != null) 1796 if (part != null)
1658 { 1797 {
1798 part.TaskInventory.LockItemsForRead(true);
1659 TaskInventoryDictionary taskIDict = part.TaskInventory; 1799 TaskInventoryDictionary taskIDict = part.TaskInventory;
1660 if (taskIDict != null) 1800 if (taskIDict != null)
1661 { 1801 {
1662 lock (taskIDict) 1802 foreach (UUID taskID in taskIDict.Keys)
1663 { 1803 {
1664 foreach (UUID taskID in taskIDict.Keys) 1804 UnRegisterControlEventsToScript(LocalId, taskID);
1665 { 1805 taskIDict[taskID].PermsMask &= ~(
1666 UnRegisterControlEventsToScript(LocalId, taskID); 1806 2048 | //PERMISSION_CONTROL_CAMERA
1667 taskIDict[taskID].PermsMask &= ~( 1807 4); // PERMISSION_TAKE_CONTROLS
1668 2048 | //PERMISSION_CONTROL_CAMERA
1669 4); // PERMISSION_TAKE_CONTROLS
1670 }
1671 } 1808 }
1672
1673 } 1809 }
1810 part.TaskInventory.LockItemsForRead(false);
1674 // Reset sit target. 1811 // Reset sit target.
1675 if (part.GetAvatarOnSitTarget() == UUID) 1812 if (part.GetAvatarOnSitTarget() == UUID)
1676 part.SetAvatarOnSitTarget(UUID.Zero); 1813 part.SetAvatarOnSitTarget(UUID.Zero);
1677
1678 m_parentPosition = part.GetWorldPosition(); 1814 m_parentPosition = part.GetWorldPosition();
1679 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1815 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1680 } 1816 }
1817 // part.GetWorldRotation() is the rotation of the object being sat on
1818 // Rotation is the sittiing Av's rotation
1819
1820 Quaternion partRot;
1821// if (part.LinkNum == 1)
1822// { // Root prim of linkset
1823// partRot = part.ParentGroup.RootPart.RotationOffset;
1824// }
1825// else
1826// { // single or child prim
1827
1828// }
1829 if (part == null) //CW: Part may be gone. llDie() for example.
1830 {
1831 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1832 }
1833 else
1834 {
1835 partRot = part.GetWorldRotation();
1836 }
1681 1837
1838 Quaternion partIRot = Quaternion.Inverse(partRot);
1839
1840 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1841 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1842
1843
1682 if (m_physicsActor == null) 1844 if (m_physicsActor == null)
1683 { 1845 {
1684 AddToPhysicalScene(false); 1846 AddToPhysicalScene(false);
1685 } 1847 }
1686 1848 //CW: If the part isn't null then we can set the current position
1687 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1849 if (part != null)
1688 m_parentPosition = Vector3.Zero; 1850 {
1689 1851 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1690 m_parentID = 0; 1852 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1853 part.IsOccupied = false;
1854 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1855 }
1856 else
1857 {
1858 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1859 AbsolutePosition = m_lastWorldPosition;
1860 }
1861
1862 m_parentPosition = Vector3.Zero;
1863 m_parentID = 0;
1864 m_linkedPrim = UUID.Zero;
1865 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1691 SendFullUpdateToAllClients(); 1866 SendFullUpdateToAllClients();
1692 m_requestedSitTargetID = 0; 1867 m_requestedSitTargetID = 0;
1693 if (m_physicsActor != null && m_appearance != null) 1868 if (m_physicsActor != null && m_appearance != null)
@@ -1696,7 +1871,6 @@ namespace OpenSim.Region.Framework.Scenes
1696 SetHeight(m_appearance.AvatarHeight); 1871 SetHeight(m_appearance.AvatarHeight);
1697 } 1872 }
1698 } 1873 }
1699
1700 Animator.TrySetMovementAnimation("STAND"); 1874 Animator.TrySetMovementAnimation("STAND");
1701 } 1875 }
1702 1876
@@ -1727,13 +1901,9 @@ namespace OpenSim.Region.Framework.Scenes
1727 Vector3 avSitOffSet = part.SitTargetPosition; 1901 Vector3 avSitOffSet = part.SitTargetPosition;
1728 Quaternion avSitOrientation = part.SitTargetOrientation; 1902 Quaternion avSitOrientation = part.SitTargetOrientation;
1729 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1903 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1730 1904 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1731 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1905 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1732 bool SitTargetisSet = 1906 if (SitTargetisSet && !SitTargetOccupied)
1733 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1734 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1735
1736 if (SitTargetisSet && SitTargetUnOccupied)
1737 { 1907 {
1738 //switch the target to this prim 1908 //switch the target to this prim
1739 return part; 1909 return part;
@@ -1747,84 +1917,164 @@ namespace OpenSim.Region.Framework.Scenes
1747 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1917 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1748 { 1918 {
1749 bool autopilot = true; 1919 bool autopilot = true;
1920 Vector3 autopilotTarget = new Vector3();
1921 Quaternion sitOrientation = Quaternion.Identity;
1750 Vector3 pos = new Vector3(); 1922 Vector3 pos = new Vector3();
1751 Quaternion sitOrientation = pSitOrientation;
1752 Vector3 cameraEyeOffset = Vector3.Zero; 1923 Vector3 cameraEyeOffset = Vector3.Zero;
1753 Vector3 cameraAtOffset = Vector3.Zero; 1924 Vector3 cameraAtOffset = Vector3.Zero;
1754 bool forceMouselook = false; 1925 bool forceMouselook = false;
1755 1926
1756 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1927 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1757 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1928 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1758 if (part != null) 1929 if (part == null) return;
1759 { 1930
1760 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1931 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1761 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1932 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1762 1933
1763 // Is a sit target available? 1934 // part is the prim to sit on
1764 Vector3 avSitOffSet = part.SitTargetPosition; 1935 // offset is the world-ref vector distance from that prim center to the click-spot
1765 Quaternion avSitOrientation = part.SitTargetOrientation; 1936 // UUID is the UUID of the Avatar doing the clicking
1766 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1937
1767 1938 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1768 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1939
1769 bool SitTargetisSet = 1940 // Is a sit target available?
1770 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1941 Vector3 avSitOffSet = part.SitTargetPosition;
1771 ( 1942 Quaternion avSitOrientation = part.SitTargetOrientation;
1772 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1943
1773 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1944 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1774 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1945 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1775 ) 1946 Quaternion partRot;
1776 )); 1947// if (part.LinkNum == 1)
1777 1948// { // Root prim of linkset
1778 if (SitTargetisSet && SitTargetUnOccupied) 1949// partRot = part.ParentGroup.RootPart.RotationOffset;
1779 { 1950// }
1780 part.SetAvatarOnSitTarget(UUID); 1951// else
1781 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1952// { // single or child prim
1782 sitOrientation = avSitOrientation; 1953 partRot = part.GetWorldRotation();
1783 autopilot = false; 1954// }
1784 } 1955 Quaternion partIRot = Quaternion.Inverse(partRot);
1785 1956//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1786 pos = part.AbsolutePosition + offset; 1957 // Sit analysis rewritten by KF 091125
1787 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1958 if (SitTargetisSet) // scipted sit
1788 //{ 1959 {
1789 // offset = pos; 1960 if (!part.IsOccupied)
1790 //autopilot = false; 1961 {
1791 //} 1962//Console.WriteLine("Scripted, unoccupied");
1792 if (m_physicsActor != null) 1963 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1793 { 1964 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1794 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1965
1795 // We can remove the physicsActor until they stand up. 1966 Quaternion nrot = avSitOrientation;
1796 m_sitAvatarHeight = m_physicsActor.Size.Z; 1967 if (!part.IsRoot)
1797
1798 if (autopilot)
1799 { 1968 {
1800 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1969 nrot = part.RotationOffset * avSitOrientation;
1801 {
1802 autopilot = false;
1803
1804 RemoveFromPhysicalScene();
1805 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1806 }
1807 } 1970 }
1808 else 1971 sitOrientation = nrot; // Change rotatione to the scripted one
1972 OffsetRotation = nrot;
1973 autopilot = false; // Jump direct to scripted llSitPos()
1974 }
1975 else
1976 {
1977//Console.WriteLine("Scripted, occupied");
1978 return;
1979 }
1980 }
1981 else // Not Scripted
1982 {
1983 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1984 {
1985 // large prim & offset, ignore if other Avs sitting
1986// offset.Z -= 0.05f;
1987 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1988 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1989
1990//Console.WriteLine(" offset ={0}", offset);
1991//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1992//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1993
1994 }
1995 else // small offset
1996 {
1997//Console.WriteLine("Small offset");
1998 if (!part.IsOccupied)
1999 {
2000 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
2001 autopilotTarget = part.AbsolutePosition;
2002//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2003 }
2004 else return; // occupied small
2005 } // end large/small
2006 } // end Scripted/not
2007 cameraAtOffset = part.GetCameraAtOffset();
2008 cameraEyeOffset = part.GetCameraEyeOffset();
2009 forceMouselook = part.GetForceMouselook();
2010 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2011 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2012
2013 if (m_physicsActor != null)
2014 {
2015 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2016 // We can remove the physicsActor until they stand up.
2017 m_sitAvatarHeight = m_physicsActor.Size.Z;
2018 if (autopilot)
2019 { // its not a scripted sit
2020// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2021 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1809 { 2022 {
2023 autopilot = false; // close enough
2024 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2025 Not using the part's position because returning the AV to the last known standing
2026 position is likely to be more friendly, isn't it? */
1810 RemoveFromPhysicalScene(); 2027 RemoveFromPhysicalScene();
1811 } 2028 Velocity = Vector3.Zero;
2029 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2030 } // else the autopilot will get us close
2031 }
2032 else
2033 { // its a scripted sit
2034 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2035 I *am* using the part's position this time because we have no real idea how far away
2036 the avatar is from the sit target. */
2037 RemoveFromPhysicalScene();
2038 Velocity = Vector3.Zero;
1812 } 2039 }
1813
1814 cameraAtOffset = part.GetCameraAtOffset();
1815 cameraEyeOffset = part.GetCameraEyeOffset();
1816 forceMouselook = part.GetForceMouselook();
1817 } 2040 }
2041 else return; // physactor is null!
1818 2042
1819 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2043 Vector3 offsetr; // = offset * partIRot;
1820 m_requestedSitTargetUUID = targetID; 2044 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2045 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2046 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2047 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2048 //offsetr = offset * partIRot;
2049//
2050 // else
2051 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2052 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2053 // (offset * partRot);
2054 // }
2055
2056//Console.WriteLine(" ");
2057//Console.WriteLine("link number ={0}", part.LinkNum);
2058//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2059//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2060//Console.WriteLine("Click offst ={0}", offset);
2061//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2062//Console.WriteLine("offsetr ={0}", offsetr);
2063//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2064//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2065
2066 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2067 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2068
2069 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1821 // This calls HandleAgentSit twice, once from here, and the client calls 2070 // This calls HandleAgentSit twice, once from here, and the client calls
1822 // HandleAgentSit itself after it gets to the location 2071 // HandleAgentSit itself after it gets to the location
1823 // It doesn't get to the location until we've moved them there though 2072 // It doesn't get to the location until we've moved them there though
1824 // which happens in HandleAgentSit :P 2073 // which happens in HandleAgentSit :P
1825 m_autopilotMoving = autopilot; 2074 m_autopilotMoving = autopilot;
1826 m_autoPilotTarget = pos; 2075 m_autoPilotTarget = autopilotTarget;
1827 m_sitAtAutoTarget = autopilot; 2076 m_sitAtAutoTarget = autopilot;
2077 m_initialSitTarget = autopilotTarget;
1828 if (!autopilot) 2078 if (!autopilot)
1829 HandleAgentSit(remoteClient, UUID); 2079 HandleAgentSit(remoteClient, UUID);
1830 } 2080 }
@@ -2119,47 +2369,130 @@ namespace OpenSim.Region.Framework.Scenes
2119 { 2369 {
2120 if (part != null) 2370 if (part != null)
2121 { 2371 {
2372//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2122 if (part.GetAvatarOnSitTarget() == UUID) 2373 if (part.GetAvatarOnSitTarget() == UUID)
2123 { 2374 {
2375//Console.WriteLine("Scripted Sit");
2376 // Scripted sit
2124 Vector3 sitTargetPos = part.SitTargetPosition; 2377 Vector3 sitTargetPos = part.SitTargetPosition;
2125 Quaternion sitTargetOrient = part.SitTargetOrientation; 2378 Quaternion sitTargetOrient = part.SitTargetOrientation;
2126
2127 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2128 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2129
2130 //Quaternion result = (sitTargetOrient * vq) * nq;
2131
2132 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2379 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2133 m_pos += SIT_TARGET_ADJUSTMENT; 2380 m_pos += SIT_TARGET_ADJUSTMENT;
2381 if (!part.IsRoot)
2382 {
2383 m_pos *= part.RotationOffset;
2384 }
2134 m_bodyRot = sitTargetOrient; 2385 m_bodyRot = sitTargetOrient;
2135 //Rotation = sitTargetOrient;
2136 m_parentPosition = part.AbsolutePosition; 2386 m_parentPosition = part.AbsolutePosition;
2137 2387 part.IsOccupied = true;
2138 //SendTerseUpdateToAllClients(); 2388 part.ParentGroup.AddAvatar(agentID);
2139 } 2389 }
2140 else 2390 else
2141 { 2391 {
2142 m_pos -= part.AbsolutePosition; 2392 // if m_avUnscriptedSitPos is zero then Av sits above center
2393 // Else Av sits at m_avUnscriptedSitPos
2394
2395 // Non-scripted sit by Kitto Flora 21Nov09
2396 // Calculate angle of line from prim to Av
2397 Quaternion partIRot;
2398// if (part.LinkNum == 1)
2399// { // Root prim of linkset
2400// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2401// }
2402// else
2403// { // single or child prim
2404 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2405// }
2406 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2407 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2408 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2409 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2410 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2411 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2412 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2413 // Av sits at world euler <0,0, z>, translated by part rotation
2414 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2415
2143 m_parentPosition = part.AbsolutePosition; 2416 m_parentPosition = part.AbsolutePosition;
2144 } 2417 part.IsOccupied = true;
2418 part.ParentGroup.AddAvatar(agentID);
2419 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2420 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2421 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2422 m_avUnscriptedSitPos; // adds click offset, if any
2423 //Set up raytrace to find top surface of prim
2424 Vector3 size = part.Scale;
2425 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2426 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2427 Vector3 down = new Vector3(0f, 0f, -1f);
2428//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2429 m_scene.PhysicsScene.RaycastWorld(
2430 start, // Vector3 position,
2431 down, // Vector3 direction,
2432 mag, // float length,
2433 SitAltitudeCallback); // retMethod
2434 } // end scripted/not
2145 } 2435 }
2146 else 2436 else // no Av
2147 { 2437 {
2148 return; 2438 return;
2149 } 2439 }
2150 } 2440 }
2151 m_parentID = m_requestedSitTargetID;
2152 2441
2442 //We want our offsets to reference the root prim, not the child we may have sat on
2443 if (!part.IsRoot)
2444 {
2445 m_parentID = part.ParentGroup.RootPart.LocalId;
2446 m_pos += part.OffsetPosition;
2447 }
2448 else
2449 {
2450 m_parentID = m_requestedSitTargetID;
2451 }
2452
2453 m_linkedPrim = part.UUID;
2454 if (part.GetAvatarOnSitTarget() != UUID)
2455 {
2456 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2457 }
2153 Velocity = Vector3.Zero; 2458 Velocity = Vector3.Zero;
2154 RemoveFromPhysicalScene(); 2459 RemoveFromPhysicalScene();
2155
2156 Animator.TrySetMovementAnimation(sitAnimation); 2460 Animator.TrySetMovementAnimation(sitAnimation);
2157 SendFullUpdateToAllClients(); 2461 SendFullUpdateToAllClients();
2158 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2462 SendTerseUpdateToAllClients();
2159 // So we're also sending a terse update (which has avatar rotation)
2160 // [Update] We do now.
2161 //SendTerseUpdateToAllClients();
2162 } 2463 }
2464
2465 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2466 {
2467 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2468 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2469 if(hitYN)
2470 {
2471 // m_pos = Av offset from prim center to make look like on center
2472 // m_parentPosition = Actual center pos of prim
2473 // collisionPoint = spot on prim where we want to sit
2474 // collisionPoint.Z = global sit surface height
2475 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2476 Quaternion partIRot;
2477// if (part.LinkNum == 1)
2478/// { // Root prim of linkset
2479// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2480// }
2481// else
2482// { // single or child prim
2483 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2484// }
2485 if (m_initialSitTarget != null)
2486 {
2487 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2488 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2489 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2490 m_pos += offset;
2491 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2492 }
2493
2494 }
2495 } // End SitAltitudeCallback KF.
2163 2496
2164 /// <summary> 2497 /// <summary>
2165 /// Event handler for the 'Always run' setting on the client 2498 /// Event handler for the 'Always run' setting on the client
@@ -2189,7 +2522,7 @@ namespace OpenSim.Region.Framework.Scenes
2189 /// </summary> 2522 /// </summary>
2190 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2523 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2191 /// <param name="rotation">The direction in which this avatar should now face. 2524 /// <param name="rotation">The direction in which this avatar should now face.
2192 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2525 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2193 { 2526 {
2194 if (m_isChildAgent) 2527 if (m_isChildAgent)
2195 { 2528 {
@@ -2230,15 +2563,18 @@ namespace OpenSim.Region.Framework.Scenes
2230 Rotation = rotation; 2563 Rotation = rotation;
2231 Vector3 direc = vec * rotation; 2564 Vector3 direc = vec * rotation;
2232 direc.Normalize(); 2565 direc.Normalize();
2566 PhysicsActor actor = m_physicsActor;
2567 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2233 2568
2234 direc *= 0.03f * 128f * m_speedModifier; 2569 direc *= 0.03f * 128f * m_speedModifier;
2235 2570
2236 PhysicsActor actor = m_physicsActor;
2237 if (actor != null) 2571 if (actor != null)
2238 { 2572 {
2239 if (actor.Flying) 2573// rm falling if (actor.Flying)
2574 if ((actor.Flying) || Animator.m_falling) // add for falling lateral speed
2240 { 2575 {
2241 direc *= 4.0f; 2576// rm speed mod direc *= 4.0f;
2577 direc *= 5.2f; // for speed mod
2242 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2578 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2243 //bool colliding = (m_physicsActor.IsColliding==true); 2579 //bool colliding = (m_physicsActor.IsColliding==true);
2244 //if (controlland) 2580 //if (controlland)
@@ -2251,22 +2587,30 @@ namespace OpenSim.Region.Framework.Scenes
2251 // m_log.Info("[AGENT]: Stop FLying"); 2587 // m_log.Info("[AGENT]: Stop FLying");
2252 //} 2588 //}
2253 } 2589 }
2590 /* This jumping section removed to SPA
2254 else if (!actor.Flying && actor.IsColliding) 2591 else if (!actor.Flying && actor.IsColliding)
2255 { 2592 {
2256 if (direc.Z > 2.0f) 2593 if (direc.Z > 2.0f)
2257 { 2594 {
2258 direc.Z *= 3.0f; 2595 if(m_animator.m_animTickJump == -1)
2259 2596 {
2260 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2597 direc.Z *= 3.0f; // jump
2261 Animator.TrySetMovementAnimation("PREJUMP"); 2598 }
2262 Animator.TrySetMovementAnimation("JUMP"); 2599 else
2600 {
2601 direc.Z *= 0.1f; // prejump
2602 }
2603 / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2604 Animator.TrySetMovementAnimation("PREJUMP");
2605 Animator.TrySetMovementAnimation("JUMP");
2606 * /
2263 } 2607 }
2264 } 2608 } */
2265 } 2609 }
2266 2610
2267 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2611 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2268 m_forceToApply = direc; 2612 m_forceToApply = direc;
2269 2613 m_isNudging = Nudging;
2270 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2614 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2271 } 2615 }
2272 2616
@@ -2281,7 +2625,7 @@ namespace OpenSim.Region.Framework.Scenes
2281 const float POSITION_TOLERANCE = 0.05f; 2625 const float POSITION_TOLERANCE = 0.05f;
2282 //const int TIME_MS_TOLERANCE = 3000; 2626 //const int TIME_MS_TOLERANCE = 3000;
2283 2627
2284 SendPrimUpdates(); 2628
2285 2629
2286 if (m_isChildAgent == false) 2630 if (m_isChildAgent == false)
2287 { 2631 {
@@ -2311,6 +2655,9 @@ namespace OpenSim.Region.Framework.Scenes
2311 CheckForBorderCrossing(); 2655 CheckForBorderCrossing();
2312 CheckForSignificantMovement(); // sends update to the modules. 2656 CheckForSignificantMovement(); // sends update to the modules.
2313 } 2657 }
2658
2659 //Sending prim updates AFTER the avatar terse updates are sent
2660 SendPrimUpdates();
2314 } 2661 }
2315 2662
2316 #endregion 2663 #endregion
@@ -3058,6 +3405,7 @@ namespace OpenSim.Region.Framework.Scenes
3058 m_callbackURI = cAgent.CallbackURI; 3405 m_callbackURI = cAgent.CallbackURI;
3059 3406
3060 m_pos = cAgent.Position; 3407 m_pos = cAgent.Position;
3408
3061 m_velocity = cAgent.Velocity; 3409 m_velocity = cAgent.Velocity;
3062 m_CameraCenter = cAgent.Center; 3410 m_CameraCenter = cAgent.Center;
3063 m_CameraAtAxis = cAgent.AtAxis; 3411 m_CameraAtAxis = cAgent.AtAxis;
@@ -3176,17 +3524,46 @@ namespace OpenSim.Region.Framework.Scenes
3176 /// </summary> 3524 /// </summary>
3177 public override void UpdateMovement() 3525 public override void UpdateMovement()
3178 { 3526 {
3179 if (m_forceToApply.HasValue) 3527 if (Animator!=null) // add for jumping
3180 { 3528 { // add for jumping
3181 Vector3 force = m_forceToApply.Value; 3529 // if (!m_animator.m_jumping) // add for jumping
3530 // { // add for jumping
3182 3531
3183 m_updateflag = true; 3532 if (m_forceToApply.HasValue) // this section realigned
3184// movementvector = force; 3533 {
3185 Velocity = force;
3186 3534
3187 m_forceToApply = null; 3535 Vector3 force = m_forceToApply.Value;
3188 } 3536 m_updateflag = true;
3189 } 3537if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3538 Velocity = force;
3539//Console.WriteLine("UM1 {0}", Velocity);
3540 m_forceToApply = null;
3541 }
3542 else
3543 {
3544 if (m_isNudging)
3545 {
3546 Vector3 force = Vector3.Zero;
3547
3548 m_updateflag = true;
3549if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3550 Velocity = force;
3551//Console.WriteLine("UM2 {0}", Velocity);
3552 m_isNudging = false;
3553 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3554 }
3555 else // add for jumping
3556 { // add for jumping
3557 Vector3 force = Vector3.Zero; // add for jumping
3558if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3559//Console.WriteLine("UM3 {0}", Velocity);
3560 Velocity = force; // add for jumping
3561 }
3562
3563 }
3564 // } // end realign
3565 } // add for jumping
3566 } // add for jumping
3190 3567
3191 /// <summary> 3568 /// <summary>
3192 /// Adds a physical representation of the avatar to the Physics plugin 3569 /// Adds a physical representation of the avatar to the Physics plugin
@@ -3200,10 +3577,8 @@ namespace OpenSim.Region.Framework.Scenes
3200 3577
3201 Vector3 pVec = AbsolutePosition; 3578 Vector3 pVec = AbsolutePosition;
3202 3579
3203 // Old bug where the height was in centimeters instead of meters
3204 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, 3580 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec,
3205 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); 3581 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying);
3206
3207 scene.AddPhysicsActorTaint(m_physicsActor); 3582 scene.AddPhysicsActorTaint(m_physicsActor);
3208 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3583 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3209 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3584 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
@@ -3227,18 +3602,29 @@ namespace OpenSim.Region.Framework.Scenes
3227 { 3602 {
3228 if (e == null) 3603 if (e == null)
3229 return; 3604 return;
3230 3605
3231 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3606 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3232 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3233 // as of this comment the interval is set in AddToPhysicalScene 3607 // as of this comment the interval is set in AddToPhysicalScene
3234 if (Animator!=null) 3608 if (Animator!=null)
3235 Animator.UpdateMovementAnimations(); 3609 {
3610 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3611 { // else its will lock out other animation changes, like ground sit.
3612 Animator.UpdateMovementAnimations();
3613 m_updateCount--;
3614 }
3615 }
3236 3616
3237 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3617 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3238 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3618 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3239 3619
3240 CollisionPlane = Vector4.UnitW; 3620 CollisionPlane = Vector4.UnitW;
3241 3621
3622 if (m_lastColCount != coldata.Count)
3623 {
3624 m_updateCount = UPDATE_COUNT;
3625 m_lastColCount = coldata.Count;
3626 }
3627
3242 if (coldata.Count != 0 && Animator != null) 3628 if (coldata.Count != 0 && Animator != null)
3243 { 3629 {
3244 switch (Animator.CurrentMovementAnimation) 3630 switch (Animator.CurrentMovementAnimation)
@@ -3268,6 +3654,148 @@ namespace OpenSim.Region.Framework.Scenes
3268 } 3654 }
3269 } 3655 }
3270 3656
3657 List<uint> thisHitColliders = new List<uint>();
3658 List<uint> endedColliders = new List<uint>();
3659 List<uint> startedColliders = new List<uint>();
3660
3661 foreach (uint localid in coldata.Keys)
3662 {
3663 thisHitColliders.Add(localid);
3664 if (!m_lastColliders.Contains(localid))
3665 {
3666 startedColliders.Add(localid);
3667 }
3668 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3669 }
3670
3671 // calculate things that ended colliding
3672 foreach (uint localID in m_lastColliders)
3673 {
3674 if (!thisHitColliders.Contains(localID))
3675 {
3676 endedColliders.Add(localID);
3677 }
3678 }
3679 //add the items that started colliding this time to the last colliders list.
3680 foreach (uint localID in startedColliders)
3681 {
3682 m_lastColliders.Add(localID);
3683 }
3684 // remove things that ended colliding from the last colliders list
3685 foreach (uint localID in endedColliders)
3686 {
3687 m_lastColliders.Remove(localID);
3688 }
3689
3690 // do event notification
3691 if (startedColliders.Count > 0)
3692 {
3693 ColliderArgs StartCollidingMessage = new ColliderArgs();
3694 List<DetectedObject> colliding = new List<DetectedObject>();
3695 foreach (uint localId in startedColliders)
3696 {
3697 if (localId == 0)
3698 continue;
3699
3700 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3701 string data = "";
3702 if (obj != null)
3703 {
3704 DetectedObject detobj = new DetectedObject();
3705 detobj.keyUUID = obj.UUID;
3706 detobj.nameStr = obj.Name;
3707 detobj.ownerUUID = obj.OwnerID;
3708 detobj.posVector = obj.AbsolutePosition;
3709 detobj.rotQuat = obj.GetWorldRotation();
3710 detobj.velVector = obj.Velocity;
3711 detobj.colliderType = 0;
3712 detobj.groupUUID = obj.GroupID;
3713 colliding.Add(detobj);
3714 }
3715 }
3716
3717 if (colliding.Count > 0)
3718 {
3719 StartCollidingMessage.Colliders = colliding;
3720
3721 foreach (SceneObjectGroup att in Attachments)
3722 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3723 }
3724 }
3725
3726 if (endedColliders.Count > 0)
3727 {
3728 ColliderArgs EndCollidingMessage = new ColliderArgs();
3729 List<DetectedObject> colliding = new List<DetectedObject>();
3730 foreach (uint localId in endedColliders)
3731 {
3732 if (localId == 0)
3733 continue;
3734
3735 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3736 string data = "";
3737 if (obj != null)
3738 {
3739 DetectedObject detobj = new DetectedObject();
3740 detobj.keyUUID = obj.UUID;
3741 detobj.nameStr = obj.Name;
3742 detobj.ownerUUID = obj.OwnerID;
3743 detobj.posVector = obj.AbsolutePosition;
3744 detobj.rotQuat = obj.GetWorldRotation();
3745 detobj.velVector = obj.Velocity;
3746 detobj.colliderType = 0;
3747 detobj.groupUUID = obj.GroupID;
3748 colliding.Add(detobj);
3749 }
3750 }
3751
3752 if (colliding.Count > 0)
3753 {
3754 EndCollidingMessage.Colliders = colliding;
3755
3756 foreach (SceneObjectGroup att in Attachments)
3757 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3758 }
3759 }
3760
3761 if (thisHitColliders.Count > 0)
3762 {
3763 ColliderArgs CollidingMessage = new ColliderArgs();
3764 List<DetectedObject> colliding = new List<DetectedObject>();
3765 foreach (uint localId in thisHitColliders)
3766 {
3767 if (localId == 0)
3768 continue;
3769
3770 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3771 string data = "";
3772 if (obj != null)
3773 {
3774 DetectedObject detobj = new DetectedObject();
3775 detobj.keyUUID = obj.UUID;
3776 detobj.nameStr = obj.Name;
3777 detobj.ownerUUID = obj.OwnerID;
3778 detobj.posVector = obj.AbsolutePosition;
3779 detobj.rotQuat = obj.GetWorldRotation();
3780 detobj.velVector = obj.Velocity;
3781 detobj.colliderType = 0;
3782 detobj.groupUUID = obj.GroupID;
3783 colliding.Add(detobj);
3784 }
3785 }
3786
3787 if (colliding.Count > 0)
3788 {
3789 CollidingMessage.Colliders = colliding;
3790
3791 lock (m_attachments)
3792 {
3793 foreach (SceneObjectGroup att in m_attachments)
3794 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3795 }
3796 }
3797 }
3798
3271 if (m_invulnerable) 3799 if (m_invulnerable)
3272 return; 3800 return;
3273 3801
@@ -3693,6 +4221,39 @@ namespace OpenSim.Region.Framework.Scenes
3693 return; 4221 return;
3694 } 4222 }
3695 4223
4224 XmlDocument doc = new XmlDocument();
4225 string stateData = String.Empty;
4226
4227 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4228 if (attServ != null)
4229 {
4230 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4231 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4232 if (stateData != String.Empty)
4233 {
4234 try
4235 {
4236 doc.LoadXml(stateData);
4237 }
4238 catch { }
4239 }
4240 }
4241
4242 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4243
4244 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4245 if (nodes.Count > 0)
4246 {
4247 foreach (XmlNode n in nodes)
4248 {
4249 XmlElement elem = (XmlElement)n;
4250 string itemID = elem.GetAttribute("ItemID");
4251 string xml = elem.InnerXml;
4252
4253 itemData[new UUID(itemID)] = xml;
4254 }
4255 }
4256
3696 List<AvatarAttachment> attachments = m_appearance.GetAttachments(); 4257 List<AvatarAttachment> attachments = m_appearance.GetAttachments();
3697 foreach (AvatarAttachment attach in attachments) 4258 foreach (AvatarAttachment attach in attachments)
3698 { 4259 {
@@ -3713,7 +4274,30 @@ namespace OpenSim.Region.Framework.Scenes
3713 4274
3714 try 4275 try
3715 { 4276 {
3716 m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4277 string xmlData;
4278 XmlDocument d = new XmlDocument();
4279 UUID asset;
4280 if (itemData.TryGetValue(itemID, out xmlData))
4281 {
4282 d.LoadXml(xmlData);
4283 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4284
4285 // Rez from inventory
4286 asset
4287 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4288
4289 }
4290 else
4291 {
4292 // Rez from inventory (with a null doc to let
4293 // CHANGED_OWNER happen)
4294 asset
4295 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4296 }
4297
4298 m_log.InfoFormat(
4299 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2}",
4300 p, itemID, asset);
3717 } 4301 }
3718 catch (Exception e) 4302 catch (Exception e)
3719 { 4303 {
@@ -3746,5 +4330,16 @@ namespace OpenSim.Region.Framework.Scenes
3746 m_reprioritization_called = false; 4330 m_reprioritization_called = false;
3747 } 4331 }
3748 } 4332 }
4333
4334 private Vector3 Quat2Euler(Quaternion rot){
4335 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4336 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4337 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4338 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4339 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4340 return(new Vector3(x,y,z));
4341 }
4342
4343
3749 } 4344 }
3750} 4345}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 7f37878..a398dfd 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -99,7 +99,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
99 sceneObject.AddPart(part); 99 sceneObject.AddPart(part);
100 part.LinkNum = linkNum; 100 part.LinkNum = linkNum;
101 part.TrimPermissions(); 101 part.TrimPermissions();
102 part.StoreUndoState(); 102 part.StoreUndoState(UndoType.STATE_ALL);
103 reader.Close(); 103 reader.Close();
104 sr.Close(); 104 sr.Close();
105 } 105 }
@@ -217,7 +217,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
217 if (originalLinkNum != 0) 217 if (originalLinkNum != 0)
218 part.LinkNum = originalLinkNum; 218 part.LinkNum = originalLinkNum;
219 219
220 part.StoreUndoState(); 220 part.StoreUndoState(UndoType.STATE_ALL);
221 reader.Close(); 221 reader.Close();
222 sr.Close(); 222 sr.Close();
223 } 223 }
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249