diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
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 | { |
123 | Console.WriteLine("ResetA............."); | ||
117 | m_animations.Clear(); | 124 | m_animations.Clear(); |
125 | TrySetMovementAnimation("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 | ||
45 | namespace OpenSim.Region.Framework.Scenes | 45 | namespace 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; | |||
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Drawing; | 30 | using System.Drawing; |
31 | using System.IO; | 31 | using System.IO; |
32 | using System.Diagnostics; | ||
32 | using System.Linq; | 33 | using System.Linq; |
33 | using System.Threading; | 34 | using System.Threading; |
34 | using System.Xml; | 35 | using 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 | ||
28 | using System; | 28 | using System; |
29 | using System.Xml; | ||
29 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
30 | using System.Reflection; | 31 | using System.Reflection; |
31 | using System.Timers; | 32 | using 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 | } | 3537 | if (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; | ||
3549 | if (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 | ||
3558 | if (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 | ||
28 | using OpenMetaverse; | 28 | using OpenMetaverse; |
29 | using OpenSim.Region.Framework.Interfaces; | 29 | using OpenSim.Region.Framework.Interfaces; |
30 | using System; | ||
30 | 31 | ||
31 | namespace OpenSim.Region.Framework.Scenes | 32 | namespace 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 | |||