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-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityManager.cs79
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs32
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs67
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs223
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs188
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs29
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1080
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs277
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs550
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs931
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
15 files changed, 2687 insertions, 1001 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index a90e0f3..b847d87 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,10 +53,11 @@ 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 public int m_animTickJump; // ScenePresence has to see this to control +Z force
60 61
61 /// <value> 62 /// <value>
62 /// The scene presence that this animator applies to 63 /// The scene presence that this animator applies to
@@ -123,8 +124,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 124 /// </summary>
124 public void TrySetMovementAnimation(string anim) 125 public void TrySetMovementAnimation(string anim)
125 { 126 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 127 if (!m_scenePresence.IsChildAgent)
129 { 128 {
130 if (m_animations.TrySetDefaultAnimation( 129 if (m_animations.TrySetDefaultAnimation(
@@ -146,10 +145,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
146 const float PREJUMP_DELAY = 0.25f; 145 const float PREJUMP_DELAY = 0.25f;
147 146
148 #region Inputs 147 #region Inputs
149 if (m_scenePresence.SitGround) 148
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 149 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 150 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 151
@@ -159,11 +155,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 155 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 156
161 // Check control flags 157 // Check control flags
162 bool heldForward = 158 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)); 159 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; 160 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; 161 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; 162 //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; 163 //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; 164 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -266,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 261 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 262 return "PREJUMP";
268 } 263 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 264 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 265 {
271 // Start actual jump 266 // Start actual jump
272 if (m_animTickJump == -1) 267 if (m_animTickJump == -1)
@@ -316,7 +311,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 311 public void UpdateMovementAnimations()
317 { 312 {
318 m_movementAnimation = GetMovementAnimation(); 313 m_movementAnimation = GetMovementAnimation();
319
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) 314 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 315 {
322 // This was the previous behavior before PREJUMP 316 // This was the previous behavior before PREJUMP
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index 099fcce..c246e32 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>(); 40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>();
41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>(); 41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>();
42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>(); 42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>();
43 private readonly Object m_lock = new Object(); 43 private System.Threading.ReaderWriterLockSlim m_lock = new System.Threading.ReaderWriterLockSlim();
44 44
45 [Obsolete("Use Add() instead.")] 45 [Obsolete("Use Add() instead.")]
46 public void Add(UUID id, EntityBase eb) 46 public void Add(UUID id, EntityBase eb)
@@ -50,7 +50,8 @@ namespace OpenSim.Region.Framework.Scenes
50 50
51 public void Add(EntityBase entity) 51 public void Add(EntityBase entity)
52 { 52 {
53 lock (m_lock) 53 m_lock.EnterWriteLock();
54 try
54 { 55 {
55 try 56 try
56 { 57 {
@@ -62,11 +63,16 @@ namespace OpenSim.Region.Framework.Scenes
62 m_log.ErrorFormat("Add Entity failed: {0}", e.Message); 63 m_log.ErrorFormat("Add Entity failed: {0}", e.Message);
63 } 64 }
64 } 65 }
66 finally
67 {
68 m_lock.ExitWriteLock();
69 }
65 } 70 }
66 71
67 public void InsertOrReplace(EntityBase entity) 72 public void InsertOrReplace(EntityBase entity)
68 { 73 {
69 lock (m_lock) 74 m_lock.EnterWriteLock();
75 try
70 { 76 {
71 try 77 try
72 { 78 {
@@ -78,15 +84,24 @@ namespace OpenSim.Region.Framework.Scenes
78 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message); 84 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message);
79 } 85 }
80 } 86 }
87 finally
88 {
89 m_lock.ExitWriteLock();
90 }
81 } 91 }
82 92
83 public void Clear() 93 public void Clear()
84 { 94 {
85 lock (m_lock) 95 m_lock.EnterWriteLock();
96 try
86 { 97 {
87 m_eb_uuid.Clear(); 98 m_eb_uuid.Clear();
88 m_eb_localID.Clear(); 99 m_eb_localID.Clear();
89 } 100 }
101 finally
102 {
103 m_lock.ExitWriteLock();
104 }
90 } 105 }
91 106
92 public int Count 107 public int Count
@@ -123,7 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
123 138
124 public bool Remove(uint localID) 139 public bool Remove(uint localID)
125 { 140 {
126 lock (m_lock) 141 m_lock.EnterWriteLock();
142 try
127 { 143 {
128 try 144 try
129 { 145 {
@@ -141,11 +157,16 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 157 return false;
142 } 158 }
143 } 159 }
160 finally
161 {
162 m_lock.ExitWriteLock();
163 }
144 } 164 }
145 165
146 public bool Remove(UUID id) 166 public bool Remove(UUID id)
147 { 167 {
148 lock (m_lock) 168 m_lock.EnterWriteLock();
169 try
149 { 170 {
150 try 171 try
151 { 172 {
@@ -163,13 +184,18 @@ namespace OpenSim.Region.Framework.Scenes
163 return false; 184 return false;
164 } 185 }
165 } 186 }
187 finally
188 {
189 m_lock.ExitWriteLock();
190 }
166 } 191 }
167 192
168 public List<EntityBase> GetAllByType<T>() 193 public List<EntityBase> GetAllByType<T>()
169 { 194 {
170 List<EntityBase> tmp = new List<EntityBase>(); 195 List<EntityBase> tmp = new List<EntityBase>();
171 196
172 lock (m_lock) 197 m_lock.EnterReadLock();
198 try
173 { 199 {
174 try 200 try
175 { 201 {
@@ -187,23 +213,33 @@ namespace OpenSim.Region.Framework.Scenes
187 tmp = null; 213 tmp = null;
188 } 214 }
189 } 215 }
216 finally
217 {
218 m_lock.ExitReadLock();
219 }
190 220
191 return tmp; 221 return tmp;
192 } 222 }
193 223
194 public List<EntityBase> GetEntities() 224 public List<EntityBase> GetEntities()
195 { 225 {
196 lock (m_lock) 226 m_lock.EnterReadLock();
227 try
197 { 228 {
198 return new List<EntityBase>(m_eb_uuid.Values); 229 return new List<EntityBase>(m_eb_uuid.Values);
199 } 230 }
231 finally
232 {
233 m_lock.ExitReadLock();
234 }
200 } 235 }
201 236
202 public EntityBase this[UUID id] 237 public EntityBase this[UUID id]
203 { 238 {
204 get 239 get
205 { 240 {
206 lock (m_lock) 241 m_lock.EnterReadLock();
242 try
207 { 243 {
208 EntityBase entity; 244 EntityBase entity;
209 if (m_eb_uuid.TryGetValue(id, out entity)) 245 if (m_eb_uuid.TryGetValue(id, out entity))
@@ -211,6 +247,10 @@ namespace OpenSim.Region.Framework.Scenes
211 else 247 else
212 return null; 248 return null;
213 } 249 }
250 finally
251 {
252 m_lock.ExitReadLock();
253 }
214 } 254 }
215 set 255 set
216 { 256 {
@@ -222,7 +262,8 @@ namespace OpenSim.Region.Framework.Scenes
222 { 262 {
223 get 263 get
224 { 264 {
225 lock (m_lock) 265 m_lock.EnterReadLock();
266 try
226 { 267 {
227 EntityBase entity; 268 EntityBase entity;
228 if (m_eb_localID.TryGetValue(localID, out entity)) 269 if (m_eb_localID.TryGetValue(localID, out entity))
@@ -230,6 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
230 else 271 else
231 return null; 272 return null;
232 } 273 }
274 finally
275 {
276 m_lock.ExitReadLock();
277 }
233 } 278 }
234 set 279 set
235 { 280 {
@@ -239,18 +284,28 @@ namespace OpenSim.Region.Framework.Scenes
239 284
240 public bool TryGetValue(UUID key, out EntityBase obj) 285 public bool TryGetValue(UUID key, out EntityBase obj)
241 { 286 {
242 lock (m_lock) 287 m_lock.EnterReadLock();
288 try
243 { 289 {
244 return m_eb_uuid.TryGetValue(key, out obj); 290 return m_eb_uuid.TryGetValue(key, out obj);
245 } 291 }
292 finally
293 {
294 m_lock.ExitReadLock();
295 }
246 } 296 }
247 297
248 public bool TryGetValue(uint key, out EntityBase obj) 298 public bool TryGetValue(uint key, out EntityBase obj)
249 { 299 {
250 lock (m_lock) 300 m_lock.EnterReadLock();
301 try
251 { 302 {
252 return m_eb_localID.TryGetValue(key, out obj); 303 return m_eb_localID.TryGetValue(key, out obj);
253 } 304 }
305 finally
306 {
307 m_lock.ExitReadLock();
308 }
254 } 309 }
255 310
256 /// <summary> 311 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 0ae3146..52e6e92 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(IRegionDataStore datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -744,6 +748,26 @@ namespace OpenSim.Region.Framework.Scenes
744 } 748 }
745 } 749 }
746 } 750 }
751 public void TriggerTerrainUpdate()
752 {
753 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
754 if (handlerTerrainUpdate != null)
755 {
756 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
757 {
758 try
759 {
760 d();
761 }
762 catch (Exception e)
763 {
764 m_log.ErrorFormat(
765 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
766 e.Message, e.StackTrace);
767 }
768 }
769 }
770 }
747 771
748 public void TriggerTerrainTick() 772 public void TriggerTerrainTick()
749 { 773 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index de3c360..145f9ed 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -134,6 +134,7 @@ namespace OpenSim.Region.Framework.Scenes
134 134
135 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) 135 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
136 { 136 {
137 if (entity == null) return double.NaN;
137 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 138 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
138 if (presence != null) 139 if (presence != null)
139 { 140 {
@@ -144,7 +145,17 @@ namespace OpenSim.Region.Framework.Scenes
144 // Use group position for child prims 145 // Use group position for child prims
145 Vector3 entityPos = entity.AbsolutePosition; 146 Vector3 entityPos = entity.AbsolutePosition;
146 if (entity is SceneObjectPart) 147 if (entity is SceneObjectPart)
147 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 148 {
149 SceneObjectGroup group = m_scene.GetGroupByPrim(entity.LocalId);
150 if (group == null)
151 {
152 entityPos = entity.AbsolutePosition;
153 }
154 else
155 {
156 entityPos = group.AbsolutePosition;
157 }
158 }
148 else 159 else
149 entityPos = entity.AbsolutePosition; 160 entityPos = entity.AbsolutePosition;
150 161
@@ -186,9 +197,9 @@ namespace OpenSim.Region.Framework.Scenes
186 return 0.0; 197 return 0.0;
187 198
188 // Use group position for child prims 199 // Use group position for child prims
189 Vector3 entityPos = entity.AbsolutePosition; 200 Vector3 entityPos;
190 if (entity is SceneObjectPart) 201 if (entity is SceneObjectPart)
191 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 202 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
192 else 203 else
193 entityPos = entity.AbsolutePosition; 204 entityPos = entity.AbsolutePosition;
194 205
@@ -211,12 +222,19 @@ namespace OpenSim.Region.Framework.Scenes
211 222
212 if (entity is SceneObjectPart) 223 if (entity is SceneObjectPart)
213 { 224 {
214 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
215 if (physActor == null || !physActor.IsPhysical)
216 priority += 100;
217
218 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 225 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
226 {
219 priority = 1.0; 227 priority = 1.0;
228 }
229 else
230 {
231 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
232 if (physActor == null || !physActor.IsPhysical)
233 priority += 100;
234 }
235
236 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
237 priority +=1;
220 } 238 }
221 return priority; 239 return priority;
222 } 240 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 379128a..48508f8 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -94,6 +94,22 @@ namespace OpenSim.Region.Framework.Scenes
94 94
95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item) 95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item)
96 { 96 {
97 InventoryFolderBase folder;
98
99 if (item.Folder == UUID.Zero)
100 {
101 folder = InventoryService.GetFolderForType(AgentID, (AssetType)item.AssetType);
102 if (folder == null)
103 {
104 folder = InventoryService.GetRootFolder(AgentID);
105
106 if (folder == null)
107 return;
108 }
109
110 item.Folder = folder.ID;
111 }
112
97 if (InventoryService.AddItem(item)) 113 if (InventoryService.AddItem(item))
98 { 114 {
99 int userlevel = 0; 115 int userlevel = 0;
@@ -214,8 +230,7 @@ namespace OpenSim.Region.Framework.Scenes
214 { 230 {
215 // Needs to determine which engine was running it and use that 231 // Needs to determine which engine was running it and use that
216 // 232 //
217 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 233 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
218 errors = part.Inventory.GetScriptErrors(item.ItemID);
219 } 234 }
220 else 235 else
221 { 236 {
@@ -633,6 +648,8 @@ namespace OpenSim.Region.Framework.Scenes
633 return; 648 return;
634 } 649 }
635 650
651 if (newName == null) newName = item.Name;
652
636 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 653 AssetBase asset = AssetService.Get(item.AssetID.ToString());
637 654
638 if (asset != null) 655 if (asset != null)
@@ -680,6 +697,24 @@ namespace OpenSim.Region.Framework.Scenes
680 } 697 }
681 698
682 /// <summary> 699 /// <summary>
700 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
701 /// </summary>
702 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
703 {
704 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
705 foreach (InventoryItemBase b in items)
706 {
707 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
708 InventoryItemBase n = InventoryService.GetItem(b);
709 n.Folder = destfolder;
710 moveitems.Add(n);
711 remoteClient.SendInventoryItemCreateUpdate(n, 0);
712 }
713
714 MoveInventoryItem(remoteClient, moveitems);
715 }
716
717 /// <summary>
683 /// Move an item within the agent's inventory. 718 /// Move an item within the agent's inventory.
684 /// </summary> 719 /// </summary>
685 /// <param name="remoteClient"></param> 720 /// <param name="remoteClient"></param>
@@ -914,8 +949,12 @@ namespace OpenSim.Region.Framework.Scenes
914 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 949 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
915 { 950 {
916 SceneObjectPart part = GetSceneObjectPart(localID); 951 SceneObjectPart part = GetSceneObjectPart(localID);
917 SceneObjectGroup group = part.ParentGroup; 952 SceneObjectGroup group = null;
918 if (group != null) 953 if (part != null)
954 {
955 group = part.ParentGroup;
956 }
957 if (part != null && group != null)
919 { 958 {
920 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 959 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
921 return; 960 return;
@@ -1496,7 +1535,7 @@ namespace OpenSim.Region.Framework.Scenes
1496 return; 1535 return;
1497 1536
1498 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1537 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1499 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1538 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1500 remoteClient.AgentId); 1539 remoteClient.AgentId);
1501 AssetService.Store(asset); 1540 AssetService.Store(asset);
1502 1541
@@ -1691,11 +1730,19 @@ namespace OpenSim.Region.Framework.Scenes
1691 // Invalid id 1730 // Invalid id
1692 SceneObjectPart part = GetSceneObjectPart(localID); 1731 SceneObjectPart part = GetSceneObjectPart(localID);
1693 if (part == null) 1732 if (part == null)
1733 {
1734 //Client still thinks the object exists, kill it
1735 SendKillObject(localID);
1694 continue; 1736 continue;
1737 }
1695 1738
1696 // Already deleted by someone else 1739 // Already deleted by someone else
1697 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1740 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1741 {
1742 //Client still thinks the object exists, kill it
1743 SendKillObject(localID);
1698 continue; 1744 continue;
1745 }
1699 1746
1700 // Can't delete child prims 1747 // Can't delete child prims
1701 if (part != part.ParentGroup.RootPart) 1748 if (part != part.ParentGroup.RootPart)
@@ -1722,15 +1769,21 @@ namespace OpenSim.Region.Framework.Scenes
1722 } 1769 }
1723 else 1770 else
1724 { 1771 {
1725 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1772 if (action == DeRezAction.TakeCopy)
1773 {
1774 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1775 permissionToTakeCopy = false;
1776 }
1777 else
1778 {
1726 permissionToTakeCopy = false; 1779 permissionToTakeCopy = false;
1780 }
1727 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1781 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1728 permissionToTake = false; 1782 permissionToTake = false;
1729 1783
1730 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1784 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1731 permissionToDelete = false; 1785 permissionToDelete = false;
1732 } 1786 }
1733
1734 } 1787 }
1735 1788
1736 // Handle god perms 1789 // Handle god perms
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 1f4d022..ec97d25 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -136,6 +136,7 @@ namespace OpenSim.Region.Framework.Scenes
136 protected SceneCommunicationService m_sceneGridService; 136 protected SceneCommunicationService m_sceneGridService;
137 public bool LoginsDisabled = true; 137 public bool LoginsDisabled = true;
138 public bool LoadingPrims = false; 138 public bool LoadingPrims = false;
139 public bool CombineRegions = false;
139 140
140 public new float TimeDilation 141 public new float TimeDilation
141 { 142 {
@@ -149,6 +150,20 @@ namespace OpenSim.Region.Framework.Scenes
149 150
150 public IXfer XferManager; 151 public IXfer XferManager;
151 152
153 protected ISnmpModule m_snmpService = null;
154 public ISnmpModule SnmpService
155 {
156 get
157 {
158 if (m_snmpService == null)
159 {
160 m_snmpService = RequestModuleInterface<ISnmpModule>();
161 }
162
163 return m_snmpService;
164 }
165 }
166
152 protected IAssetService m_AssetService; 167 protected IAssetService m_AssetService;
153 protected IAuthorizationService m_AuthorizationService; 168 protected IAuthorizationService m_AuthorizationService;
154 169
@@ -383,6 +398,7 @@ namespace OpenSim.Region.Framework.Scenes
383 private bool m_firstHeartbeat = true; 398 private bool m_firstHeartbeat = true;
384 399
385 private object m_deleting_scene_object = new object(); 400 private object m_deleting_scene_object = new object();
401 private object m_cleaningAttachments = new object();
386 402
387 // the minimum time that must elapse before a changed object will be considered for persisted 403 // the minimum time that must elapse before a changed object will be considered for persisted
388 public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L; 404 public long m_dontPersistBefore = DEFAULT_MIN_TIME_FOR_PERSISTENCE * 10000000L;
@@ -543,6 +559,8 @@ namespace OpenSim.Region.Framework.Scenes
543 559
544 // Load region settings 560 // Load region settings
545 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 561 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
562 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
563
546 if (m_storageManager.EstateDataStore != null) 564 if (m_storageManager.EstateDataStore != null)
547 { 565 {
548 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false); 566 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -605,9 +623,10 @@ namespace OpenSim.Region.Framework.Scenes
605 //Animation states 623 //Animation states
606 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 624 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
607 // TODO: Change default to true once the feature is supported 625 // TODO: Change default to true once the feature is supported
608 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 626 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
609
610 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 627 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
628
629 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
611 if (RegionInfo.NonphysPrimMax > 0) 630 if (RegionInfo.NonphysPrimMax > 0)
612 { 631 {
613 m_maxNonphys = RegionInfo.NonphysPrimMax; 632 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -639,6 +658,7 @@ namespace OpenSim.Region.Framework.Scenes
639 m_persistAfter *= 10000000; 658 m_persistAfter *= 10000000;
640 659
641 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 660 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
661 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
642 662
643 IConfig packetConfig = m_config.Configs["PacketPool"]; 663 IConfig packetConfig = m_config.Configs["PacketPool"];
644 if (packetConfig != null) 664 if (packetConfig != null)
@@ -648,6 +668,7 @@ namespace OpenSim.Region.Framework.Scenes
648 } 668 }
649 669
650 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 670 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
671 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
651 672
652 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 673 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
653 if (m_generateMaptiles) 674 if (m_generateMaptiles)
@@ -672,9 +693,9 @@ namespace OpenSim.Region.Framework.Scenes
672 } 693 }
673 } 694 }
674 } 695 }
675 catch 696 catch (Exception e)
676 { 697 {
677 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 698 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
678 } 699 }
679 700
680 #endregion Region Config 701 #endregion Region Config
@@ -911,6 +932,15 @@ namespace OpenSim.Region.Framework.Scenes
911 /// <param name="seconds">float indicating duration before restart.</param> 932 /// <param name="seconds">float indicating duration before restart.</param>
912 public virtual void Restart(float seconds) 933 public virtual void Restart(float seconds)
913 { 934 {
935 Restart(seconds, true);
936 }
937
938 /// <summary>
939 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
940 /// </summary>
941 /// <param name="seconds">float indicating duration before restart.</param>
942 public virtual void Restart(float seconds, bool showDialog)
943 {
914 // notifications are done in 15 second increments 944 // notifications are done in 15 second increments
915 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 945 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
916 // It's a 'Cancel restart' request. 946 // It's a 'Cancel restart' request.
@@ -931,8 +961,11 @@ namespace OpenSim.Region.Framework.Scenes
931 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 961 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
932 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 962 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
933 m_restartTimer.Start(); 963 m_restartTimer.Start();
934 m_dialogModule.SendNotificationToUsersInRegion( 964 if (showDialog)
965 {
966 m_dialogModule.SendNotificationToUsersInRegion(
935 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 967 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
968 }
936 } 969 }
937 } 970 }
938 971
@@ -1290,16 +1323,16 @@ namespace OpenSim.Region.Framework.Scenes
1290 // Check if any objects have reached their targets 1323 // Check if any objects have reached their targets
1291 CheckAtTargets(); 1324 CheckAtTargets();
1292 1325
1293 // Update SceneObjectGroups that have scheduled themselves for updates
1294 // Objects queue their updates onto all scene presences
1295 if (m_frame % m_update_objects == 0)
1296 m_sceneGraph.UpdateObjectGroups();
1297
1298 // Run through all ScenePresences looking for updates 1326 // Run through all ScenePresences looking for updates
1299 // Presence updates and queued object updates for each presence are sent to clients 1327 // Presence updates and queued object updates for each presence are sent to clients
1300 if (m_frame % m_update_presences == 0) 1328 if (m_frame % m_update_presences == 0)
1301 m_sceneGraph.UpdatePresences(); 1329 m_sceneGraph.UpdatePresences();
1302 1330
1331 // Update SceneObjectGroups that have scheduled themselves for updates
1332 // Objects queue their updates onto all scene presences
1333 if (m_frame % m_update_objects == 0)
1334 m_sceneGraph.UpdateObjectGroups();
1335
1303 if (m_frame % m_update_coarse_locations == 0) 1336 if (m_frame % m_update_coarse_locations == 0)
1304 { 1337 {
1305 List<Vector3> coarseLocations; 1338 List<Vector3> coarseLocations;
@@ -1628,6 +1661,7 @@ namespace OpenSim.Region.Framework.Scenes
1628 public void StoreWindlightProfile(RegionLightShareData wl) 1661 public void StoreWindlightProfile(RegionLightShareData wl)
1629 { 1662 {
1630 m_regInfo.WindlightSettings = wl; 1663 m_regInfo.WindlightSettings = wl;
1664 wl.Save();
1631 m_storageManager.DataStore.StoreRegionWindlightSettings(wl); 1665 m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
1632 m_eventManager.TriggerOnSaveNewWindlightProfile(); 1666 m_eventManager.TriggerOnSaveNewWindlightProfile();
1633 } 1667 }
@@ -1789,14 +1823,24 @@ namespace OpenSim.Region.Framework.Scenes
1789 /// <returns></returns> 1823 /// <returns></returns>
1790 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1824 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1791 { 1825 {
1826
1827 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1828 Vector3 wpos = Vector3.Zero;
1829 // Check for water surface intersection from above
1830 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1831 {
1832 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1833 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1834 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1835 wpos.Z = wheight;
1836 }
1837
1792 Vector3 pos = Vector3.Zero; 1838 Vector3 pos = Vector3.Zero;
1793 if (RayEndIsIntersection == (byte)1) 1839 if (RayEndIsIntersection == (byte)1)
1794 { 1840 {
1795 pos = RayEnd; 1841 pos = RayEnd;
1796 return pos;
1797 } 1842 }
1798 1843 else if (RayTargetID != UUID.Zero)
1799 if (RayTargetID != UUID.Zero)
1800 { 1844 {
1801 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1845 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1802 1846
@@ -1818,7 +1862,7 @@ namespace OpenSim.Region.Framework.Scenes
1818 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1862 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1819 1863
1820 // Un-comment out the following line to Get Raytrace results printed to the console. 1864 // Un-comment out the following line to Get Raytrace results printed to the console.
1821 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1865 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1822 float ScaleOffset = 0.5f; 1866 float ScaleOffset = 0.5f;
1823 1867
1824 // If we hit something 1868 // If we hit something
@@ -1841,13 +1885,10 @@ namespace OpenSim.Region.Framework.Scenes
1841 //pos.Z -= 0.25F; 1885 //pos.Z -= 0.25F;
1842 1886
1843 } 1887 }
1844
1845 return pos;
1846 } 1888 }
1847 else 1889 else
1848 { 1890 {
1849 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1891 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1850
1851 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1892 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1852 1893
1853 // Un-comment the following line to print the raytrace results to the console. 1894 // Un-comment the following line to print the raytrace results to the console.
@@ -1856,13 +1897,12 @@ namespace OpenSim.Region.Framework.Scenes
1856 if (ei.HitTF) 1897 if (ei.HitTF)
1857 { 1898 {
1858 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1899 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1859 } else 1900 }
1901 else
1860 { 1902 {
1861 // fall back to our stupid functionality 1903 // fall back to our stupid functionality
1862 pos = RayEnd; 1904 pos = RayEnd;
1863 } 1905 }
1864
1865 return pos;
1866 } 1906 }
1867 } 1907 }
1868 else 1908 else
@@ -1873,8 +1913,12 @@ namespace OpenSim.Region.Framework.Scenes
1873 //increase height so its above the ground. 1913 //increase height so its above the ground.
1874 //should be getting the normal of the ground at the rez point and using that? 1914 //should be getting the normal of the ground at the rez point and using that?
1875 pos.Z += scale.Z / 2f; 1915 pos.Z += scale.Z / 2f;
1876 return pos; 1916// return pos;
1877 } 1917 }
1918
1919 // check against posible water intercept
1920 if (wpos.Z > pos.Z) pos = wpos;
1921 return pos;
1878 } 1922 }
1879 1923
1880 1924
@@ -2031,6 +2075,15 @@ namespace OpenSim.Region.Framework.Scenes
2031 /// </summary> 2075 /// </summary>
2032 public void DeleteAllSceneObjects() 2076 public void DeleteAllSceneObjects()
2033 { 2077 {
2078 DeleteAllSceneObjects(false);
2079 }
2080
2081 /// <summary>
2082 /// Delete every object from the scene. This does not include attachments worn by avatars.
2083 /// </summary>
2084 public void DeleteAllSceneObjects(bool exceptNoCopy)
2085 {
2086 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2034 lock (Entities) 2087 lock (Entities)
2035 { 2088 {
2036 ICollection<EntityBase> entities = new List<EntityBase>(Entities); 2089 ICollection<EntityBase> entities = new List<EntityBase>(Entities);
@@ -2040,11 +2093,24 @@ namespace OpenSim.Region.Framework.Scenes
2040 if (e is SceneObjectGroup) 2093 if (e is SceneObjectGroup)
2041 { 2094 {
2042 SceneObjectGroup sog = (SceneObjectGroup)e; 2095 SceneObjectGroup sog = (SceneObjectGroup)e;
2043 if (!sog.IsAttachment) 2096 if (sog != null && !sog.IsAttachment)
2044 DeleteSceneObject((SceneObjectGroup)e, false); 2097 {
2098 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2099 {
2100 DeleteSceneObject((SceneObjectGroup)e, false);
2101 }
2102 else
2103 {
2104 toReturn.Add((SceneObjectGroup)e);
2105 }
2106 }
2045 } 2107 }
2046 } 2108 }
2047 } 2109 }
2110 if (toReturn.Count > 0)
2111 {
2112 returnObjects(toReturn.ToArray(), UUID.Zero);
2113 }
2048 } 2114 }
2049 2115
2050 /// <summary> 2116 /// <summary>
@@ -2416,6 +2482,12 @@ namespace OpenSim.Region.Framework.Scenes
2416 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2482 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2417 public bool AddSceneObject(SceneObjectGroup sceneObject) 2483 public bool AddSceneObject(SceneObjectGroup sceneObject)
2418 { 2484 {
2485 if (sceneObject.OwnerID == UUID.Zero)
2486 {
2487 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2488 return false;
2489 }
2490
2419 // If the user is banned, we won't let any of their objects 2491 // If the user is banned, we won't let any of their objects
2420 // enter. Period. 2492 // enter. Period.
2421 // 2493 //
@@ -2465,15 +2537,28 @@ namespace OpenSim.Region.Framework.Scenes
2465 2537
2466 if (AttachmentsModule != null) 2538 if (AttachmentsModule != null)
2467 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2539 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2540
2541 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2468 } 2542 }
2469 else 2543 else
2470 { 2544 {
2545 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2471 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2546 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2472 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2547 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2473 } 2548 }
2549 if (sceneObject.OwnerID == UUID.Zero)
2550 {
2551 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2552 return false;
2553 }
2474 } 2554 }
2475 else 2555 else
2476 { 2556 {
2557 if (sceneObject.OwnerID == UUID.Zero)
2558 {
2559 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2560 return false;
2561 }
2477 AddRestoredSceneObject(sceneObject, true, false); 2562 AddRestoredSceneObject(sceneObject, true, false);
2478 2563
2479 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2564 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2744,6 +2829,7 @@ namespace OpenSim.Region.Framework.Scenes
2744 client.OnFetchInventory += HandleFetchInventory; 2829 client.OnFetchInventory += HandleFetchInventory;
2745 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2830 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2746 client.OnCopyInventoryItem += CopyInventoryItem; 2831 client.OnCopyInventoryItem += CopyInventoryItem;
2832 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2747 client.OnMoveInventoryItem += MoveInventoryItem; 2833 client.OnMoveInventoryItem += MoveInventoryItem;
2748 client.OnRemoveInventoryItem += RemoveInventoryItem; 2834 client.OnRemoveInventoryItem += RemoveInventoryItem;
2749 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2835 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -3029,6 +3115,16 @@ namespace OpenSim.Region.Framework.Scenes
3029 /// <param name="flags"></param> 3115 /// <param name="flags"></param>
3030 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3116 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3031 { 3117 {
3118 //Add half the avatar's height so that the user doesn't fall through prims
3119 ScenePresence presence;
3120 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3121 {
3122 if (presence.Appearance != null)
3123 {
3124 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3125 }
3126 }
3127
3032 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3128 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3033 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3129 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3034 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3130 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3123,7 +3219,9 @@ namespace OpenSim.Region.Framework.Scenes
3123 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3219 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3124 3220
3125 } 3221 }
3222 m_log.Debug("[Scene] Beginning ClientClosed");
3126 m_eventManager.TriggerClientClosed(agentID, this); 3223 m_eventManager.TriggerClientClosed(agentID, this);
3224 m_log.Debug("[Scene] Finished ClientClosed");
3127 } 3225 }
3128 catch (NullReferenceException) 3226 catch (NullReferenceException)
3129 { 3227 {
@@ -3131,7 +3229,10 @@ namespace OpenSim.Region.Framework.Scenes
3131 // Avatar is already disposed :/ 3229 // Avatar is already disposed :/
3132 } 3230 }
3133 3231
3232 m_log.Debug("[Scene] Beginning OnRemovePresence");
3134 m_eventManager.TriggerOnRemovePresence(agentID); 3233 m_eventManager.TriggerOnRemovePresence(agentID);
3234 m_log.Debug("[Scene] Finished OnRemovePresence");
3235
3135 ForEachClient( 3236 ForEachClient(
3136 delegate(IClientAPI client) 3237 delegate(IClientAPI client)
3137 { 3238 {
@@ -3147,8 +3248,11 @@ namespace OpenSim.Region.Framework.Scenes
3147 } 3248 }
3148 3249
3149 // Remove the avatar from the scene 3250 // Remove the avatar from the scene
3251 m_log.Debug("[Scene] Begin RemoveScenePresence");
3150 m_sceneGraph.RemoveScenePresence(agentID); 3252 m_sceneGraph.RemoveScenePresence(agentID);
3253 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3151 m_clientManager.Remove(agentID); 3254 m_clientManager.Remove(agentID);
3255 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3152 3256
3153 try 3257 try
3154 { 3258 {
@@ -3162,8 +3266,10 @@ namespace OpenSim.Region.Framework.Scenes
3162 { 3266 {
3163 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3267 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3164 } 3268 }
3165 3269 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3166 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3270 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3271 CleanDroppedAttachments();
3272 m_log.Debug("[Scene] The avatar has left the building");
3167 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3273 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3168 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3274 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3169 } 3275 }
@@ -3303,6 +3409,7 @@ namespace OpenSim.Region.Framework.Scenes
3303 { 3409 {
3304 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3410 if (land != null && !TestLandRestrictions(agent, land, out reason))
3305 { 3411 {
3412 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3306 return false; 3413 return false;
3307 } 3414 }
3308 } 3415 }
@@ -3360,6 +3467,8 @@ namespace OpenSim.Region.Framework.Scenes
3360 3467
3361 if (vialogin) 3468 if (vialogin)
3362 { 3469 {
3470 CleanDroppedAttachments();
3471
3363 if (TestBorderCross(agent.startpos, Cardinals.E)) 3472 if (TestBorderCross(agent.startpos, Cardinals.E))
3364 { 3473 {
3365 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E); 3474 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E);
@@ -3416,6 +3525,8 @@ namespace OpenSim.Region.Framework.Scenes
3416 } 3525 }
3417 } 3526 }
3418 // Honor parcel landing type and position. 3527 // Honor parcel landing type and position.
3528 /*
3529 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3419 if (land != null) 3530 if (land != null)
3420 { 3531 {
3421 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3532 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3423,6 +3534,7 @@ namespace OpenSim.Region.Framework.Scenes
3423 agent.startpos = land.LandData.UserLocation; 3534 agent.startpos = land.LandData.UserLocation;
3424 } 3535 }
3425 } 3536 }
3537 */// This is now handled properly in ScenePresence.MakeRootAgent
3426 } 3538 }
3427 3539
3428 return true; 3540 return true;
@@ -3785,12 +3897,22 @@ namespace OpenSim.Region.Framework.Scenes
3785 return false; 3897 return false;
3786 } 3898 }
3787 3899
3900 public bool IncomingCloseAgent(UUID agentID)
3901 {
3902 return IncomingCloseAgent(agentID, false);
3903 }
3904
3905 public bool IncomingCloseChildAgent(UUID agentID)
3906 {
3907 return IncomingCloseAgent(agentID, true);
3908 }
3909
3788 /// <summary> 3910 /// <summary>
3789 /// Tell a single agent to disconnect from the region. 3911 /// Tell a single agent to disconnect from the region.
3790 /// </summary> 3912 /// </summary>
3791 /// <param name="regionHandle"></param>
3792 /// <param name="agentID"></param> 3913 /// <param name="agentID"></param>
3793 public bool IncomingCloseAgent(UUID agentID) 3914 /// <param name="childOnly"></param>
3915 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3794 { 3916 {
3795 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3917 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3796 3918
@@ -3802,7 +3924,7 @@ namespace OpenSim.Region.Framework.Scenes
3802 { 3924 {
3803 m_sceneGraph.removeUserCount(false); 3925 m_sceneGraph.removeUserCount(false);
3804 } 3926 }
3805 else 3927 else if (!childOnly)
3806 { 3928 {
3807 m_sceneGraph.removeUserCount(true); 3929 m_sceneGraph.removeUserCount(true);
3808 } 3930 }
@@ -3818,9 +3940,12 @@ namespace OpenSim.Region.Framework.Scenes
3818 } 3940 }
3819 else 3941 else
3820 presence.ControllingClient.SendShutdownConnectionNotice(); 3942 presence.ControllingClient.SendShutdownConnectionNotice();
3943 presence.ControllingClient.Close(false);
3944 }
3945 else if (!childOnly)
3946 {
3947 presence.ControllingClient.Close(true);
3821 } 3948 }
3822
3823 presence.ControllingClient.Close();
3824 return true; 3949 return true;
3825 } 3950 }
3826 3951
@@ -4942,5 +5067,45 @@ namespace OpenSim.Region.Framework.Scenes
4942 throw new Exception(error); 5067 throw new Exception(error);
4943 } 5068 }
4944 } 5069 }
5070
5071 public void CleanDroppedAttachments()
5072 {
5073 List<SceneObjectGroup> objectsToDelete =
5074 new List<SceneObjectGroup>();
5075
5076 lock (m_cleaningAttachments)
5077 {
5078 ForEachSOG(delegate (SceneObjectGroup grp)
5079 {
5080 if (grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5081 {
5082 UUID agentID = grp.OwnerID;
5083 if (agentID == UUID.Zero)
5084 {
5085 objectsToDelete.Add(grp);
5086 return;
5087 }
5088
5089 ScenePresence sp = GetScenePresence(agentID);
5090 if (sp == null)
5091 {
5092 objectsToDelete.Add(grp);
5093 return;
5094 }
5095 }
5096 });
5097 }
5098
5099 if (objectsToDelete.Count > 0)
5100 {
5101 m_log.DebugFormat("[SCENE]: Starting delete of {0} dropped attachments", objectsToDelete.Count);
5102 foreach (SceneObjectGroup grp in objectsToDelete)
5103 {
5104 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5105 DeleteSceneObject(grp, true);
5106 }
5107 m_log.Debug("[SCENE]: Finished dropped attachment deletion");
5108 }
5109 }
4945 } 5110 }
4946} 5111}
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index c675322..59e4037 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -168,7 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
168 168
169 if (neighbour != null) 169 if (neighbour != null)
170 { 170 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 171 // 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); 172 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 173 }
174 else 174 else
@@ -183,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 184
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 185 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); 186 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 187 foreach (GridRegion n in neighbours)
188 { 188 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -267,14 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle) 267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
268 { 268 {
269 269
270 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 270 //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. 271 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
272 272
273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
274 uint x = 0, y = 0; 274 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 275 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 277 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 278 }
279 279
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 280 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 293 d);
294 } 294 }
295 } 295 }
296 296
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 298 {
299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 299 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 1da4287..9c5ee60 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
@@ -127,13 +136,18 @@ namespace OpenSim.Region.Framework.Scenes
127 136
128 protected internal void Close() 137 protected internal void Close()
129 { 138 {
130 lock (m_presenceLock) 139 m_scenePresencesLock.EnterWriteLock();
140 try
131 { 141 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 142 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 143 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 144 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 145 m_scenePresenceArray = newlist;
136 } 146 }
147 finally
148 {
149 m_scenePresencesLock.ExitWriteLock();
150 }
137 151
138 lock (SceneObjectGroupsByFullID) 152 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 153 SceneObjectGroupsByFullID.Clear();
@@ -212,27 +226,8 @@ namespace OpenSim.Region.Framework.Scenes
212 if (sp.IsChildAgent) 226 if (sp.IsChildAgent)
213 return; 227 return;
214 228
215 if (sp.ParentID != 0) 229 coarseLocations.Add(sp.AbsolutePosition);
216 { 230 avatarUUIDs.Add(sp.UUID);
217 // sitting avatar
218 SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
219 if (sop != null)
220 {
221 coarseLocations.Add(sop.AbsolutePosition + sp.AbsolutePosition);
222 avatarUUIDs.Add(sp.UUID);
223 }
224 else
225 {
226 // we can't find the parent.. ! arg!
227 coarseLocations.Add(sp.AbsolutePosition);
228 avatarUUIDs.Add(sp.UUID);
229 }
230 }
231 else
232 {
233 coarseLocations.Add(sp.AbsolutePosition);
234 avatarUUIDs.Add(sp.UUID);
235 }
236 } 231 }
237 } 232 }
238 233
@@ -262,6 +257,33 @@ namespace OpenSim.Region.Framework.Scenes
262 protected internal bool AddRestoredSceneObject( 257 protected internal bool AddRestoredSceneObject(
263 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 258 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
264 { 259 {
260 if (!m_parentScene.CombineRegions)
261 {
262 // KF: Check for out-of-region, move inside and make static.
263 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
264 sceneObject.RootPart.GroupPosition.Y,
265 sceneObject.RootPart.GroupPosition.Z);
266 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 ||
267 npos.X > Constants.RegionSize ||
268 npos.Y > Constants.RegionSize))
269 {
270 if (npos.X < 0.0) npos.X = 1.0f;
271 if (npos.Y < 0.0) npos.Y = 1.0f;
272 if (npos.Z < 0.0) npos.Z = 0.0f;
273 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
274 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
275
276 foreach (SceneObjectPart part in sceneObject.Children.Values)
277 {
278 part.GroupPosition = npos;
279 }
280 sceneObject.RootPart.Velocity = Vector3.Zero;
281 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
282 sceneObject.RootPart.Acceleration = Vector3.Zero;
283 sceneObject.RootPart.Velocity = Vector3.Zero;
284 }
285 }
286
265 if (!alreadyPersisted) 287 if (!alreadyPersisted)
266 { 288 {
267 sceneObject.ForceInventoryPersistence(); 289 sceneObject.ForceInventoryPersistence();
@@ -391,23 +413,24 @@ namespace OpenSim.Region.Framework.Scenes
391 413
392 if (attachToBackup) 414 if (attachToBackup)
393 sceneObject.AttachToBackup(); 415 sceneObject.AttachToBackup();
394 416 }
395 if (OnObjectCreate != null) 417
396 OnObjectCreate(sceneObject); 418 if (OnObjectCreate != null)
397 419 {
398 lock (SceneObjectGroupsByFullID) 420 OnObjectCreate(sceneObject);
399 { 421 }
400 SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject; 422
401 foreach (SceneObjectPart part in sceneObject.Children.Values) 423 lock (SceneObjectGroupsByFullID)
402 SceneObjectGroupsByFullID[part.UUID] = sceneObject; 424 {
403 } 425 SceneObjectGroupsByFullID[sceneObject.UUID] = sceneObject;
404 426 foreach (SceneObjectPart part in sceneObject.Children.Values)
405 lock (SceneObjectGroupsByLocalID) 427 SceneObjectGroupsByFullID[part.UUID] = sceneObject;
406 { 428 }
407 SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject; 429 lock (SceneObjectGroupsByLocalID)
408 foreach (SceneObjectPart part in sceneObject.Children.Values) 430 {
409 SceneObjectGroupsByLocalID[part.LocalId] = sceneObject; 431 SceneObjectGroupsByLocalID[sceneObject.LocalId] = sceneObject;
410 } 432 foreach (SceneObjectPart part in sceneObject.Children.Values)
433 SceneObjectGroupsByLocalID[part.LocalId] = sceneObject;
411 } 434 }
412 } 435 }
413 436
@@ -472,6 +495,30 @@ namespace OpenSim.Region.Framework.Scenes
472 } 495 }
473 } 496 }
474 497
498 public void FireAttachToBackup(SceneObjectGroup obj)
499 {
500 if (OnAttachToBackup != null)
501 {
502 OnAttachToBackup(obj);
503 }
504 }
505
506 public void FireDetachFromBackup(SceneObjectGroup obj)
507 {
508 if (OnDetachFromBackup != null)
509 {
510 OnDetachFromBackup(obj);
511 }
512 }
513
514 public void FireChangeBackup(SceneObjectGroup obj)
515 {
516 if (OnChangeBackup != null)
517 {
518 OnChangeBackup(obj);
519 }
520 }
521
475 /// <summary> 522 /// <summary>
476 /// Process all pending updates 523 /// Process all pending updates
477 /// </summary> 524 /// </summary>
@@ -608,7 +655,8 @@ namespace OpenSim.Region.Framework.Scenes
608 655
609 Entities[presence.UUID] = presence; 656 Entities[presence.UUID] = presence;
610 657
611 lock (m_presenceLock) 658 m_scenePresencesLock.EnterWriteLock();
659 try
612 { 660 {
613 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 661 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
614 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 662 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -632,6 +680,10 @@ namespace OpenSim.Region.Framework.Scenes
632 m_scenePresenceMap = newmap; 680 m_scenePresenceMap = newmap;
633 m_scenePresenceArray = newlist; 681 m_scenePresenceArray = newlist;
634 } 682 }
683 finally
684 {
685 m_scenePresencesLock.ExitWriteLock();
686 }
635 } 687 }
636 688
637 /// <summary> 689 /// <summary>
@@ -646,7 +698,8 @@ namespace OpenSim.Region.Framework.Scenes
646 agentID); 698 agentID);
647 } 699 }
648 700
649 lock (m_presenceLock) 701 m_scenePresencesLock.EnterWriteLock();
702 try
650 { 703 {
651 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 704 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
652 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 705 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -668,6 +721,10 @@ namespace OpenSim.Region.Framework.Scenes
668 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 721 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
669 } 722 }
670 } 723 }
724 finally
725 {
726 m_scenePresencesLock.ExitWriteLock();
727 }
671 } 728 }
672 729
673 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 730 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1553,10 +1610,13 @@ namespace OpenSim.Region.Framework.Scenes
1553 /// <param name="childPrims"></param> 1610 /// <param name="childPrims"></param>
1554 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1611 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1555 { 1612 {
1613 SceneObjectGroup parentGroup = root.ParentGroup;
1614 if (parentGroup == null) return;
1556 Monitor.Enter(m_updateLock); 1615 Monitor.Enter(m_updateLock);
1616
1557 try 1617 try
1558 { 1618 {
1559 SceneObjectGroup parentGroup = root.ParentGroup; 1619 parentGroup.areUpdatesSuspended = true;
1560 1620
1561 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1621 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1562 if (parentGroup != null) 1622 if (parentGroup != null)
@@ -1595,12 +1655,12 @@ namespace OpenSim.Region.Framework.Scenes
1595 // occur on link to invoke this elsewhere (such as object selection) 1655 // occur on link to invoke this elsewhere (such as object selection)
1596 parentGroup.RootPart.CreateSelected = true; 1656 parentGroup.RootPart.CreateSelected = true;
1597 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1657 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1598 parentGroup.HasGroupChanged = true;
1599 parentGroup.ScheduleGroupForFullUpdate();
1600
1601 } 1658 }
1602 finally 1659 finally
1603 { 1660 {
1661 parentGroup.areUpdatesSuspended = false;
1662 parentGroup.HasGroupChanged = true;
1663 parentGroup.ScheduleGroupForFullUpdate();
1604 Monitor.Exit(m_updateLock); 1664 Monitor.Exit(m_updateLock);
1605 } 1665 }
1606 } 1666 }
@@ -1637,11 +1697,22 @@ namespace OpenSim.Region.Framework.Scenes
1637 } 1697 }
1638 } 1698 }
1639 1699
1640 foreach (SceneObjectPart child in childParts) 1700 if (childParts.Count > 0)
1641 { 1701 {
1642 // Unlink all child parts from their groups 1702 try
1643 // 1703 {
1644 child.ParentGroup.DelinkFromGroup(child, true); 1704 childParts[0].ParentGroup.areUpdatesSuspended = true;
1705 foreach (SceneObjectPart child in childParts)
1706 {
1707 // Unlink all child parts from their groups
1708 //
1709 child.ParentGroup.DelinkFromGroup(child, true);
1710 }
1711 }
1712 finally
1713 {
1714 childParts[0].ParentGroup.areUpdatesSuspended = false;
1715 }
1645 } 1716 }
1646 1717
1647 foreach (SceneObjectPart root in rootParts) 1718 foreach (SceneObjectPart root in rootParts)
@@ -1672,10 +1743,21 @@ namespace OpenSim.Region.Framework.Scenes
1672 if (numChildren > 1) 1743 if (numChildren > 1)
1673 sendEventsToRemainder = false; 1744 sendEventsToRemainder = false;
1674 1745
1675 foreach (SceneObjectPart p in newSet) 1746 if (newSet.Count > 0)
1676 { 1747 {
1677 if (p != group.RootPart) 1748 try
1678 group.DelinkFromGroup(p, sendEventsToRemainder); 1749 {
1750 newSet[0].ParentGroup.areUpdatesSuspended = true;
1751 foreach (SceneObjectPart p in newSet)
1752 {
1753 if (p != group.RootPart)
1754 group.DelinkFromGroup(p, sendEventsToRemainder);
1755 }
1756 }
1757 finally
1758 {
1759 newSet[0].ParentGroup.areUpdatesSuspended = false;
1760 }
1679 } 1761 }
1680 1762
1681 // If there is more than one prim remaining, we 1763 // If there is more than one prim remaining, we
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 9a01a28..a7003c4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -46,12 +46,12 @@ namespace OpenSim.Region.Framework.Scenes
46 /// </summary> 46 /// </summary>
47 public void ForceInventoryPersistence() 47 public void ForceInventoryPersistence()
48 { 48 {
49 lock (m_parts) 49 lockPartsForRead(true);
50 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
51 lockPartsForRead(false);
52 foreach (SceneObjectPart part in values)
50 { 53 {
51 foreach (SceneObjectPart part in m_parts.Values) 54 part.Inventory.ForceInventoryPersistence();
52 {
53 part.Inventory.ForceInventoryPersistence();
54 }
55 } 55 }
56 } 56 }
57 57
@@ -74,19 +74,17 @@ namespace OpenSim.Region.Framework.Scenes
74 /// <summary> 74 /// <summary>
75 /// Stop the scripts contained in all the prims in this group 75 /// Stop the scripts contained in all the prims in this group
76 /// </summary> 76 /// </summary>
77 /// <param name="sceneObjectBeingDeleted">
78 /// Should be true if these scripts are being removed because the scene
79 /// object is being deleted. This will prevent spurious updates to the client.
80 /// </param>
81 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 77 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
82 { 78 {
83 lock (m_parts) 79 lockPartsForRead(true);
80 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
81 lockPartsForRead(false);
82
83 foreach (SceneObjectPart part in values)
84 { 84 {
85 foreach (SceneObjectPart part in m_parts.Values) 85 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
86 {
87 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
88 }
89 } 86 }
87
90 } 88 }
91 89
92 /// <summary> 90 /// <summary>
@@ -424,6 +422,9 @@ namespace OpenSim.Region.Framework.Scenes
424 422
425 public void ResumeScripts() 423 public void ResumeScripts()
426 { 424 {
425 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
426 return;
427
427 foreach (SceneObjectPart part in m_parts.Values) 428 foreach (SceneObjectPart part in m_parts.Values)
428 { 429 {
429 part.Inventory.ResumeScripts(); 430 part.Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index fc5eeed..e003cf8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -29,6 +29,7 @@ using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Threading; 33using System.Threading;
33using System.Xml; 34using System.Xml;
34using System.Xml.Serialization; 35using System.Xml.Serialization;
@@ -104,8 +105,113 @@ namespace OpenSim.Region.Framework.Scenes
104 /// since the group's last persistent backup 105 /// since the group's last persistent backup
105 /// </summary> 106 /// </summary>
106 private bool m_hasGroupChanged = false; 107 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 108 private long timeFirstChanged = 0;
108 private long timeLastChanged; 109 private long timeLastChanged = 0;
110 private long m_maxPersistTime = 0;
111 private long m_minPersistTime = 0;
112 private Random m_rand;
113 private bool m_suspendUpdates;
114 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
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 }
132
133 public void lockPartsForRead(bool locked)
134 {
135 if (locked)
136 {
137 if (m_partsLock.RecursiveReadCount > 0)
138 {
139 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
140 try
141 {
142 StackTrace stackTrace = new StackTrace(); // get call stack
143 StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
144
145 // write call stack method names
146 foreach (StackFrame stackFrame in stackFrames)
147 {
148 m_log.Error("[SceneObjectGroup.m_parts] "+(stackFrame.GetMethod().Name)); // write method name
149 }
150
151 m_partsLock.ExitReadLock();
152 }
153 catch { } // Ignore errors, to allow resync
154 }
155 if (m_partsLock.RecursiveWriteCount > 0)
156 {
157 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested (write lock exists on this thread). This should not happen and means something needs to be fixed.");
158 try
159 {
160 m_partsLock.ExitWriteLock();
161 }
162 catch { }
163
164 }
165
166 while (!m_partsLock.TryEnterReadLock(60000))
167 {
168 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
169 if (m_partsLock.IsWriteLockHeld)
170 {
171 m_partsLock = new System.Threading.ReaderWriterLockSlim();
172 }
173 }
174 }
175 else
176 {
177 if (m_partsLock.RecursiveReadCount > 0)
178 {
179 m_partsLock.ExitReadLock();
180 }
181 }
182 }
183 public void lockPartsForWrite(bool locked)
184 {
185 if (locked)
186 {
187 if (m_partsLock.RecursiveReadCount > 0)
188 {
189 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
190 m_partsLock.ExitReadLock();
191 }
192 if (m_partsLock.RecursiveWriteCount > 0)
193 {
194 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
195 m_partsLock.ExitWriteLock();
196 }
197
198 while (!m_partsLock.TryEnterWriteLock(60000))
199 {
200 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
201 if (m_partsLock.IsWriteLockHeld)
202 {
203 m_partsLock = new System.Threading.ReaderWriterLockSlim();
204 }
205 }
206 }
207 else
208 {
209 if (m_partsLock.RecursiveWriteCount > 0)
210 {
211 m_partsLock.ExitWriteLock();
212 }
213 }
214 }
109 215
110 public bool HasGroupChanged 216 public bool HasGroupChanged
111 { 217 {
@@ -113,9 +219,39 @@ namespace OpenSim.Region.Framework.Scenes
113 { 219 {
114 if (value) 220 if (value)
115 { 221 {
222 if (m_isBackedUp)
223 {
224 m_scene.SceneGraph.FireChangeBackup(this);
225 }
116 timeLastChanged = DateTime.Now.Ticks; 226 timeLastChanged = DateTime.Now.Ticks;
117 if (!m_hasGroupChanged) 227 if (!m_hasGroupChanged)
118 timeFirstChanged = DateTime.Now.Ticks; 228 timeFirstChanged = DateTime.Now.Ticks;
229 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
230 {
231 if (m_rand == null)
232 {
233 byte[] val = new byte[16];
234 m_rootPart.UUID.ToBytes(val, 0);
235 m_rand = new Random(BitConverter.ToInt32(val, 0));
236 }
237
238 if (m_scene.GetRootAgentCount() == 0)
239 {
240 //If the region is empty, this change has been made by an automated process
241 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
242
243 float factor = 1.5f + (float)(m_rand.NextDouble());
244 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
245 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
246 }
247 else
248 {
249 //If the region is not empty, we want to obey the minimum and maximum persist times
250 //but add a random factor so we stagger the object persistance a little
251 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
252 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
253 }
254 }
119 } 255 }
120 m_hasGroupChanged = value; 256 m_hasGroupChanged = value;
121 } 257 }
@@ -131,8 +267,19 @@ namespace OpenSim.Region.Framework.Scenes
131 return false; 267 return false;
132 if (m_scene.ShuttingDown) 268 if (m_scene.ShuttingDown)
133 return true; 269 return true;
270
271 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
272 {
273 m_maxPersistTime = m_scene.m_persistAfter;
274 m_minPersistTime = m_scene.m_dontPersistBefore;
275 }
276
134 long currentTime = DateTime.Now.Ticks; 277 long currentTime = DateTime.Now.Ticks;
135 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 278
279 if (timeLastChanged == 0) timeLastChanged = currentTime;
280 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
281
282 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
136 return true; 283 return true;
137 return false; 284 return false;
138 } 285 }
@@ -181,7 +328,7 @@ namespace OpenSim.Region.Framework.Scenes
181 328
182 private bool m_scriptListens_atRotTarget = false; 329 private bool m_scriptListens_atRotTarget = false;
183 private bool m_scriptListens_notAtRotTarget = false; 330 private bool m_scriptListens_notAtRotTarget = false;
184 331 public bool m_dupeInProgress = false;
185 internal Dictionary<UUID, string> m_savedScriptState = null; 332 internal Dictionary<UUID, string> m_savedScriptState = null;
186 333
187 #region Properties 334 #region Properties
@@ -221,7 +368,21 @@ namespace OpenSim.Region.Framework.Scenes
221 public virtual Quaternion Rotation 368 public virtual Quaternion Rotation
222 { 369 {
223 get { return m_rotation; } 370 get { return m_rotation; }
224 set { m_rotation = value; } 371 set {
372 lockPartsForRead(true);
373 try
374 {
375 foreach(SceneObjectPart p in m_parts.Values)
376 {
377 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
378 }
379 }
380 finally
381 {
382 lockPartsForRead(false);
383 }
384 m_rotation = value;
385 }
225 } 386 }
226 387
227 public Quaternion GroupRotation 388 public Quaternion GroupRotation
@@ -259,13 +420,16 @@ namespace OpenSim.Region.Framework.Scenes
259 set 420 set
260 { 421 {
261 m_regionHandle = value; 422 m_regionHandle = value;
262 lock (m_parts) 423 lockPartsForRead(true);
263 { 424 {
264 foreach (SceneObjectPart part in m_parts.Values) 425 foreach (SceneObjectPart part in m_parts.Values)
265 { 426 {
427
266 part.RegionHandle = m_regionHandle; 428 part.RegionHandle = m_regionHandle;
429
267 } 430 }
268 } 431 }
432 lockPartsForRead(false);
269 } 433 }
270 } 434 }
271 435
@@ -299,7 +463,12 @@ namespace OpenSim.Region.Framework.Scenes
299 { 463 {
300 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 464 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
301 } 465 }
302 466
467 lockPartsForRead(true);
468 foreach (SceneObjectPart part in m_parts.Values)
469 {
470 part.IgnoreUndoUpdate = true;
471 }
303 if (RootPart.GetStatusSandbox()) 472 if (RootPart.GetStatusSandbox())
304 { 473 {
305 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 474 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -307,15 +476,30 @@ namespace OpenSim.Region.Framework.Scenes
307 RootPart.ScriptSetPhysicsStatus(false); 476 RootPart.ScriptSetPhysicsStatus(false);
308 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), 477 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
309 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); 478 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
479 lockPartsForRead(false);
310 return; 480 return;
311 } 481 }
312 } 482 }
313 483 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
314 lock (m_parts) 484 lockPartsForRead(false);
485 foreach (SceneObjectPart part in parts)
315 { 486 {
316 foreach (SceneObjectPart part in m_parts.Values) 487 part.IgnoreUndoUpdate = false;
488 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
489 part.GroupPosition = val;
490 if (!m_dupeInProgress)
491 {
492 part.TriggerScriptChangedEvent(Changed.POSITION);
493 }
494 }
495 if (!m_dupeInProgress)
496 {
497 foreach (ScenePresence av in m_linkedAvatars)
317 { 498 {
318 part.GroupPosition = val; 499 Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
500 av.AbsolutePosition += offset;
501 av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
502 av.SendFullUpdateToAllClients();
319 } 503 }
320 } 504 }
321 505
@@ -469,6 +653,7 @@ namespace OpenSim.Region.Framework.Scenes
469 /// </summary> 653 /// </summary>
470 public SceneObjectGroup() 654 public SceneObjectGroup()
471 { 655 {
656
472 } 657 }
473 658
474 /// <summary> 659 /// <summary>
@@ -485,7 +670,7 @@ namespace OpenSim.Region.Framework.Scenes
485 /// Constructor. This object is added to the scene later via AttachToScene() 670 /// Constructor. This object is added to the scene later via AttachToScene()
486 /// </summary> 671 /// </summary>
487 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 672 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
488 { 673 {
489 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 674 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
490 } 675 }
491 676
@@ -516,13 +701,16 @@ namespace OpenSim.Region.Framework.Scenes
516 701
517 public void SetFromItemID(UUID AssetId) 702 public void SetFromItemID(UUID AssetId)
518 { 703 {
519 lock (m_parts) 704 lockPartsForRead(true);
520 { 705 {
521 foreach (SceneObjectPart part in m_parts.Values) 706 foreach (SceneObjectPart part in m_parts.Values)
522 { 707 {
708
523 part.FromItemID = AssetId; 709 part.FromItemID = AssetId;
710
524 } 711 }
525 } 712 }
713 lockPartsForRead(false);
526 } 714 }
527 715
528 public UUID GetFromItemID() 716 public UUID GetFromItemID()
@@ -535,6 +723,9 @@ namespace OpenSim.Region.Framework.Scenes
535 /// </summary> 723 /// </summary>
536 public virtual void AttachToBackup() 724 public virtual void AttachToBackup()
537 { 725 {
726 if (IsAttachment) return;
727 m_scene.SceneGraph.FireAttachToBackup(this);
728
538 if (InSceneBackup) 729 if (InSceneBackup)
539 { 730 {
540 //m_log.DebugFormat( 731 //m_log.DebugFormat(
@@ -593,7 +784,7 @@ namespace OpenSim.Region.Framework.Scenes
593 Vector3 maxScale = Vector3.Zero; 784 Vector3 maxScale = Vector3.Zero;
594 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 785 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
595 786
596 lock (m_parts) 787 lockPartsForRead(true);
597 { 788 {
598 foreach (SceneObjectPart part in m_parts.Values) 789 foreach (SceneObjectPart part in m_parts.Values)
599 { 790 {
@@ -607,8 +798,11 @@ namespace OpenSim.Region.Framework.Scenes
607 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 798 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
608 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 799 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
609 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 800 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
801
610 } 802 }
611 } 803 }
804 lockPartsForRead(false);
805
612 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 806 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
613 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 807 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
614 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 808 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -624,10 +818,11 @@ namespace OpenSim.Region.Framework.Scenes
624 818
625 EntityIntersection result = new EntityIntersection(); 819 EntityIntersection result = new EntityIntersection();
626 820
627 lock (m_parts) 821 lockPartsForRead(true);
628 { 822 {
629 foreach (SceneObjectPart part in m_parts.Values) 823 foreach (SceneObjectPart part in m_parts.Values)
630 { 824 {
825
631 // Temporary commented to stop compiler warning 826 // Temporary commented to stop compiler warning
632 //Vector3 partPosition = 827 //Vector3 partPosition =
633 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 828 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -655,8 +850,10 @@ namespace OpenSim.Region.Framework.Scenes
655 result.distance = inter.distance; 850 result.distance = inter.distance;
656 } 851 }
657 } 852 }
853
658 } 854 }
659 } 855 }
856 lockPartsForRead(false);
660 return result; 857 return result;
661 } 858 }
662 859
@@ -675,10 +872,11 @@ namespace OpenSim.Region.Framework.Scenes
675 minY = 256f; 872 minY = 256f;
676 minZ = 8192f; 873 minZ = 8192f;
677 874
678 lock(m_parts) 875 lockPartsForRead(true);
679 { 876 {
680 foreach (SceneObjectPart part in m_parts.Values) 877 foreach (SceneObjectPart part in m_parts.Values)
681 { 878 {
879
682 Vector3 worldPos = part.GetWorldPosition(); 880 Vector3 worldPos = part.GetWorldPosition();
683 Vector3 offset = worldPos - AbsolutePosition; 881 Vector3 offset = worldPos - AbsolutePosition;
684 Quaternion worldRot; 882 Quaternion worldRot;
@@ -737,6 +935,8 @@ namespace OpenSim.Region.Framework.Scenes
737 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 935 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
738 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 936 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
739 937
938
939
740 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 940 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
741 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 941 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
742 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 942 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -908,6 +1108,7 @@ namespace OpenSim.Region.Framework.Scenes
908 minZ = backBottomLeft.Z; 1108 minZ = backBottomLeft.Z;
909 } 1109 }
910 } 1110 }
1111 lockPartsForRead(false);
911 } 1112 }
912 1113
913 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 1114 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
@@ -943,21 +1144,29 @@ namespace OpenSim.Region.Framework.Scenes
943 1144
944 public void SaveScriptedState(XmlTextWriter writer) 1145 public void SaveScriptedState(XmlTextWriter writer)
945 { 1146 {
1147 SaveScriptedState(writer, false);
1148 }
1149
1150 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1151 {
946 XmlDocument doc = new XmlDocument(); 1152 XmlDocument doc = new XmlDocument();
947 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1153 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
948 1154
949 // Capture script state while holding the lock 1155 // Capture script state while holding the lock
950 lock (m_parts) 1156 lockPartsForRead(true);
951 { 1157 {
952 foreach (SceneObjectPart part in m_parts.Values) 1158 foreach (SceneObjectPart part in m_parts.Values)
953 { 1159 {
954 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1160
1161 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs);
955 foreach (UUID itemid in pstates.Keys) 1162 foreach (UUID itemid in pstates.Keys)
956 { 1163 {
957 states.Add(itemid, pstates[itemid]); 1164 states.Add(itemid, pstates[itemid]);
958 } 1165 }
1166
959 } 1167 }
960 } 1168 }
1169 lockPartsForRead(false);
961 1170
962 if (states.Count > 0) 1171 if (states.Count > 0)
963 { 1172 {
@@ -976,6 +1185,47 @@ namespace OpenSim.Region.Framework.Scenes
976 } 1185 }
977 1186
978 /// <summary> 1187 /// <summary>
1188 /// Add the avatar to this linkset (avatar is sat).
1189 /// </summary>
1190 /// <param name="agentID"></param>
1191 public void AddAvatar(UUID agentID)
1192 {
1193 ScenePresence presence;
1194 if (m_scene.TryGetScenePresence(agentID, out presence))
1195 {
1196 if (!m_linkedAvatars.Contains(presence))
1197 {
1198 m_linkedAvatars.Add(presence);
1199 }
1200 }
1201 }
1202
1203 /// <summary>
1204 /// Delete the avatar from this linkset (avatar is unsat).
1205 /// </summary>
1206 /// <param name="agentID"></param>
1207 public void DeleteAvatar(UUID agentID)
1208 {
1209 ScenePresence presence;
1210 if (m_scene.TryGetScenePresence(agentID, out presence))
1211 {
1212 if (m_linkedAvatars.Contains(presence))
1213 {
1214 m_linkedAvatars.Remove(presence);
1215 }
1216 }
1217 }
1218
1219 /// <summary>
1220 /// Returns the list of linked presences (avatars sat on this group)
1221 /// </summary>
1222 /// <param name="agentID"></param>
1223 public List<ScenePresence> GetLinkedAvatars()
1224 {
1225 return m_linkedAvatars;
1226 }
1227
1228 /// <summary>
979 /// Attach this scene object to the given avatar. 1229 /// Attach this scene object to the given avatar.
980 /// </summary> 1230 /// </summary>
981 /// <param name="agentID"></param> 1231 /// <param name="agentID"></param>
@@ -1137,13 +1387,16 @@ namespace OpenSim.Region.Framework.Scenes
1137 1387
1138 public override void UpdateMovement() 1388 public override void UpdateMovement()
1139 { 1389 {
1140 lock (m_parts) 1390 lockPartsForRead(true);
1141 { 1391 {
1142 foreach (SceneObjectPart part in m_parts.Values) 1392 foreach (SceneObjectPart part in m_parts.Values)
1143 { 1393 {
1394
1144 part.UpdateMovement(); 1395 part.UpdateMovement();
1396
1145 } 1397 }
1146 } 1398 }
1399 lockPartsForRead(false);
1147 } 1400 }
1148 1401
1149 public ushort GetTimeDilation() 1402 public ushort GetTimeDilation()
@@ -1186,7 +1439,7 @@ namespace OpenSim.Region.Framework.Scenes
1186 /// <param name="part"></param> 1439 /// <param name="part"></param>
1187 public void AddPart(SceneObjectPart part) 1440 public void AddPart(SceneObjectPart part)
1188 { 1441 {
1189 lock (m_parts) 1442 lockPartsForWrite(true);
1190 { 1443 {
1191 part.SetParent(this); 1444 part.SetParent(this);
1192 m_parts.Add(part.UUID, part); 1445 m_parts.Add(part.UUID, part);
@@ -1196,6 +1449,7 @@ namespace OpenSim.Region.Framework.Scenes
1196 if (part.LinkNum == 2 && RootPart != null) 1449 if (part.LinkNum == 2 && RootPart != null)
1197 RootPart.LinkNum = 1; 1450 RootPart.LinkNum = 1;
1198 } 1451 }
1452 lockPartsForWrite(false);
1199 } 1453 }
1200 1454
1201 /// <summary> 1455 /// <summary>
@@ -1203,28 +1457,33 @@ namespace OpenSim.Region.Framework.Scenes
1203 /// </summary> 1457 /// </summary>
1204 private void UpdateParentIDs() 1458 private void UpdateParentIDs()
1205 { 1459 {
1206 lock (m_parts) 1460 lockPartsForRead(true);
1207 { 1461 {
1208 foreach (SceneObjectPart part in m_parts.Values) 1462 foreach (SceneObjectPart part in m_parts.Values)
1209 { 1463 {
1464
1210 if (part.UUID != m_rootPart.UUID) 1465 if (part.UUID != m_rootPart.UUID)
1211 { 1466 {
1212 part.ParentID = m_rootPart.LocalId; 1467 part.ParentID = m_rootPart.LocalId;
1213 } 1468 }
1469
1214 } 1470 }
1215 } 1471 }
1472 lockPartsForRead(false);
1216 } 1473 }
1217 1474
1218 public void RegenerateFullIDs() 1475 public void RegenerateFullIDs()
1219 { 1476 {
1220 lock (m_parts) 1477 lockPartsForRead(true);
1221 { 1478 {
1222 foreach (SceneObjectPart part in m_parts.Values) 1479 foreach (SceneObjectPart part in m_parts.Values)
1223 { 1480 {
1481
1224 part.UUID = UUID.Random(); 1482 part.UUID = UUID.Random();
1225 1483
1226 } 1484 }
1227 } 1485 }
1486 lockPartsForRead(false);
1228 } 1487 }
1229 1488
1230 // helper provided for parts. 1489 // helper provided for parts.
@@ -1285,7 +1544,7 @@ namespace OpenSim.Region.Framework.Scenes
1285 1544
1286 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1545 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1287 { 1546 {
1288 part.StoreUndoState(); 1547 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1289 part.OnGrab(offsetPos, remoteClient); 1548 part.OnGrab(offsetPos, remoteClient);
1290 } 1549 }
1291 1550
@@ -1305,27 +1564,32 @@ namespace OpenSim.Region.Framework.Scenes
1305 1564
1306 DetachFromBackup(); 1565 DetachFromBackup();
1307 1566
1308 lock (m_parts) 1567 lockPartsForRead(true);
1568 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1569 lockPartsForRead(false);
1570
1571 foreach (SceneObjectPart part in values)
1309 { 1572 {
1310 foreach (SceneObjectPart part in m_parts.Values)
1311 {
1312// part.Inventory.RemoveScriptInstances(); 1573// part.Inventory.RemoveScriptInstances();
1313 Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1574
1575 Scene.ForEachScenePresence(delegate (ScenePresence sp)
1576 {
1577 if (sp.ParentID == LocalId)
1314 { 1578 {
1315 if (avatar.ParentID == LocalId) 1579 sp.StandUp();
1316 { 1580 }
1317 avatar.StandUp();
1318 }
1319 1581
1320 if (!silent) 1582 if (!silent)
1321 { 1583 {
1322 part.UpdateFlag = 0; 1584 part.UpdateFlag = 0;
1323 if (part == m_rootPart) 1585 if (part == m_rootPart)
1324 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1586 sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1325 } 1587 }
1326 }); 1588 });
1327 } 1589
1328 } 1590 }
1591
1592
1329 } 1593 }
1330 1594
1331 public void AddScriptLPS(int count) 1595 public void AddScriptLPS(int count)
@@ -1350,17 +1614,20 @@ namespace OpenSim.Region.Framework.Scenes
1350 1614
1351 scriptEvents aggregateScriptEvents = 0; 1615 scriptEvents aggregateScriptEvents = 0;
1352 1616
1353 lock (m_parts) 1617 lockPartsForRead(true);
1354 { 1618 {
1355 foreach (SceneObjectPart part in m_parts.Values) 1619 foreach (SceneObjectPart part in m_parts.Values)
1356 { 1620 {
1621
1357 if (part == null) 1622 if (part == null)
1358 continue; 1623 continue;
1359 if (part != RootPart) 1624 if (part != RootPart)
1360 part.Flags = objectflagupdate; 1625 part.Flags = objectflagupdate;
1361 aggregateScriptEvents |= part.AggregateScriptEvents; 1626 aggregateScriptEvents |= part.AggregateScriptEvents;
1627
1362 } 1628 }
1363 } 1629 }
1630 lockPartsForRead(false);
1364 1631
1365 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1632 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1366 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1633 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1402,42 +1669,52 @@ namespace OpenSim.Region.Framework.Scenes
1402 /// <param name="m_physicalPrim"></param> 1669 /// <param name="m_physicalPrim"></param>
1403 public void ApplyPhysics(bool m_physicalPrim) 1670 public void ApplyPhysics(bool m_physicalPrim)
1404 { 1671 {
1405 lock (m_parts) 1672 lockPartsForRead(true);
1673
1674 if (m_parts.Count > 1)
1406 { 1675 {
1407 if (m_parts.Count > 1) 1676 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1677 lockPartsForRead(false);
1678 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1679 foreach (SceneObjectPart part in values)
1408 { 1680 {
1409 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1681
1410 foreach (SceneObjectPart part in m_parts.Values) 1682 if (part.LocalId != m_rootPart.LocalId)
1411 { 1683 {
1412 if (part.LocalId != m_rootPart.LocalId) 1684 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1413 {
1414 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1415 }
1416 } 1685 }
1417 1686
1418 // Hack to get the physics scene geometries in the right spot
1419 ResetChildPrimPhysicsPositions();
1420 }
1421 else
1422 {
1423 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1424 } 1687 }
1688 // Hack to get the physics scene geometries in the right spot
1689 ResetChildPrimPhysicsPositions();
1690 }
1691 else
1692 {
1693 lockPartsForRead(false);
1694 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1425 } 1695 }
1426 } 1696 }
1427 1697
1428 public void SetOwnerId(UUID userId) 1698 public void SetOwnerId(UUID userId)
1429 { 1699 {
1430 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1700 ForEachPart(delegate(SceneObjectPart part)
1701 {
1702
1703 part.OwnerID = userId;
1704
1705 });
1431 } 1706 }
1432 1707
1433 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1708 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1434 { 1709 {
1435 lock (m_parts) 1710 lockPartsForRead(true);
1711 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1712 lockPartsForRead(false);
1713 foreach (SceneObjectPart part in values)
1436 { 1714 {
1437 foreach (SceneObjectPart part in m_parts.Values) 1715
1438 { 1716 whatToDo(part);
1439 whatToDo(part); 1717
1440 }
1441 } 1718 }
1442 } 1719 }
1443 1720
@@ -1460,7 +1737,10 @@ namespace OpenSim.Region.Framework.Scenes
1460 1737
1461 try 1738 try
1462 { 1739 {
1463 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1740 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1741 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1742 m_scene.LoadingPrims) // Land may not be valid yet
1743
1464 { 1744 {
1465 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1745 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1466 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1746 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1492,9 +1772,9 @@ namespace OpenSim.Region.Framework.Scenes
1492 // don't backup while it's selected or you're asking for changes mid stream. 1772 // don't backup while it's selected or you're asking for changes mid stream.
1493 if ((isTimeToPersist()) || (forcedBackup)) 1773 if ((isTimeToPersist()) || (forcedBackup))
1494 { 1774 {
1495 m_log.DebugFormat( 1775 // m_log.DebugFormat(
1496 "[SCENE]: Storing {0}, {1} in {2}", 1776 // "[SCENE]: Storing {0}, {1} in {2}",
1497 Name, UUID, m_scene.RegionInfo.RegionName); 1777 // Name, UUID, m_scene.RegionInfo.RegionName);
1498 1778
1499 SceneObjectGroup backup_group = Copy(false); 1779 SceneObjectGroup backup_group = Copy(false);
1500 backup_group.RootPart.Velocity = RootPart.Velocity; 1780 backup_group.RootPart.Velocity = RootPart.Velocity;
@@ -1536,15 +1816,17 @@ namespace OpenSim.Region.Framework.Scenes
1536 RootPart.SendFullUpdate( 1816 RootPart.SendFullUpdate(
1537 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1817 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1538 1818
1539 lock (m_parts) 1819 lockPartsForRead(true);
1540 { 1820 {
1541 foreach (SceneObjectPart part in m_parts.Values) 1821 foreach (SceneObjectPart part in m_parts.Values)
1542 { 1822 {
1823
1543 if (part != RootPart) 1824 if (part != RootPart)
1544 part.SendFullUpdate( 1825 part.SendFullUpdate(
1545 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1826 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1546 } 1827 }
1547 } 1828 }
1829 lockPartsForRead(false);
1548 } 1830 }
1549 1831
1550 #region Copying 1832 #region Copying
@@ -1556,86 +1838,114 @@ namespace OpenSim.Region.Framework.Scenes
1556 /// <returns></returns> 1838 /// <returns></returns>
1557 public SceneObjectGroup Copy(bool userExposed) 1839 public SceneObjectGroup Copy(bool userExposed)
1558 { 1840 {
1559 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1841 SceneObjectGroup dupe;
1560 dupe.m_isBackedUp = false; 1842 try
1561 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); 1843 {
1844 m_dupeInProgress = true;
1845 dupe = (SceneObjectGroup)MemberwiseClone();
1846 dupe.m_isBackedUp = false;
1847 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
1562 1848
1563 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1849 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1564 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1850 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1565 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1851 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1566 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1852 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1567 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1853 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1568 // then restore it's attachment state 1854 // then restore it's attachment state
1569 1855
1570 // This is only necessary when userExposed is false! 1856 // This is only necessary when userExposed is false!
1571 1857
1572 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1858 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1573
1574 if (!userExposed)
1575 dupe.RootPart.IsAttachment = true;
1576 1859
1577 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1860 if (!userExposed)
1861 dupe.RootPart.IsAttachment = true;
1578 1862
1579 if (!userExposed) 1863 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1580 {
1581 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1582 }
1583 1864
1584 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1865 if (!userExposed)
1585 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1866 {
1867 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1868 }
1586 1869
1587 if (userExposed) 1870 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1588 dupe.m_rootPart.TrimPermissions(); 1871 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1589 1872
1590 List<SceneObjectPart> partList; 1873 if (userExposed)
1874 dupe.m_rootPart.TrimPermissions();
1591 1875
1592 lock (m_parts) 1876 /// may need to create a new Physics actor.
1593 { 1877 if (dupe.RootPart.PhysActor != null && userExposed)
1594 partList = new List<SceneObjectPart>(m_parts.Values);
1595 }
1596
1597 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1598 { 1878 {
1599 return p1.LinkNum.CompareTo(p2.LinkNum); 1879 PrimitiveBaseShape pbs = dupe.RootPart.Shape;
1880
1881 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
1882 dupe.RootPart.Name,
1883 pbs,
1884 dupe.RootPart.AbsolutePosition,
1885 dupe.RootPart.Scale,
1886 dupe.RootPart.RotationOffset,
1887 dupe.RootPart.PhysActor.IsPhysical);
1888
1889 dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
1890 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
1600 } 1891 }
1601 );
1602 1892
1603 foreach (SceneObjectPart part in partList) 1893 lockPartsForRead(true);
1604 { 1894
1605 if (part.UUID != m_rootPart.UUID) 1895 List<SceneObjectPart> partList;
1896
1897 partList = new List<SceneObjectPart>(m_parts.Values);
1898
1899 lockPartsForRead(false);
1900
1901 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1902 {
1903 return p1.LinkNum.CompareTo(p2.LinkNum);
1904 }
1905 );
1906
1907 foreach (SceneObjectPart part in partList)
1606 { 1908 {
1607 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1909 if (part.UUID != m_rootPart.UUID)
1608 newPart.LinkNum = part.LinkNum; 1910 {
1609 } 1911 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1610 1912
1611 // Need to duplicate the physics actor as well 1913 newPart.LinkNum = part.LinkNum;
1612 if (part.PhysActor != null && userExposed) 1914 }
1915
1916 // Need to duplicate the physics actor as well
1917 if (part.PhysActor != null && userExposed)
1918 {
1919 PrimitiveBaseShape pbs = part.Shape;
1920
1921 part.PhysActor
1922 = m_scene.PhysicsScene.AddPrimShape(
1923 part.Name,
1924 pbs,
1925 part.AbsolutePosition,
1926 part.Scale,
1927 part.RotationOffset,
1928 part.PhysActor.IsPhysical);
1929
1930 part.PhysActor.LocalID = part.LocalId;
1931 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1932 }
1933
1934 }
1935 if (userExposed)
1613 { 1936 {
1614 PrimitiveBaseShape pbs = part.Shape; 1937 dupe.UpdateParentIDs();
1615 1938 dupe.HasGroupChanged = true;
1616 part.PhysActor 1939 dupe.AttachToBackup();
1617 = m_scene.PhysicsScene.AddPrimShape( 1940
1618 part.Name, 1941 ScheduleGroupForFullUpdate();
1619 pbs, 1942 }
1620 part.AbsolutePosition, 1943
1621 part.Scale,
1622 part.RotationOffset,
1623 part.PhysActor.IsPhysical);
1624
1625 part.PhysActor.LocalID = part.LocalId;
1626 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1627 }
1628 } 1944 }
1629 1945 finally
1630 if (userExposed)
1631 { 1946 {
1632 dupe.UpdateParentIDs(); 1947 m_dupeInProgress = false;
1633 dupe.HasGroupChanged = true;
1634 dupe.AttachToBackup();
1635
1636 ScheduleGroupForFullUpdate();
1637 } 1948 }
1638
1639 return dupe; 1949 return dupe;
1640 } 1950 }
1641 1951
@@ -1826,13 +2136,40 @@ namespace OpenSim.Region.Framework.Scenes
1826 } 2136 }
1827 } 2137 }
1828 2138
2139 public void rotLookAt(Quaternion target, float strength, float damping)
2140 {
2141 SceneObjectPart rootpart = m_rootPart;
2142 if (rootpart != null)
2143 {
2144 if (IsAttachment)
2145 {
2146 /*
2147 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2148 if (avatar != null)
2149 {
2150 Rotate the Av?
2151 } */
2152 }
2153 else
2154 {
2155 if (rootpart.PhysActor != null)
2156 { // APID must be implemented in your physics system for this to function.
2157 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2158 rootpart.PhysActor.APIDStrength = strength;
2159 rootpart.PhysActor.APIDDamping = damping;
2160 rootpart.PhysActor.APIDActive = true;
2161 }
2162 }
2163 }
2164 }
2165
1829 public void stopLookAt() 2166 public void stopLookAt()
1830 { 2167 {
1831 SceneObjectPart rootpart = m_rootPart; 2168 SceneObjectPart rootpart = m_rootPart;
1832 if (rootpart != null) 2169 if (rootpart != null)
1833 { 2170 {
1834 if (rootpart.PhysActor != null) 2171 if (rootpart.PhysActor != null)
1835 { 2172 { // APID must be implemented in your physics system for this to function.
1836 rootpart.PhysActor.APIDActive = false; 2173 rootpart.PhysActor.APIDActive = false;
1837 } 2174 }
1838 } 2175 }
@@ -1897,14 +2234,14 @@ namespace OpenSim.Region.Framework.Scenes
1897 /// <param name="cGroupID"></param> 2234 /// <param name="cGroupID"></param>
1898 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2235 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1899 { 2236 {
1900 SceneObjectPart newPart = null; 2237 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1901 2238 newPart.SetParent(this);
1902 lock (m_parts) 2239
1903 { 2240 lockPartsForWrite(true);
1904 newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2241 {
1905 newPart.SetParent(this);
1906 m_parts.Add(newPart.UUID, newPart); 2242 m_parts.Add(newPart.UUID, newPart);
1907 } 2243 }
2244 lockPartsForWrite(false);
1908 2245
1909 SetPartAsNonRoot(newPart); 2246 SetPartAsNonRoot(newPart);
1910 2247
@@ -1968,7 +2305,7 @@ namespace OpenSim.Region.Framework.Scenes
1968 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2305 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1969 // return; 2306 // return;
1970 2307
1971 lock (m_parts) 2308 lockPartsForRead(true);
1972 { 2309 {
1973 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2310 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1974 2311
@@ -1988,9 +2325,12 @@ namespace OpenSim.Region.Framework.Scenes
1988 { 2325 {
1989 if (!IsSelected) 2326 if (!IsSelected)
1990 part.UpdateLookAt(); 2327 part.UpdateLookAt();
2328
1991 part.SendScheduledUpdates(); 2329 part.SendScheduledUpdates();
2330
1992 } 2331 }
1993 } 2332 }
2333 lockPartsForRead(false);
1994 } 2334 }
1995 2335
1996 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2336 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -1999,27 +2339,29 @@ namespace OpenSim.Region.Framework.Scenes
1999 2339
2000 RootPart.AddFullUpdateToAvatar(presence); 2340 RootPart.AddFullUpdateToAvatar(presence);
2001 2341
2002 lock (m_parts) 2342 lockPartsForRead(true);
2003 { 2343 {
2004 foreach (SceneObjectPart part in m_parts.Values) 2344 foreach (SceneObjectPart part in m_parts.Values)
2005 { 2345 {
2346
2006 if (part != RootPart) 2347 if (part != RootPart)
2007 part.AddFullUpdateToAvatar(presence); 2348 part.AddFullUpdateToAvatar(presence);
2349
2008 } 2350 }
2009 } 2351 }
2352 lockPartsForRead(false);
2010 } 2353 }
2011 2354
2012 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2355 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
2013 { 2356 {
2014// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2357 lockPartsForRead(true);
2015 2358
2016 lock (m_parts) 2359 foreach (SceneObjectPart part in m_parts.Values)
2017 { 2360 {
2018 foreach (SceneObjectPart part in m_parts.Values) 2361 part.AddTerseUpdateToAvatar(presence);
2019 {
2020 part.AddTerseUpdateToAvatar(presence);
2021 }
2022 } 2362 }
2363
2364 lockPartsForRead(false);
2023 } 2365 }
2024 2366
2025 /// <summary> 2367 /// <summary>
@@ -2033,14 +2375,17 @@ namespace OpenSim.Region.Framework.Scenes
2033 checkAtTargets(); 2375 checkAtTargets();
2034 RootPart.ScheduleFullUpdate(); 2376 RootPart.ScheduleFullUpdate();
2035 2377
2036 lock (m_parts) 2378 lockPartsForRead(true);
2037 { 2379 {
2038 foreach (SceneObjectPart part in m_parts.Values) 2380 foreach (SceneObjectPart part in m_parts.Values)
2039 { 2381 {
2382
2040 if (part != RootPart) 2383 if (part != RootPart)
2041 part.ScheduleFullUpdate(); 2384 part.ScheduleFullUpdate();
2385
2042 } 2386 }
2043 } 2387 }
2388 lockPartsForRead(false);
2044 } 2389 }
2045 2390
2046 /// <summary> 2391 /// <summary>
@@ -2048,37 +2393,38 @@ namespace OpenSim.Region.Framework.Scenes
2048 /// </summary> 2393 /// </summary>
2049 public void ScheduleGroupForTerseUpdate() 2394 public void ScheduleGroupForTerseUpdate()
2050 { 2395 {
2051// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2396 lockPartsForRead(true);
2052 2397 foreach (SceneObjectPart part in m_parts.Values)
2053 lock (m_parts)
2054 { 2398 {
2055 foreach (SceneObjectPart part in m_parts.Values) 2399 part.ScheduleTerseUpdate();
2056 {
2057 part.ScheduleTerseUpdate();
2058 }
2059 } 2400 }
2401
2402 lockPartsForRead(false);
2060 } 2403 }
2061 2404
2062 /// <summary> 2405 /// <summary>
2063 /// Immediately send a full update for this scene object. 2406 /// Immediately send a full update for this scene object.
2064 /// </summary> 2407 /// </summary>
2065 public void SendGroupFullUpdate() 2408 public void SendGroupFullUpdate()
2066 { 2409 {
2067 if (IsDeleted) 2410 if (IsDeleted)
2068 return; 2411 return;
2069 2412
2070// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2413// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2071 2414
2072 RootPart.SendFullUpdateToAllClients(); 2415 RootPart.SendFullUpdateToAllClients();
2073 2416
2074 lock (m_parts) 2417 lockPartsForRead(true);
2075 { 2418 {
2076 foreach (SceneObjectPart part in m_parts.Values) 2419 foreach (SceneObjectPart part in m_parts.Values)
2077 { 2420 {
2421
2078 if (part != RootPart) 2422 if (part != RootPart)
2079 part.SendFullUpdateToAllClients(); 2423 part.SendFullUpdateToAllClients();
2424
2080 } 2425 }
2081 } 2426 }
2427 lockPartsForRead(false);
2082 } 2428 }
2083 2429
2084 /// <summary> 2430 /// <summary>
@@ -2110,14 +2456,15 @@ namespace OpenSim.Region.Framework.Scenes
2110 { 2456 {
2111 if (IsDeleted) 2457 if (IsDeleted)
2112 return; 2458 return;
2113 2459
2114 lock (m_parts) 2460 lockPartsForRead(true);
2115 { 2461 {
2116 foreach (SceneObjectPart part in m_parts.Values) 2462 foreach (SceneObjectPart part in m_parts.Values)
2117 { 2463 {
2118 part.SendTerseUpdateToAllClients(); 2464 part.SendTerseUpdateToAllClients();
2119 } 2465 }
2120 } 2466 }
2467 lockPartsForRead(false);
2121 } 2468 }
2122 2469
2123 #endregion 2470 #endregion
@@ -2131,16 +2478,18 @@ namespace OpenSim.Region.Framework.Scenes
2131 /// <returns>null if no child part with that linknum or child part</returns> 2478 /// <returns>null if no child part with that linknum or child part</returns>
2132 public SceneObjectPart GetLinkNumPart(int linknum) 2479 public SceneObjectPart GetLinkNumPart(int linknum)
2133 { 2480 {
2134 lock (m_parts) 2481 lockPartsForRead(true);
2135 { 2482 {
2136 foreach (SceneObjectPart part in m_parts.Values) 2483 foreach (SceneObjectPart part in m_parts.Values)
2137 { 2484 {
2138 if (part.LinkNum == linknum) 2485 if (part.LinkNum == linknum)
2139 { 2486 {
2487 lockPartsForRead(false);
2140 return part; 2488 return part;
2141 } 2489 }
2142 } 2490 }
2143 } 2491 }
2492 lockPartsForRead(false);
2144 2493
2145 return null; 2494 return null;
2146 } 2495 }
@@ -2173,17 +2522,19 @@ namespace OpenSim.Region.Framework.Scenes
2173 public SceneObjectPart GetChildPart(uint localID) 2522 public SceneObjectPart GetChildPart(uint localID)
2174 { 2523 {
2175 //m_log.DebugFormat("Entered looking for {0}", localID); 2524 //m_log.DebugFormat("Entered looking for {0}", localID);
2176 lock (m_parts) 2525 lockPartsForRead(true);
2177 { 2526 {
2178 foreach (SceneObjectPart part in m_parts.Values) 2527 foreach (SceneObjectPart part in m_parts.Values)
2179 { 2528 {
2180 //m_log.DebugFormat("Found {0}", part.LocalId); 2529 //m_log.DebugFormat("Found {0}", part.LocalId);
2181 if (part.LocalId == localID) 2530 if (part.LocalId == localID)
2182 { 2531 {
2532 lockPartsForRead(false);
2183 return part; 2533 return part;
2184 } 2534 }
2185 } 2535 }
2186 } 2536 }
2537 lockPartsForRead(false);
2187 2538
2188 return null; 2539 return null;
2189 } 2540 }
@@ -2214,17 +2565,19 @@ namespace OpenSim.Region.Framework.Scenes
2214 public bool HasChildPrim(uint localID) 2565 public bool HasChildPrim(uint localID)
2215 { 2566 {
2216 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2567 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2217 lock (m_parts) 2568 lockPartsForRead(true);
2218 { 2569 {
2219 foreach (SceneObjectPart part in m_parts.Values) 2570 foreach (SceneObjectPart part in m_parts.Values)
2220 { 2571 {
2221 //m_log.DebugFormat("Found {0}", part.LocalId); 2572 //m_log.DebugFormat("Found {0}", part.LocalId);
2222 if (part.LocalId == localID) 2573 if (part.LocalId == localID)
2223 { 2574 {
2575 lockPartsForRead(false);
2224 return true; 2576 return true;
2225 } 2577 }
2226 } 2578 }
2227 } 2579 }
2580 lockPartsForRead(false);
2228 2581
2229 return false; 2582 return false;
2230 } 2583 }
@@ -2274,53 +2627,57 @@ namespace OpenSim.Region.Framework.Scenes
2274 if (m_rootPart.LinkNum == 0) 2627 if (m_rootPart.LinkNum == 0)
2275 m_rootPart.LinkNum = 1; 2628 m_rootPart.LinkNum = 1;
2276 2629
2277 lock (m_parts) 2630 lockPartsForWrite(true);
2278 { 2631
2279 m_parts.Add(linkPart.UUID, linkPart); 2632 m_parts.Add(linkPart.UUID, linkPart);
2280 2633
2281 // Insert in terms of link numbers, the new links 2634 lockPartsForWrite(false);
2282 // before the current ones (with the exception of 2635
2283 // the root prim. Shuffle the old ones up 2636 // Insert in terms of link numbers, the new links
2284 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2637 // before the current ones (with the exception of
2638 // the root prim. Shuffle the old ones up
2639 lockPartsForRead(true);
2640 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2641 {
2642 if (kvp.Value.LinkNum != 1)
2285 { 2643 {
2286 if (kvp.Value.LinkNum != 1) 2644 // Don't update root prim link number
2287 { 2645 kvp.Value.LinkNum += objectGroup.PrimCount;
2288 // Don't update root prim link number
2289 kvp.Value.LinkNum += objectGroup.PrimCount;
2290 }
2291 } 2646 }
2647 }
2648 lockPartsForRead(false);
2292 2649
2293 linkPart.LinkNum = 2; 2650 linkPart.LinkNum = 2;
2294 2651
2295 linkPart.SetParent(this); 2652 linkPart.SetParent(this);
2296 linkPart.CreateSelected = true; 2653 linkPart.CreateSelected = true;
2297 2654
2298 //if (linkPart.PhysActor != null) 2655 //if (linkPart.PhysActor != null)
2299 //{ 2656 //{
2300 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2657 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2301 2658
2302 //linkPart.PhysActor = null; 2659 //linkPart.PhysActor = null;
2303 //} 2660 //}
2304 2661
2305 //TODO: rest of parts 2662 //TODO: rest of parts
2306 int linkNum = 3; 2663 int linkNum = 3;
2307 foreach (SceneObjectPart part in objectGroup.Children.Values) 2664 foreach (SceneObjectPart part in objectGroup.Children.Values)
2665 {
2666 if (part.UUID != objectGroup.m_rootPart.UUID)
2308 { 2667 {
2309 if (part.UUID != objectGroup.m_rootPart.UUID) 2668 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2310 {
2311 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2312 }
2313 part.ClearUndoState();
2314 } 2669 }
2670 part.ClearUndoState();
2315 } 2671 }
2316 2672
2317 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2673 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2318 objectGroup.m_isDeleted = true; 2674 objectGroup.m_isDeleted = true;
2675
2676 objectGroup.lockPartsForWrite(true);
2319 2677
2320 lock (objectGroup.m_parts) 2678 objectGroup.m_parts.Clear();
2321 { 2679
2322 objectGroup.m_parts.Clear(); 2680 objectGroup.lockPartsForWrite(false);
2323 }
2324 2681
2325 // Can't do this yet since backup still makes use of the root part without any synchronization 2682 // Can't do this yet since backup still makes use of the root part without any synchronization
2326// objectGroup.m_rootPart = null; 2683// objectGroup.m_rootPart = null;
@@ -2390,23 +2747,23 @@ namespace OpenSim.Region.Framework.Scenes
2390 Quaternion worldRot = linkPart.GetWorldRotation(); 2747 Quaternion worldRot = linkPart.GetWorldRotation();
2391 2748
2392 // Remove the part from this object 2749 // Remove the part from this object
2393 lock (m_parts) 2750 lockPartsForWrite(true);
2394 { 2751 {
2395 m_parts.Remove(linkPart.UUID); 2752 m_parts.Remove(linkPart.UUID);
2396 2753 }
2397 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2754 lockPartsForWrite(false);
2755 lockPartsForRead(true);
2756 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2757 RootPart.LinkNum = 0;
2758 else
2759 {
2760 foreach (SceneObjectPart p in m_parts.Values)
2398 { 2761 {
2399 RootPart.LinkNum = 0; 2762 if (p.LinkNum > linkPart.LinkNum)
2763 p.LinkNum--;
2400 } 2764 }
2401 else
2402 {
2403 foreach (SceneObjectPart p in m_parts.Values)
2404 {
2405 if (p.LinkNum > linkPart.LinkNum)
2406 p.LinkNum--;
2407 }
2408 }
2409 } 2765 }
2766 lockPartsForRead(false);
2410 2767
2411 linkPart.ParentID = 0; 2768 linkPart.ParentID = 0;
2412 linkPart.LinkNum = 0; 2769 linkPart.LinkNum = 0;
@@ -2450,6 +2807,8 @@ namespace OpenSim.Region.Framework.Scenes
2450 /// <param name="objectGroup"></param> 2807 /// <param name="objectGroup"></param>
2451 public virtual void DetachFromBackup() 2808 public virtual void DetachFromBackup()
2452 { 2809 {
2810 m_scene.SceneGraph.FireDetachFromBackup(this);
2811
2453 if (m_isBackedUp) 2812 if (m_isBackedUp)
2454 m_scene.EventManager.OnBackup -= ProcessBackup; 2813 m_scene.EventManager.OnBackup -= ProcessBackup;
2455 2814
@@ -2728,9 +3087,12 @@ namespace OpenSim.Region.Framework.Scenes
2728 3087
2729 if (selectionPart != null) 3088 if (selectionPart != null)
2730 { 3089 {
2731 lock (m_parts) 3090 lockPartsForRead(true);
3091 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
3092 lockPartsForRead(false);
3093 foreach (SceneObjectPart part in parts)
2732 { 3094 {
2733 foreach (SceneObjectPart part in m_parts.Values) 3095 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2734 { 3096 {
2735 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 3097 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2736 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 3098 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2740,12 +3102,13 @@ namespace OpenSim.Region.Framework.Scenes
2740 break; 3102 break;
2741 } 3103 }
2742 } 3104 }
3105 }
2743 3106
2744 foreach (SceneObjectPart part in m_parts.Values) 3107 foreach (SceneObjectPart part in parts)
2745 { 3108 {
2746 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3109 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2747 }
2748 } 3110 }
3111
2749 } 3112 }
2750 } 3113 }
2751 3114
@@ -2758,6 +3121,17 @@ namespace OpenSim.Region.Framework.Scenes
2758 } 3121 }
2759 } 3122 }
2760 3123
3124
3125
3126 /// <summary>
3127 /// Gets the number of parts
3128 /// </summary>
3129 /// <returns></returns>
3130 public int GetPartCount()
3131 {
3132 return Children.Count;
3133 }
3134
2761 /// <summary> 3135 /// <summary>
2762 /// Get the parts of this scene object 3136 /// Get the parts of this scene object
2763 /// </summary> 3137 /// </summary>
@@ -2833,11 +3207,9 @@ namespace OpenSim.Region.Framework.Scenes
2833 scale.Y = m_scene.m_maxNonphys; 3207 scale.Y = m_scene.m_maxNonphys;
2834 if (scale.Z > m_scene.m_maxNonphys) 3208 if (scale.Z > m_scene.m_maxNonphys)
2835 scale.Z = m_scene.m_maxNonphys; 3209 scale.Z = m_scene.m_maxNonphys;
2836
2837 SceneObjectPart part = GetChildPart(localID); 3210 SceneObjectPart part = GetChildPart(localID);
2838 if (part != null) 3211 if (part != null)
2839 { 3212 {
2840 part.Resize(scale);
2841 if (part.PhysActor != null) 3213 if (part.PhysActor != null)
2842 { 3214 {
2843 if (part.PhysActor.IsPhysical) 3215 if (part.PhysActor.IsPhysical)
@@ -2852,7 +3224,7 @@ namespace OpenSim.Region.Framework.Scenes
2852 part.PhysActor.Size = scale; 3224 part.PhysActor.Size = scale;
2853 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3225 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2854 } 3226 }
2855 //if (part.UUID != m_rootPart.UUID) 3227 part.Resize(scale);
2856 3228
2857 HasGroupChanged = true; 3229 HasGroupChanged = true;
2858 ScheduleGroupForFullUpdate(); 3230 ScheduleGroupForFullUpdate();
@@ -2874,7 +3246,6 @@ namespace OpenSim.Region.Framework.Scenes
2874 SceneObjectPart part = GetChildPart(localID); 3246 SceneObjectPart part = GetChildPart(localID);
2875 if (part != null) 3247 if (part != null)
2876 { 3248 {
2877 part.IgnoreUndoUpdate = true;
2878 if (scale.X > m_scene.m_maxNonphys) 3249 if (scale.X > m_scene.m_maxNonphys)
2879 scale.X = m_scene.m_maxNonphys; 3250 scale.X = m_scene.m_maxNonphys;
2880 if (scale.Y > m_scene.m_maxNonphys) 3251 if (scale.Y > m_scene.m_maxNonphys)
@@ -2894,94 +3265,100 @@ namespace OpenSim.Region.Framework.Scenes
2894 float y = (scale.Y / part.Scale.Y); 3265 float y = (scale.Y / part.Scale.Y);
2895 float z = (scale.Z / part.Scale.Z); 3266 float z = (scale.Z / part.Scale.Z);
2896 3267
2897 lock (m_parts) 3268 lockPartsForRead(true);
3269 if (x > 1.0f || y > 1.0f || z > 1.0f)
2898 { 3270 {
2899 if (x > 1.0f || y > 1.0f || z > 1.0f) 3271 foreach (SceneObjectPart obPart in m_parts.Values)
2900 { 3272 {
2901 foreach (SceneObjectPart obPart in m_parts.Values) 3273 if (obPart.UUID != m_rootPart.UUID)
2902 { 3274 {
2903 if (obPart.UUID != m_rootPart.UUID) 3275 Vector3 oldSize = new Vector3(obPart.Scale);
2904 { 3276 obPart.IgnoreUndoUpdate = true;
2905 obPart.IgnoreUndoUpdate = true;
2906 Vector3 oldSize = new Vector3(obPart.Scale);
2907 3277
2908 float f = 1.0f; 3278 float f = 1.0f;
2909 float a = 1.0f; 3279 float a = 1.0f;
2910 3280
2911 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3281 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3282 {
3283 if (oldSize.X*x > m_scene.m_maxPhys)
2912 { 3284 {
2913 if (oldSize.X*x > m_scene.m_maxPhys) 3285 f = m_scene.m_maxPhys / oldSize.X;
2914 { 3286 a = f / x;
2915 f = m_scene.m_maxPhys / oldSize.X; 3287 x *= a;
2916 a = f / x; 3288 y *= a;
2917 x *= a; 3289 z *= a;
2918 y *= a;
2919 z *= a;
2920 }
2921 if (oldSize.Y*y > m_scene.m_maxPhys)
2922 {
2923 f = m_scene.m_maxPhys / oldSize.Y;
2924 a = f / y;
2925 x *= a;
2926 y *= a;
2927 z *= a;
2928 }
2929 if (oldSize.Z*z > m_scene.m_maxPhys)
2930 {
2931 f = m_scene.m_maxPhys / oldSize.Z;
2932 a = f / z;
2933 x *= a;
2934 y *= a;
2935 z *= a;
2936 }
2937 } 3290 }
2938 else 3291 if (oldSize.Y*y > m_scene.m_maxPhys)
3292 {
3293 f = m_scene.m_maxPhys / oldSize.Y;
3294 a = f / y;
3295 x *= a;
3296 y *= a;
3297 z *= a;
3298 }
3299 if (oldSize.Z*z > m_scene.m_maxPhys)
3300 {
3301 f = m_scene.m_maxPhys / oldSize.Z;
3302 a = f / z;
3303 x *= a;
3304 y *= a;
3305 z *= a;
3306 }
3307 }
3308 else
3309 {
3310 if (oldSize.X*x > m_scene.m_maxNonphys)
3311 {
3312 f = m_scene.m_maxNonphys / oldSize.X;
3313 a = f / x;
3314 x *= a;
3315 y *= a;
3316 z *= a;
3317 }
3318 if (oldSize.Y*y > m_scene.m_maxNonphys)
3319 {
3320 f = m_scene.m_maxNonphys / oldSize.Y;
3321 a = f / y;
3322 x *= a;
3323 y *= a;
3324 z *= a;
3325 }
3326 if (oldSize.Z*z > m_scene.m_maxNonphys)
2939 { 3327 {
2940 if (oldSize.X*x > m_scene.m_maxNonphys) 3328 f = m_scene.m_maxNonphys / oldSize.Z;
2941 { 3329 a = f / z;
2942 f = m_scene.m_maxNonphys / oldSize.X; 3330 x *= a;
2943 a = f / x; 3331 y *= a;
2944 x *= a; 3332 z *= a;
2945 y *= a;
2946 z *= a;
2947 }
2948 if (oldSize.Y*y > m_scene.m_maxNonphys)
2949 {
2950 f = m_scene.m_maxNonphys / oldSize.Y;
2951 a = f / y;
2952 x *= a;
2953 y *= a;
2954 z *= a;
2955 }
2956 if (oldSize.Z*z > m_scene.m_maxNonphys)
2957 {
2958 f = m_scene.m_maxNonphys / oldSize.Z;
2959 a = f / z;
2960 x *= a;
2961 y *= a;
2962 z *= a;
2963 }
2964 } 3333 }
2965 obPart.IgnoreUndoUpdate = false; 3334
2966 obPart.StoreUndoState();
2967 } 3335 }
2968 } 3336 }
2969 } 3337 }
2970 } 3338 }
3339 lockPartsForRead(false);
2971 3340
2972 Vector3 prevScale = part.Scale; 3341 Vector3 prevScale = part.Scale;
2973 prevScale.X *= x; 3342 prevScale.X *= x;
2974 prevScale.Y *= y; 3343 prevScale.Y *= y;
2975 prevScale.Z *= z; 3344 prevScale.Z *= z;;
3345
3346 part.IgnoreUndoUpdate = false;
3347 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3348 part.IgnoreUndoUpdate = true;
2976 part.Resize(prevScale); 3349 part.Resize(prevScale);
3350 part.IgnoreUndoUpdate = false;
2977 3351
2978 lock (m_parts) 3352 lockPartsForRead(true);
2979 { 3353 {
2980 foreach (SceneObjectPart obPart in m_parts.Values) 3354 foreach (SceneObjectPart obPart in m_parts.Values)
2981 { 3355 {
2982 obPart.IgnoreUndoUpdate = true;
2983 if (obPart.UUID != m_rootPart.UUID) 3356 if (obPart.UUID != m_rootPart.UUID)
2984 { 3357 {
3358 obPart.IgnoreUndoUpdate = false;
3359 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3360 obPart.IgnoreUndoUpdate = true;
3361
2985 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3362 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2986 currentpos.X *= x; 3363 currentpos.X *= x;
2987 currentpos.Y *= y; 3364 currentpos.Y *= y;
@@ -2994,9 +3371,9 @@ namespace OpenSim.Region.Framework.Scenes
2994 obPart.UpdateOffSet(currentpos); 3371 obPart.UpdateOffSet(currentpos);
2995 } 3372 }
2996 obPart.IgnoreUndoUpdate = false; 3373 obPart.IgnoreUndoUpdate = false;
2997 obPart.StoreUndoState();
2998 } 3374 }
2999 } 3375 }
3376 lockPartsForRead(false);
3000 3377
3001 if (part.PhysActor != null) 3378 if (part.PhysActor != null)
3002 { 3379 {
@@ -3005,7 +3382,6 @@ namespace OpenSim.Region.Framework.Scenes
3005 } 3382 }
3006 3383
3007 part.IgnoreUndoUpdate = false; 3384 part.IgnoreUndoUpdate = false;
3008 part.StoreUndoState();
3009 HasGroupChanged = true; 3385 HasGroupChanged = true;
3010 ScheduleGroupForTerseUpdate(); 3386 ScheduleGroupForTerseUpdate();
3011 } 3387 }
@@ -3021,14 +3397,11 @@ namespace OpenSim.Region.Framework.Scenes
3021 /// <param name="pos"></param> 3397 /// <param name="pos"></param>
3022 public void UpdateGroupPosition(Vector3 pos) 3398 public void UpdateGroupPosition(Vector3 pos)
3023 { 3399 {
3024 foreach (SceneObjectPart part in Children.Values)
3025 {
3026 part.StoreUndoState();
3027 }
3028 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3400 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
3029 { 3401 {
3030 if (IsAttachment) 3402 if (IsAttachment)
3031 { 3403 {
3404 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
3032 m_rootPart.AttachedPos = pos; 3405 m_rootPart.AttachedPos = pos;
3033 } 3406 }
3034 if (RootPart.GetStatusSandbox()) 3407 if (RootPart.GetStatusSandbox())
@@ -3061,7 +3434,7 @@ namespace OpenSim.Region.Framework.Scenes
3061 SceneObjectPart part = GetChildPart(localID); 3434 SceneObjectPart part = GetChildPart(localID);
3062 foreach (SceneObjectPart parts in Children.Values) 3435 foreach (SceneObjectPart parts in Children.Values)
3063 { 3436 {
3064 parts.StoreUndoState(); 3437 parts.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3065 } 3438 }
3066 if (part != null) 3439 if (part != null)
3067 { 3440 {
@@ -3086,7 +3459,7 @@ namespace OpenSim.Region.Framework.Scenes
3086 { 3459 {
3087 foreach (SceneObjectPart part in Children.Values) 3460 foreach (SceneObjectPart part in Children.Values)
3088 { 3461 {
3089 part.StoreUndoState(); 3462 part.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3090 } 3463 }
3091 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3464 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3092 Vector3 oldPos = 3465 Vector3 oldPos =
@@ -3099,7 +3472,7 @@ namespace OpenSim.Region.Framework.Scenes
3099 axDiff *= Quaternion.Inverse(partRotation); 3472 axDiff *= Quaternion.Inverse(partRotation);
3100 diff = axDiff; 3473 diff = axDiff;
3101 3474
3102 lock (m_parts) 3475 lockPartsForRead(true);
3103 { 3476 {
3104 foreach (SceneObjectPart obPart in m_parts.Values) 3477 foreach (SceneObjectPart obPart in m_parts.Values)
3105 { 3478 {
@@ -3109,11 +3482,29 @@ namespace OpenSim.Region.Framework.Scenes
3109 } 3482 }
3110 } 3483 }
3111 } 3484 }
3485 lockPartsForRead(false);
3112 3486
3113 AbsolutePosition = newPos; 3487 //We have to set undoing here because otherwise an undo state will be saved
3488 if (!m_rootPart.Undoing)
3489 {
3490 m_rootPart.Undoing = true;
3491 AbsolutePosition = newPos;
3492 m_rootPart.Undoing = false;
3493 }
3494 else
3495 {
3496 AbsolutePosition = newPos;
3497 }
3114 3498
3115 HasGroupChanged = true; 3499 HasGroupChanged = true;
3116 ScheduleGroupForTerseUpdate(); 3500 if (m_rootPart.Undoing)
3501 {
3502 ScheduleGroupForFullUpdate();
3503 }
3504 else
3505 {
3506 ScheduleGroupForTerseUpdate();
3507 }
3117 } 3508 }
3118 3509
3119 public void OffsetForNewRegion(Vector3 offset) 3510 public void OffsetForNewRegion(Vector3 offset)
@@ -3133,7 +3524,7 @@ namespace OpenSim.Region.Framework.Scenes
3133 { 3524 {
3134 foreach (SceneObjectPart parts in Children.Values) 3525 foreach (SceneObjectPart parts in Children.Values)
3135 { 3526 {
3136 parts.StoreUndoState(); 3527 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3137 } 3528 }
3138 m_rootPart.UpdateRotation(rot); 3529 m_rootPart.UpdateRotation(rot);
3139 3530
@@ -3157,7 +3548,7 @@ namespace OpenSim.Region.Framework.Scenes
3157 { 3548 {
3158 foreach (SceneObjectPart parts in Children.Values) 3549 foreach (SceneObjectPart parts in Children.Values)
3159 { 3550 {
3160 parts.StoreUndoState(); 3551 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3161 } 3552 }
3162 m_rootPart.UpdateRotation(rot); 3553 m_rootPart.UpdateRotation(rot);
3163 3554
@@ -3184,7 +3575,7 @@ namespace OpenSim.Region.Framework.Scenes
3184 SceneObjectPart part = GetChildPart(localID); 3575 SceneObjectPart part = GetChildPart(localID);
3185 foreach (SceneObjectPart parts in Children.Values) 3576 foreach (SceneObjectPart parts in Children.Values)
3186 { 3577 {
3187 parts.StoreUndoState(); 3578 parts.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3188 } 3579 }
3189 if (part != null) 3580 if (part != null)
3190 { 3581 {
@@ -3212,15 +3603,24 @@ namespace OpenSim.Region.Framework.Scenes
3212 if (part.UUID == m_rootPart.UUID) 3603 if (part.UUID == m_rootPart.UUID)
3213 { 3604 {
3214 UpdateRootRotation(rot); 3605 UpdateRootRotation(rot);
3215 AbsolutePosition = pos; 3606 if (!m_rootPart.Undoing)
3607 {
3608 m_rootPart.Undoing = true;
3609 AbsolutePosition = pos;
3610 m_rootPart.Undoing = false;
3611 }
3612 else
3613 {
3614 AbsolutePosition = pos;
3615 }
3216 } 3616 }
3217 else 3617 else
3218 { 3618 {
3619 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3219 part.IgnoreUndoUpdate = true; 3620 part.IgnoreUndoUpdate = true;
3220 part.UpdateRotation(rot); 3621 part.UpdateRotation(rot);
3221 part.OffsetPosition = pos; 3622 part.OffsetPosition = pos;
3222 part.IgnoreUndoUpdate = false; 3623 part.IgnoreUndoUpdate = false;
3223 part.StoreUndoState();
3224 } 3624 }
3225 } 3625 }
3226 } 3626 }
@@ -3234,7 +3634,13 @@ namespace OpenSim.Region.Framework.Scenes
3234 Quaternion axRot = rot; 3634 Quaternion axRot = rot;
3235 Quaternion oldParentRot = m_rootPart.RotationOffset; 3635 Quaternion oldParentRot = m_rootPart.RotationOffset;
3236 3636
3237 m_rootPart.StoreUndoState(); 3637 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3638 bool cancelUndo = false;
3639 if (!m_rootPart.Undoing)
3640 {
3641 m_rootPart.Undoing = true;
3642 cancelUndo = true;
3643 }
3238 m_rootPart.UpdateRotation(rot); 3644 m_rootPart.UpdateRotation(rot);
3239 if (m_rootPart.PhysActor != null) 3645 if (m_rootPart.PhysActor != null)
3240 { 3646 {
@@ -3242,33 +3648,31 @@ namespace OpenSim.Region.Framework.Scenes
3242 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3648 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3243 } 3649 }
3244 3650
3245 lock (m_parts) 3651 lockPartsForRead(true);
3652
3653 foreach (SceneObjectPart prim in m_parts.Values)
3246 { 3654 {
3247 foreach (SceneObjectPart prim in m_parts.Values) 3655 if (prim.UUID != m_rootPart.UUID)
3248 { 3656 {
3249 if (prim.UUID != m_rootPart.UUID) 3657 prim.IgnoreUndoUpdate = true;
3250 { 3658 Vector3 axPos = prim.OffsetPosition;
3251 prim.IgnoreUndoUpdate = true; 3659 axPos *= oldParentRot;
3252 Vector3 axPos = prim.OffsetPosition; 3660 axPos *= Quaternion.Inverse(axRot);
3253 axPos *= oldParentRot; 3661 prim.OffsetPosition = axPos;
3254 axPos *= Quaternion.Inverse(axRot); 3662 Quaternion primsRot = prim.RotationOffset;
3255 prim.OffsetPosition = axPos; 3663 Quaternion newRot = primsRot * oldParentRot;
3256 Quaternion primsRot = prim.RotationOffset; 3664 newRot *= Quaternion.Inverse(axRot);
3257 Quaternion newRot = primsRot * oldParentRot; 3665 prim.RotationOffset = newRot;
3258 newRot *= Quaternion.Inverse(axRot); 3666 prim.ScheduleTerseUpdate();
3259 prim.RotationOffset = newRot; 3667 prim.IgnoreUndoUpdate = false;
3260 prim.ScheduleTerseUpdate();
3261 }
3262 } 3668 }
3263 } 3669 }
3264 foreach (SceneObjectPart childpart in Children.Values) 3670 if (cancelUndo == true)
3265 { 3671 {
3266 if (childpart != m_rootPart) 3672 m_rootPart.Undoing = false;
3267 {
3268 childpart.IgnoreUndoUpdate = false;
3269 childpart.StoreUndoState();
3270 }
3271 } 3673 }
3674 lockPartsForRead(false);
3675
3272 m_rootPart.ScheduleTerseUpdate(); 3676 m_rootPart.ScheduleTerseUpdate();
3273 } 3677 }
3274 3678
@@ -3390,7 +3794,7 @@ namespace OpenSim.Region.Framework.Scenes
3390 if (atTargets.Count > 0) 3794 if (atTargets.Count > 0)
3391 { 3795 {
3392 uint[] localids = new uint[0]; 3796 uint[] localids = new uint[0];
3393 lock (m_parts) 3797 lockPartsForRead(true);
3394 { 3798 {
3395 localids = new uint[m_parts.Count]; 3799 localids = new uint[m_parts.Count];
3396 int cntr = 0; 3800 int cntr = 0;
@@ -3400,6 +3804,7 @@ namespace OpenSim.Region.Framework.Scenes
3400 cntr++; 3804 cntr++;
3401 } 3805 }
3402 } 3806 }
3807 lockPartsForRead(false);
3403 3808
3404 for (int ctr = 0; ctr < localids.Length; ctr++) 3809 for (int ctr = 0; ctr < localids.Length; ctr++)
3405 { 3810 {
@@ -3418,7 +3823,7 @@ namespace OpenSim.Region.Framework.Scenes
3418 { 3823 {
3419 //trigger not_at_target 3824 //trigger not_at_target
3420 uint[] localids = new uint[0]; 3825 uint[] localids = new uint[0];
3421 lock (m_parts) 3826 lockPartsForRead(true);
3422 { 3827 {
3423 localids = new uint[m_parts.Count]; 3828 localids = new uint[m_parts.Count];
3424 int cntr = 0; 3829 int cntr = 0;
@@ -3428,7 +3833,8 @@ namespace OpenSim.Region.Framework.Scenes
3428 cntr++; 3833 cntr++;
3429 } 3834 }
3430 } 3835 }
3431 3836 lockPartsForRead(false);
3837
3432 for (int ctr = 0; ctr < localids.Length; ctr++) 3838 for (int ctr = 0; ctr < localids.Length; ctr++)
3433 { 3839 {
3434 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3840 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3469,7 +3875,8 @@ namespace OpenSim.Region.Framework.Scenes
3469 if (atRotTargets.Count > 0) 3875 if (atRotTargets.Count > 0)
3470 { 3876 {
3471 uint[] localids = new uint[0]; 3877 uint[] localids = new uint[0];
3472 lock (m_parts) 3878 lockPartsForRead(true);
3879 try
3473 { 3880 {
3474 localids = new uint[m_parts.Count]; 3881 localids = new uint[m_parts.Count];
3475 int cntr = 0; 3882 int cntr = 0;
@@ -3479,6 +3886,10 @@ namespace OpenSim.Region.Framework.Scenes
3479 cntr++; 3886 cntr++;
3480 } 3887 }
3481 } 3888 }
3889 finally
3890 {
3891 lockPartsForRead(false);
3892 }
3482 3893
3483 for (int ctr = 0; ctr < localids.Length; ctr++) 3894 for (int ctr = 0; ctr < localids.Length; ctr++)
3484 { 3895 {
@@ -3497,7 +3908,8 @@ namespace OpenSim.Region.Framework.Scenes
3497 { 3908 {
3498 //trigger not_at_target 3909 //trigger not_at_target
3499 uint[] localids = new uint[0]; 3910 uint[] localids = new uint[0];
3500 lock (m_parts) 3911 lockPartsForRead(true);
3912 try
3501 { 3913 {
3502 localids = new uint[m_parts.Count]; 3914 localids = new uint[m_parts.Count];
3503 int cntr = 0; 3915 int cntr = 0;
@@ -3507,6 +3919,10 @@ namespace OpenSim.Region.Framework.Scenes
3507 cntr++; 3919 cntr++;
3508 } 3920 }
3509 } 3921 }
3922 finally
3923 {
3924 lockPartsForRead(false);
3925 }
3510 3926
3511 for (int ctr = 0; ctr < localids.Length; ctr++) 3927 for (int ctr = 0; ctr < localids.Length; ctr++)
3512 { 3928 {
@@ -3520,19 +3936,20 @@ namespace OpenSim.Region.Framework.Scenes
3520 public float GetMass() 3936 public float GetMass()
3521 { 3937 {
3522 float retmass = 0f; 3938 float retmass = 0f;
3523 lock (m_parts) 3939 lockPartsForRead(true);
3524 { 3940 {
3525 foreach (SceneObjectPart part in m_parts.Values) 3941 foreach (SceneObjectPart part in m_parts.Values)
3526 { 3942 {
3527 retmass += part.GetMass(); 3943 retmass += part.GetMass();
3528 } 3944 }
3529 } 3945 }
3946 lockPartsForRead(false);
3530 return retmass; 3947 return retmass;
3531 } 3948 }
3532 3949
3533 public void CheckSculptAndLoad() 3950 public void CheckSculptAndLoad()
3534 { 3951 {
3535 lock (m_parts) 3952 lockPartsForRead(true);
3536 { 3953 {
3537 if (!IsDeleted) 3954 if (!IsDeleted)
3538 { 3955 {
@@ -3557,6 +3974,7 @@ namespace OpenSim.Region.Framework.Scenes
3557 } 3974 }
3558 } 3975 }
3559 } 3976 }
3977 lockPartsForRead(false);
3560 } 3978 }
3561 3979
3562 protected void AssetReceived(string id, Object sender, AssetBase asset) 3980 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3577,7 +3995,7 @@ namespace OpenSim.Region.Framework.Scenes
3577 /// <param name="client"></param> 3995 /// <param name="client"></param>
3578 public void SetGroup(UUID GroupID, IClientAPI client) 3996 public void SetGroup(UUID GroupID, IClientAPI client)
3579 { 3997 {
3580 lock (m_parts) 3998 lockPartsForRead(true);
3581 { 3999 {
3582 foreach (SceneObjectPart part in m_parts.Values) 4000 foreach (SceneObjectPart part in m_parts.Values)
3583 { 4001 {
@@ -3587,6 +4005,7 @@ namespace OpenSim.Region.Framework.Scenes
3587 4005
3588 HasGroupChanged = true; 4006 HasGroupChanged = true;
3589 } 4007 }
4008 lockPartsForRead(false);
3590 4009
3591 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 4010 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3592 // for the same object with very different properties. The caller must schedule the update. 4011 // for the same object with very different properties. The caller must schedule the update.
@@ -3608,11 +4027,12 @@ namespace OpenSim.Region.Framework.Scenes
3608 4027
3609 public void SetAttachmentPoint(byte point) 4028 public void SetAttachmentPoint(byte point)
3610 { 4029 {
3611 lock (m_parts) 4030 lockPartsForRead(true);
3612 { 4031 {
3613 foreach (SceneObjectPart part in m_parts.Values) 4032 foreach (SceneObjectPart part in m_parts.Values)
3614 part.SetAttachmentPoint(point); 4033 part.SetAttachmentPoint(point);
3615 } 4034 }
4035 lockPartsForRead(false);
3616 } 4036 }
3617 4037
3618 #region ISceneObject 4038 #region ISceneObject
@@ -3646,6 +4066,14 @@ namespace OpenSim.Region.Framework.Scenes
3646 SetFromItemID(uuid); 4066 SetFromItemID(uuid);
3647 } 4067 }
3648 4068
4069 public void ResetOwnerChangeFlag()
4070 {
4071 ForEachPart(delegate(SceneObjectPart part)
4072 {
4073 part.ResetOwnerChangeFlag();
4074 });
4075 }
4076
3649 #endregion 4077 #endregion
3650 } 4078 }
3651} 4079}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 2ad4223..9e52b00 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -60,7 +60,8 @@ namespace OpenSim.Region.Framework.Scenes
60 TELEPORT = 512, 60 TELEPORT = 512,
61 REGION_RESTART = 1024, 61 REGION_RESTART = 1024,
62 MEDIA = 2048, 62 MEDIA = 2048,
63 ANIMATION = 16384 63 ANIMATION = 16384,
64 POSITION = 32768
64 } 65 }
65 66
66 // I don't really know where to put this except here. 67 // I don't really know where to put this except here.
@@ -149,8 +150,8 @@ namespace OpenSim.Region.Framework.Scenes
149 150
150 // TODO: This needs to be persisted in next XML version update! 151 // TODO: This needs to be persisted in next XML version update!
151 [XmlIgnore] 152 [XmlIgnore]
152 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 153 public int[] PayPrice = {-2,-2,-2,-2,-2};
153 154
154 [XmlIgnore] 155 [XmlIgnore]
155 public PhysicsActor PhysActor 156 public PhysicsActor PhysActor
156 { 157 {
@@ -193,6 +194,14 @@ namespace OpenSim.Region.Framework.Scenes
193 [XmlIgnore] 194 [XmlIgnore]
194 public UUID FromFolderID; 195 public UUID FromFolderID;
195 196
197 // The following two are to hold the attachment data
198 // while an object is inworld
199 [XmlIgnore]
200 public byte AttachPoint = 0;
201
202 [XmlIgnore]
203 public Vector3 AttachOffset = Vector3.Zero;
204
196 [XmlIgnore] 205 [XmlIgnore]
197 public int STATUS_ROTATE_X; 206 public int STATUS_ROTATE_X;
198 207
@@ -288,6 +297,7 @@ namespace OpenSim.Region.Framework.Scenes
288 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 297 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
289 private Vector3 m_sitTargetPosition; 298 private Vector3 m_sitTargetPosition;
290 private string m_sitAnimation = "SIT"; 299 private string m_sitAnimation = "SIT";
300 private bool m_occupied; // KF if any av is sitting on this prim
291 private string m_text = String.Empty; 301 private string m_text = String.Empty;
292 private string m_touchName = String.Empty; 302 private string m_touchName = String.Empty;
293 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 303 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -377,7 +387,7 @@ namespace OpenSim.Region.Framework.Scenes
377 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 387 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
378 Quaternion rotationOffset, Vector3 offsetPosition) 388 Quaternion rotationOffset, Vector3 offsetPosition)
379 { 389 {
380 m_name = "Primitive"; 390 m_name = "Object";
381 391
382 Rezzed = DateTime.UtcNow; 392 Rezzed = DateTime.UtcNow;
383 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 393 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -473,12 +483,16 @@ namespace OpenSim.Region.Framework.Scenes
473 } 483 }
474 484
475 /// <value> 485 /// <value>
476 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 486 /// Get the inventory list
477 /// </value> 487 /// </value>
478 public TaskInventoryDictionary TaskInventory 488 public TaskInventoryDictionary TaskInventory
479 { 489 {
480 get { return m_inventory.Items; } 490 get {
481 set { m_inventory.Items = value; } 491 return m_inventory.Items;
492 }
493 set {
494 m_inventory.Items = value;
495 }
482 } 496 }
483 497
484 /// <summary> 498 /// <summary>
@@ -611,14 +625,12 @@ namespace OpenSim.Region.Framework.Scenes
611 set { m_LoopSoundSlavePrims = value; } 625 set { m_LoopSoundSlavePrims = value; }
612 } 626 }
613 627
614 [XmlIgnore]
615 public Byte[] TextureAnimation 628 public Byte[] TextureAnimation
616 { 629 {
617 get { return m_TextureAnimation; } 630 get { return m_TextureAnimation; }
618 set { m_TextureAnimation = value; } 631 set { m_TextureAnimation = value; }
619 } 632 }
620 633
621 [XmlIgnore]
622 public Byte[] ParticleSystem 634 public Byte[] ParticleSystem
623 { 635 {
624 get { return m_particleSystem; } 636 get { return m_particleSystem; }
@@ -672,7 +684,6 @@ namespace OpenSim.Region.Framework.Scenes
672 set 684 set
673 { 685 {
674 m_groupPosition = value; 686 m_groupPosition = value;
675
676 PhysicsActor actor = PhysActor; 687 PhysicsActor actor = PhysActor;
677 if (actor != null) 688 if (actor != null)
678 { 689 {
@@ -692,25 +703,13 @@ namespace OpenSim.Region.Framework.Scenes
692 703
693 // Tell the physics engines that this prim changed. 704 // Tell the physics engines that this prim changed.
694 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 705 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
706
695 } 707 }
696 catch (Exception e) 708 catch (Exception e)
697 { 709 {
698 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 710 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
699 } 711 }
700 } 712 }
701
702 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
703 if (m_sitTargetAvatar != UUID.Zero)
704 {
705 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
706 {
707 ScenePresence avatar;
708 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
709 {
710 avatar.ParentPosition = GetWorldPosition();
711 }
712 }
713 }
714 } 713 }
715 } 714 }
716 715
@@ -719,7 +718,8 @@ namespace OpenSim.Region.Framework.Scenes
719 get { return m_offsetPosition; } 718 get { return m_offsetPosition; }
720 set 719 set
721 { 720 {
722 StoreUndoState(); 721 Vector3 oldpos = m_offsetPosition;
722 StoreUndoState(UndoType.STATE_PRIM_POSITION);
723 m_offsetPosition = value; 723 m_offsetPosition = value;
724 724
725 if (ParentGroup != null && !ParentGroup.IsDeleted) 725 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -733,7 +733,22 @@ namespace OpenSim.Region.Framework.Scenes
733 // Tell the physics engines that this prim changed. 733 // Tell the physics engines that this prim changed.
734 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 734 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
735 } 735 }
736
737 if (!m_parentGroup.m_dupeInProgress)
738 {
739 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
740 foreach (ScenePresence av in avs)
741 {
742 if (av.LinkedPrim == m_uuid)
743 {
744 Vector3 offset = (m_offsetPosition - oldpos);
745 av.OffsetPosition += offset;
746 av.SendFullUpdateToAllClients();
747 }
748 }
749 }
736 } 750 }
751 TriggerScriptChangedEvent(Changed.POSITION);
737 } 752 }
738 } 753 }
739 754
@@ -775,7 +790,7 @@ namespace OpenSim.Region.Framework.Scenes
775 790
776 set 791 set
777 { 792 {
778 StoreUndoState(); 793 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
779 m_rotationOffset = value; 794 m_rotationOffset = value;
780 795
781 PhysicsActor actor = PhysActor; 796 PhysicsActor actor = PhysActor;
@@ -859,7 +874,16 @@ namespace OpenSim.Region.Framework.Scenes
859 /// <summary></summary> 874 /// <summary></summary>
860 public Vector3 Acceleration 875 public Vector3 Acceleration
861 { 876 {
862 get { return m_acceleration; } 877 get
878 {
879 PhysicsActor actor = PhysActor;
880 if (actor != null)
881 {
882 m_acceleration = actor.Acceleration;
883 }
884 return m_acceleration;
885 }
886
863 set { m_acceleration = value; } 887 set { m_acceleration = value; }
864 } 888 }
865 889
@@ -964,7 +988,7 @@ namespace OpenSim.Region.Framework.Scenes
964 get { return m_shape.Scale; } 988 get { return m_shape.Scale; }
965 set 989 set
966 { 990 {
967 StoreUndoState(); 991 StoreUndoState(UndoType.STATE_PRIM_SCALE);
968 if (m_shape != null) 992 if (m_shape != null)
969 { 993 {
970 m_shape.Scale = value; 994 m_shape.Scale = value;
@@ -1034,7 +1058,8 @@ namespace OpenSim.Region.Framework.Scenes
1034 if (IsAttachment) 1058 if (IsAttachment)
1035 return GroupPosition; 1059 return GroupPosition;
1036 1060
1037 return m_offsetPosition + m_groupPosition; } 1061// return m_offsetPosition + m_groupPosition; }
1062 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
1038 } 1063 }
1039 1064
1040 public SceneObjectGroup ParentGroup 1065 public SceneObjectGroup ParentGroup
@@ -1193,6 +1218,13 @@ namespace OpenSim.Region.Framework.Scenes
1193 _flags = value; 1218 _flags = value;
1194 } 1219 }
1195 } 1220 }
1221
1222 [XmlIgnore]
1223 public bool IsOccupied // KF If an av is sittingon this prim
1224 {
1225 get { return m_occupied; }
1226 set { m_occupied = value; }
1227 }
1196 1228
1197 [XmlIgnore] 1229 [XmlIgnore]
1198 public UUID SitTargetAvatar 1230 public UUID SitTargetAvatar
@@ -1268,14 +1300,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 } 1300 }
1269 } 1301 }
1270 1302
1271 /// <summary>
1272 /// Clear all pending updates of parts to clients
1273 /// </summary>
1274 private void ClearUpdateSchedule()
1275 {
1276 m_updateFlag = 0;
1277 }
1278
1279 private void SendObjectPropertiesToClient(UUID AgentID) 1303 private void SendObjectPropertiesToClient(UUID AgentID)
1280 { 1304 {
1281 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1305 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1526,14 +1550,21 @@ namespace OpenSim.Region.Framework.Scenes
1526 // or flexible 1550 // or flexible
1527 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1551 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1528 { 1552 {
1529 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1553 try
1530 Name, 1554 {
1531 Shape, 1555 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1532 AbsolutePosition, 1556 Name,
1533 Scale, 1557 Shape,
1534 RotationOffset, 1558 AbsolutePosition,
1535 RigidBody); 1559 Scale,
1536 1560 RotationOffset,
1561 RigidBody);
1562 }
1563 catch
1564 {
1565 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1566 PhysActor = null;
1567 }
1537 // Basic Physics returns null.. joy joy joy. 1568 // Basic Physics returns null.. joy joy joy.
1538 if (PhysActor != null) 1569 if (PhysActor != null)
1539 { 1570 {
@@ -1561,7 +1592,7 @@ namespace OpenSim.Region.Framework.Scenes
1561 { 1592 {
1562 m_redo.Clear(); 1593 m_redo.Clear();
1563 } 1594 }
1564 StoreUndoState(); 1595 StoreUndoState(UndoType.STATE_ALL);
1565 } 1596 }
1566 1597
1567 public byte ConvertScriptUintToByte(uint indata) 1598 public byte ConvertScriptUintToByte(uint indata)
@@ -1673,7 +1704,7 @@ namespace OpenSim.Region.Framework.Scenes
1673 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1704 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1674 part.Shape = shape; 1705 part.Shape = shape;
1675 1706
1676 part.Name = "Primitive"; 1707 part.Name = "Object";
1677 part._ownerID = UUID.Random(); 1708 part._ownerID = UUID.Random();
1678 1709
1679 return part; 1710 return part;
@@ -2033,12 +2064,17 @@ namespace OpenSim.Region.Framework.Scenes
2033 public Vector3 GetWorldPosition() 2064 public Vector3 GetWorldPosition()
2034 { 2065 {
2035 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2066 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2036
2037 Vector3 axPos = OffsetPosition; 2067 Vector3 axPos = OffsetPosition;
2038
2039 axPos *= parentRot; 2068 axPos *= parentRot;
2040 Vector3 translationOffsetPosition = axPos; 2069 Vector3 translationOffsetPosition = axPos;
2041 return GroupPosition + translationOffsetPosition; 2070 if(_parentID == 0)
2071 {
2072 return GroupPosition;
2073 }
2074 else
2075 {
2076 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2077 }
2042 } 2078 }
2043 2079
2044 /// <summary> 2080 /// <summary>
@@ -2049,7 +2085,7 @@ namespace OpenSim.Region.Framework.Scenes
2049 { 2085 {
2050 Quaternion newRot; 2086 Quaternion newRot;
2051 2087
2052 if (this.LinkNum == 0) 2088 if (this.LinkNum < 2) //KF Single or root prim
2053 { 2089 {
2054 newRot = RotationOffset; 2090 newRot = RotationOffset;
2055 } 2091 }
@@ -2695,17 +2731,18 @@ namespace OpenSim.Region.Framework.Scenes
2695 //Trys to fetch sound id from prim's inventory. 2731 //Trys to fetch sound id from prim's inventory.
2696 //Prim's inventory doesn't support non script items yet 2732 //Prim's inventory doesn't support non script items yet
2697 2733
2698 lock (TaskInventory) 2734 TaskInventory.LockItemsForRead(true);
2735
2736 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2699 { 2737 {
2700 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2738 if (item.Value.Name == sound)
2701 { 2739 {
2702 if (item.Value.Name == sound) 2740 soundID = item.Value.ItemID;
2703 { 2741 break;
2704 soundID = item.Value.ItemID;
2705 break;
2706 }
2707 } 2742 }
2708 } 2743 }
2744
2745 TaskInventory.LockItemsForRead(false);
2709 } 2746 }
2710 2747
2711 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2748 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2765,7 +2802,7 @@ namespace OpenSim.Region.Framework.Scenes
2765 /// <param name="scale"></param> 2802 /// <param name="scale"></param>
2766 public void Resize(Vector3 scale) 2803 public void Resize(Vector3 scale)
2767 { 2804 {
2768 StoreUndoState(); 2805 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2769 m_shape.Scale = scale; 2806 m_shape.Scale = scale;
2770 2807
2771 ParentGroup.HasGroupChanged = true; 2808 ParentGroup.HasGroupChanged = true;
@@ -2774,38 +2811,7 @@ namespace OpenSim.Region.Framework.Scenes
2774 2811
2775 public void RotLookAt(Quaternion target, float strength, float damping) 2812 public void RotLookAt(Quaternion target, float strength, float damping)
2776 { 2813 {
2777 rotLookAt(target, strength, damping); 2814 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2778 }
2779
2780 public void rotLookAt(Quaternion target, float strength, float damping)
2781 {
2782 if (IsAttachment)
2783 {
2784 /*
2785 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2786 if (avatar != null)
2787 {
2788 Rotate the Av?
2789 } */
2790 }
2791 else
2792 {
2793 APIDDamp = damping;
2794 APIDStrength = strength;
2795 APIDTarget = target;
2796 }
2797 }
2798
2799 public void startLookAt(Quaternion rot, float damp, float strength)
2800 {
2801 APIDDamp = damp;
2802 APIDStrength = strength;
2803 APIDTarget = rot;
2804 }
2805
2806 public void stopLookAt()
2807 {
2808 APIDTarget = Quaternion.Identity;
2809 } 2815 }
2810 2816
2811 /// <summary> 2817 /// <summary>
@@ -2817,7 +2823,10 @@ namespace OpenSim.Region.Framework.Scenes
2817 2823
2818 if (m_parentGroup != null) 2824 if (m_parentGroup != null)
2819 { 2825 {
2820 m_parentGroup.QueueForUpdateCheck(); 2826 if (!m_parentGroup.areUpdatesSuspended)
2827 {
2828 m_parentGroup.QueueForUpdateCheck();
2829 }
2821 } 2830 }
2822 2831
2823 int timeNow = Util.UnixTimeSinceEpoch(); 2832 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3034,8 +3043,8 @@ namespace OpenSim.Region.Framework.Scenes
3034 { 3043 {
3035 const float ROTATION_TOLERANCE = 0.01f; 3044 const float ROTATION_TOLERANCE = 0.01f;
3036 const float VELOCITY_TOLERANCE = 0.001f; 3045 const float VELOCITY_TOLERANCE = 0.001f;
3037 const float POSITION_TOLERANCE = 0.05f; 3046 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3038 const int TIME_MS_TOLERANCE = 3000; 3047 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3039 3048
3040 if (m_updateFlag == 1) 3049 if (m_updateFlag == 1)
3041 { 3050 {
@@ -3049,7 +3058,7 @@ namespace OpenSim.Region.Framework.Scenes
3049 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3058 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3050 { 3059 {
3051 AddTerseUpdateToAllAvatars(); 3060 AddTerseUpdateToAllAvatars();
3052 ClearUpdateSchedule(); 3061
3053 3062
3054 // This causes the Scene to 'poll' physical objects every couple of frames 3063 // This causes the Scene to 'poll' physical objects every couple of frames
3055 // bad, so it's been replaced by an event driven method. 3064 // bad, so it's been replaced by an event driven method.
@@ -3067,16 +3076,18 @@ namespace OpenSim.Region.Framework.Scenes
3067 m_lastAngularVelocity = AngularVelocity; 3076 m_lastAngularVelocity = AngularVelocity;
3068 m_lastTerseSent = Environment.TickCount; 3077 m_lastTerseSent = Environment.TickCount;
3069 } 3078 }
3079 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3080 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3070 } 3081 }
3071 else 3082 else
3072 { 3083 {
3073 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3084 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3074 { 3085 {
3075 AddFullUpdateToAllAvatars(); 3086 AddFullUpdateToAllAvatars();
3076 ClearUpdateSchedule(); 3087 m_updateFlag = 0; //Same here
3077 } 3088 }
3078 } 3089 }
3079 ClearUpdateSchedule(); 3090 m_updateFlag = 0;
3080 } 3091 }
3081 3092
3082 /// <summary> 3093 /// <summary>
@@ -3096,6 +3107,15 @@ namespace OpenSim.Region.Framework.Scenes
3096 UUID ownerID = _ownerID; 3107 UUID ownerID = _ownerID;
3097 UUID objectID = UUID; 3108 UUID objectID = UUID;
3098 UUID parentID = GetRootPartUUID(); 3109 UUID parentID = GetRootPartUUID();
3110
3111 if (ParentGroup.IsAttachment && ParentGroup.RootPart.Shape.State > 30)
3112 {
3113 // Use the avatar as the parent for HUDs, since the prims
3114 // are not sent to other avatars
3115 objectID = _ownerID;
3116 parentID = _ownerID;
3117 }
3118
3099 UUID soundID = UUID.Zero; 3119 UUID soundID = UUID.Zero;
3100 Vector3 position = AbsolutePosition; // region local 3120 Vector3 position = AbsolutePosition; // region local
3101 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle; 3121 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle;
@@ -3103,17 +3123,16 @@ namespace OpenSim.Region.Framework.Scenes
3103 if (!UUID.TryParse(sound, out soundID)) 3123 if (!UUID.TryParse(sound, out soundID))
3104 { 3124 {
3105 // search sound file from inventory 3125 // search sound file from inventory
3106 lock (TaskInventory) 3126 TaskInventory.LockItemsForRead(true);
3127 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3107 { 3128 {
3108 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3129 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3109 { 3130 {
3110 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3131 soundID = item.Value.ItemID;
3111 { 3132 break;
3112 soundID = item.Value.ItemID;
3113 break;
3114 }
3115 } 3133 }
3116 } 3134 }
3135 TaskInventory.LockItemsForRead(false);
3117 } 3136 }
3118 3137
3119 if (soundID == UUID.Zero) 3138 if (soundID == UUID.Zero)
@@ -3550,7 +3569,7 @@ namespace OpenSim.Region.Framework.Scenes
3550 3569
3551 public void StopLookAt() 3570 public void StopLookAt()
3552 { 3571 {
3553 m_parentGroup.stopLookAt(); 3572 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3554 3573
3555 m_parentGroup.ScheduleGroupForTerseUpdate(); 3574 m_parentGroup.ScheduleGroupForTerseUpdate();
3556 } 3575 }
@@ -3577,10 +3596,9 @@ namespace OpenSim.Region.Framework.Scenes
3577 m_parentGroup.ScheduleGroupForTerseUpdate(); 3596 m_parentGroup.ScheduleGroupForTerseUpdate();
3578 //m_parentGroup.ScheduleGroupForFullUpdate(); 3597 //m_parentGroup.ScheduleGroupForFullUpdate();
3579 } 3598 }
3580 3599 public void StoreUndoState(UndoType type)
3581 public void StoreUndoState()
3582 { 3600 {
3583 if (!Undoing) 3601 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3584 { 3602 {
3585 if (!IgnoreUndoUpdate) 3603 if (!IgnoreUndoUpdate)
3586 { 3604 {
@@ -3591,17 +3609,25 @@ namespace OpenSim.Region.Framework.Scenes
3591 if (m_undo.Count > 0) 3609 if (m_undo.Count > 0)
3592 { 3610 {
3593 UndoState last = m_undo.Peek(); 3611 UndoState last = m_undo.Peek();
3594 if (last != null) 3612
3595 {
3596 if (last.Compare(this))
3597 return;
3598 }
3599 } 3613 }
3600 3614
3601 if (m_parentGroup.GetSceneMaxUndo() > 0) 3615 if (m_parentGroup.GetSceneMaxUndo() > 0)
3602 { 3616 {
3603 UndoState nUndo = new UndoState(this); 3617 UndoState lastUndo = m_undo.Peek();
3618
3619 UndoState nUndo = new UndoState(this, type);
3604 3620
3621 if (lastUndo != null)
3622 {
3623 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3624 if (ts.TotalMilliseconds < 500)
3625 {
3626 //Delete the last entry since it was less than 500 milliseconds ago
3627 nUndo.Merge(lastUndo);
3628 m_undo.Pop();
3629 }
3630 }
3605 m_undo.Push(nUndo); 3631 m_undo.Push(nUndo);
3606 } 3632 }
3607 3633
@@ -4078,11 +4104,13 @@ namespace OpenSim.Region.Framework.Scenes
4078 if (m_undo.Count > 0) 4104 if (m_undo.Count > 0)
4079 { 4105 {
4080 UndoState nUndo = null; 4106 UndoState nUndo = null;
4107 UndoState goback = m_undo.Pop();
4081 if (m_parentGroup.GetSceneMaxUndo() > 0) 4108 if (m_parentGroup.GetSceneMaxUndo() > 0)
4082 { 4109 {
4083 nUndo = new UndoState(this); 4110 nUndo = new UndoState(this, goback.Type);
4084 } 4111 }
4085 UndoState goback = m_undo.Pop(); 4112
4113
4086 if (goback != null) 4114 if (goback != null)
4087 { 4115 {
4088 goback.PlaybackState(this); 4116 goback.PlaybackState(this);
@@ -4097,13 +4125,13 @@ namespace OpenSim.Region.Framework.Scenes
4097 { 4125 {
4098 lock (m_redo) 4126 lock (m_redo)
4099 { 4127 {
4128 UndoState gofwd = m_redo.Pop();
4100 if (m_parentGroup.GetSceneMaxUndo() > 0) 4129 if (m_parentGroup.GetSceneMaxUndo() > 0)
4101 { 4130 {
4102 UndoState nUndo = new UndoState(this); 4131 UndoState nUndo = new UndoState(this, gofwd.Type);
4103 4132
4104 m_undo.Push(nUndo); 4133 m_undo.Push(nUndo);
4105 } 4134 }
4106 UndoState gofwd = m_redo.Pop();
4107 if (gofwd != null) 4135 if (gofwd != null)
4108 gofwd.PlayfwdState(this); 4136 gofwd.PlayfwdState(this);
4109 } 4137 }
@@ -4551,8 +4579,9 @@ namespace OpenSim.Region.Framework.Scenes
4551 { 4579 {
4552 m_shape.TextureEntry = textureEntry; 4580 m_shape.TextureEntry = textureEntry;
4553 TriggerScriptChangedEvent(Changed.TEXTURE); 4581 TriggerScriptChangedEvent(Changed.TEXTURE);
4554 4582 m_updateFlag = 1;
4555 ParentGroup.HasGroupChanged = true; 4583 ParentGroup.HasGroupChanged = true;
4584
4556 //This is madness.. 4585 //This is madness..
4557 //ParentGroup.ScheduleGroupForFullUpdate(); 4586 //ParentGroup.ScheduleGroupForFullUpdate();
4558 //This is sparta 4587 //This is sparta
@@ -4797,5 +4826,17 @@ namespace OpenSim.Region.Framework.Scenes
4797 Color color = Color; 4826 Color color = Color;
4798 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4827 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4799 } 4828 }
4829
4830 public void ResetOwnerChangeFlag()
4831 {
4832 List<UUID> inv = Inventory.GetInventoryList();
4833
4834 foreach (UUID itemID in inv)
4835 {
4836 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4837 item.OwnerChanged = false;
4838 Inventory.UpdateInventoryItem(item);
4839 }
4840 }
4800 } 4841 }
4801} 4842}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index e08fa77..10931b7 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;
@@ -119,22 +123,25 @@ 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 lock (m_items) 126 m_items.LockItemsForWrite(true);
127
128 if (0 == Items.Count)
123 { 129 {
124 if (0 == m_items.Count) 130 m_items.LockItemsForWrite(false);
125 return; 131 return;
132 }
126 133
127 HasInventoryChanged = true; 134 HasInventoryChanged = true;
128 m_part.ParentGroup.HasGroupChanged = true; 135 m_part.ParentGroup.HasGroupChanged = true;
129 IList<TaskInventoryItem> items = GetInventoryItems(); 136 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
130 m_items.Clear(); 137 Items.Clear();
131 138
132 foreach (TaskInventoryItem item in items) 139 foreach (TaskInventoryItem item in items)
133 { 140 {
134 item.ResetIDs(m_part.UUID); 141 item.ResetIDs(m_part.UUID);
135 m_items.Add(item.ItemID, item); 142 Items.Add(item.ItemID, item);
136 }
137 } 143 }
144 m_items.LockItemsForWrite(false);
138 } 145 }
139 146
140 /// <summary> 147 /// <summary>
@@ -143,12 +150,11 @@ namespace OpenSim.Region.Framework.Scenes
143 /// <param name="ownerId"></param> 150 /// <param name="ownerId"></param>
144 public void ChangeInventoryOwner(UUID ownerId) 151 public void ChangeInventoryOwner(UUID ownerId)
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154 if (0 == Items.Count)
147 { 155 {
148 if (0 == Items.Count) 156 m_items.LockItemsForWrite(false);
149 { 157 return;
150 return;
151 }
152 } 158 }
153 159
154 HasInventoryChanged = true; 160 HasInventoryChanged = true;
@@ -162,6 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
162 item.OwnerID = ownerId; 168 item.OwnerID = ownerId;
163 } 169 }
164 } 170 }
171 m_items.LockItemsForWrite(false);
165 } 172 }
166 173
167 /// <summary> 174 /// <summary>
@@ -170,22 +177,24 @@ namespace OpenSim.Region.Framework.Scenes
170 /// <param name="groupID"></param> 177 /// <param name="groupID"></param>
171 public void ChangeInventoryGroup(UUID groupID) 178 public void ChangeInventoryGroup(UUID groupID)
172 { 179 {
173 lock (Items) 180 m_items.LockItemsForWrite(true);
181 if (0 == Items.Count)
174 { 182 {
175 if (0 == Items.Count) 183 m_items.LockItemsForWrite(false);
176 { 184 return;
177 return;
178 }
179 } 185 }
180 186
181 HasInventoryChanged = true; 187 HasInventoryChanged = true;
182 m_part.ParentGroup.HasGroupChanged = true; 188 m_part.ParentGroup.HasGroupChanged = true;
183 List<TaskInventoryItem> items = GetInventoryItems(); 189 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
184 foreach (TaskInventoryItem item in items) 190 foreach (TaskInventoryItem item in items)
185 { 191 {
186 if (groupID != item.GroupID) 192 if (groupID != item.GroupID)
193 {
187 item.GroupID = groupID; 194 item.GroupID = groupID;
195 }
188 } 196 }
197 m_items.LockItemsForWrite(false);
189 } 198 }
190 199
191 /// <summary> 200 /// <summary>
@@ -193,9 +202,14 @@ namespace OpenSim.Region.Framework.Scenes
193 /// </summary> 202 /// </summary>
194 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 203 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
195 { 204 {
196 List<TaskInventoryItem> scripts = GetInventoryScripts(); 205 Items.LockItemsForRead(true);
197 foreach (TaskInventoryItem item in scripts) 206 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
198 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 207 Items.LockItemsForRead(false);
208 foreach (TaskInventoryItem item in items)
209 {
210 if ((int)InventoryType.LSL == item.InvType)
211 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
212 }
199 } 213 }
200 214
201 public ArrayList GetScriptErrors(UUID itemID) 215 public ArrayList GetScriptErrors(UUID itemID)
@@ -228,9 +242,18 @@ namespace OpenSim.Region.Framework.Scenes
228 /// </param> 242 /// </param>
229 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 243 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
230 { 244 {
231 List<TaskInventoryItem> scripts = GetInventoryScripts(); 245 Items.LockItemsForRead(true);
232 foreach (TaskInventoryItem item in scripts) 246 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
233 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 247 Items.LockItemsForRead(false);
248
249 foreach (TaskInventoryItem item in items)
250 {
251 if ((int)InventoryType.LSL == item.InvType)
252 {
253 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
254 m_part.RemoveScriptEvents(item.ItemID);
255 }
256 }
234 } 257 }
235 258
236 /// <summary> 259 /// <summary>
@@ -246,7 +269,10 @@ namespace OpenSim.Region.Framework.Scenes
246 // item.Name, item.ItemID, Name, UUID); 269 // item.Name, item.ItemID, Name, UUID);
247 270
248 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 271 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
272 {
273 StoreScriptError(item.ItemID, "no permission");
249 return; 274 return;
275 }
250 276
251 m_part.AddFlag(PrimFlags.Scripted); 277 m_part.AddFlag(PrimFlags.Scripted);
252 278
@@ -255,14 +281,13 @@ namespace OpenSim.Region.Framework.Scenes
255 if (stateSource == 1 && // Prim crossing 281 if (stateSource == 1 && // Prim crossing
256 m_part.ParentGroup.Scene.m_trustBinaries) 282 m_part.ParentGroup.Scene.m_trustBinaries)
257 { 283 {
258 lock (m_items) 284 m_items.LockItemsForWrite(true);
259 { 285 m_items[item.ItemID].PermsMask = 0;
260 m_items[item.ItemID].PermsMask = 0; 286 m_items[item.ItemID].PermsGranter = UUID.Zero;
261 m_items[item.ItemID].PermsGranter = UUID.Zero; 287 m_items.LockItemsForWrite(false);
262 }
263
264 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 288 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
265 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 289 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
290 StoreScriptErrors(item.ItemID, null);
266 m_part.ParentGroup.AddActiveScriptCount(1); 291 m_part.ParentGroup.AddActiveScriptCount(1);
267 m_part.ScheduleFullUpdate(); 292 m_part.ScheduleFullUpdate();
268 return; 293 return;
@@ -271,6 +296,8 @@ namespace OpenSim.Region.Framework.Scenes
271 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
272 if (null == asset) 297 if (null == asset)
273 { 298 {
299 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
300 StoreScriptError(item.ItemID, msg);
274 m_log.ErrorFormat( 301 m_log.ErrorFormat(
275 "[PRIM INVENTORY]: " + 302 "[PRIM INVENTORY]: " +
276 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 303 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -282,15 +309,17 @@ namespace OpenSim.Region.Framework.Scenes
282 if (m_part.ParentGroup.m_savedScriptState != null) 309 if (m_part.ParentGroup.m_savedScriptState != null)
283 RestoreSavedScriptState(item.OldItemID, item.ItemID); 310 RestoreSavedScriptState(item.OldItemID, item.ItemID);
284 311
285 lock (m_items) 312 m_items.LockItemsForWrite(true);
286 { 313
287 m_items[item.ItemID].PermsMask = 0; 314 m_items[item.ItemID].PermsMask = 0;
288 m_items[item.ItemID].PermsGranter = UUID.Zero; 315 m_items[item.ItemID].PermsGranter = UUID.Zero;
289 } 316
317 m_items.LockItemsForWrite(false);
290 318
291 string script = Utils.BytesToString(asset.Data); 319 string script = Utils.BytesToString(asset.Data);
292 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 320 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
293 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 321 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
322 StoreScriptErrors(item.ItemID, null);
294 m_part.ParentGroup.AddActiveScriptCount(1); 323 m_part.ParentGroup.AddActiveScriptCount(1);
295 m_part.ScheduleFullUpdate(); 324 m_part.ScheduleFullUpdate();
296 } 325 }
@@ -354,21 +383,145 @@ namespace OpenSim.Region.Framework.Scenes
354 383
355 /// <summary> 384 /// <summary>
356 /// Start a script which is in this prim's inventory. 385 /// Start a script which is in this prim's inventory.
386 /// Some processing may occur in the background, but this routine returns asap.
357 /// </summary> 387 /// </summary>
358 /// <param name="itemId"> 388 /// <param name="itemId">
359 /// A <see cref="UUID"/> 389 /// A <see cref="UUID"/>
360 /// </param> 390 /// </param>
361 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 391 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
362 { 392 {
363 TaskInventoryItem item = GetInventoryItem(itemId); 393 lock (m_scriptErrors)
364 if (item != null) 394 {
365 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 395 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
396 m_scriptErrors.Remove(itemId);
397 }
398 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
399 }
400
401 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
402 {
403 m_items.LockItemsForRead(true);
404 if (m_items.ContainsKey(itemId))
405 {
406 if (m_items.ContainsKey(itemId))
407 {
408 m_items.LockItemsForRead(false);
409 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
410 }
411 else
412 {
413 m_items.LockItemsForRead(false);
414 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
415 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
416 StoreScriptError(itemId, msg);
417 m_log.ErrorFormat(
418 "[PRIM INVENTORY]: " +
419 "Couldn't start script with ID {0} since it {1}", itemId, msg);
420 }
421 }
366 else 422 else
423 {
424 m_items.LockItemsForRead(false);
425 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
426 StoreScriptError(itemId, msg);
367 m_log.ErrorFormat( 427 m_log.ErrorFormat(
368 "[PRIM INVENTORY]: " + 428 "[PRIM INVENTORY]: " +
369 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 429 "Couldn't start script with ID {0} since it {1}", itemId, msg);
370 itemId, m_part.Name, m_part.UUID, 430 }
371 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 431
432 }
433
434 /// <summary>
435 /// Start a script which is in this prim's inventory and return any compilation error messages.
436 /// </summary>
437 /// <param name="itemId">
438 /// A <see cref="UUID"/>
439 /// </param>
440 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
441 {
442 ArrayList errors;
443
444 // Indicate to CreateScriptInstanceInternal() we want it to
445 // post any compilation/loading error messages
446 lock (m_scriptErrors)
447 {
448 m_scriptErrors[itemId] = null;
449 }
450
451 // Perform compilation/loading
452 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
453
454 // Wait for and retrieve any errors
455 lock (m_scriptErrors)
456 {
457 while ((errors = m_scriptErrors[itemId]) == null)
458 {
459 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
460 {
461 m_log.ErrorFormat(
462 "[PRIM INVENTORY]: " +
463 "timedout waiting for script {0} errors", itemId);
464 errors = m_scriptErrors[itemId];
465 if (errors == null)
466 {
467 errors = new ArrayList(1);
468 errors.Add("timedout waiting for errors");
469 }
470 break;
471 }
472 }
473 m_scriptErrors.Remove(itemId);
474 }
475 return errors;
476 }
477
478 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
479 private void StoreScriptErrors(UUID itemId, ArrayList errors)
480 {
481 lock (m_scriptErrors)
482 {
483 // If compilation/loading initiated via CreateScriptInstance(),
484 // it does not want the errors, so just get out
485 if (!m_scriptErrors.ContainsKey(itemId))
486 {
487 return;
488 }
489
490 // Initiated via CreateScriptInstanceEr(), if we know what the
491 // errors are, save them and wake CreateScriptInstanceEr().
492 if (errors != null)
493 {
494 m_scriptErrors[itemId] = errors;
495 System.Threading.Monitor.PulseAll(m_scriptErrors);
496 return;
497 }
498 }
499
500 // Initiated via CreateScriptInstanceEr() but we don't know what
501 // the errors are yet, so retrieve them from the script engine.
502 // This may involve some waiting internal to GetScriptErrors().
503 errors = GetScriptErrors(itemId);
504
505 // Get a default non-null value to indicate success.
506 if (errors == null)
507 {
508 errors = new ArrayList();
509 }
510
511 // Post to CreateScriptInstanceEr() and wake it up
512 lock (m_scriptErrors)
513 {
514 m_scriptErrors[itemId] = errors;
515 System.Threading.Monitor.PulseAll(m_scriptErrors);
516 }
517 }
518
519 // Like StoreScriptErrors(), but just posts a single string message
520 private void StoreScriptError(UUID itemId, string message)
521 {
522 ArrayList errors = new ArrayList(1);
523 errors.Add(message);
524 StoreScriptErrors(itemId, errors);
372 } 525 }
373 526
374 /// <summary> 527 /// <summary>
@@ -381,15 +534,7 @@ namespace OpenSim.Region.Framework.Scenes
381 /// </param> 534 /// </param>
382 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 535 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
383 { 536 {
384 bool scriptPresent = false; 537 if (m_items.ContainsKey(itemId))
385
386 lock (m_items)
387 {
388 if (m_items.ContainsKey(itemId))
389 scriptPresent = true;
390 }
391
392 if (scriptPresent)
393 { 538 {
394 if (!sceneObjectBeingDeleted) 539 if (!sceneObjectBeingDeleted)
395 m_part.RemoveScriptEvents(itemId); 540 m_part.RemoveScriptEvents(itemId);
@@ -414,14 +559,16 @@ namespace OpenSim.Region.Framework.Scenes
414 /// <returns></returns> 559 /// <returns></returns>
415 private bool InventoryContainsName(string name) 560 private bool InventoryContainsName(string name)
416 { 561 {
417 lock (m_items) 562 m_items.LockItemsForRead(true);
563 foreach (TaskInventoryItem item in m_items.Values)
418 { 564 {
419 foreach (TaskInventoryItem item in m_items.Values) 565 if (item.Name == name)
420 { 566 {
421 if (item.Name == name) 567 m_items.LockItemsForRead(false);
422 return true; 568 return true;
423 } 569 }
424 } 570 }
571 m_items.LockItemsForRead(false);
425 return false; 572 return false;
426 } 573 }
427 574
@@ -463,8 +610,9 @@ namespace OpenSim.Region.Framework.Scenes
463 /// <param name="item"></param> 610 /// <param name="item"></param>
464 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 611 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
465 { 612 {
466 List<TaskInventoryItem> il = GetInventoryItems(); 613 m_items.LockItemsForRead(true);
467 614 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
615 m_items.LockItemsForRead(false);
468 foreach (TaskInventoryItem i in il) 616 foreach (TaskInventoryItem i in il)
469 { 617 {
470 if (i.Name == item.Name) 618 if (i.Name == item.Name)
@@ -502,14 +650,14 @@ namespace OpenSim.Region.Framework.Scenes
502 item.Name = name; 650 item.Name = name;
503 item.GroupID = m_part.GroupID; 651 item.GroupID = m_part.GroupID;
504 652
505 lock (m_items) 653 m_items.LockItemsForWrite(true);
506 m_items.Add(item.ItemID, item); 654 m_items.Add(item.ItemID, item);
507 655 m_items.LockItemsForWrite(false);
508 if (allowedDrop) 656 if (allowedDrop)
509 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 657 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
510 else 658 else
511 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 659 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
512 660
513 m_inventorySerial++; 661 m_inventorySerial++;
514 //m_inventorySerial += 2; 662 //m_inventorySerial += 2;
515 HasInventoryChanged = true; 663 HasInventoryChanged = true;
@@ -525,15 +673,15 @@ namespace OpenSim.Region.Framework.Scenes
525 /// <param name="items"></param> 673 /// <param name="items"></param>
526 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 674 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
527 { 675 {
528 lock (m_items) 676 m_items.LockItemsForWrite(true);
677 foreach (TaskInventoryItem item in items)
529 { 678 {
530 foreach (TaskInventoryItem item in items) 679 m_items.Add(item.ItemID, item);
531 { 680// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
532 m_items.Add(item.ItemID, item);
533// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
534 }
535 m_inventorySerial++;
536 } 681 }
682 m_items.LockItemsForWrite(false);
683
684 m_inventorySerial++;
537 } 685 }
538 686
539 /// <summary> 687 /// <summary>
@@ -544,10 +692,9 @@ namespace OpenSim.Region.Framework.Scenes
544 public TaskInventoryItem GetInventoryItem(UUID itemId) 692 public TaskInventoryItem GetInventoryItem(UUID itemId)
545 { 693 {
546 TaskInventoryItem item; 694 TaskInventoryItem item;
547 695 m_items.LockItemsForRead(true);
548 lock (m_items) 696 m_items.TryGetValue(itemId, out item);
549 m_items.TryGetValue(itemId, out item); 697 m_items.LockItemsForRead(false);
550
551 return item; 698 return item;
552 } 699 }
553 700
@@ -563,15 +710,16 @@ namespace OpenSim.Region.Framework.Scenes
563 { 710 {
564 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 711 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
565 712
566 lock (m_items) 713 m_items.LockItemsForRead(true);
714
715 foreach (TaskInventoryItem item in m_items.Values)
567 { 716 {
568 foreach (TaskInventoryItem item in m_items.Values) 717 if (item.Name == name)
569 { 718 items.Add(item);
570 if (item.Name == name)
571 items.Add(item);
572 }
573 } 719 }
574 720
721 m_items.LockItemsForRead(false);
722
575 return items; 723 return items;
576 } 724 }
577 725
@@ -653,8 +801,9 @@ namespace OpenSim.Region.Framework.Scenes
653 801
654 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 802 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
655 { 803 {
656 TaskInventoryItem it = GetInventoryItem(item.ItemID); 804 m_items.LockItemsForWrite(true);
657 if (it != null) 805
806 if (m_items.ContainsKey(item.ItemID))
658 { 807 {
659 item.ParentID = m_part.UUID; 808 item.ParentID = m_part.UUID;
660 item.ParentPartID = m_part.UUID; 809 item.ParentPartID = m_part.UUID;
@@ -666,19 +815,15 @@ namespace OpenSim.Region.Framework.Scenes
666 item.GroupID = m_part.GroupID; 815 item.GroupID = m_part.GroupID;
667 816
668 if (item.AssetID == UUID.Zero) 817 if (item.AssetID == UUID.Zero)
669 item.AssetID = it.AssetID; 818 item.AssetID = m_items[item.ItemID].AssetID;
670
671 lock (m_items)
672 {
673 m_items[item.ItemID] = item;
674 m_inventorySerial++;
675 }
676 819
820 m_items[item.ItemID] = item;
821 m_inventorySerial++;
677 if (fireScriptEvents) 822 if (fireScriptEvents)
678 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 823 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
679
680 HasInventoryChanged = true; 824 HasInventoryChanged = true;
681 m_part.ParentGroup.HasGroupChanged = true; 825 m_part.ParentGroup.HasGroupChanged = true;
826 m_items.LockItemsForWrite(false);
682 return true; 827 return true;
683 } 828 }
684 else 829 else
@@ -689,8 +834,9 @@ namespace OpenSim.Region.Framework.Scenes
689 item.ItemID, m_part.Name, m_part.UUID, 834 item.ItemID, m_part.Name, m_part.UUID,
690 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 835 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
691 } 836 }
692 return false; 837 m_items.LockItemsForWrite(false);
693 838
839 return false;
694 } 840 }
695 841
696 /// <summary> 842 /// <summary>
@@ -701,37 +847,53 @@ namespace OpenSim.Region.Framework.Scenes
701 /// in this prim's inventory.</returns> 847 /// in this prim's inventory.</returns>
702 public int RemoveInventoryItem(UUID itemID) 848 public int RemoveInventoryItem(UUID itemID)
703 { 849 {
704 TaskInventoryItem item = GetInventoryItem(itemID); 850 m_items.LockItemsForRead(true);
705 if (item != null) 851
852 if (m_items.ContainsKey(itemID))
706 { 853 {
707 int type = m_items[itemID].InvType; 854 int type = m_items[itemID].InvType;
855 m_items.LockItemsForRead(false);
708 if (type == 10) // Script 856 if (type == 10) // Script
709 { 857 {
710 m_part.RemoveScriptEvents(itemID);
711 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 858 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
712 } 859 }
860 m_items.LockItemsForWrite(true);
713 m_items.Remove(itemID); 861 m_items.Remove(itemID);
862 m_items.LockItemsForWrite(false);
714 m_inventorySerial++; 863 m_inventorySerial++;
715 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 864 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
716 865
717 HasInventoryChanged = true; 866 HasInventoryChanged = true;
718 m_part.ParentGroup.HasGroupChanged = true; 867 m_part.ParentGroup.HasGroupChanged = true;
719 868
720 if (!ContainsScripts()) 869 int scriptcount = 0;
870 m_items.LockItemsForRead(true);
871 foreach (TaskInventoryItem item in m_items.Values)
872 {
873 if (item.Type == 10)
874 {
875 scriptcount++;
876 }
877 }
878 m_items.LockItemsForRead(false);
879
880
881 if (scriptcount <= 0)
882 {
721 m_part.RemFlag(PrimFlags.Scripted); 883 m_part.RemFlag(PrimFlags.Scripted);
884 }
722 885
723 m_part.ScheduleFullUpdate(); 886 m_part.ScheduleFullUpdate();
724 887
725 return type; 888 return type;
726
727 } 889 }
728 else 890 else
729 { 891 {
892 m_items.LockItemsForRead(false);
730 m_log.ErrorFormat( 893 m_log.ErrorFormat(
731 "[PRIM INVENTORY]: " + 894 "[PRIM INVENTORY]: " +
732 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 895 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
733 itemID, m_part.Name, m_part.UUID, 896 itemID, m_part.Name, m_part.UUID);
734 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
735 } 897 }
736 898
737 return -1; 899 return -1;
@@ -785,8 +947,9 @@ namespace OpenSim.Region.Framework.Scenes
785 // isn't available (such as drag from prim inventory to agent inventory) 947 // isn't available (such as drag from prim inventory to agent inventory)
786 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 948 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
787 949
788 List<TaskInventoryItem> items = GetInventoryItems(); 950 m_items.LockItemsForRead(true);
789 foreach (TaskInventoryItem item in items) 951
952 foreach (TaskInventoryItem item in m_items.Values)
790 { 953 {
791 UUID ownerID = item.OwnerID; 954 UUID ownerID = item.OwnerID;
792 uint everyoneMask = 0; 955 uint everyoneMask = 0;
@@ -830,6 +993,8 @@ namespace OpenSim.Region.Framework.Scenes
830 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 993 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
831 invString.AddSectionEnd(); 994 invString.AddSectionEnd();
832 } 995 }
996 int count = m_items.Count;
997 m_items.LockItemsForRead(false);
833 998
834 fileData = Utils.StringToBytes(invString.BuildString); 999 fileData = Utils.StringToBytes(invString.BuildString);
835 1000
@@ -850,10 +1015,11 @@ namespace OpenSim.Region.Framework.Scenes
850 { 1015 {
851 if (HasInventoryChanged) 1016 if (HasInventoryChanged)
852 { 1017 {
853 HasInventoryChanged = false; 1018 Items.LockItemsForRead(true);
854 List<TaskInventoryItem> items = GetInventoryItems(); 1019 datastore.StorePrimInventory(m_part.UUID, Items.Values);
855 datastore.StorePrimInventory(m_part.UUID, items); 1020 Items.LockItemsForRead(false);
856 1021
1022 HasInventoryChanged = false;
857 } 1023 }
858 } 1024 }
859 1025
@@ -920,89 +1086,75 @@ namespace OpenSim.Region.Framework.Scenes
920 { 1086 {
921 uint mask=0x7fffffff; 1087 uint mask=0x7fffffff;
922 1088
923 lock (m_items) 1089 foreach (TaskInventoryItem item in m_items.Values)
924 { 1090 {
925 foreach (TaskInventoryItem item in m_items.Values) 1091 if (item.InvType != (int)InventoryType.Object)
926 { 1092 {
927 if (item.InvType != (int)InventoryType.Object) 1093 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
928 { 1094 mask &= ~((uint)PermissionMask.Copy >> 13);
929 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1095 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
930 mask &= ~((uint)PermissionMask.Copy >> 13); 1096 mask &= ~((uint)PermissionMask.Transfer >> 13);
931 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1097 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
932 mask &= ~((uint)PermissionMask.Transfer >> 13); 1098 mask &= ~((uint)PermissionMask.Modify >> 13);
933 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1099 }
934 mask &= ~((uint)PermissionMask.Modify >> 13); 1100 else
935 } 1101 {
936 else 1102 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
937 { 1103 mask &= ~((uint)PermissionMask.Copy >> 13);
938 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1104 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
939 mask &= ~((uint)PermissionMask.Copy >> 13); 1105 mask &= ~((uint)PermissionMask.Transfer >> 13);
940 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1106 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
941 mask &= ~((uint)PermissionMask.Transfer >> 13); 1107 mask &= ~((uint)PermissionMask.Modify >> 13);
942 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
943 mask &= ~((uint)PermissionMask.Modify >> 13);
944 }
945
946 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
947 mask &= ~(uint)PermissionMask.Copy;
948 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
949 mask &= ~(uint)PermissionMask.Transfer;
950 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
951 mask &= ~(uint)PermissionMask.Modify;
952 } 1108 }
1109
1110 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1111 mask &= ~(uint)PermissionMask.Copy;
1112 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1113 mask &= ~(uint)PermissionMask.Transfer;
1114 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1115 mask &= ~(uint)PermissionMask.Modify;
953 } 1116 }
954
955 return mask; 1117 return mask;
956 } 1118 }
957 1119
958 public void ApplyNextOwnerPermissions() 1120 public void ApplyNextOwnerPermissions()
959 { 1121 {
960 lock (m_items) 1122 foreach (TaskInventoryItem item in m_items.Values)
961 { 1123 {
962 foreach (TaskInventoryItem item in m_items.Values) 1124 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
963 { 1125 {
964 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1126 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
965 { 1127 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
966 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1128 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
967 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1129 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
968 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1130 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
969 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1131 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
970 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
971 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
972 }
973 item.CurrentPermissions &= item.NextPermissions;
974 item.BasePermissions &= item.NextPermissions;
975 item.EveryonePermissions &= item.NextPermissions;
976 item.OwnerChanged = true;
977 } 1132 }
1133 item.OwnerChanged = true;
1134 item.CurrentPermissions &= item.NextPermissions;
1135 item.BasePermissions &= item.NextPermissions;
1136 item.EveryonePermissions &= item.NextPermissions;
978 } 1137 }
979 } 1138 }
980 1139
981 public void ApplyGodPermissions(uint perms) 1140 public void ApplyGodPermissions(uint perms)
982 { 1141 {
983 lock (m_items) 1142 foreach (TaskInventoryItem item in m_items.Values)
984 { 1143 {
985 foreach (TaskInventoryItem item in m_items.Values) 1144 item.CurrentPermissions = perms;
986 { 1145 item.BasePermissions = perms;
987 item.CurrentPermissions = perms;
988 item.BasePermissions = perms;
989 }
990 } 1146 }
991 } 1147 }
992 1148
993 public bool ContainsScripts() 1149 public bool ContainsScripts()
994 { 1150 {
995 lock (m_items) 1151 foreach (TaskInventoryItem item in m_items.Values)
996 { 1152 {
997 foreach (TaskInventoryItem item in m_items.Values) 1153 if (item.InvType == (int)InventoryType.LSL)
998 { 1154 {
999 if (item.InvType == (int)InventoryType.LSL) 1155 return true;
1000 {
1001 return true;
1002 }
1003 } 1156 }
1004 } 1157 }
1005
1006 return false; 1158 return false;
1007 } 1159 }
1008 1160
@@ -1010,11 +1162,8 @@ namespace OpenSim.Region.Framework.Scenes
1010 { 1162 {
1011 List<UUID> ret = new List<UUID>(); 1163 List<UUID> ret = new List<UUID>();
1012 1164
1013 lock (m_items) 1165 foreach (TaskInventoryItem item in m_items.Values)
1014 { 1166 ret.Add(item.ItemID);
1015 foreach (TaskInventoryItem item in m_items.Values)
1016 ret.Add(item.ItemID);
1017 }
1018 1167
1019 return ret; 1168 return ret;
1020 } 1169 }
@@ -1045,31 +1194,44 @@ namespace OpenSim.Region.Framework.Scenes
1045 1194
1046 public Dictionary<UUID, string> GetScriptStates() 1195 public Dictionary<UUID, string> GetScriptStates()
1047 { 1196 {
1197 return GetScriptStates(false);
1198 }
1199
1200 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1201 {
1048 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1202 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1049 1203
1050 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1204 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1051 if (engines == null) // No engine at all 1205 if (engines == null) // No engine at all
1052 return ret; 1206 return ret;
1053 1207
1054 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1208 foreach (TaskInventoryItem item in m_items.Values)
1055
1056 foreach (TaskInventoryItem item in scripts)
1057 { 1209 {
1058 foreach (IScriptModule e in engines) 1210 if (item.InvType == (int)InventoryType.LSL)
1059 { 1211 {
1060 if (e != null) 1212 foreach (IScriptModule e in engines)
1061 { 1213 {
1062 string n = e.GetXMLState(item.ItemID); 1214 if (e != null)
1063 if (n != String.Empty)
1064 { 1215 {
1065 if (!ret.ContainsKey(item.ItemID)) 1216 string n = e.GetXMLState(item.ItemID);
1066 ret[item.ItemID] = n; 1217 if (n != String.Empty)
1067 break; 1218 {
1219 if (oldIDs)
1220 {
1221 if (!ret.ContainsKey(item.OldItemID))
1222 ret[item.OldItemID] = n;
1223 }
1224 else
1225 {
1226 if (!ret.ContainsKey(item.ItemID))
1227 ret[item.ItemID] = n;
1228 }
1229 break;
1230 }
1068 } 1231 }
1069 } 1232 }
1070 } 1233 }
1071 } 1234 }
1072
1073 return ret; 1235 return ret;
1074 } 1236 }
1075 1237
@@ -1079,21 +1241,27 @@ namespace OpenSim.Region.Framework.Scenes
1079 if (engines == null) 1241 if (engines == null)
1080 return; 1242 return;
1081 1243
1082 List<TaskInventoryItem> scripts = GetInventoryScripts();
1083 1244
1084 foreach (TaskInventoryItem item in scripts) 1245 Items.LockItemsForRead(true);
1246
1247 foreach (TaskInventoryItem item in m_items.Values)
1085 { 1248 {
1086 foreach (IScriptModule engine in engines) 1249 if (item.InvType == (int)InventoryType.LSL)
1087 { 1250 {
1088 if (engine != null) 1251 foreach (IScriptModule engine in engines)
1089 { 1252 {
1090 if (item.OwnerChanged) 1253 if (engine != null)
1091 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1254 {
1092 item.OwnerChanged = false; 1255 if (item.OwnerChanged)
1093 engine.ResumeScript(item.ItemID); 1256 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1257 item.OwnerChanged = false;
1258 engine.ResumeScript(item.ItemID);
1259 }
1094 } 1260 }
1095 } 1261 }
1096 } 1262 }
1263
1264 Items.LockItemsForRead(false);
1097 } 1265 }
1098 } 1266 }
1099} \ No newline at end of file 1267} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 08c6e27..02e60f8 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -88,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
89 /// issue #1716 90 /// issue #1716
90 /// </summary> 91 /// </summary>
91 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
92 95
93 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
94 97
@@ -122,8 +125,11 @@ namespace OpenSim.Region.Framework.Scenes
122 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
123 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
124 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
125 128
129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
126 private Vector3 m_lastPosition; 131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition;
127 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
128 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
129 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
@@ -156,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
156 private int m_perfMonMS; 162 private int m_perfMonMS;
157 163
158 private bool m_setAlwaysRun; 164 private bool m_setAlwaysRun;
159
160 private bool m_forceFly; 165 private bool m_forceFly;
161 private bool m_flyDisabled; 166 private bool m_flyDisabled;
162 167
@@ -180,7 +185,8 @@ namespace OpenSim.Region.Framework.Scenes
180 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
181 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
182 187
183 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false;
184 190
185 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
186 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
@@ -205,17 +211,23 @@ namespace OpenSim.Region.Framework.Scenes
205 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
206 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
207 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
208 215
209 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
210 217
211 //PauPaw:Proper PID Controler for autopilot************ 218 //PauPaw:Proper PID Controler for autopilot************
212 private bool m_moveToPositionInProgress; 219 private bool m_moveToPositionInProgress;
213 private Vector3 m_moveToPositionTarget; 220 private Vector3 m_moveToPositionTarget;
221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
214 222
215 private bool m_followCamAuto; 223 private bool m_followCamAuto;
216 224
217 private int m_movementUpdateCount; 225 private int m_movementUpdateCount;
226 private int m_lastColCount = -1; //KF: Look for Collision chnages
227 private int m_updateCount = 0; //KF: Update Anims for a while
228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
218 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
230 private List<uint> m_lastColliders = new List<uint>();
219 231
220 private bool CameraConstraintActive; 232 private bool CameraConstraintActive;
221 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
@@ -242,7 +254,9 @@ namespace OpenSim.Region.Framework.Scenes
242 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
243 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
244 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
245 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
246 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
247 } 261 }
248 262
@@ -449,9 +463,18 @@ namespace OpenSim.Region.Framework.Scenes
449 get 463 get
450 { 464 {
451 PhysicsActor actor = m_physicsActor; 465 PhysicsActor actor = m_physicsActor;
452 if (actor != null) 466// if (actor != null)
467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
453 m_pos = actor.Position; 468 m_pos = actor.Position;
454 469
470 // If we're sitting, we need to update our position
471 if (m_parentID != 0)
472 {
473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 if (part != null)
475 m_parentPosition = part.AbsolutePosition;
476 }
477
455 return m_parentPosition + m_pos; 478 return m_parentPosition + m_pos;
456 } 479 }
457 set 480 set
@@ -470,7 +493,8 @@ namespace OpenSim.Region.Framework.Scenes
470 } 493 }
471 } 494 }
472 495
473 m_pos = value; 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 m_pos = value;
474 m_parentPosition = Vector3.Zero; 498 m_parentPosition = Vector3.Zero;
475 } 499 }
476 } 500 }
@@ -514,10 +538,39 @@ namespace OpenSim.Region.Framework.Scenes
514 } 538 }
515 } 539 }
516 540
541 public Quaternion OffsetRotation
542 {
543 get { return m_offsetRotation; }
544 set { m_offsetRotation = value; }
545 }
546
517 public Quaternion Rotation 547 public Quaternion Rotation
518 { 548 {
519 get { return m_bodyRot; } 549 get {
520 set { m_bodyRot = value; } 550 if (m_parentID != 0)
551 {
552 if (m_offsetRotation != null)
553 {
554 return m_offsetRotation;
555 }
556 else
557 {
558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 }
560
561 }
562 else
563 {
564 return m_bodyRot;
565 }
566 }
567 set {
568 m_bodyRot = value;
569 if (m_parentID != 0)
570 {
571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 }
573 }
521 } 574 }
522 575
523 public Quaternion PreviousRotation 576 public Quaternion PreviousRotation
@@ -542,11 +595,21 @@ namespace OpenSim.Region.Framework.Scenes
542 595
543 private uint m_parentID; 596 private uint m_parentID;
544 597
598
599 private UUID m_linkedPrim;
600
545 public uint ParentID 601 public uint ParentID
546 { 602 {
547 get { return m_parentID; } 603 get { return m_parentID; }
548 set { m_parentID = value; } 604 set { m_parentID = value; }
549 } 605 }
606
607 public UUID LinkedPrim
608 {
609 get { return m_linkedPrim; }
610 set { m_linkedPrim = value; }
611 }
612
550 public float Health 613 public float Health
551 { 614 {
552 get { return m_health; } 615 get { return m_health; }
@@ -668,7 +731,7 @@ namespace OpenSim.Region.Framework.Scenes
668 CreateSceneViewer(); 731 CreateSceneViewer();
669 m_animator = new ScenePresenceAnimator(this); 732 m_animator = new ScenePresenceAnimator(this);
670 } 733 }
671 734
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
673 { 736 {
674 m_rootRegionHandle = reginfo.RegionHandle; 737 m_rootRegionHandle = reginfo.RegionHandle;
@@ -700,16 +763,16 @@ namespace OpenSim.Region.Framework.Scenes
700 m_reprioritization_timer.AutoReset = false; 763 m_reprioritization_timer.AutoReset = false;
701 764
702 AdjustKnownSeeds(); 765 AdjustKnownSeeds();
703
704 // TODO: I think, this won't send anything, as we are still a child here...
705 Animator.TrySetMovementAnimation("STAND"); 766 Animator.TrySetMovementAnimation("STAND");
706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 767 // we created a new ScenePresence (a new child agent) in a fresh region.
708 // Request info about all the (root) agents in this region 768 // Request info about all the (root) agents in this region
709 // Note: This won't send data *to* other clients in that region (children don't send) 769 // Note: This won't send data *to* other clients in that region (children don't send)
710 SendInitialFullUpdateToAllClients(); 770 SendInitialFullUpdateToAllClients();
711
712 RegisterToEvents(); 771 RegisterToEvents();
772 if (m_controllingClient != null)
773 {
774 m_controllingClient.ProcessPendingPackets();
775 }
713 SetDirectionVectors(); 776 SetDirectionVectors();
714 } 777 }
715 778
@@ -759,25 +822,47 @@ namespace OpenSim.Region.Framework.Scenes
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 823 Dir_Vectors[4] = Vector3.UnitZ; //UP
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
765 } 830 }
766 831
767 private Vector3[] GetWalkDirectionVectors() 832 private Vector3[] GetWalkDirectionVectors()
768 { 833 {
769 Vector3[] vector = new Vector3[9]; 834 Vector3[] vector = new Vector3[11];
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
771 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
772 vector[2] = Vector3.UnitY; //LEFT 837 vector[2] = Vector3.UnitY; //LEFT
773 vector[3] = -Vector3.UnitY; //RIGHT 838 vector[3] = -Vector3.UnitY; //RIGHT
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
775 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
776 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
777 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
778 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 843 vector[8] = Vector3.UnitY; //LEFT_NUDGE
844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
779 return vector; 846 return vector;
780 } 847 }
848
849 private bool[] GetDirectionIsNudge()
850 {
851 bool[] isNudge = new bool[11];
852 isNudge[0] = false; //FORWARD
853 isNudge[1] = false; //BACK
854 isNudge[2] = false; //LEFT
855 isNudge[3] = false; //RIGHT
856 isNudge[4] = false; //UP
857 isNudge[5] = false; //DOWN
858 isNudge[6] = true; //FORWARD_NUDGE
859 isNudge[7] = true; //BACK_NUDGE
860 isNudge[8] = true; //LEFT_NUDGE
861 isNudge[9] = true; //RIGHT_NUDGE
862 isNudge[10] = true; //DOWN_Nudge
863 return isNudge;
864 }
865
781 866
782 #endregion 867 #endregion
783 868
@@ -839,6 +924,52 @@ namespace OpenSim.Region.Framework.Scenes
839 pos.Y = crossedBorder.BorderLine.Z - 1; 924 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 925 }
841 926
927 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
928 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
929 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
930 if (KnownChildRegionHandles.Count == 0)
931 {
932 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
933 if (land != null)
934 {
935 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
936 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)
937 {
938 pos = land.LandData.UserLocation;
939 }
940 }
941 }
942
943 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
944 {
945 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
946
947 if (pos.X < 0)
948 {
949 emergencyPos.X = (int)Constants.RegionSize + pos.X;
950 if (!(pos.Y < 0))
951 emergencyPos.Y = pos.Y;
952 if (!(pos.Z < 0))
953 emergencyPos.Z = pos.Z;
954 }
955 if (pos.Y < 0)
956 {
957 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
958 if (!(pos.X < 0))
959 emergencyPos.X = pos.X;
960 if (!(pos.Z < 0))
961 emergencyPos.Z = pos.Z;
962 }
963 if (pos.Z < 0)
964 {
965 emergencyPos.Z = 128;
966 if (!(pos.Y < 0))
967 emergencyPos.Y = pos.Y;
968 if (!(pos.X < 0))
969 emergencyPos.X = pos.X;
970 }
971 }
972
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 973 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 974 {
844 m_log.WarnFormat( 975 m_log.WarnFormat(
@@ -960,12 +1091,17 @@ namespace OpenSim.Region.Framework.Scenes
960 { 1091 {
961 if (PhysicsActor != null) 1092 if (PhysicsActor != null)
962 { 1093 {
963 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1094 try
964 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1095 {
965 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1096 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
966 m_physicsActor.UnSubscribeEvents(); 1097 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
967 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1098 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
968 PhysicsActor = null; 1099 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1100 m_physicsActor.UnSubscribeEvents();
1101 PhysicsActor = null;
1102 }
1103 catch
1104 { }
969 } 1105 }
970 } 1106 }
971 1107
@@ -976,9 +1112,10 @@ namespace OpenSim.Region.Framework.Scenes
976 public void Teleport(Vector3 pos) 1112 public void Teleport(Vector3 pos)
977 { 1113 {
978 bool isFlying = false; 1114 bool isFlying = false;
1115
979 if (m_physicsActor != null) 1116 if (m_physicsActor != null)
980 isFlying = m_physicsActor.Flying; 1117 isFlying = m_physicsActor.Flying;
981 1118
982 RemoveFromPhysicalScene(); 1119 RemoveFromPhysicalScene();
983 Velocity = Vector3.Zero; 1120 Velocity = Vector3.Zero;
984 AbsolutePosition = pos; 1121 AbsolutePosition = pos;
@@ -990,6 +1127,7 @@ namespace OpenSim.Region.Framework.Scenes
990 } 1127 }
991 1128
992 SendTerseUpdateToAllClients(); 1129 SendTerseUpdateToAllClients();
1130
993 } 1131 }
994 1132
995 public void TeleportWithMomentum(Vector3 pos) 1133 public void TeleportWithMomentum(Vector3 pos)
@@ -1103,7 +1241,6 @@ namespace OpenSim.Region.Framework.Scenes
1103 pos.Z = ground + 1.5f; 1241 pos.Z = ground + 1.5f;
1104 AbsolutePosition = pos; 1242 AbsolutePosition = pos;
1105 } 1243 }
1106
1107 m_isChildAgent = false; 1244 m_isChildAgent = false;
1108 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1245 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1109 MakeRootAgent(AbsolutePosition, m_flying); 1246 MakeRootAgent(AbsolutePosition, m_flying);
@@ -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.
@@ -1337,6 +1477,11 @@ namespace OpenSim.Region.Framework.Scenes
1337 update_rotation = true; 1477 update_rotation = true;
1338 } 1478 }
1339 1479
1480 //guilty until proven innocent..
1481 bool Nudging = true;
1482 //Basically, if there is at least one non-nudge control then we don't need
1483 //to worry about stopping the avatar
1484
1340 if (m_parentID == 0) 1485 if (m_parentID == 0)
1341 { 1486 {
1342 bool bAllowUpdateMoveToPosition = false; 1487 bool bAllowUpdateMoveToPosition = false;
@@ -1351,9 +1496,12 @@ namespace OpenSim.Region.Framework.Scenes
1351 else 1496 else
1352 dirVectors = Dir_Vectors; 1497 dirVectors = Dir_Vectors;
1353 1498
1354 // The fact that m_movementflag is a byte needs to be fixed 1499 bool[] isNudge = GetDirectionIsNudge();
1355 // it really should be a uint 1500
1356 uint nudgehack = 250; 1501
1502
1503
1504
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1505 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1358 { 1506 {
1359 if (((uint)flags & (uint)DCF) != 0) 1507 if (((uint)flags & (uint)DCF) != 0)
@@ -1363,40 +1511,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 try 1511 try
1364 { 1512 {
1365 agent_control_v3 += dirVectors[i]; 1513 agent_control_v3 += dirVectors[i];
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1514 if (isNudge[i] == false)
1515 {
1516 Nudging = false;
1517 }
1367 } 1518 }
1368 catch (IndexOutOfRangeException) 1519 catch (IndexOutOfRangeException)
1369 { 1520 {
1370 // Why did I get this? 1521 // Why did I get this?
1371 } 1522 }
1372 1523
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1524 if ((m_movementflag & (uint)DCF) == 0)
1374 { 1525 {
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; 1526 m_movementflag += (byte)(uint)DCF;
1380 update_movementflag = true; 1527 update_movementflag = true;
1381 } 1528 }
1382 } 1529 }
1383 else 1530 else
1384 { 1531 {
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1532 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 { 1533 {
1390 m_movementflag -= ((byte)(uint)DCF); 1534 m_movementflag -= (byte)(uint)DCF;
1391
1392 update_movementflag = true; 1535 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 } 1536 }
1401 else 1537 else
1402 { 1538 {
@@ -1405,7 +1541,6 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1541 }
1406 i++; 1542 i++;
1407 } 1543 }
1408
1409 //Paupaw:Do Proper PID for Autopilot here 1544 //Paupaw:Do Proper PID for Autopilot here
1410 if (bResetMoveToPosition) 1545 if (bResetMoveToPosition)
1411 { 1546 {
@@ -1440,6 +1575,9 @@ namespace OpenSim.Region.Framework.Scenes
1440 // Ignore z component of vector 1575 // Ignore z component of vector
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1576 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1442 LocalVectorToTarget2D.Normalize(); 1577 LocalVectorToTarget2D.Normalize();
1578
1579 //We're not nudging
1580 Nudging = false;
1443 agent_control_v3 += LocalVectorToTarget2D; 1581 agent_control_v3 += LocalVectorToTarget2D;
1444 1582
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1583 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1528,13 +1666,13 @@ namespace OpenSim.Region.Framework.Scenes
1528 // m_log.DebugFormat( 1666 // m_log.DebugFormat(
1529 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1667 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1530 1668
1531 AddNewMovement(agent_control_v3, q); 1669 AddNewMovement(agent_control_v3, q, Nudging);
1532 1670
1533 1671
1534 } 1672 }
1535 } 1673 }
1536 1674
1537 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1675 if (update_movementflag && !SitGround)
1538 Animator.UpdateMovementAnimations(); 1676 Animator.UpdateMovementAnimations();
1539 1677
1540 m_scene.EventManager.TriggerOnClientMovement(this); 1678 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1549,7 +1687,6 @@ namespace OpenSim.Region.Framework.Scenes
1549 m_sitAtAutoTarget = false; 1687 m_sitAtAutoTarget = false;
1550 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1688 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1551 //proxy.PCode = (byte)PCode.ParticleSystem; 1689 //proxy.PCode = (byte)PCode.ParticleSystem;
1552
1553 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1690 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1554 proxyObjectGroup.AttachToScene(m_scene); 1691 proxyObjectGroup.AttachToScene(m_scene);
1555 1692
@@ -1591,7 +1728,7 @@ namespace OpenSim.Region.Framework.Scenes
1591 } 1728 }
1592 m_moveToPositionInProgress = true; 1729 m_moveToPositionInProgress = true;
1593 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1730 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1594 } 1731 }
1595 catch (Exception ex) 1732 catch (Exception ex)
1596 { 1733 {
1597 //Why did I get this error? 1734 //Why did I get this error?
@@ -1613,7 +1750,7 @@ namespace OpenSim.Region.Framework.Scenes
1613 Velocity = Vector3.Zero; 1750 Velocity = Vector3.Zero;
1614 SendFullUpdateToAllClients(); 1751 SendFullUpdateToAllClients();
1615 1752
1616 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1753 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1617 } 1754 }
1618 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1755 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1619 m_requestedSitTargetUUID = UUID.Zero; 1756 m_requestedSitTargetUUID = UUID.Zero;
@@ -1650,50 +1787,85 @@ namespace OpenSim.Region.Framework.Scenes
1650 1787
1651 if (m_parentID != 0) 1788 if (m_parentID != 0)
1652 { 1789 {
1653 m_log.Debug("StandupCode Executed"); 1790 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1654 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1655 if (part != null) 1791 if (part != null)
1656 { 1792 {
1793 part.TaskInventory.LockItemsForRead(true);
1657 TaskInventoryDictionary taskIDict = part.TaskInventory; 1794 TaskInventoryDictionary taskIDict = part.TaskInventory;
1658 if (taskIDict != null) 1795 if (taskIDict != null)
1659 { 1796 {
1660 lock (taskIDict) 1797 foreach (UUID taskID in taskIDict.Keys)
1661 { 1798 {
1662 foreach (UUID taskID in taskIDict.Keys) 1799 UnRegisterControlEventsToScript(LocalId, taskID);
1663 { 1800 taskIDict[taskID].PermsMask &= ~(
1664 UnRegisterControlEventsToScript(LocalId, taskID); 1801 2048 | //PERMISSION_CONTROL_CAMERA
1665 taskIDict[taskID].PermsMask &= ~( 1802 4); // PERMISSION_TAKE_CONTROLS
1666 2048 | //PERMISSION_CONTROL_CAMERA
1667 4); // PERMISSION_TAKE_CONTROLS
1668 }
1669 } 1803 }
1670
1671 } 1804 }
1805 part.TaskInventory.LockItemsForRead(false);
1672 // Reset sit target. 1806 // Reset sit target.
1673 if (part.GetAvatarOnSitTarget() == UUID) 1807 if (part.GetAvatarOnSitTarget() == UUID)
1674 part.SetAvatarOnSitTarget(UUID.Zero); 1808 part.SetAvatarOnSitTarget(UUID.Zero);
1675
1676 m_parentPosition = part.GetWorldPosition(); 1809 m_parentPosition = part.GetWorldPosition();
1677 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1810 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1678 } 1811 }
1812 // part.GetWorldRotation() is the rotation of the object being sat on
1813 // Rotation is the sittiing Av's rotation
1814
1815 Quaternion partRot;
1816// if (part.LinkNum == 1)
1817// { // Root prim of linkset
1818// partRot = part.ParentGroup.RootPart.RotationOffset;
1819// }
1820// else
1821// { // single or child prim
1822
1823// }
1824 if (part == null) //CW: Part may be gone. llDie() for example.
1825 {
1826 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1827 }
1828 else
1829 {
1830 partRot = part.GetWorldRotation();
1831 }
1832
1833 Quaternion partIRot = Quaternion.Inverse(partRot);
1834
1835 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1836 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1679 1837
1838
1680 if (m_physicsActor == null) 1839 if (m_physicsActor == null)
1681 { 1840 {
1682 AddToPhysicalScene(false); 1841 AddToPhysicalScene(false);
1683 } 1842 }
1684 1843 //CW: If the part isn't null then we can set the current position
1685 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1844 if (part != null)
1686 m_parentPosition = Vector3.Zero; 1845 {
1687 1846 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1688 m_parentID = 0; 1847 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1848 part.IsOccupied = false;
1849 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1850 }
1851 else
1852 {
1853 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1854 AbsolutePosition = m_lastWorldPosition;
1855 }
1856
1857 m_parentPosition = Vector3.Zero;
1858 m_parentID = 0;
1859 m_linkedPrim = UUID.Zero;
1860 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1689 SendFullUpdateToAllClients(); 1861 SendFullUpdateToAllClients();
1690 m_requestedSitTargetID = 0; 1862 m_requestedSitTargetID = 0;
1863
1691 if ((m_physicsActor != null) && (m_avHeight > 0)) 1864 if ((m_physicsActor != null) && (m_avHeight > 0))
1692 { 1865 {
1693 SetHeight(m_avHeight); 1866 SetHeight(m_avHeight);
1694 } 1867 }
1695 } 1868 }
1696
1697 Animator.TrySetMovementAnimation("STAND"); 1869 Animator.TrySetMovementAnimation("STAND");
1698 } 1870 }
1699 1871
@@ -1724,13 +1896,9 @@ namespace OpenSim.Region.Framework.Scenes
1724 Vector3 avSitOffSet = part.SitTargetPosition; 1896 Vector3 avSitOffSet = part.SitTargetPosition;
1725 Quaternion avSitOrientation = part.SitTargetOrientation; 1897 Quaternion avSitOrientation = part.SitTargetOrientation;
1726 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1898 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1727 1899 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1728 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1900 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1729 bool SitTargetisSet = 1901 if (SitTargetisSet && !SitTargetOccupied)
1730 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1731 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1732
1733 if (SitTargetisSet && SitTargetUnOccupied)
1734 { 1902 {
1735 //switch the target to this prim 1903 //switch the target to this prim
1736 return part; 1904 return part;
@@ -1744,84 +1912,164 @@ namespace OpenSim.Region.Framework.Scenes
1744 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1912 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1745 { 1913 {
1746 bool autopilot = true; 1914 bool autopilot = true;
1915 Vector3 autopilotTarget = new Vector3();
1916 Quaternion sitOrientation = Quaternion.Identity;
1747 Vector3 pos = new Vector3(); 1917 Vector3 pos = new Vector3();
1748 Quaternion sitOrientation = pSitOrientation;
1749 Vector3 cameraEyeOffset = Vector3.Zero; 1918 Vector3 cameraEyeOffset = Vector3.Zero;
1750 Vector3 cameraAtOffset = Vector3.Zero; 1919 Vector3 cameraAtOffset = Vector3.Zero;
1751 bool forceMouselook = false; 1920 bool forceMouselook = false;
1752 1921
1753 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1922 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1754 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1923 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1755 if (part != null) 1924 if (part == null) return;
1756 { 1925
1757 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1926 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1758 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1927 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1759 1928
1760 // Is a sit target available? 1929 // part is the prim to sit on
1761 Vector3 avSitOffSet = part.SitTargetPosition; 1930 // offset is the world-ref vector distance from that prim center to the click-spot
1762 Quaternion avSitOrientation = part.SitTargetOrientation; 1931 // UUID is the UUID of the Avatar doing the clicking
1763 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1932
1764 1933 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1765 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1934
1766 bool SitTargetisSet = 1935 // Is a sit target available?
1767 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1936 Vector3 avSitOffSet = part.SitTargetPosition;
1768 ( 1937 Quaternion avSitOrientation = part.SitTargetOrientation;
1769 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1938
1770 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1939 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1771 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1940 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1772 ) 1941 Quaternion partRot;
1773 )); 1942// if (part.LinkNum == 1)
1774 1943// { // Root prim of linkset
1775 if (SitTargetisSet && SitTargetUnOccupied) 1944// partRot = part.ParentGroup.RootPart.RotationOffset;
1776 { 1945// }
1777 part.SetAvatarOnSitTarget(UUID); 1946// else
1778 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1947// { // single or child prim
1779 sitOrientation = avSitOrientation; 1948 partRot = part.GetWorldRotation();
1780 autopilot = false; 1949// }
1781 } 1950 Quaternion partIRot = Quaternion.Inverse(partRot);
1782 1951//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1783 pos = part.AbsolutePosition + offset; 1952 // Sit analysis rewritten by KF 091125
1784 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1953 if (SitTargetisSet) // scipted sit
1785 //{ 1954 {
1786 // offset = pos; 1955 if (!part.IsOccupied)
1787 //autopilot = false; 1956 {
1788 //} 1957//Console.WriteLine("Scripted, unoccupied");
1789 if (m_physicsActor != null) 1958 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1790 { 1959 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1791 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1960
1792 // We can remove the physicsActor until they stand up. 1961 Quaternion nrot = avSitOrientation;
1793 m_sitAvatarHeight = m_physicsActor.Size.Z; 1962 if (!part.IsRoot)
1794
1795 if (autopilot)
1796 { 1963 {
1797 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1964 nrot = part.RotationOffset * avSitOrientation;
1798 {
1799 autopilot = false;
1800
1801 RemoveFromPhysicalScene();
1802 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1803 }
1804 } 1965 }
1805 else 1966 sitOrientation = nrot; // Change rotatione to the scripted one
1967 OffsetRotation = nrot;
1968 autopilot = false; // Jump direct to scripted llSitPos()
1969 }
1970 else
1971 {
1972//Console.WriteLine("Scripted, occupied");
1973 return;
1974 }
1975 }
1976 else // Not Scripted
1977 {
1978 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1979 {
1980 // large prim & offset, ignore if other Avs sitting
1981// offset.Z -= 0.05f;
1982 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1983 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1984
1985//Console.WriteLine(" offset ={0}", offset);
1986//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1987//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1988
1989 }
1990 else // small offset
1991 {
1992//Console.WriteLine("Small offset");
1993 if (!part.IsOccupied)
1994 {
1995 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1996 autopilotTarget = part.AbsolutePosition;
1997//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
1998 }
1999 else return; // occupied small
2000 } // end large/small
2001 } // end Scripted/not
2002 cameraAtOffset = part.GetCameraAtOffset();
2003 cameraEyeOffset = part.GetCameraEyeOffset();
2004 forceMouselook = part.GetForceMouselook();
2005 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2006 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2007
2008 if (m_physicsActor != null)
2009 {
2010 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2011 // We can remove the physicsActor until they stand up.
2012 m_sitAvatarHeight = m_physicsActor.Size.Z;
2013 if (autopilot)
2014 { // its not a scripted sit
2015// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2016 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1806 { 2017 {
2018 autopilot = false; // close enough
2019 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2020 Not using the part's position because returning the AV to the last known standing
2021 position is likely to be more friendly, isn't it? */
1807 RemoveFromPhysicalScene(); 2022 RemoveFromPhysicalScene();
1808 } 2023 Velocity = Vector3.Zero;
2024 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2025 } // else the autopilot will get us close
2026 }
2027 else
2028 { // its a scripted sit
2029 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2030 I *am* using the part's position this time because we have no real idea how far away
2031 the avatar is from the sit target. */
2032 RemoveFromPhysicalScene();
2033 Velocity = Vector3.Zero;
1809 } 2034 }
1810
1811 cameraAtOffset = part.GetCameraAtOffset();
1812 cameraEyeOffset = part.GetCameraEyeOffset();
1813 forceMouselook = part.GetForceMouselook();
1814 } 2035 }
1815 2036 else return; // physactor is null!
1816 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2037
1817 m_requestedSitTargetUUID = targetID; 2038 Vector3 offsetr; // = offset * partIRot;
2039 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2040 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2041 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2042 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2043 //offsetr = offset * partIRot;
2044//
2045 // else
2046 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2047 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2048 // (offset * partRot);
2049 // }
2050
2051//Console.WriteLine(" ");
2052//Console.WriteLine("link number ={0}", part.LinkNum);
2053//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2054//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2055//Console.WriteLine("Click offst ={0}", offset);
2056//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2057//Console.WriteLine("offsetr ={0}", offsetr);
2058//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2059//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2060
2061 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2062 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2063
2064 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1818 // This calls HandleAgentSit twice, once from here, and the client calls 2065 // This calls HandleAgentSit twice, once from here, and the client calls
1819 // HandleAgentSit itself after it gets to the location 2066 // HandleAgentSit itself after it gets to the location
1820 // It doesn't get to the location until we've moved them there though 2067 // It doesn't get to the location until we've moved them there though
1821 // which happens in HandleAgentSit :P 2068 // which happens in HandleAgentSit :P
1822 m_autopilotMoving = autopilot; 2069 m_autopilotMoving = autopilot;
1823 m_autoPilotTarget = pos; 2070 m_autoPilotTarget = autopilotTarget;
1824 m_sitAtAutoTarget = autopilot; 2071 m_sitAtAutoTarget = autopilot;
2072 m_initialSitTarget = autopilotTarget;
1825 if (!autopilot) 2073 if (!autopilot)
1826 HandleAgentSit(remoteClient, UUID); 2074 HandleAgentSit(remoteClient, UUID);
1827 } 2075 }
@@ -2116,47 +2364,130 @@ namespace OpenSim.Region.Framework.Scenes
2116 { 2364 {
2117 if (part != null) 2365 if (part != null)
2118 { 2366 {
2367//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2119 if (part.GetAvatarOnSitTarget() == UUID) 2368 if (part.GetAvatarOnSitTarget() == UUID)
2120 { 2369 {
2370//Console.WriteLine("Scripted Sit");
2371 // Scripted sit
2121 Vector3 sitTargetPos = part.SitTargetPosition; 2372 Vector3 sitTargetPos = part.SitTargetPosition;
2122 Quaternion sitTargetOrient = part.SitTargetOrientation; 2373 Quaternion sitTargetOrient = part.SitTargetOrientation;
2123
2124 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2125 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2126
2127 //Quaternion result = (sitTargetOrient * vq) * nq;
2128
2129 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2374 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2130 m_pos += SIT_TARGET_ADJUSTMENT; 2375 m_pos += SIT_TARGET_ADJUSTMENT;
2376 if (!part.IsRoot)
2377 {
2378 m_pos *= part.RotationOffset;
2379 }
2131 m_bodyRot = sitTargetOrient; 2380 m_bodyRot = sitTargetOrient;
2132 //Rotation = sitTargetOrient;
2133 m_parentPosition = part.AbsolutePosition; 2381 m_parentPosition = part.AbsolutePosition;
2134 2382 part.IsOccupied = true;
2135 //SendTerseUpdateToAllClients(); 2383 part.ParentGroup.AddAvatar(agentID);
2136 } 2384 }
2137 else 2385 else
2138 { 2386 {
2139 m_pos -= part.AbsolutePosition; 2387 // if m_avUnscriptedSitPos is zero then Av sits above center
2388 // Else Av sits at m_avUnscriptedSitPos
2389
2390 // Non-scripted sit by Kitto Flora 21Nov09
2391 // Calculate angle of line from prim to Av
2392 Quaternion partIRot;
2393// if (part.LinkNum == 1)
2394// { // Root prim of linkset
2395// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2396// }
2397// else
2398// { // single or child prim
2399 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2400// }
2401 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2402 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2403 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2404 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2405 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2406 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2407 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2408 // Av sits at world euler <0,0, z>, translated by part rotation
2409 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2410
2140 m_parentPosition = part.AbsolutePosition; 2411 m_parentPosition = part.AbsolutePosition;
2141 } 2412 part.IsOccupied = true;
2413 part.ParentGroup.AddAvatar(agentID);
2414 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2415 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2416 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2417 m_avUnscriptedSitPos; // adds click offset, if any
2418 //Set up raytrace to find top surface of prim
2419 Vector3 size = part.Scale;
2420 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2421 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2422 Vector3 down = new Vector3(0f, 0f, -1f);
2423//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2424 m_scene.PhysicsScene.RaycastWorld(
2425 start, // Vector3 position,
2426 down, // Vector3 direction,
2427 mag, // float length,
2428 SitAltitudeCallback); // retMethod
2429 } // end scripted/not
2142 } 2430 }
2143 else 2431 else // no Av
2144 { 2432 {
2145 return; 2433 return;
2146 } 2434 }
2147 } 2435 }
2148 m_parentID = m_requestedSitTargetID;
2149 2436
2437 //We want our offsets to reference the root prim, not the child we may have sat on
2438 if (!part.IsRoot)
2439 {
2440 m_parentID = part.ParentGroup.RootPart.LocalId;
2441 m_pos += part.OffsetPosition;
2442 }
2443 else
2444 {
2445 m_parentID = m_requestedSitTargetID;
2446 }
2447
2448 m_linkedPrim = part.UUID;
2449 if (part.GetAvatarOnSitTarget() != UUID)
2450 {
2451 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2452 }
2150 Velocity = Vector3.Zero; 2453 Velocity = Vector3.Zero;
2151 RemoveFromPhysicalScene(); 2454 RemoveFromPhysicalScene();
2152
2153 Animator.TrySetMovementAnimation(sitAnimation); 2455 Animator.TrySetMovementAnimation(sitAnimation);
2154 SendFullUpdateToAllClients(); 2456 SendFullUpdateToAllClients();
2155 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2457 SendTerseUpdateToAllClients();
2156 // So we're also sending a terse update (which has avatar rotation)
2157 // [Update] We do now.
2158 //SendTerseUpdateToAllClients();
2159 } 2458 }
2459
2460 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2461 {
2462 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2463 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2464 if(hitYN)
2465 {
2466 // m_pos = Av offset from prim center to make look like on center
2467 // m_parentPosition = Actual center pos of prim
2468 // collisionPoint = spot on prim where we want to sit
2469 // collisionPoint.Z = global sit surface height
2470 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2471 Quaternion partIRot;
2472// if (part.LinkNum == 1)
2473/// { // Root prim of linkset
2474// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2475// }
2476// else
2477// { // single or child prim
2478 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2479// }
2480 if (m_initialSitTarget != null)
2481 {
2482 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2483 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2484 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2485 m_pos += offset;
2486 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2487 }
2488
2489 }
2490 } // End SitAltitudeCallback KF.
2160 2491
2161 /// <summary> 2492 /// <summary>
2162 /// Event handler for the 'Always run' setting on the client 2493 /// Event handler for the 'Always run' setting on the client
@@ -2186,7 +2517,7 @@ namespace OpenSim.Region.Framework.Scenes
2186 /// </summary> 2517 /// </summary>
2187 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2518 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2188 /// <param name="rotation">The direction in which this avatar should now face. 2519 /// <param name="rotation">The direction in which this avatar should now face.
2189 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2520 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2190 { 2521 {
2191 if (m_isChildAgent) 2522 if (m_isChildAgent)
2192 { 2523 {
@@ -2227,10 +2558,11 @@ namespace OpenSim.Region.Framework.Scenes
2227 Rotation = rotation; 2558 Rotation = rotation;
2228 Vector3 direc = vec * rotation; 2559 Vector3 direc = vec * rotation;
2229 direc.Normalize(); 2560 direc.Normalize();
2561 PhysicsActor actor = m_physicsActor;
2562 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2230 2563
2231 direc *= 0.03f * 128f * m_speedModifier; 2564 direc *= 0.03f * 128f * m_speedModifier;
2232 2565
2233 PhysicsActor actor = m_physicsActor;
2234 if (actor != null) 2566 if (actor != null)
2235 { 2567 {
2236 if (actor.Flying) 2568 if (actor.Flying)
@@ -2252,18 +2584,25 @@ namespace OpenSim.Region.Framework.Scenes
2252 { 2584 {
2253 if (direc.Z > 2.0f) 2585 if (direc.Z > 2.0f)
2254 { 2586 {
2255 direc.Z *= 3.0f; 2587 if(m_animator.m_animTickJump == -1)
2256 2588 {
2257 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2589 direc.Z *= 3.0f; // jump
2258 Animator.TrySetMovementAnimation("PREJUMP"); 2590 }
2259 Animator.TrySetMovementAnimation("JUMP"); 2591 else
2592 {
2593 direc.Z *= 0.1f; // prejump
2594 }
2595 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2596 Animator.TrySetMovementAnimation("PREJUMP");
2597 Animator.TrySetMovementAnimation("JUMP");
2598 */
2260 } 2599 }
2261 } 2600 }
2262 } 2601 }
2263 2602
2264 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2603 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2265 m_forceToApply = direc; 2604 m_forceToApply = direc;
2266 2605 m_isNudging = Nudging;
2267 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2606 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2268 } 2607 }
2269 2608
@@ -2278,7 +2617,7 @@ namespace OpenSim.Region.Framework.Scenes
2278 const float POSITION_TOLERANCE = 0.05f; 2617 const float POSITION_TOLERANCE = 0.05f;
2279 //const int TIME_MS_TOLERANCE = 3000; 2618 //const int TIME_MS_TOLERANCE = 3000;
2280 2619
2281 SendPrimUpdates(); 2620
2282 2621
2283 if (m_isChildAgent == false) 2622 if (m_isChildAgent == false)
2284 { 2623 {
@@ -2308,6 +2647,9 @@ namespace OpenSim.Region.Framework.Scenes
2308 CheckForBorderCrossing(); 2647 CheckForBorderCrossing();
2309 CheckForSignificantMovement(); // sends update to the modules. 2648 CheckForSignificantMovement(); // sends update to the modules.
2310 } 2649 }
2650
2651 //Sending prim updates AFTER the avatar terse updates are sent
2652 SendPrimUpdates();
2311 } 2653 }
2312 2654
2313 #endregion 2655 #endregion
@@ -3092,6 +3434,7 @@ namespace OpenSim.Region.Framework.Scenes
3092 m_callbackURI = cAgent.CallbackURI; 3434 m_callbackURI = cAgent.CallbackURI;
3093 3435
3094 m_pos = cAgent.Position; 3436 m_pos = cAgent.Position;
3437
3095 m_velocity = cAgent.Velocity; 3438 m_velocity = cAgent.Velocity;
3096 m_CameraCenter = cAgent.Center; 3439 m_CameraCenter = cAgent.Center;
3097 //m_avHeight = cAgent.Size.Z; 3440 //m_avHeight = cAgent.Size.Z;
@@ -3202,14 +3545,25 @@ namespace OpenSim.Region.Framework.Scenes
3202 { 3545 {
3203 if (m_forceToApply.HasValue) 3546 if (m_forceToApply.HasValue)
3204 { 3547 {
3205 Vector3 force = m_forceToApply.Value;
3206 3548
3549 Vector3 force = m_forceToApply.Value;
3207 m_updateflag = true; 3550 m_updateflag = true;
3208// movementvector = force;
3209 Velocity = force; 3551 Velocity = force;
3210 3552
3211 m_forceToApply = null; 3553 m_forceToApply = null;
3212 } 3554 }
3555 else
3556 {
3557 if (m_isNudging)
3558 {
3559 Vector3 force = Vector3.Zero;
3560
3561 m_updateflag = true;
3562 Velocity = force;
3563 m_isNudging = false;
3564 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3565 }
3566 }
3213 } 3567 }
3214 3568
3215 /// <summary> 3569 /// <summary>
@@ -3255,18 +3609,29 @@ namespace OpenSim.Region.Framework.Scenes
3255 { 3609 {
3256 if (e == null) 3610 if (e == null)
3257 return; 3611 return;
3258 3612
3259 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3613 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3260 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3261 // as of this comment the interval is set in AddToPhysicalScene 3614 // as of this comment the interval is set in AddToPhysicalScene
3262 if (Animator!=null) 3615 if (Animator!=null)
3263 Animator.UpdateMovementAnimations(); 3616 {
3617 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3618 { // else its will lock out other animation changes, like ground sit.
3619 Animator.UpdateMovementAnimations();
3620 m_updateCount--;
3621 }
3622 }
3264 3623
3265 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3624 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3266 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3625 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3267 3626
3268 CollisionPlane = Vector4.UnitW; 3627 CollisionPlane = Vector4.UnitW;
3269 3628
3629 if (m_lastColCount != coldata.Count)
3630 {
3631 m_updateCount = UPDATE_COUNT;
3632 m_lastColCount = coldata.Count;
3633 }
3634
3270 if (coldata.Count != 0 && Animator != null) 3635 if (coldata.Count != 0 && Animator != null)
3271 { 3636 {
3272 switch (Animator.CurrentMovementAnimation) 3637 switch (Animator.CurrentMovementAnimation)
@@ -3296,6 +3661,148 @@ namespace OpenSim.Region.Framework.Scenes
3296 } 3661 }
3297 } 3662 }
3298 3663
3664 List<uint> thisHitColliders = new List<uint>();
3665 List<uint> endedColliders = new List<uint>();
3666 List<uint> startedColliders = new List<uint>();
3667
3668 foreach (uint localid in coldata.Keys)
3669 {
3670 thisHitColliders.Add(localid);
3671 if (!m_lastColliders.Contains(localid))
3672 {
3673 startedColliders.Add(localid);
3674 }
3675 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3676 }
3677
3678 // calculate things that ended colliding
3679 foreach (uint localID in m_lastColliders)
3680 {
3681 if (!thisHitColliders.Contains(localID))
3682 {
3683 endedColliders.Add(localID);
3684 }
3685 }
3686 //add the items that started colliding this time to the last colliders list.
3687 foreach (uint localID in startedColliders)
3688 {
3689 m_lastColliders.Add(localID);
3690 }
3691 // remove things that ended colliding from the last colliders list
3692 foreach (uint localID in endedColliders)
3693 {
3694 m_lastColliders.Remove(localID);
3695 }
3696
3697 // do event notification
3698 if (startedColliders.Count > 0)
3699 {
3700 ColliderArgs StartCollidingMessage = new ColliderArgs();
3701 List<DetectedObject> colliding = new List<DetectedObject>();
3702 foreach (uint localId in startedColliders)
3703 {
3704 if (localId == 0)
3705 continue;
3706
3707 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3708 string data = "";
3709 if (obj != null)
3710 {
3711 DetectedObject detobj = new DetectedObject();
3712 detobj.keyUUID = obj.UUID;
3713 detobj.nameStr = obj.Name;
3714 detobj.ownerUUID = obj.OwnerID;
3715 detobj.posVector = obj.AbsolutePosition;
3716 detobj.rotQuat = obj.GetWorldRotation();
3717 detobj.velVector = obj.Velocity;
3718 detobj.colliderType = 0;
3719 detobj.groupUUID = obj.GroupID;
3720 colliding.Add(detobj);
3721 }
3722 }
3723
3724 if (colliding.Count > 0)
3725 {
3726 StartCollidingMessage.Colliders = colliding;
3727
3728 foreach (SceneObjectGroup att in Attachments)
3729 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3730 }
3731 }
3732
3733 if (endedColliders.Count > 0)
3734 {
3735 ColliderArgs EndCollidingMessage = new ColliderArgs();
3736 List<DetectedObject> colliding = new List<DetectedObject>();
3737 foreach (uint localId in endedColliders)
3738 {
3739 if (localId == 0)
3740 continue;
3741
3742 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3743 string data = "";
3744 if (obj != null)
3745 {
3746 DetectedObject detobj = new DetectedObject();
3747 detobj.keyUUID = obj.UUID;
3748 detobj.nameStr = obj.Name;
3749 detobj.ownerUUID = obj.OwnerID;
3750 detobj.posVector = obj.AbsolutePosition;
3751 detobj.rotQuat = obj.GetWorldRotation();
3752 detobj.velVector = obj.Velocity;
3753 detobj.colliderType = 0;
3754 detobj.groupUUID = obj.GroupID;
3755 colliding.Add(detobj);
3756 }
3757 }
3758
3759 if (colliding.Count > 0)
3760 {
3761 EndCollidingMessage.Colliders = colliding;
3762
3763 foreach (SceneObjectGroup att in Attachments)
3764 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3765 }
3766 }
3767
3768 if (thisHitColliders.Count > 0)
3769 {
3770 ColliderArgs CollidingMessage = new ColliderArgs();
3771 List<DetectedObject> colliding = new List<DetectedObject>();
3772 foreach (uint localId in thisHitColliders)
3773 {
3774 if (localId == 0)
3775 continue;
3776
3777 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3778 string data = "";
3779 if (obj != null)
3780 {
3781 DetectedObject detobj = new DetectedObject();
3782 detobj.keyUUID = obj.UUID;
3783 detobj.nameStr = obj.Name;
3784 detobj.ownerUUID = obj.OwnerID;
3785 detobj.posVector = obj.AbsolutePosition;
3786 detobj.rotQuat = obj.GetWorldRotation();
3787 detobj.velVector = obj.Velocity;
3788 detobj.colliderType = 0;
3789 detobj.groupUUID = obj.GroupID;
3790 colliding.Add(detobj);
3791 }
3792 }
3793
3794 if (colliding.Count > 0)
3795 {
3796 CollidingMessage.Colliders = colliding;
3797
3798 lock (m_attachments)
3799 {
3800 foreach (SceneObjectGroup att in m_attachments)
3801 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3802 }
3803 }
3804 }
3805
3299 if (m_invulnerable) 3806 if (m_invulnerable)
3300 return; 3807 return;
3301 3808
@@ -3470,7 +3977,10 @@ namespace OpenSim.Region.Framework.Scenes
3470 m_scene = scene; 3977 m_scene = scene;
3471 3978
3472 RegisterToEvents(); 3979 RegisterToEvents();
3473 3980 if (m_controllingClient != null)
3981 {
3982 m_controllingClient.ProcessPendingPackets();
3983 }
3474 /* 3984 /*
3475 AbsolutePosition = client.StartPos; 3985 AbsolutePosition = client.StartPos;
3476 3986
@@ -3700,6 +4210,39 @@ namespace OpenSim.Region.Framework.Scenes
3700 return; 4210 return;
3701 } 4211 }
3702 4212
4213 XmlDocument doc = new XmlDocument();
4214 string stateData = String.Empty;
4215
4216 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4217 if (attServ != null)
4218 {
4219 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4220 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4221 if (stateData != String.Empty)
4222 {
4223 try
4224 {
4225 doc.LoadXml(stateData);
4226 }
4227 catch { }
4228 }
4229 }
4230
4231 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4232
4233 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4234 if (nodes.Count > 0)
4235 {
4236 foreach (XmlNode n in nodes)
4237 {
4238 XmlElement elem = (XmlElement)n;
4239 string itemID = elem.GetAttribute("ItemID");
4240 string xml = elem.InnerXml;
4241
4242 itemData[new UUID(itemID)] = xml;
4243 }
4244 }
4245
3703 List<int> attPoints = m_appearance.GetAttachedPoints(); 4246 List<int> attPoints = m_appearance.GetAttachedPoints();
3704 foreach (int p in attPoints) 4247 foreach (int p in attPoints)
3705 { 4248 {
@@ -3719,9 +4262,26 @@ namespace OpenSim.Region.Framework.Scenes
3719 4262
3720 try 4263 try
3721 { 4264 {
3722 // Rez from inventory 4265 string xmlData;
3723 UUID asset 4266 XmlDocument d = new XmlDocument();
3724 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4267 UUID asset;
4268 if (itemData.TryGetValue(itemID, out xmlData))
4269 {
4270 d.LoadXml(xmlData);
4271 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4272
4273 // Rez from inventory
4274 asset
4275 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4276
4277 }
4278 else
4279 {
4280 // Rez from inventory (with a null doc to let
4281 // CHANGED_OWNER happen)
4282 asset
4283 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4284 }
3725 4285
3726 m_log.InfoFormat( 4286 m_log.InfoFormat(
3727 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4287 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
@@ -3758,5 +4318,16 @@ namespace OpenSim.Region.Framework.Scenes
3758 m_reprioritization_called = false; 4318 m_reprioritization_called = false;
3759 } 4319 }
3760 } 4320 }
4321
4322 private Vector3 Quat2Euler(Quaternion rot){
4323 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4324 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4325 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4326 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4327 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4328 return(new Vector3(x,y,z));
4329 }
4330
4331
3761 } 4332 }
3762} 4333}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 5bdaa17..77e477f 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
105 sceneObject.AddPart(part); 105 sceneObject.AddPart(part);
106 part.LinkNum = linkNum; 106 part.LinkNum = linkNum;
107 part.TrimPermissions(); 107 part.TrimPermissions();
108 part.StoreUndoState(); 108 part.StoreUndoState(UndoType.STATE_ALL);
109 reader.Close(); 109 reader.Close();
110 sr.Close(); 110 sr.Close();
111 } 111 }
@@ -231,7 +231,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
231 if (originalLinkNum != 0) 231 if (originalLinkNum != 0)
232 part.LinkNum = originalLinkNum; 232 part.LinkNum = originalLinkNum;
233 233
234 part.StoreUndoState(); 234 part.StoreUndoState(UndoType.STATE_ALL);
235 reader.Close(); 235 reader.Close();
236 sr.Close(); 236 sr.Close();
237 } 237 }
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249