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-rw-r--r--OpenSim/Region/Framework/Interfaces/IAgentAssetTransactions.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs10
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs32
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEstateModule.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEventQueue.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IRegionConsole.cs4
-rw-r--r--OpenSim/Region/Framework/Interfaces/IRestartModule.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/Interfaces/IWorldComm.cs2
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/CollisionSounds.cs304
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs27
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs695
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs791
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs350
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs150
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs867
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs32
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs479
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs267
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1395
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1715
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs767
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs596
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs135
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs124
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs184
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
41 files changed, 7309 insertions, 2207 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IAgentAssetTransactions.cs b/OpenSim/Region/Framework/Interfaces/IAgentAssetTransactions.cs
index 0cc8fb6..e0aad2b 100644
--- a/OpenSim/Region/Framework/Interfaces/IAgentAssetTransactions.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAgentAssetTransactions.cs
@@ -36,7 +36,7 @@ namespace OpenSim.Region.Framework.Interfaces
36 void HandleItemUpdateFromTransaction(IClientAPI remoteClient, UUID transactionID, 36 void HandleItemUpdateFromTransaction(IClientAPI remoteClient, UUID transactionID,
37 InventoryItemBase item); 37 InventoryItemBase item);
38 38
39 void HandleItemCreationFromTransaction(IClientAPI remoteClient, UUID transactionID, UUID folderID, 39 bool HandleItemCreationFromTransaction(IClientAPI remoteClient, UUID transactionID, UUID folderID,
40 uint callbackID, string description, string name, sbyte invType, 40 uint callbackID, string description, string name, sbyte invType,
41 sbyte type, byte wearableType, uint nextOwnerMask); 41 sbyte type, byte wearableType, uint nextOwnerMask);
42 42
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 620ec22..d781eae 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.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 OpenMetaverse; 31using OpenMetaverse;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -83,7 +84,7 @@ namespace OpenSim.Region.Framework.Interfaces
83 /// <param name="AttachmentPt"></param> 84 /// <param name="AttachmentPt"></param>
84 /// <param name="silent"></param> 85 /// <param name="silent"></param>
85 /// <returns>true if the object was successfully attached, false otherwise</returns> 86 /// <returns>true if the object was successfully attached, false otherwise</returns>
86 bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool temp); 87 bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool useAttachmentInfo, bool temp);
87 88
88 /// <summary> 89 /// <summary>
89 /// Rez an attachment from user inventory and change inventory status to match. 90 /// Rez an attachment from user inventory and change inventory status to match.
@@ -92,7 +93,11 @@ namespace OpenSim.Region.Framework.Interfaces
92 /// <param name="itemID"></param> 93 /// <param name="itemID"></param>
93 /// <param name="AttachmentPt"></param> 94 /// <param name="AttachmentPt"></param>
94 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> 95 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
95 SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); 96 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
97
98 // Same as above, but also load script states from a separate doc
99 ISceneEntity RezSingleAttachmentFromInventory(
100 IScenePresence presence, UUID itemID, uint AttachmentPt, XmlDocument doc);
96 101
97 /// <summary> 102 /// <summary>
98 /// Rez multiple attachments from a user's inventory 103 /// Rez multiple attachments from a user's inventory
@@ -124,7 +129,6 @@ namespace OpenSim.Region.Framework.Interfaces
124 /// <param name="grp">The attachment to detach.</param> 129 /// <param name="grp">The attachment to detach.</param>
125 void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp); 130 void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp);
126 131
127 /// <summary>
128 /// Update the position of an attachment. 132 /// Update the position of an attachment.
129 /// </summary> 133 /// </summary>
130 /// <param name="sog"></param> 134 /// <param name="sog"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 150193d..8028d87 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -133,6 +133,8 @@ namespace OpenSim.Region.Framework.Interfaces
133 /// </returns> 133 /// </returns>
134 bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 134 bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
135 135
136 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
137
136 /// <summary> 138 /// <summary>
137 /// Stop and remove a script which is in this prim's inventory from the scene. 139 /// Stop and remove a script which is in this prim's inventory from the scene.
138 /// </summary> 140 /// </summary>
@@ -316,5 +318,6 @@ namespace OpenSim.Region.Framework.Interfaces
316 /// A <see cref="Dictionary`2"/> 318 /// A <see cref="Dictionary`2"/>
317 /// </returns> 319 /// </returns>
318 Dictionary<UUID, string> GetScriptStates(); 320 Dictionary<UUID, string> GetScriptStates();
321 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
319 } 322 }
320} 323}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 69be83e..1949a90 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -35,6 +35,8 @@ using OpenSim.Region.Framework.Scenes;
35 35
36namespace OpenSim.Region.Framework.Interfaces 36namespace OpenSim.Region.Framework.Interfaces
37{ 37{
38 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
39
38 public interface IEntityTransferModule 40 public interface IEntityTransferModule
39 { 41 {
40 /// <summary> 42 /// <summary>
@@ -50,29 +52,10 @@ namespace OpenSim.Region.Framework.Interfaces
50 /// <param name='teleportFlags'></param> 52 /// <param name='teleportFlags'></param>
51 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags); 53 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
52 54
53 /// <summary> 55 bool TeleportHome(UUID id, IClientAPI client);
54 /// Teleport an agent directly to a given region without checking whether the region should be subsituted.
55 /// </summary>
56 /// <remarks>
57 /// Please use Teleport() instead unless you know exactly what you're doing.
58 /// Do not use for same region teleports.
59 /// </remarks>
60 /// <param name='sp'></param>
61 /// <param name='reg'></param>
62 /// <param name='finalDestination'>/param>
63 /// <param name='position'></param>
64 /// <param name='lookAt'></param>
65 /// <param name='teleportFlags'></param>
66 void DoTeleport(
67 ScenePresence sp, GridRegion reg, GridRegion finalDestination,
68 Vector3 position, Vector3 lookAt, uint teleportFlags);
69 56
70 /// <summary> 57 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
71 /// Teleports the agent for the given client to their home destination. 58 Vector3 position, Vector3 lookAt, uint teleportFlags);
72 /// </summary>
73 /// <param name='id'></param>
74 /// <param name='client'></param>
75 void TeleportHome(UUID id, IClientAPI client);
76 59
77 /// <summary> 60 /// <summary>
78 /// Show whether the given agent is being teleported. 61 /// Show whether the given agent is being teleported.
@@ -89,7 +72,12 @@ namespace OpenSim.Region.Framework.Interfaces
89 72
90 void EnableChildAgent(ScenePresence agent, GridRegion region); 73 void EnableChildAgent(ScenePresence agent, GridRegion region);
91 74
75 GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos);
76
92 void Cross(SceneObjectGroup sog, Vector3 position, bool silent); 77 void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
78
79 ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
80
93 } 81 }
94 82
95 public interface IUserAgentVerificationModule 83 public interface IUserAgentVerificationModule
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
index 1983984..292efa4 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -45,6 +45,7 @@ namespace OpenSim.Region.Framework.Interfaces
45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.). 45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.).
46 /// </summary> 46 /// </summary>
47 void sendRegionHandshakeToAll(); 47 void sendRegionHandshakeToAll();
48 void TriggerEstateInfoChange();
48 49
49 /// <summary> 50 /// <summary>
50 /// Fires the OnRegionInfoChange event. 51 /// Fires the OnRegionInfoChange event.
diff --git a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
index bfa5d17..5512642 100644
--- a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
@@ -59,5 +59,7 @@ namespace OpenSim.Region.Framework.Interfaces
59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID); 59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID);
60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono); 60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono);
61 OSD BuildEvent(string eventName, OSD eventBody); 61 OSD BuildEvent(string eventName, OSD eventBody);
62 void partPhysicsProperties(uint localID, byte physhapetype, float density, float friction, float bounce, float gravmod, UUID avatarID);
63
62 } 64 }
63} 65}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IRegionConsole.cs b/OpenSim/Region/Framework/Interfaces/IRegionConsole.cs
index 4d261d6..5d5ce34 100644
--- a/OpenSim/Region/Framework/Interfaces/IRegionConsole.cs
+++ b/OpenSim/Region/Framework/Interfaces/IRegionConsole.cs
@@ -30,8 +30,12 @@ using OpenSim.Framework;
30 30
31namespace OpenSim.Region.Framework.Interfaces 31namespace OpenSim.Region.Framework.Interfaces
32{ 32{
33 public delegate void ConsoleMessage(UUID toAgentID, string message);
34
33 public interface IRegionConsole 35 public interface IRegionConsole
34 { 36 {
37 event ConsoleMessage OnConsoleMessage;
38
35 bool RunCommand(string command, UUID invokerID); 39 bool RunCommand(string command, UUID invokerID);
36 void SendConsoleOutput(UUID agentID, string message); 40 void SendConsoleOutput(UUID agentID, string message);
37 void AddCommand(string module, bool shared, string command, string help, string longhelp, CommandDelegate fn); 41 void AddCommand(string module, bool shared, string command, string help, string longhelp, CommandDelegate fn);
diff --git a/OpenSim/Region/Framework/Interfaces/IRestartModule.cs b/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
index c68550f..9b25beb 100644
--- a/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
@@ -35,5 +35,6 @@ namespace OpenSim.Region.Framework.Interfaces
35 TimeSpan TimeUntilRestart { get; } 35 TimeSpan TimeUntilRestart { get; }
36 void ScheduleRestart(UUID initiator, string message, int[] alerts, bool notice); 36 void ScheduleRestart(UUID initiator, string message, int[] alerts, bool notice);
37 void AbortRestart(string message); 37 void AbortRestart(string message);
38 void DelayRestart(int seconds, string message);
38 } 39 }
39} 40}
diff --git a/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs b/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
index 085b5ca..3e97a7a 100644
--- a/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
+++ b/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
@@ -116,6 +116,8 @@ namespace OpenSim.Region.Framework.Interfaces
116 /// <param name="regionUUID">the region UUID</param> 116 /// <param name="regionUUID">the region UUID</param>
117 void RemoveRegionEnvironmentSettings(UUID regionUUID); 117 void RemoveRegionEnvironmentSettings(UUID regionUUID);
118 118
119 UUID[] GetObjectIDs(UUID regionID);
120
119 void SaveExtra(UUID regionID, string name, string value); 121 void SaveExtra(UUID regionID, string name, string value);
120 122
121 void RemoveExtra(UUID regionID, string name); 123 void RemoveExtra(UUID regionID, string name);
diff --git a/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs b/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
index 3787ca0..17bd48b 100644
--- a/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
+++ b/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
@@ -106,6 +106,7 @@ namespace OpenSim.Region.Framework.Interfaces
106 RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID); 106 RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID);
107 void StoreRegionWindlightSettings(RegionLightShareData wl); 107 void StoreRegionWindlightSettings(RegionLightShareData wl);
108 void RemoveRegionWindlightSettings(UUID regionID); 108 void RemoveRegionWindlightSettings(UUID regionID);
109 UUID[] GetObjectIDs(UUID regionID);
109 110
110 /// <summary> 111 /// <summary>
111 /// Load Environment settings from region storage 112 /// Load Environment settings from region storage
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
new file mode 100644
index 0000000..d1a4d8e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
@@ -0,0 +1,13 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster Limited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6//
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface IUserAccountCacheModule
11{
12 void Remove(string name);
13}
diff --git a/OpenSim/Region/Framework/Interfaces/IWorldComm.cs b/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
index d76a0d7..20e0199 100644
--- a/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
+++ b/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
@@ -127,7 +127,7 @@ namespace OpenSim.Region.Framework.Interfaces
127 /// <param name='msg'> 127 /// <param name='msg'>
128 /// Message. 128 /// Message.
129 /// </param> 129 /// </param>
130 void DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg); 130 bool DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg, out string error);
131 131
132 /// <summary> 132 /// <summary>
133 /// Are there any listen events ready to be dispatched? 133 /// Are there any listen events ready to be dispatched?
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 14ecd44..32ee674 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -227,7 +227,8 @@ namespace OpenSim.Region.Framework
227 pluginAssembly.FullName, e.Message, e.StackTrace); 227 pluginAssembly.FullName, e.Message, e.StackTrace);
228 228
229 // justincc: Right now this is fatal to really get the user's attention 229 // justincc: Right now this is fatal to really get the user's attention
230 throw e; 230 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
231 //throw e;
231 } 232 }
232 } 233 }
233 234
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index bb33f07..9458079 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -79,13 +79,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
79 m_scenePresence = sp; 79 m_scenePresence = sp;
80 CurrentMovementAnimation = "CROUCH"; 80 CurrentMovementAnimation = "CROUCH";
81 } 81 }
82 82
83 public void AddAnimation(UUID animID, UUID objectID) 83 public void AddAnimation(UUID animID, UUID objectID)
84 { 84 {
85 if (m_scenePresence.IsChildAgent) 85 if (m_scenePresence.IsChildAgent)
86 return; 86 return;
87 87
88// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name); 88 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
89 89
90 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) 90 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
91 SendAnimPack(); 91 SendAnimPack();
@@ -117,6 +117,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
117 SendAnimPack(); 117 SendAnimPack();
118 } 118 }
119 119
120 public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
121 {
122 if (m_scenePresence.IsChildAgent)
123 return;
124
125 if (animID != UUID.Zero)
126 {
127 if (addRemove)
128 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
129 else
130 m_animations.Remove(animID);
131 }
132 if(sendPack)
133 SendAnimPack();
134 }
135
120 // Called from scripts 136 // Called from scripts
121 public void RemoveAnimation(string name) 137 public void RemoveAnimation(string name)
122 { 138 {
diff --git a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
new file mode 100644
index 0000000..075724e
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
@@ -0,0 +1,304 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27// Ubit 2012
28
29using System;
30using System.Reflection;
31using System.Collections.Generic;
32using OpenMetaverse;
33using OpenSim.Framework;
34using log4net;
35
36namespace OpenSim.Region.Framework.Scenes
37{
38 public struct CollisionForSoundInfo
39 {
40 public uint colliderID;
41 public Vector3 position;
42 public float relativeVel;
43 }
44
45 public static class CollisionSounds
46 {
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48
49 private const int MaxMaterials = 7;
50 // part part
51
52 private static UUID snd_StoneStone = new UUID("be7295c0-a158-11e1-b3dd-0800200c9a66");
53 private static UUID snd_StoneMetal = new UUID("be7295c0-a158-11e1-b3dd-0800201c9a66");
54 private static UUID snd_StoneGlass = new UUID("be7295c0-a158-11e1-b3dd-0800202c9a66");
55 private static UUID snd_StoneWood = new UUID("be7295c0-a158-11e1-b3dd-0800203c9a66");
56 private static UUID snd_StoneFlesh = new UUID("be7295c0-a158-11e1-b3dd-0800204c9a66");
57 private static UUID snd_StonePlastic = new UUID("be7295c0-a158-11e1-b3dd-0800205c9a66");
58 private static UUID snd_StoneRubber = new UUID("be7295c0-a158-11e1-b3dd-0800206c9a66");
59
60 private static UUID snd_MetalMetal = new UUID("be7295c0-a158-11e1-b3dd-0801201c9a66");
61 private static UUID snd_MetalGlass = new UUID("be7295c0-a158-11e1-b3dd-0801202c9a66");
62 private static UUID snd_MetalWood = new UUID("be7295c0-a158-11e1-b3dd-0801203c9a66");
63 private static UUID snd_MetalFlesh = new UUID("be7295c0-a158-11e1-b3dd-0801204c9a66");
64 private static UUID snd_MetalPlastic = new UUID("be7295c0-a158-11e1-b3dd-0801205c9a66");
65 private static UUID snd_MetalRubber = new UUID("be7295c0-a158-11e1-b3dd-0801206c9a66");
66
67 private static UUID snd_GlassGlass = new UUID("be7295c0-a158-11e1-b3dd-0802202c9a66");
68 private static UUID snd_GlassWood = new UUID("be7295c0-a158-11e1-b3dd-0802203c9a66");
69 private static UUID snd_GlassFlesh = new UUID("be7295c0-a158-11e1-b3dd-0802204c9a66");
70 private static UUID snd_GlassPlastic = new UUID("be7295c0-a158-11e1-b3dd-0802205c9a66");
71 private static UUID snd_GlassRubber = new UUID("be7295c0-a158-11e1-b3dd-0802206c9a66");
72
73 private static UUID snd_WoodWood = new UUID("be7295c0-a158-11e1-b3dd-0803203c9a66");
74 private static UUID snd_WoodFlesh = new UUID("be7295c0-a158-11e1-b3dd-0803204c9a66");
75 private static UUID snd_WoodPlastic = new UUID("be7295c0-a158-11e1-b3dd-0803205c9a66");
76 private static UUID snd_WoodRubber = new UUID("be7295c0-a158-11e1-b3dd-0803206c9a66");
77
78 private static UUID snd_FleshFlesh = new UUID("be7295c0-a158-11e1-b3dd-0804204c9a66");
79 private static UUID snd_FleshPlastic = new UUID("be7295c0-a158-11e1-b3dd-0804205c9a66");
80 private static UUID snd_FleshRubber = new UUID("be7295c0-a158-11e1-b3dd-0804206c9a66");
81
82 private static UUID snd_PlasticPlastic = new UUID("be7295c0-a158-11e1-b3dd-0805205c9a66");
83 private static UUID snd_PlasticRubber = new UUID("be7295c0-a158-11e1-b3dd-0805206c9a66");
84
85 private static UUID snd_RubberRubber = new UUID("be7295c0-a158-11e1-b3dd-0806206c9a66");
86
87 // terrain part
88 private static UUID snd_TerrainStone = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
89 private static UUID snd_TerrainMetal = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
90 private static UUID snd_TerrainGlass = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
91 private static UUID snd_TerrainWood = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
92 private static UUID snd_TerrainFlesh = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
93 private static UUID snd_TerrainPlastic = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
94 private static UUID snd_TerrainRubber = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
95
96 public static UUID[] m_TerrainPart = {
97 snd_TerrainStone,
98 snd_TerrainMetal,
99 snd_TerrainGlass,
100 snd_TerrainWood,
101 snd_TerrainFlesh,
102 snd_TerrainPlastic,
103 snd_TerrainRubber
104 };
105
106 // simetric sounds
107 public static UUID[] m_PartPart = {
108 snd_StoneStone, snd_StoneMetal, snd_StoneGlass, snd_StoneWood, snd_StoneFlesh, snd_StonePlastic, snd_StoneRubber,
109 snd_StoneMetal, snd_MetalMetal, snd_MetalGlass, snd_MetalWood, snd_MetalFlesh, snd_MetalPlastic, snd_MetalRubber,
110 snd_StoneGlass, snd_MetalGlass, snd_GlassGlass, snd_GlassWood, snd_GlassFlesh, snd_GlassPlastic, snd_GlassRubber,
111 snd_StoneWood, snd_MetalWood, snd_GlassWood, snd_WoodWood, snd_WoodFlesh, snd_WoodPlastic, snd_WoodRubber,
112 snd_StoneFlesh, snd_MetalFlesh, snd_GlassFlesh, snd_WoodFlesh, snd_FleshFlesh, snd_FleshPlastic, snd_FleshRubber,
113 snd_StonePlastic, snd_MetalPlastic, snd_GlassPlastic, snd_WoodPlastic, snd_FleshPlastic, snd_PlasticPlastic, snd_PlasticRubber,
114 snd_StoneRubber, snd_MetalRubber, snd_GlassRubber, snd_WoodRubber, snd_FleshRubber, snd_PlasticRubber, snd_RubberRubber
115 };
116
117 public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist)
118 {
119 if (collidersinfolist.Count == 0 || part == null)
120 return;
121
122 if (part.VolumeDetectActive || (part.Flags & PrimFlags.Physics) == 0)
123 return;
124
125 if (part.ParentGroup == null)
126 return;
127
128 if (part.CollisionSoundType < 0)
129 return;
130
131 float volume = 0.0f;
132 bool HaveSound = false;
133
134 UUID soundID = part.CollisionSound;
135
136 if (part.CollisionSoundType > 0)
137 {
138 // soundID = part.CollisionSound;
139 volume = part.CollisionSoundVolume;
140 if (volume == 0.0f)
141 return;
142 HaveSound = true;
143 }
144
145 bool doneownsound = false;
146
147 int thisMaterial = (int)part.Material;
148 if (thisMaterial >= MaxMaterials)
149 thisMaterial = 3;
150 int thisMatScaled = thisMaterial * MaxMaterials;
151
152 CollisionForSoundInfo colInfo;
153 uint id;
154
155 for(int i = 0; i< collidersinfolist.Count; i++)
156 {
157 colInfo = collidersinfolist[i];
158
159 id = colInfo.colliderID;
160 if (id == 0) // terrain collision
161 {
162 if (!doneownsound)
163 {
164 if (!HaveSound)
165 {
166 volume = Math.Abs(colInfo.relativeVel);
167 if (volume < 0.2f)
168 continue;
169
170 volume *= volume * .0625f; // 4m/s == full volume
171 if (volume > 1.0f)
172 volume = 1.0f;
173
174 soundID = m_TerrainPart[thisMaterial];
175 }
176 part.SendCollisionSound(soundID, volume, colInfo.position);
177 doneownsound = true;
178 }
179 continue;
180 }
181
182 SceneObjectPart otherPart = part.ParentGroup.Scene.GetSceneObjectPart(id);
183 if (otherPart != null)
184 {
185 if (otherPart.CollisionSoundType < 0 || otherPart.VolumeDetectActive)
186 continue;
187
188 if (!HaveSound)
189 {
190 if (otherPart.CollisionSoundType > 0)
191 {
192 soundID = otherPart.CollisionSound;
193 volume = otherPart.CollisionSoundVolume;
194 if (volume == 0.0f)
195 continue;
196 }
197 else
198 {
199 volume = Math.Abs(colInfo.relativeVel);
200 if (volume < 0.2f)
201 continue;
202
203 volume *= volume * .0625f; // 4m/s == full volume
204 if (volume > 1.0f)
205 volume = 1.0f;
206
207 int otherMaterial = (int)otherPart.Material;
208 if (otherMaterial >= MaxMaterials)
209 otherMaterial = 3;
210
211 soundID = m_PartPart[thisMatScaled + otherMaterial];
212 }
213 }
214
215 if (doneownsound)
216 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
217 else
218 {
219 part.SendCollisionSound(soundID, volume, colInfo.position);
220 doneownsound = true;
221 }
222 }
223 }
224 }
225
226 public static void AvatarCollisionSound(ScenePresence av, List<CollisionForSoundInfo> collidersinfolist)
227 {
228 if (collidersinfolist.Count == 0 || av == null)
229 return;
230
231 UUID soundID;
232 int otherMaterial;
233
234 int thisMaterial = 4; // flesh
235
236 int thisMatScaled = thisMaterial * MaxMaterials;
237
238 // bool doneownsound = false;
239
240 CollisionForSoundInfo colInfo;
241 uint id;
242 float volume;
243
244 for(int i = 0; i< collidersinfolist.Count; i++)
245 {
246 colInfo = collidersinfolist[i];
247
248 id = colInfo.colliderID;
249
250 if (id == 0) // no terrain collision sounds for now
251 {
252 continue;
253// volume = Math.Abs(colInfo.relativeVel);
254// if (volume < 0.2f)
255// continue;
256
257 }
258
259 SceneObjectPart otherPart = av.Scene.GetSceneObjectPart(id);
260 if (otherPart != null)
261 {
262 if (otherPart.CollisionSoundType < 0)
263 continue;
264 if (otherPart.CollisionSoundType > 0 && otherPart.CollisionSoundVolume > 0f)
265 otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, colInfo.position);
266 else
267 {
268 volume = Math.Abs(colInfo.relativeVel);
269 // Most noral collisions (running into walls, stairs)
270 // should never be heard.
271 if (volume < 3.2f)
272 continue;
273// m_log.DebugFormat("Collision speed was {0}", volume);
274
275 // Cap to 0.2 times volume because climbing stairs should not be noisy
276 // Also changed scaling
277 volume *= volume * .0125f; // 4m/s == volume 0.2
278 if (volume > 0.2f)
279 volume = 0.2f;
280 otherMaterial = (int)otherPart.Material;
281 if (otherMaterial >= MaxMaterials)
282 otherMaterial = 3;
283
284 soundID = m_PartPart[thisMatScaled + otherMaterial];
285 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
286 }
287 continue;
288 }
289/*
290 else if (!doneownsound)
291 {
292 ScenePresence otherav = av.Scene.GetScenePresence(Id);
293 if (otherav != null && (!otherav.IsChildAgent))
294 {
295 soundID = snd_FleshFlesh;
296 av.SendCollisionSound(soundID, 1.0);
297 doneownsound = true;
298 }
299 }
300 */
301 }
302 }
303 }
304}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 4c49b71..8691b91 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -90,6 +90,10 @@ namespace OpenSim.Region.Framework.Scenes
90 /// </remarks> 90 /// </remarks>
91 public event OnTerrainTickDelegate OnTerrainTick; 91 public event OnTerrainTickDelegate OnTerrainTick;
92 92
93 public delegate void OnTerrainUpdateDelegate();
94
95 public event OnTerrainUpdateDelegate OnTerrainUpdate;
96
93 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 97 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
94 98
95 /// <summary> 99 /// <summary>
@@ -1393,6 +1397,26 @@ namespace OpenSim.Region.Framework.Scenes
1393 } 1397 }
1394 } 1398 }
1395 } 1399 }
1400 public void TriggerTerrainUpdate()
1401 {
1402 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
1403 if (handlerTerrainUpdate != null)
1404 {
1405 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
1406 {
1407 try
1408 {
1409 d();
1410 }
1411 catch (Exception e)
1412 {
1413 m_log.ErrorFormat(
1414 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
1415 e.Message, e.StackTrace);
1416 }
1417 }
1418 }
1419 }
1396 1420
1397 public void TriggerTerrainTick() 1421 public void TriggerTerrainTick()
1398 { 1422 {
@@ -1683,6 +1707,7 @@ namespace OpenSim.Region.Framework.Scenes
1683 m_log.ErrorFormat( 1707 m_log.ErrorFormat(
1684 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}", 1708 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}",
1685 e.Message, e.StackTrace); 1709 e.Message, e.StackTrace);
1710 m_log.ErrorFormat(Environment.StackTrace);
1686 } 1711 }
1687 } 1712 }
1688 } 1713 }
@@ -2922,6 +2947,7 @@ namespace OpenSim.Region.Framework.Scenes
2922 { 2947 {
2923 foreach (Action<Scene> d in handler.GetInvocationList()) 2948 foreach (Action<Scene> d in handler.GetInvocationList())
2924 { 2949 {
2950 m_log.InfoFormat("[EVENT MANAGER]: TriggerSceneShuttingDown invoque {0}", d.Method.Name.ToString());
2925 try 2951 try
2926 { 2952 {
2927 d(s); 2953 d(s);
@@ -2934,6 +2960,7 @@ namespace OpenSim.Region.Framework.Scenes
2934 } 2960 }
2935 } 2961 }
2936 } 2962 }
2963 m_log.Info("[EVENT MANAGER]: TriggerSceneShuttingDown done");
2937 } 2964 }
2938 2965
2939 public void TriggerOnRegionStarted(Scene scene) 2966 public void TriggerOnRegionStarted(Scene scene)
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..edf2bef
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,695 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 [Serializable]
26 public class KeyframeMotion
27 {
28 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
29
30 public enum PlayMode : int
31 {
32 Forward = 0,
33 Reverse = 1,
34 Loop = 2,
35 PingPong = 3
36 };
37
38 [Flags]
39 public enum DataFormat : int
40 {
41 Translation = 2,
42 Rotation = 1
43 }
44
45 [Serializable]
46 public struct Keyframe
47 {
48 public Vector3? Position;
49 public Quaternion? Rotation;
50 public Quaternion StartRotation;
51 public int TimeMS;
52 public int TimeTotal;
53 public Vector3 AngularVelocity;
54 };
55
56 private Vector3 m_serializedPosition;
57 private Vector3 m_basePosition;
58 private Quaternion m_baseRotation;
59
60 private Keyframe m_currentFrame;
61
62 private List<Keyframe> m_frames = new List<Keyframe>();
63
64 private Keyframe[] m_keyframes;
65
66 [NonSerialized()]
67 protected Timer m_timer = null;
68
69 // timer lock
70 [NonSerialized()]
71 private object m_onTimerLock;
72
73 // timer overrun detect
74 // prevents overlap or timer events threads frozen on the lock
75 [NonSerialized()]
76 private bool m_inOnTimer;
77
78 // skip timer events.
79 //timer.stop doesn't assure there aren't event threads still being fired
80 [NonSerialized()]
81 private bool m_timerStopped;
82
83 [NonSerialized()]
84 private bool m_isCrossing;
85
86 [NonSerialized()]
87 private bool m_waitingCrossing;
88
89 // retry position for cross fail
90 [NonSerialized()]
91 private Vector3 m_nextPosition;
92
93 [NonSerialized()]
94 private SceneObjectGroup m_group;
95
96 private PlayMode m_mode = PlayMode.Forward;
97 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
98
99 private bool m_running = false;
100 [NonSerialized()]
101 private bool m_selected = false;
102
103 private int m_iterations = 0;
104
105 private const double timerInterval = 50.0;
106
107 public DataFormat Data
108 {
109 get { return m_data; }
110 }
111
112 public bool Selected
113 {
114 set
115 {
116 if (m_group != null)
117 {
118 if (!value)
119 {
120 // Once we're let go, recompute positions
121 if (m_selected)
122 UpdateSceneObject(m_group);
123 }
124 else
125 {
126 // Save selection position in case we get moved
127 if (!m_selected)
128 {
129 StopTimer();
130 m_serializedPosition = m_group.AbsolutePosition;
131 }
132 }
133 }
134 m_isCrossing = false;
135 m_waitingCrossing = false;
136 m_selected = value;
137 }
138 }
139
140 private void StartTimer()
141 {
142 if (m_timer == null)
143 return;
144 m_timerStopped = false;
145 m_timer.Start();
146 }
147
148 private void StopTimer()
149 {
150 if (m_timer == null || m_timerStopped)
151 return;
152 m_timerStopped = true;
153 m_timer.Stop();
154 }
155
156 private void RemoveTimer()
157 {
158 if (m_timer == null)
159 return;
160 m_timerStopped = true;
161 m_timer.Stop();
162 m_timer.Elapsed -= OnTimer;
163 m_timer = null;
164 }
165
166
167 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
168 {
169 KeyframeMotion newMotion = null;
170
171 try
172 {
173 MemoryStream ms = new MemoryStream(data);
174 BinaryFormatter fmt = new BinaryFormatter();
175
176 newMotion = (KeyframeMotion)fmt.Deserialize(ms);
177
178 newMotion.m_group = grp;
179
180 if (grp != null && grp.IsSelected)
181 newMotion.m_selected = true;
182
183 newMotion.m_onTimerLock = new object();
184 newMotion.m_timerStopped = false;
185 newMotion.m_inOnTimer = false;
186 newMotion.m_isCrossing = false;
187 newMotion.m_waitingCrossing = false;
188 }
189 catch
190 {
191 newMotion = null;
192 }
193
194 return newMotion;
195 }
196
197 public void UpdateSceneObject(SceneObjectGroup grp)
198 {
199// lock (m_onTimerLock)
200 {
201 m_isCrossing = false;
202 m_waitingCrossing = false;
203 StopTimer();
204
205 if (grp == null)
206 return;
207
208 m_group = grp;
209 Vector3 grppos = grp.AbsolutePosition;
210 Vector3 offset = grppos - m_serializedPosition;
211 // avoid doing it more than once
212 // current this will happen draging a prim to other region
213 m_serializedPosition = grppos;
214
215 m_basePosition += offset;
216 m_currentFrame.Position += offset;
217
218 m_nextPosition += offset;
219
220 for (int i = 0; i < m_frames.Count; i++)
221 {
222 Keyframe k = m_frames[i];
223 k.Position += offset;
224 m_frames[i]=k;
225 }
226
227 if (m_running)
228 Start();
229 }
230 }
231
232 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
233 {
234 m_mode = mode;
235 m_data = data;
236
237 m_group = grp;
238 if (grp != null)
239 {
240 m_basePosition = grp.AbsolutePosition;
241 m_baseRotation = grp.GroupRotation;
242 }
243
244 m_onTimerLock = new object();
245 m_timerStopped = true;
246 m_inOnTimer = false;
247 m_isCrossing = false;
248 m_waitingCrossing = false;
249 }
250
251 public void SetKeyframes(Keyframe[] frames)
252 {
253 m_keyframes = frames;
254 }
255
256 public KeyframeMotion Copy(SceneObjectGroup newgrp)
257 {
258 StopTimer();
259
260 KeyframeMotion newmotion = new KeyframeMotion(null, m_mode, m_data);
261
262 newmotion.m_group = newgrp;
263
264 if (m_keyframes != null)
265 {
266 newmotion.m_keyframes = new Keyframe[m_keyframes.Length];
267 m_keyframes.CopyTo(newmotion.m_keyframes, 0);
268 }
269
270 newmotion.m_frames = new List<Keyframe>(m_frames);
271
272 newmotion.m_basePosition = m_basePosition;
273 newmotion.m_baseRotation = m_baseRotation;
274
275 if (m_selected)
276 newmotion.m_serializedPosition = m_serializedPosition;
277 else
278 {
279 if (m_group != null)
280 newmotion.m_serializedPosition = m_group.AbsolutePosition;
281 else
282 newmotion.m_serializedPosition = m_serializedPosition;
283 }
284
285 newmotion.m_currentFrame = m_currentFrame;
286
287 newmotion.m_iterations = m_iterations;
288 newmotion.m_running = m_running;
289
290 if (m_running && !m_waitingCrossing)
291 StartTimer();
292
293 return newmotion;
294 }
295
296 public void Delete()
297 {
298 m_running = false;
299 RemoveTimer();
300 m_isCrossing = false;
301 m_waitingCrossing = false;
302 m_frames.Clear();
303 m_keyframes = null;
304 }
305
306 public void Start()
307 {
308 m_isCrossing = false;
309 m_waitingCrossing = false;
310 if (m_keyframes != null && m_group != null && m_keyframes.Length > 0)
311 {
312 if (m_timer == null)
313 {
314 m_timer = new Timer();
315 m_timer.Interval = timerInterval;
316 m_timer.AutoReset = true;
317 m_timer.Elapsed += OnTimer;
318 }
319 else
320 {
321 StopTimer();
322 m_timer.Interval = timerInterval;
323 }
324
325 m_inOnTimer = false;
326 StartTimer();
327 m_running = true;
328 }
329 else
330 {
331 m_running = false;
332 RemoveTimer();
333 }
334 }
335
336 public void Stop()
337 {
338 m_running = false;
339 m_isCrossing = false;
340 m_waitingCrossing = false;
341
342 RemoveTimer();
343
344 m_basePosition = m_group.AbsolutePosition;
345 m_baseRotation = m_group.GroupRotation;
346
347 m_group.RootPart.Velocity = Vector3.Zero;
348 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
349 m_group.SendGroupRootTerseUpdate();
350
351 m_frames.Clear();
352 }
353
354 public void Pause()
355 {
356 m_running = false;
357 RemoveTimer();
358
359 m_group.RootPart.Velocity = Vector3.Zero;
360 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
361 m_group.SendGroupRootTerseUpdate();
362 }
363
364 private void GetNextList()
365 {
366 m_frames.Clear();
367 Vector3 pos = m_basePosition;
368 Quaternion rot = m_baseRotation;
369
370 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
371 {
372 int direction = 1;
373 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
374 direction = -1;
375
376 int start = 0;
377 int end = m_keyframes.Length;
378// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
379// end = m_keyframes.Length - 1;
380
381 if (direction < 0)
382 {
383 start = m_keyframes.Length - 1;
384 end = -1;
385// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
386// end = 0;
387 }
388
389 for (int i = start; i != end ; i += direction)
390 {
391 Keyframe k = m_keyframes[i];
392
393 if (k.Position.HasValue)
394 {
395 k.Position = (k.Position * direction);
396// k.Velocity = (Vector3)k.Position / (k.TimeMS / 1000.0f);
397 k.Position += pos;
398 }
399 else
400 {
401 k.Position = pos;
402// k.Velocity = Vector3.Zero;
403 }
404
405 k.StartRotation = rot;
406 if (k.Rotation.HasValue)
407 {
408 if (direction == -1)
409 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
410 k.Rotation = rot * k.Rotation;
411 }
412 else
413 {
414 k.Rotation = rot;
415 }
416
417/* ang vel not in use for now
418
419 float angle = 0;
420
421 float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
422 float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W;
423 float aa_bb = aa * bb;
424
425 if (aa_bb == 0)
426 {
427 angle = 0;
428 }
429 else
430 {
431 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
432 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
433 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
434 k.StartRotation.W * ((Quaternion)k.Rotation).W;
435 float q = (ab * ab) / aa_bb;
436
437 if (q > 1.0f)
438 {
439 angle = 0;
440 }
441 else
442 {
443 angle = (float)Math.Acos(2 * q - 1);
444 }
445 }
446
447 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
448 */
449 k.TimeTotal = k.TimeMS;
450
451 m_frames.Add(k);
452
453 pos = (Vector3)k.Position;
454 rot = (Quaternion)k.Rotation;
455 }
456
457 m_basePosition = pos;
458 m_baseRotation = rot;
459
460 m_iterations++;
461 }
462 }
463
464 protected void OnTimer(object sender, ElapsedEventArgs e)
465 {
466 if (m_timerStopped) // trap events still in air even after a timer.stop
467 return;
468
469 if (m_inOnTimer) // don't let overruns to happen
470 {
471 m_log.Warn("[KeyFrame]: timer overrun");
472 return;
473 }
474
475 if (m_group == null)
476 return;
477
478 lock (m_onTimerLock)
479 {
480
481 m_inOnTimer = true;
482
483 bool update = false;
484
485 try
486 {
487 if (m_selected)
488 {
489 if (m_group.RootPart.Velocity != Vector3.Zero)
490 {
491 m_group.RootPart.Velocity = Vector3.Zero;
492 m_group.SendGroupRootTerseUpdate();
493 }
494 m_inOnTimer = false;
495 return;
496 }
497
498 if (m_isCrossing)
499 {
500 // if crossing and timer running then cross failed
501 // wait some time then
502 // retry to set the position that evtually caused the outbound
503 // if still outside region this will call startCrossing below
504 m_isCrossing = false;
505 m_group.AbsolutePosition = m_nextPosition;
506 if (!m_isCrossing)
507 {
508 StopTimer();
509 m_timer.Interval = timerInterval;
510 StartTimer();
511 }
512 m_inOnTimer = false;
513 return;
514 }
515
516 if (m_frames.Count == 0)
517 {
518 GetNextList();
519
520 if (m_frames.Count == 0)
521 {
522 Stop();
523 m_inOnTimer = false;
524 return;
525 }
526
527 m_currentFrame = m_frames[0];
528 m_currentFrame.TimeMS += (int)timerInterval;
529
530 //force a update on a keyframe transition
531 update = true;
532 }
533
534 m_currentFrame.TimeMS -= (int)timerInterval;
535
536 // Do the frame processing
537 double steps = (double)m_currentFrame.TimeMS / timerInterval;
538
539 if (steps <= 0.0)
540 {
541 m_group.RootPart.Velocity = Vector3.Zero;
542 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
543
544 m_nextPosition = (Vector3)m_currentFrame.Position;
545 m_group.AbsolutePosition = m_nextPosition;
546
547 m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
548
549 m_frames.RemoveAt(0);
550 if (m_frames.Count > 0)
551 m_currentFrame = m_frames[0];
552
553 update = true;
554 }
555 else
556 {
557 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
558
559 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
560 Vector3 motionThisFrame = v / (float)steps;
561 v = v * 1000 / m_currentFrame.TimeMS;
562
563 if (Vector3.Mag(motionThisFrame) >= 0.05f)
564 {
565 // m_group.AbsolutePosition += motionThisFrame;
566 m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
567 m_group.AbsolutePosition = m_nextPosition;
568
569 m_group.RootPart.Velocity = v;
570 update = true;
571 }
572
573 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
574 {
575 Quaternion current = m_group.GroupRotation;
576
577 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
578 step.Normalize();
579/* use simpler change detection
580 * float angle = 0;
581
582 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
583 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
584 float aa_bb = aa * bb;
585
586 if (aa_bb == 0)
587 {
588 angle = 0;
589 }
590 else
591 {
592 float ab = current.X * step.X +
593 current.Y * step.Y +
594 current.Z * step.Z +
595 current.W * step.W;
596 float q = (ab * ab) / aa_bb;
597
598 if (q > 1.0f)
599 {
600 angle = 0;
601 }
602 else
603 {
604 angle = (float)Math.Acos(2 * q - 1);
605 }
606 }
607
608 if (angle > 0.01f)
609 */
610 if(Math.Abs(step.X - current.X) > 0.001f
611 || Math.Abs(step.Y - current.Y) > 0.001f
612 || Math.Abs(step.Z - current.Z) > 0.001f)
613 // assuming w is a dependente var
614
615 {
616 m_group.UpdateGroupRotationR(step);
617 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
618 update = true;
619 }
620 }
621 }
622
623 if (update)
624 m_group.SendGroupRootTerseUpdate();
625
626 }
627 catch ( Exception ex)
628 {
629 // still happening sometimes
630 // lets try to see where
631 m_log.Warn("[KeyFrame]: timer overrun" + ex.Message);
632 }
633
634 finally
635 {
636 // make sure we do not let this frozen
637 m_inOnTimer = false;
638 }
639 }
640 }
641
642 public Byte[] Serialize()
643 {
644 StopTimer();
645 MemoryStream ms = new MemoryStream();
646
647 BinaryFormatter fmt = new BinaryFormatter();
648 SceneObjectGroup tmp = m_group;
649 m_group = null;
650 if (!m_selected && tmp != null)
651 m_serializedPosition = tmp.AbsolutePosition;
652 fmt.Serialize(ms, this);
653 m_group = tmp;
654 if (m_running && !m_waitingCrossing)
655 StartTimer();
656
657 return ms.ToArray();
658 }
659
660 public void StartCrossingCheck()
661 {
662 // timer will be restart by crossingFailure
663 // or never since crossing worked and this
664 // should be deleted
665 StopTimer();
666
667 m_isCrossing = true;
668 m_waitingCrossing = true;
669
670// to remove / retune to smoth crossings
671 if (m_group.RootPart.Velocity != Vector3.Zero)
672 {
673 m_group.RootPart.Velocity = Vector3.Zero;
674 m_group.SendGroupRootTerseUpdate();
675 }
676 }
677
678 public void CrossingFailure()
679 {
680 m_waitingCrossing = false;
681
682 if (m_group != null)
683 {
684 m_group.RootPart.Velocity = Vector3.Zero;
685 m_group.SendGroupRootTerseUpdate();
686
687 if (m_running && m_timer != null)
688 {
689 m_timer.Interval = 60000;
690 StartTimer();
691 }
692 }
693 }
694 }
695}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..ddae073 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -212,9 +212,15 @@ namespace OpenSim.Region.Framework.Scenes
212 } 212 }
213 213
214 // Use the camera position for local agents and avatar position for remote agents 214 // Use the camera position for local agents and avatar position for remote agents
215 Vector3 presencePos = (presence.IsChildAgent) ? 215 // Why would I want that? They could be camming but I still see them at the
216 presence.AbsolutePosition : 216 // avatar position, so why should I update them as if they were at their
217 presence.CameraPosition; 217 // camera positions? Makes no sense!
218 // TODO: Fix this mess
219 //Vector3 presencePos = (presence.IsChildAgent) ?
220 // presence.AbsolutePosition :
221 // presence.CameraPosition;
222
223 Vector3 presencePos = presence.AbsolutePosition;
218 224
219 // Compute the distance... 225 // Compute the distance...
220 double distance = Vector3.Distance(presencePos, entityPos); 226 double distance = Vector3.Distance(presencePos, entityPos);
@@ -226,7 +232,7 @@ namespace OpenSim.Region.Framework.Scenes
226 232
227 for (int i = 0; i < queues - 1; i++) 233 for (int i = 0; i < queues - 1; i++)
228 { 234 {
229 if (distance < 10 * Math.Pow(2.0,i)) 235 if (distance < 30 * Math.Pow(2.0,i))
230 break; 236 break;
231 pqueue++; 237 pqueue++;
232 } 238 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..9cb901a
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,791 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Text;
34using System.IO;
35using System.Xml;
36using OpenSim.Framework.Serialization;
37using OpenSim.Framework.Serialization.External;
38using OpenSim.Region.Framework.Scenes.Serialization;
39
40namespace OpenSim.Region.Framework.Scenes
41{
42 public class SOPVehicle
43 {
44 public VehicleData vd;
45
46 public Vehicle Type
47 {
48 get { return vd.m_type; }
49 }
50
51 public SOPVehicle()
52 {
53 vd = new VehicleData();
54 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
55 }
56
57 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
58 {
59 float len;
60 float timestep = 0.01f;
61 switch (pParam)
62 {
63 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
64 if (pValue < 0f) pValue = 0f;
65 if (pValue > 1f) pValue = 1f;
66 vd.m_angularDeflectionEfficiency = pValue;
67 break;
68 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
69 if (pValue < timestep) pValue = timestep;
70 vd.m_angularDeflectionTimescale = pValue;
71 break;
72 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
73 if (pValue < timestep) pValue = timestep;
74 else if (pValue > 120) pValue = 120;
75 vd.m_angularMotorDecayTimescale = pValue;
76 break;
77 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
78 if (pValue < timestep) pValue = timestep;
79 vd.m_angularMotorTimescale = pValue;
80 break;
81 case Vehicle.BANKING_EFFICIENCY:
82 if (pValue < -1f) pValue = -1f;
83 if (pValue > 1f) pValue = 1f;
84 vd.m_bankingEfficiency = pValue;
85 break;
86 case Vehicle.BANKING_MIX:
87 if (pValue < 0f) pValue = 0f;
88 if (pValue > 1f) pValue = 1f;
89 vd.m_bankingMix = pValue;
90 break;
91 case Vehicle.BANKING_TIMESCALE:
92 if (pValue < timestep) pValue = timestep;
93 vd.m_bankingTimescale = pValue;
94 break;
95 case Vehicle.BUOYANCY:
96 if (pValue < -1f) pValue = -1f;
97 if (pValue > 1f) pValue = 1f;
98 vd.m_VehicleBuoyancy = pValue;
99 break;
100 case Vehicle.HOVER_EFFICIENCY:
101 if (pValue < 0f) pValue = 0f;
102 if (pValue > 1f) pValue = 1f;
103 vd.m_VhoverEfficiency = pValue;
104 break;
105 case Vehicle.HOVER_HEIGHT:
106 vd.m_VhoverHeight = pValue;
107 break;
108 case Vehicle.HOVER_TIMESCALE:
109 if (pValue < timestep) pValue = timestep;
110 vd.m_VhoverTimescale = pValue;
111 break;
112 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
113 if (pValue < 0f) pValue = 0f;
114 if (pValue > 1f) pValue = 1f;
115 vd.m_linearDeflectionEfficiency = pValue;
116 break;
117 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
118 if (pValue < timestep) pValue = timestep;
119 vd.m_linearDeflectionTimescale = pValue;
120 break;
121 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
122 if (pValue < timestep) pValue = timestep;
123 else if (pValue > 120) pValue = 120;
124 vd.m_linearMotorDecayTimescale = pValue;
125 break;
126 case Vehicle.LINEAR_MOTOR_TIMESCALE:
127 if (pValue < timestep) pValue = timestep;
128 vd.m_linearMotorTimescale = pValue;
129 break;
130 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
131 if (pValue < 0f) pValue = 0f;
132 if (pValue > 1f) pValue = 1f;
133 vd.m_verticalAttractionEfficiency = pValue;
134 break;
135 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
136 if (pValue < timestep) pValue = timestep;
137 vd.m_verticalAttractionTimescale = pValue;
138 break;
139
140 // These are vector properties but the engine lets you use a single float value to
141 // set all of the components to the same value
142 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
143 if (pValue < timestep) pValue = timestep;
144 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
145 break;
146 case Vehicle.ANGULAR_MOTOR_DIRECTION:
147 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
148 len = vd.m_angularMotorDirection.Length();
149 if (len > 12.566f)
150 vd.m_angularMotorDirection *= (12.566f / len);
151 break;
152 case Vehicle.LINEAR_FRICTION_TIMESCALE:
153 if (pValue < timestep) pValue = timestep;
154 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
155 break;
156 case Vehicle.LINEAR_MOTOR_DIRECTION:
157 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
158 len = vd.m_linearMotorDirection.Length();
159 if (len > 30.0f)
160 vd.m_linearMotorDirection *= (30.0f / len);
161 break;
162 case Vehicle.LINEAR_MOTOR_OFFSET:
163 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
164 len = vd.m_linearMotorOffset.Length();
165 if (len > 100.0f)
166 vd.m_linearMotorOffset *= (100.0f / len);
167 break;
168 }
169 }//end ProcessFloatVehicleParam
170
171 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
172 {
173 float len;
174 float timestep = 0.01f;
175 switch (pParam)
176 {
177 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
178 if (pValue.X < timestep) pValue.X = timestep;
179 if (pValue.Y < timestep) pValue.Y = timestep;
180 if (pValue.Z < timestep) pValue.Z = timestep;
181
182 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
183 break;
184 case Vehicle.ANGULAR_MOTOR_DIRECTION:
185 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
186 // Limit requested angular speed to 2 rps= 4 pi rads/sec
187 len = vd.m_angularMotorDirection.Length();
188 if (len > 12.566f)
189 vd.m_angularMotorDirection *= (12.566f / len);
190 break;
191 case Vehicle.LINEAR_FRICTION_TIMESCALE:
192 if (pValue.X < timestep) pValue.X = timestep;
193 if (pValue.Y < timestep) pValue.Y = timestep;
194 if (pValue.Z < timestep) pValue.Z = timestep;
195 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
196 break;
197 case Vehicle.LINEAR_MOTOR_DIRECTION:
198 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
199 len = vd.m_linearMotorDirection.Length();
200 if (len > 30.0f)
201 vd.m_linearMotorDirection *= (30.0f / len);
202 break;
203 case Vehicle.LINEAR_MOTOR_OFFSET:
204 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
205 len = vd.m_linearMotorOffset.Length();
206 if (len > 100.0f)
207 vd.m_linearMotorOffset *= (100.0f / len);
208 break;
209 }
210 }//end ProcessVectorVehicleParam
211
212 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
213 {
214 switch (pParam)
215 {
216 case Vehicle.REFERENCE_FRAME:
217 vd.m_referenceFrame = pValue;
218 break;
219 }
220 }//end ProcessRotationVehicleParam
221
222 public void ProcessVehicleFlags(int pParam, bool remove)
223 {
224 if (remove)
225 {
226 vd.m_flags &= ~((VehicleFlag)pParam);
227 }
228 else
229 {
230 vd.m_flags |= (VehicleFlag)pParam;
231 }
232 }//end ProcessVehicleFlags
233
234 public void ProcessTypeChange(Vehicle pType)
235 {
236 vd.m_linearMotorDirection = Vector3.Zero;
237 vd.m_angularMotorDirection = Vector3.Zero;
238 vd.m_linearMotorOffset = Vector3.Zero;
239 vd.m_referenceFrame = Quaternion.Identity;
240
241 // Set Defaults For Type
242 vd.m_type = pType;
243 switch (pType)
244 {
245 case Vehicle.TYPE_NONE:
246 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
248 vd.m_linearMotorTimescale = 1000;
249 vd.m_linearMotorDecayTimescale = 120;
250 vd.m_angularMotorTimescale = 1000;
251 vd.m_angularMotorDecayTimescale = 1000;
252 vd.m_VhoverHeight = 0;
253 vd.m_VhoverEfficiency = 1;
254 vd.m_VhoverTimescale = 1000;
255 vd.m_VehicleBuoyancy = 0;
256 vd.m_linearDeflectionEfficiency = 0;
257 vd.m_linearDeflectionTimescale = 1000;
258 vd.m_angularDeflectionEfficiency = 0;
259 vd.m_angularDeflectionTimescale = 1000;
260 vd.m_bankingEfficiency = 0;
261 vd.m_bankingMix = 1;
262 vd.m_bankingTimescale = 1000;
263 vd.m_verticalAttractionEfficiency = 0;
264 vd.m_verticalAttractionTimescale = 1000;
265
266 vd.m_flags = (VehicleFlag)0;
267 break;
268
269 case Vehicle.TYPE_SLED:
270 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
271 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
272 vd.m_linearMotorTimescale = 1000;
273 vd.m_linearMotorDecayTimescale = 120;
274 vd.m_angularMotorTimescale = 1000;
275 vd.m_angularMotorDecayTimescale = 120;
276 vd.m_VhoverHeight = 0;
277 vd.m_VhoverEfficiency = 1;
278 vd.m_VhoverTimescale = 10;
279 vd.m_VehicleBuoyancy = 0;
280 vd.m_linearDeflectionEfficiency = 1;
281 vd.m_linearDeflectionTimescale = 1;
282 vd.m_angularDeflectionEfficiency = 0;
283 vd.m_angularDeflectionTimescale = 1000;
284 vd.m_bankingEfficiency = 0;
285 vd.m_bankingMix = 1;
286 vd.m_bankingTimescale = 10;
287 vd.m_flags &=
288 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
289 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
290 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
291 break;
292 case Vehicle.TYPE_CAR:
293 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
294 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
295 vd.m_linearMotorTimescale = 1;
296 vd.m_linearMotorDecayTimescale = 60;
297 vd.m_angularMotorTimescale = 1;
298 vd.m_angularMotorDecayTimescale = 0.8f;
299 vd.m_VhoverHeight = 0;
300 vd.m_VhoverEfficiency = 0;
301 vd.m_VhoverTimescale = 1000;
302 vd.m_VehicleBuoyancy = 0;
303 vd.m_linearDeflectionEfficiency = 1;
304 vd.m_linearDeflectionTimescale = 2;
305 vd.m_angularDeflectionEfficiency = 0;
306 vd.m_angularDeflectionTimescale = 10;
307 vd.m_verticalAttractionEfficiency = 1f;
308 vd.m_verticalAttractionTimescale = 10f;
309 vd.m_bankingEfficiency = -0.2f;
310 vd.m_bankingMix = 1;
311 vd.m_bankingTimescale = 1;
312 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
313 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
314 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
315 break;
316 case Vehicle.TYPE_BOAT:
317 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
318 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
319 vd.m_linearMotorTimescale = 5;
320 vd.m_linearMotorDecayTimescale = 60;
321 vd.m_angularMotorTimescale = 4;
322 vd.m_angularMotorDecayTimescale = 4;
323 vd.m_VhoverHeight = 0;
324 vd.m_VhoverEfficiency = 0.5f;
325 vd.m_VhoverTimescale = 2;
326 vd.m_VehicleBuoyancy = 1;
327 vd.m_linearDeflectionEfficiency = 0.5f;
328 vd.m_linearDeflectionTimescale = 3;
329 vd.m_angularDeflectionEfficiency = 0.5f;
330 vd.m_angularDeflectionTimescale = 5;
331 vd.m_verticalAttractionEfficiency = 0.5f;
332 vd.m_verticalAttractionTimescale = 5f;
333 vd.m_bankingEfficiency = -0.3f;
334 vd.m_bankingMix = 0.8f;
335 vd.m_bankingTimescale = 1;
336 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
337 VehicleFlag.HOVER_GLOBAL_HEIGHT |
338 VehicleFlag.HOVER_UP_ONLY |
339 VehicleFlag.LIMIT_ROLL_ONLY);
340 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
341 VehicleFlag.LIMIT_MOTOR_UP |
342 VehicleFlag.HOVER_WATER_ONLY);
343 break;
344 case Vehicle.TYPE_AIRPLANE:
345 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
346 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
347 vd.m_linearMotorTimescale = 2;
348 vd.m_linearMotorDecayTimescale = 60;
349 vd.m_angularMotorTimescale = 4;
350 vd.m_angularMotorDecayTimescale = 8;
351 vd.m_VhoverHeight = 0;
352 vd.m_VhoverEfficiency = 0.5f;
353 vd.m_VhoverTimescale = 1000;
354 vd.m_VehicleBuoyancy = 0;
355 vd.m_linearDeflectionEfficiency = 0.5f;
356 vd.m_linearDeflectionTimescale = 0.5f;
357 vd.m_angularDeflectionEfficiency = 1;
358 vd.m_angularDeflectionTimescale = 2;
359 vd.m_verticalAttractionEfficiency = 0.9f;
360 vd.m_verticalAttractionTimescale = 2f;
361 vd.m_bankingEfficiency = 1;
362 vd.m_bankingMix = 0.7f;
363 vd.m_bankingTimescale = 2;
364 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
365 VehicleFlag.HOVER_TERRAIN_ONLY |
366 VehicleFlag.HOVER_GLOBAL_HEIGHT |
367 VehicleFlag.HOVER_UP_ONLY |
368 VehicleFlag.NO_DEFLECTION_UP |
369 VehicleFlag.LIMIT_MOTOR_UP);
370 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
371 break;
372 case Vehicle.TYPE_BALLOON:
373 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
374 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
375 vd.m_linearMotorTimescale = 5;
376 vd.m_linearMotorDecayTimescale = 60;
377 vd.m_angularMotorTimescale = 6;
378 vd.m_angularMotorDecayTimescale = 10;
379 vd.m_VhoverHeight = 5;
380 vd.m_VhoverEfficiency = 0.8f;
381 vd.m_VhoverTimescale = 10;
382 vd.m_VehicleBuoyancy = 1;
383 vd.m_linearDeflectionEfficiency = 0;
384 vd.m_linearDeflectionTimescale = 5;
385 vd.m_angularDeflectionEfficiency = 0;
386 vd.m_angularDeflectionTimescale = 5;
387 vd.m_verticalAttractionEfficiency = 0f;
388 vd.m_verticalAttractionTimescale = 1000f;
389 vd.m_bankingEfficiency = 0;
390 vd.m_bankingMix = 0.7f;
391 vd.m_bankingTimescale = 5;
392 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
393 VehicleFlag.HOVER_TERRAIN_ONLY |
394 VehicleFlag.HOVER_UP_ONLY |
395 VehicleFlag.NO_DEFLECTION_UP |
396 VehicleFlag.LIMIT_MOTOR_UP);
397 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
398 VehicleFlag.HOVER_GLOBAL_HEIGHT);
399 break;
400 }
401 }
402 public void SetVehicle(PhysicsActor ph)
403 {
404 if (ph == null)
405 return;
406 ph.SetVehicle(vd);
407 }
408
409 private XmlTextWriter writer;
410
411 private void XWint(string name, int i)
412 {
413 writer.WriteElementString(name, i.ToString());
414 }
415
416 private void XWfloat(string name, float f)
417 {
418 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
419 }
420
421 private void XWVector(string name, Vector3 vec)
422 {
423 writer.WriteStartElement(name);
424 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
426 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
427 writer.WriteEndElement();
428 }
429
430 private void XWQuat(string name, Quaternion quat)
431 {
432 writer.WriteStartElement(name);
433 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
436 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
437 writer.WriteEndElement();
438 }
439
440 public void ToXml2(XmlTextWriter twriter)
441 {
442 writer = twriter;
443 writer.WriteStartElement("Vehicle");
444
445 XWint("TYPE", (int)vd.m_type);
446 XWint("FLAGS", (int)vd.m_flags);
447
448 // Linear properties
449 XWVector("LMDIR", vd.m_linearMotorDirection);
450 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
451 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
452 XWfloat("LMTIME", vd.m_linearMotorTimescale);
453 XWVector("LMOFF", vd.m_linearMotorOffset);
454
455 //Angular properties
456 XWVector("AMDIR", vd.m_angularMotorDirection);
457 XWfloat("AMTIME", vd.m_angularMotorTimescale);
458 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
459 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
460
461 //Deflection properties
462 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
463 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
464 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
465 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
466
467 //Banking properties
468 XWfloat("BEFF", vd.m_bankingEfficiency);
469 XWfloat("BMIX", vd.m_bankingMix);
470 XWfloat("BTIME", vd.m_bankingTimescale);
471
472 //Hover and Buoyancy properties
473 XWfloat("HHEI", vd.m_VhoverHeight);
474 XWfloat("HEFF", vd.m_VhoverEfficiency);
475 XWfloat("HTIME", vd.m_VhoverTimescale);
476 XWfloat("VBUO", vd.m_VehicleBuoyancy);
477
478 //Attractor properties
479 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
480 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
481
482 XWQuat("REF_FRAME", vd.m_referenceFrame);
483
484 writer.WriteEndElement();
485 writer = null;
486 }
487
488
489
490 XmlTextReader reader;
491
492 private int XRint()
493 {
494 return reader.ReadElementContentAsInt();
495 }
496
497 private float XRfloat()
498 {
499 return reader.ReadElementContentAsFloat();
500 }
501
502 public Vector3 XRvector()
503 {
504 Vector3 vec;
505 reader.ReadStartElement();
506 vec.X = reader.ReadElementContentAsFloat();
507 vec.Y = reader.ReadElementContentAsFloat();
508 vec.Z = reader.ReadElementContentAsFloat();
509 reader.ReadEndElement();
510 return vec;
511 }
512
513 public Quaternion XRquat()
514 {
515 Quaternion q;
516 reader.ReadStartElement();
517 q.X = reader.ReadElementContentAsFloat();
518 q.Y = reader.ReadElementContentAsFloat();
519 q.Z = reader.ReadElementContentAsFloat();
520 q.W = reader.ReadElementContentAsFloat();
521 reader.ReadEndElement();
522 return q;
523 }
524
525 public static bool EReadProcessors(
526 Dictionary<string, Action> processors,
527 XmlTextReader xtr)
528 {
529 bool errors = false;
530
531 string nodeName = string.Empty;
532 while (xtr.NodeType != XmlNodeType.EndElement)
533 {
534 nodeName = xtr.Name;
535
536 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
537
538 Action p = null;
539 if (processors.TryGetValue(xtr.Name, out p))
540 {
541 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
542
543 try
544 {
545 p();
546 }
547 catch (Exception e)
548 {
549 errors = true;
550 if (xtr.NodeType == XmlNodeType.EndElement)
551 xtr.Read();
552 }
553 }
554 else
555 {
556 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
557 xtr.ReadOuterXml(); // ignore
558 }
559 }
560
561 return errors;
562 }
563
564
565 public string ToXml2()
566 {
567 MemoryStream ms = new MemoryStream(512);
568 UTF8Encoding enc = new UTF8Encoding();
569 XmlTextWriter xwriter = new XmlTextWriter(ms, enc);
570 ToXml2(xwriter);
571 xwriter.Flush();
572 string s = ms.GetStreamString();
573 xwriter.Close();
574 return s;
575 }
576
577 public static SOPVehicle FromXml2(string text)
578 {
579 if (text == String.Empty)
580 return null;
581
582 UTF8Encoding enc = new UTF8Encoding();
583 MemoryStream ms = new MemoryStream(enc.GetBytes(text));
584 XmlTextReader xreader = new XmlTextReader(ms);
585
586 SOPVehicle v = new SOPVehicle();
587 bool error;
588
589 v.FromXml2(xreader, out error);
590
591 xreader.Close();
592
593 if (error)
594 {
595 v = null;
596 return null;
597 }
598 return v;
599 }
600
601 public static SOPVehicle FromXml2(XmlTextReader reader)
602 {
603 SOPVehicle vehicle = new SOPVehicle();
604
605 bool errors = false;
606
607 vehicle.FromXml2(reader, out errors);
608 if (errors)
609 return null;
610
611 return vehicle;
612 }
613
614 private void FromXml2(XmlTextReader _reader, out bool errors)
615 {
616 errors = false;
617 reader = _reader;
618
619 Dictionary<string, Action> m_VehicleXmlProcessors
620 = new Dictionary<string, Action>();
621
622 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
623 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
624
625 // Linear properties
626 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
627 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
628 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
629 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
630 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
631
632 //Angular properties
633 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
634 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
635 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
636 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
637
638 //Deflection properties
639 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
640 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
641 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
642 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
643
644 //Banking properties
645 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
646 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
647 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
648
649 //Hover and Buoyancy properties
650 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
651 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
652 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
653
654 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
655
656 //Attractor properties
657 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
658 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
659
660 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
661
662 vd = new VehicleData();
663
664 reader.ReadStartElement("Vehicle", String.Empty);
665
666 errors = EReadProcessors(
667 m_VehicleXmlProcessors,
668 reader);
669
670 reader.ReadEndElement();
671 reader = null;
672 }
673
674 private void ProcessXR_type()
675 {
676 vd.m_type = (Vehicle)XRint();
677 }
678 private void ProcessXR_flags()
679 {
680 vd.m_flags = (VehicleFlag)XRint();
681 }
682 // Linear properties
683 private void ProcessXR_linearMotorDirection()
684 {
685 vd.m_linearMotorDirection = XRvector();
686 }
687
688 private void ProcessXR_linearFrictionTimescale()
689 {
690 vd.m_linearFrictionTimescale = XRvector();
691 }
692
693 private void ProcessXR_linearMotorDecayTimescale()
694 {
695 vd.m_linearMotorDecayTimescale = XRfloat();
696 }
697 private void ProcessXR_linearMotorTimescale()
698 {
699 vd.m_linearMotorTimescale = XRfloat();
700 }
701 private void ProcessXR_linearMotorOffset()
702 {
703 vd.m_linearMotorOffset = XRvector();
704 }
705
706
707 //Angular properties
708 private void ProcessXR_angularMotorDirection()
709 {
710 vd.m_angularMotorDirection = XRvector();
711 }
712 private void ProcessXR_angularMotorTimescale()
713 {
714 vd.m_angularMotorTimescale = XRfloat();
715 }
716 private void ProcessXR_angularMotorDecayTimescale()
717 {
718 vd.m_angularMotorDecayTimescale = XRfloat();
719 }
720 private void ProcessXR_angularFrictionTimescale()
721 {
722 vd.m_angularFrictionTimescale = XRvector();
723 }
724
725 //Deflection properties
726 private void ProcessXR_angularDeflectionEfficiency()
727 {
728 vd.m_angularDeflectionEfficiency = XRfloat();
729 }
730 private void ProcessXR_angularDeflectionTimescale()
731 {
732 vd.m_angularDeflectionTimescale = XRfloat();
733 }
734 private void ProcessXR_linearDeflectionEfficiency()
735 {
736 vd.m_linearDeflectionEfficiency = XRfloat();
737 }
738 private void ProcessXR_linearDeflectionTimescale()
739 {
740 vd.m_linearDeflectionTimescale = XRfloat();
741 }
742
743 //Banking properties
744 private void ProcessXR_bankingEfficiency()
745 {
746 vd.m_bankingEfficiency = XRfloat();
747 }
748 private void ProcessXR_bankingMix()
749 {
750 vd.m_bankingMix = XRfloat();
751 }
752 private void ProcessXR_bankingTimescale()
753 {
754 vd.m_bankingTimescale = XRfloat();
755 }
756
757 //Hover and Buoyancy properties
758 private void ProcessXR_VhoverHeight()
759 {
760 vd.m_VhoverHeight = XRfloat();
761 }
762 private void ProcessXR_VhoverEfficiency()
763 {
764 vd.m_VhoverEfficiency = XRfloat();
765 }
766 private void ProcessXR_VhoverTimescale()
767 {
768 vd.m_VhoverTimescale = XRfloat();
769 }
770
771 private void ProcessXR_VehicleBuoyancy()
772 {
773 vd.m_VehicleBuoyancy = XRfloat();
774 }
775
776 //Attractor properties
777 private void ProcessXR_verticalAttractionEfficiency()
778 {
779 vd.m_verticalAttractionEfficiency = XRfloat();
780 }
781 private void ProcessXR_verticalAttractionTimescale()
782 {
783 vd.m_verticalAttractionTimescale = XRfloat();
784 }
785
786 private void ProcessXR_referenceFrame()
787 {
788 vd.m_referenceFrame = XRquat();
789 }
790 }
791}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index b23ddb4..6208a57 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -101,12 +101,12 @@ namespace OpenSim.Region.Framework.Scenes
101 engine.StartProcessing(); 101 engine.StartProcessing();
102 } 102 }
103 103
104 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item) 104 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item, uint cost)
105 { 105 {
106 IMoneyModule money = RequestModuleInterface<IMoneyModule>(); 106 IMoneyModule money = RequestModuleInterface<IMoneyModule>();
107 if (money != null) 107 if (money != null)
108 { 108 {
109 money.ApplyUploadCharge(agentID, money.UploadCharge, "Asset upload"); 109 money.ApplyUploadCharge(agentID, (int)cost, "Asset upload");
110 } 110 }
111 111
112 AddInventoryItem(item); 112 AddInventoryItem(item);
@@ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
169 return false; 169 return false;
170 } 170 }
171 } 171 }
172 172
173 if (InventoryService.AddItem(item)) 173 if (InventoryService.AddItem(item))
174 { 174 {
175 int userlevel = 0; 175 int userlevel = 0;
@@ -324,8 +324,7 @@ namespace OpenSim.Region.Framework.Scenes
324 324
325 // Update item with new asset 325 // Update item with new asset
326 item.AssetID = asset.FullID; 326 item.AssetID = asset.FullID;
327 if (group.UpdateInventoryItem(item)) 327 group.UpdateInventoryItem(item);
328 remoteClient.SendAgentAlertMessage("Script saved", false);
329 328
330 part.SendPropertiesToClient(remoteClient); 329 part.SendPropertiesToClient(remoteClient);
331 330
@@ -336,12 +335,7 @@ namespace OpenSim.Region.Framework.Scenes
336 { 335 {
337 // Needs to determine which engine was running it and use that 336 // Needs to determine which engine was running it and use that
338 // 337 //
339 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 338 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 1);
340 errors = part.Inventory.GetScriptErrors(item.ItemID);
341 }
342 else
343 {
344 remoteClient.SendAgentAlertMessage("Script saved", false);
345 } 339 }
346 340
347 // Tell anyone managing scripts that a script has been reloaded/changed 341 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -409,6 +403,7 @@ namespace OpenSim.Region.Framework.Scenes
409 403
410 if (UUID.Zero == transactionID) 404 if (UUID.Zero == transactionID)
411 { 405 {
406 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
412 item.Name = itemUpd.Name; 407 item.Name = itemUpd.Name;
413 item.Description = itemUpd.Description; 408 item.Description = itemUpd.Description;
414 409
@@ -795,6 +790,8 @@ namespace OpenSim.Region.Framework.Scenes
795 return; 790 return;
796 } 791 }
797 792
793 if (newName == null) newName = item.Name;
794
798 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 795 AssetBase asset = AssetService.Get(item.AssetID.ToString());
799 796
800 if (asset != null) 797 if (asset != null)
@@ -855,6 +852,24 @@ namespace OpenSim.Region.Framework.Scenes
855 } 852 }
856 853
857 /// <summary> 854 /// <summary>
855 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
856 /// </summary>
857 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
858 {
859 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
860 foreach (InventoryItemBase b in items)
861 {
862 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
863 InventoryItemBase n = InventoryService.GetItem(b);
864 n.Folder = destfolder;
865 moveitems.Add(n);
866 remoteClient.SendInventoryItemCreateUpdate(n, 0);
867 }
868
869 MoveInventoryItem(remoteClient, moveitems);
870 }
871
872 /// <summary>
858 /// Move an item within the agent's inventory. 873 /// Move an item within the agent's inventory.
859 /// </summary> 874 /// </summary>
860 /// <param name="remoteClient"></param> 875 /// <param name="remoteClient"></param>
@@ -889,11 +904,22 @@ namespace OpenSim.Region.Framework.Scenes
889 public void CreateNewInventoryItem( 904 public void CreateNewInventoryItem(
890 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 905 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
891 string name, string description, uint flags, uint callbackID, 906 string name, string description, uint flags, uint callbackID,
892 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate) 907 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate, UUID transationID)
893 { 908 {
894 CreateNewInventoryItem( 909 CreateNewInventoryItem(
895 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType, 910 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType,
896 (uint)PermissionMask.All, (uint)PermissionMask.All, 0, nextOwnerMask, 0, creationDate); 911 (uint)PermissionMask.All, (uint)PermissionMask.All, 0, nextOwnerMask, 0, creationDate, transationID);
912 }
913
914
915 private void CreateNewInventoryItem(
916 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
917 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
918 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate)
919 {
920 CreateNewInventoryItem(remoteClient, creatorID, creatorData, folderID,
921 name, description, flags, callbackID, asset, invType,
922 baseMask, currentMask, everyoneMask, nextOwnerMask, groupMask, creationDate, UUID.Zero);
897 } 923 }
898 924
899 /// <summary> 925 /// <summary>
@@ -918,7 +944,7 @@ namespace OpenSim.Region.Framework.Scenes
918 private void CreateNewInventoryItem( 944 private void CreateNewInventoryItem(
919 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 945 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
920 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType, 946 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
921 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate) 947 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate,UUID transationID)
922 { 948 {
923 InventoryItemBase item = new InventoryItemBase(); 949 InventoryItemBase item = new InventoryItemBase();
924 item.Owner = remoteClient.AgentId; 950 item.Owner = remoteClient.AgentId;
@@ -941,7 +967,7 @@ namespace OpenSim.Region.Framework.Scenes
941 967
942 if (AddInventoryItem(item)) 968 if (AddInventoryItem(item))
943 { 969 {
944 remoteClient.SendInventoryItemCreateUpdate(item, callbackID); 970 remoteClient.SendInventoryItemCreateUpdate(item, transationID, callbackID);
945 } 971 }
946 else 972 else
947 { 973 {
@@ -1216,6 +1242,10 @@ namespace OpenSim.Region.Framework.Scenes
1216 { 1242 {
1217 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1243 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1218 1244
1245 // Can't move a null item
1246 if (itemId == UUID.Zero)
1247 return;
1248
1219 if (null == part) 1249 if (null == part)
1220 { 1250 {
1221 m_log.WarnFormat( 1251 m_log.WarnFormat(
@@ -1320,21 +1350,28 @@ namespace OpenSim.Region.Framework.Scenes
1320 return; 1350 return;
1321 } 1351 }
1322 1352
1323 if (part.OwnerID != destPart.OwnerID) 1353 // Can't transfer this
1354 //
1355 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1356 return;
1357
1358 bool overrideNoMod = false;
1359 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1360 overrideNoMod = true;
1361
1362 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1324 { 1363 {
1325 // Source must have transfer permissions 1364 // object cannot copy items to an object owned by a different owner
1326 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1365 // unless llAllowInventoryDrop has been called
1327 return;
1328 1366
1329 // Object cannot copy items to an object owned by a different owner 1367 return;
1330 // unless llAllowInventoryDrop has been called on the destination
1331 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1332 return;
1333 } 1368 }
1334 1369
1335 // must have both move and modify permission to put an item in an object 1370 // must have both move and modify permission to put an item in an object
1336 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1371 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1372 {
1337 return; 1373 return;
1374 }
1338 1375
1339 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1376 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1340 1377
@@ -1390,6 +1427,14 @@ namespace OpenSim.Region.Framework.Scenes
1390 1427
1391 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1428 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1392 { 1429 {
1430 SceneObjectPart destPart = GetSceneObjectPart(destID);
1431 if (destPart != null) // Move into a prim
1432 {
1433 foreach(UUID itemID in items)
1434 MoveTaskInventoryItem(destID, host, itemID);
1435 return destID; // Prim folder ID == prim ID
1436 }
1437
1393 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1438 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1394 1439
1395 UUID newFolderID = UUID.Random(); 1440 UUID newFolderID = UUID.Random();
@@ -1572,12 +1617,12 @@ namespace OpenSim.Region.Framework.Scenes
1572 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction( 1617 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
1573 remoteClient, part, transactionID, currentItem); 1618 remoteClient, part, transactionID, currentItem);
1574 1619
1575 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1620// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1576 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1621// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1577 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1622// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1578 remoteClient.SendAgentAlertMessage("Script saved", false); 1623// remoteClient.SendAgentAlertMessage("Script saved", false);
1579 else 1624// else
1580 remoteClient.SendAgentAlertMessage("Item saved", false); 1625// remoteClient.SendAgentAlertMessage("Item saved", false);
1581 } 1626 }
1582 1627
1583 // Base ALWAYS has move 1628 // Base ALWAYS has move
@@ -1760,7 +1805,7 @@ namespace OpenSim.Region.Framework.Scenes
1760 } 1805 }
1761 1806
1762 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1807 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1763 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1808 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1764 agentID); 1809 agentID);
1765 AssetService.Store(asset); 1810 AssetService.Store(asset);
1766 1811
@@ -1916,23 +1961,32 @@ namespace OpenSim.Region.Framework.Scenes
1916 // build a list of eligible objects 1961 // build a list of eligible objects
1917 List<uint> deleteIDs = new List<uint>(); 1962 List<uint> deleteIDs = new List<uint>();
1918 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1963 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1919 1964 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1920 // Start with true for both, then remove the flags if objects
1921 // that we can't derez are part of the selection
1922 bool permissionToTake = true;
1923 bool permissionToTakeCopy = true;
1924 bool permissionToDelete = true;
1925 1965
1926 foreach (uint localID in localIDs) 1966 foreach (uint localID in localIDs)
1927 { 1967 {
1968 // Start with true for both, then remove the flags if objects
1969 // that we can't derez are part of the selection
1970 bool permissionToTake = true;
1971 bool permissionToTakeCopy = true;
1972 bool permissionToDelete = true;
1973
1928 // Invalid id 1974 // Invalid id
1929 SceneObjectPart part = GetSceneObjectPart(localID); 1975 SceneObjectPart part = GetSceneObjectPart(localID);
1930 if (part == null) 1976 if (part == null)
1977 {
1978 //Client still thinks the object exists, kill it
1979 deleteIDs.Add(localID);
1931 continue; 1980 continue;
1981 }
1932 1982
1933 // Already deleted by someone else 1983 // Already deleted by someone else
1934 if (part.ParentGroup.IsDeleted) 1984 if (part.ParentGroup.IsDeleted)
1985 {
1986 //Client still thinks the object exists, kill it
1987 deleteIDs.Add(localID);
1935 continue; 1988 continue;
1989 }
1936 1990
1937 // Can't delete child prims 1991 // Can't delete child prims
1938 if (part != part.ParentGroup.RootPart) 1992 if (part != part.ParentGroup.RootPart)
@@ -1940,8 +1994,8 @@ namespace OpenSim.Region.Framework.Scenes
1940 1994
1941 SceneObjectGroup grp = part.ParentGroup; 1995 SceneObjectGroup grp = part.ParentGroup;
1942 1996
1943 deleteIDs.Add(localID); 1997 // If child prims have invalid perms, fix them
1944 deleteGroups.Add(grp); 1998 grp.AdjustChildPrimPermissions();
1945 1999
1946 // If child prims have invalid perms, fix them 2000 // If child prims have invalid perms, fix them
1947 grp.AdjustChildPrimPermissions(); 2001 grp.AdjustChildPrimPermissions();
@@ -1962,81 +2016,193 @@ namespace OpenSim.Region.Framework.Scenes
1962 } 2016 }
1963 else 2017 else
1964 { 2018 {
1965 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 2019 if (action == DeRezAction.TakeCopy)
2020 {
2021 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
2022 permissionToTakeCopy = false;
2023 }
2024 else
2025 {
1966 permissionToTakeCopy = false; 2026 permissionToTakeCopy = false;
1967 2027 }
1968 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 2028 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1969 permissionToTake = false; 2029 permissionToTake = false;
1970 2030
1971 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 2031 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1972 permissionToDelete = false; 2032 permissionToDelete = false;
1973 } 2033 }
1974 }
1975 2034
1976 // Handle god perms 2035 // Handle god perms
1977 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 2036 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1978 { 2037 {
1979 permissionToTake = true; 2038 permissionToTake = true;
1980 permissionToTakeCopy = true; 2039 permissionToTakeCopy = true;
1981 permissionToDelete = true; 2040 permissionToDelete = true;
1982 } 2041 }
1983 2042
1984 // If we're re-saving, we don't even want to delete 2043 // If we're re-saving, we don't even want to delete
1985 if (action == DeRezAction.SaveToExistingUserInventoryItem) 2044 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1986 permissionToDelete = false; 2045 permissionToDelete = false;
1987 2046
1988 // if we want to take a copy, we also don't want to delete 2047 // if we want to take a copy, we also don't want to delete
1989 // Note: after this point, the permissionToTakeCopy flag 2048 // Note: after this point, the permissionToTakeCopy flag
1990 // becomes irrelevant. It already includes the permissionToTake 2049 // becomes irrelevant. It already includes the permissionToTake
1991 // permission and after excluding no copy items here, we can 2050 // permission and after excluding no copy items here, we can
1992 // just use that. 2051 // just use that.
1993 if (action == DeRezAction.TakeCopy) 2052 if (action == DeRezAction.TakeCopy)
1994 { 2053 {
1995 // If we don't have permission, stop right here 2054 // If we don't have permission, stop right here
1996 if (!permissionToTakeCopy) 2055 if (!permissionToTakeCopy)
1997 return; 2056 return;
1998 2057
1999 permissionToTake = true; 2058 permissionToTake = true;
2000 // Don't delete 2059 // Don't delete
2001 permissionToDelete = false; 2060 permissionToDelete = false;
2002 } 2061 }
2003 2062
2004 if (action == DeRezAction.Return) 2063 if (action == DeRezAction.Return)
2005 {
2006 if (remoteClient != null)
2007 { 2064 {
2008 if (Permissions.CanReturnObjects( 2065 if (remoteClient != null)
2009 null,
2010 remoteClient.AgentId,
2011 deleteGroups))
2012 { 2066 {
2013 permissionToTake = true; 2067 if (Permissions.CanReturnObjects(
2014 permissionToDelete = true; 2068 null,
2015 2069 remoteClient.AgentId,
2016 foreach (SceneObjectGroup g in deleteGroups) 2070 new List<SceneObjectGroup>() {grp}))
2017 { 2071 {
2018 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2072 permissionToTake = true;
2073 permissionToDelete = true;
2074
2075 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
2019 } 2076 }
2020 } 2077 }
2078 else // Auto return passes through here with null agent
2079 {
2080 permissionToTake = true;
2081 permissionToDelete = true;
2082 }
2021 } 2083 }
2022 else // Auto return passes through here with null agent 2084
2085 if (permissionToTake && (!permissionToDelete))
2086 takeGroups.Add(grp);
2087
2088 if (permissionToDelete)
2023 { 2089 {
2024 permissionToTake = true; 2090 if (permissionToTake)
2025 permissionToDelete = true; 2091 deleteGroups.Add(grp);
2092 deleteIDs.Add(grp.LocalId);
2026 } 2093 }
2027 } 2094 }
2028 2095
2029 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2096 SendKillObject(deleteIDs);
2097
2098 if (deleteGroups.Count > 0)
2030 { 2099 {
2100 foreach (SceneObjectGroup g in deleteGroups)
2101 deleteIDs.Remove(g.LocalId);
2102
2031 m_asyncSceneObjectDeleter.DeleteToInventory( 2103 m_asyncSceneObjectDeleter.DeleteToInventory(
2032 action, destinationID, deleteGroups, remoteClient, 2104 action, destinationID, deleteGroups, remoteClient,
2033 permissionToDelete); 2105 true);
2106 }
2107 if (takeGroups.Count > 0)
2108 {
2109 m_asyncSceneObjectDeleter.DeleteToInventory(
2110 action, destinationID, takeGroups, remoteClient,
2111 false);
2034 } 2112 }
2035 else if (permissionToDelete) 2113 if (deleteIDs.Count > 0)
2036 { 2114 {
2037 foreach (SceneObjectGroup g in deleteGroups) 2115 foreach (SceneObjectGroup g in deleteGroups)
2038 DeleteSceneObject(g, false); 2116 DeleteSceneObject(g, true);
2117 }
2118 }
2119
2120 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2121 {
2122 itemID = UUID.Zero;
2123 if (grp != null)
2124 {
2125 Vector3 inventoryStoredPosition = new Vector3
2126 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2127 ? 250
2128 : grp.AbsolutePosition.X)
2129 ,
2130 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2131 ? 250
2132 : grp.AbsolutePosition.X,
2133 grp.AbsolutePosition.Z);
2134
2135 Vector3 originalPosition = grp.AbsolutePosition;
2136
2137 grp.AbsolutePosition = inventoryStoredPosition;
2138
2139 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2140
2141 grp.AbsolutePosition = originalPosition;
2142
2143 AssetBase asset = CreateAsset(
2144 grp.GetPartName(grp.LocalId),
2145 grp.GetPartDescription(grp.LocalId),
2146 (sbyte)AssetType.Object,
2147 Utils.StringToBytes(sceneObjectXml),
2148 remoteClient.AgentId);
2149 AssetService.Store(asset);
2150
2151 InventoryItemBase item = new InventoryItemBase();
2152 item.CreatorId = grp.RootPart.CreatorID.ToString();
2153 item.CreatorData = grp.RootPart.CreatorData;
2154 item.Owner = remoteClient.AgentId;
2155 item.ID = UUID.Random();
2156 item.AssetID = asset.FullID;
2157 item.Description = asset.Description;
2158 item.Name = asset.Name;
2159 item.AssetType = asset.Type;
2160 item.InvType = (int)InventoryType.Object;
2161
2162 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2163 if (folder != null)
2164 item.Folder = folder.ID;
2165 else // oopsies
2166 item.Folder = UUID.Zero;
2167
2168 // Set up base perms properly
2169 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2170 permsBase &= grp.RootPart.BaseMask;
2171 permsBase |= (uint)PermissionMask.Move;
2172
2173 // Make sure we don't lock it
2174 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2175
2176 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2177 {
2178 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2179 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2180 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2181 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2182 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2183 }
2184 else
2185 {
2186 item.BasePermissions = permsBase;
2187 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2188 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2189 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2190 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2191 }
2192 item.CreationDate = Util.UnixTimeSinceEpoch();
2193
2194 // sets itemID so client can show item as 'attached' in inventory
2195 grp.FromItemID = item.ID;
2196
2197 if (AddInventoryItem(item))
2198 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2199 else
2200 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2201
2202 itemID = item.ID;
2203 return item.AssetID;
2039 } 2204 }
2205 return UUID.Zero;
2040 } 2206 }
2041 2207
2042 /// <summary> 2208 /// <summary>
@@ -2166,6 +2332,9 @@ namespace OpenSim.Region.Framework.Scenes
2166 2332
2167 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2333 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2168 { 2334 {
2335 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2336 return;
2337
2169 SceneObjectPart part = GetSceneObjectPart(objectID); 2338 SceneObjectPart part = GetSceneObjectPart(objectID);
2170 if (part == null) 2339 if (part == null)
2171 return; 2340 return;
@@ -2222,7 +2391,10 @@ namespace OpenSim.Region.Framework.Scenes
2222 } 2391 }
2223 else 2392 else
2224 { 2393 {
2225 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2394 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2395 continue;
2396
2397 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2226 continue; 2398 continue;
2227 2399
2228 if (sog.GroupID != groupID) 2400 if (sog.GroupID != groupID)
@@ -2334,6 +2506,12 @@ namespace OpenSim.Region.Framework.Scenes
2334 } 2506 }
2335 2507
2336 m_sceneGraph.LinkObjects(root, children); 2508 m_sceneGraph.LinkObjects(root, children);
2509
2510 ScenePresence sp;
2511 if (TryGetScenePresence(agentId, out sp))
2512 {
2513 root.SendPropertiesToClient(sp.ControllingClient);
2514 }
2337 } 2515 }
2338 2516
2339 private string PermissionString(uint permissions) 2517 private string PermissionString(uint permissions)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index df43271..ce6415a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -50,7 +50,7 @@ namespace OpenSim.Region.Framework.Scenes
50 /// <param name='targetID'></param> 50 /// <param name='targetID'></param>
51 /// <param name='fromAgent'></param> 51 /// <param name='fromAgent'></param>
52 /// <param name='broadcast'></param> 52 /// <param name='broadcast'></param>
53 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 53 public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast) 54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
55 { 55 {
56 OSChatMessage args = new OSChatMessage(); 56 OSChatMessage args = new OSChatMessage();
@@ -61,6 +61,7 @@ namespace OpenSim.Region.Framework.Scenes
61 args.Position = fromPos; 61 args.Position = fromPos;
62 args.SenderUUID = fromID; 62 args.SenderUUID = fromID;
63 args.Scene = this; 63 args.Scene = this;
64 args.Destination = targetID;
64 65
65 if (fromAgent) 66 if (fromAgent)
66 { 67 {
@@ -75,7 +76,7 @@ namespace OpenSim.Region.Framework.Scenes
75 } 76 }
76 77
77 args.From = fromName; 78 args.From = fromName;
78 args.TargetUUID = targetID; 79 //args.
79 80
80// m_log.DebugFormat( 81// m_log.DebugFormat(
81// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}", 82// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}",
@@ -86,7 +87,7 @@ namespace OpenSim.Region.Framework.Scenes
86 else 87 else
87 EventManager.TriggerOnChatFromWorld(this, args); 88 EventManager.TriggerOnChatFromWorld(this, args);
88 } 89 }
89 90
90 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 91 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
91 UUID fromID, bool fromAgent, bool broadcast) 92 UUID fromID, bool fromAgent, bool broadcast)
92 { 93 {
@@ -130,19 +131,6 @@ namespace OpenSim.Region.Framework.Scenes
130 { 131 {
131 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); 132 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
132 } 133 }
133 /// <summary>
134 ///
135 /// </summary>
136 /// <param name="message"></param>
137 /// <param name="type"></param>
138 /// <param name="fromPos"></param>
139 /// <param name="fromName"></param>
140 /// <param name="fromAgentID"></param>
141 /// <param name="targetID"></param>
142 public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
143 {
144 SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
145 }
146 134
147 /// <summary> 135 /// <summary>
148 /// Invoked when the client requests a prim. 136 /// Invoked when the client requests a prim.
@@ -164,27 +152,47 @@ namespace OpenSim.Region.Framework.Scenes
164 /// <param name="remoteClient"></param> 152 /// <param name="remoteClient"></param>
165 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 153 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
166 { 154 {
155 /*
156 SceneObjectPart part = GetSceneObjectPart(primLocalID);
157
158 if (null == part)
159 return;
160
161 if (part.IsRoot)
162 {
163 SceneObjectGroup sog = part.ParentGroup;
164 sog.SendPropertiesToClient(remoteClient);
165
166 // A prim is only tainted if it's allowed to be edited by the person clicking it.
167 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
168 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
169 {
170 sog.IsSelected = true;
171 EventManager.TriggerParcelPrimCountTainted();
172 }
173 }
174 else
175 {
176 part.SendPropertiesToClient(remoteClient);
177 }
178 */
167 SceneObjectPart part = GetSceneObjectPart(primLocalID); 179 SceneObjectPart part = GetSceneObjectPart(primLocalID);
168 180
169 if (null == part) 181 if (null == part)
170 return; 182 return;
171 183
172 if (part.IsRoot) 184 SceneObjectGroup sog = part.ParentGroup;
173 { 185 if (sog == null)
174 SceneObjectGroup sog = part.ParentGroup; 186 return;
175 sog.SendPropertiesToClient(remoteClient);
176 sog.IsSelected = true;
177 187
178 // A prim is only tainted if it's allowed to be edited by the person clicking it. 188 part.SendPropertiesToClient(remoteClient);
179 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 189
180 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 190 // A prim is only tainted if it's allowed to be edited by the person clicking it.
181 { 191 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
182 EventManager.TriggerParcelPrimCountTainted(); 192 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
183 }
184 }
185 else
186 { 193 {
187 part.SendPropertiesToClient(remoteClient); 194 part.IsSelected = true;
195 EventManager.TriggerParcelPrimCountTainted();
188 } 196 }
189 } 197 }
190 198
@@ -237,7 +245,7 @@ namespace OpenSim.Region.Framework.Scenes
237 SceneObjectPart part = GetSceneObjectPart(primLocalID); 245 SceneObjectPart part = GetSceneObjectPart(primLocalID);
238 if (part == null) 246 if (part == null)
239 return; 247 return;
240 248 /*
241 // A deselect packet contains all the local prims being deselected. However, since selection is still 249 // A deselect packet contains all the local prims being deselected. However, since selection is still
242 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 250 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
243 // we end up sending many duplicate ObjectUpdates 251 // we end up sending many duplicate ObjectUpdates
@@ -250,7 +258,9 @@ namespace OpenSim.Region.Framework.Scenes
250 // handled by group, but by prim. Legacy cruft. 258 // handled by group, but by prim. Legacy cruft.
251 // TODO: Make selection flagging per prim! 259 // TODO: Make selection flagging per prim!
252 // 260 //
253 part.ParentGroup.IsSelected = false; 261 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
262 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
263 part.ParentGroup.IsSelected = false;
254 264
255 if (part.ParentGroup.IsAttachment) 265 if (part.ParentGroup.IsAttachment)
256 isAttachment = true; 266 isAttachment = true;
@@ -270,6 +280,22 @@ namespace OpenSim.Region.Framework.Scenes
270 part.UUID, remoteClient.AgentId)) 280 part.UUID, remoteClient.AgentId))
271 EventManager.TriggerParcelPrimCountTainted(); 281 EventManager.TriggerParcelPrimCountTainted();
272 } 282 }
283 */
284
285 bool oldgprSelect = part.ParentGroup.IsSelected;
286
287 // This is wrong, wrong, wrong. Selection should not be
288 // handled by group, but by prim. Legacy cruft.
289 // TODO: Make selection flagging per prim!
290 //
291 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
292 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
293 {
294 part.IsSelected = false;
295 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
296 EventManager.TriggerParcelPrimCountTainted();
297 }
298
273 } 299 }
274 300
275 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 301 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
@@ -412,6 +438,20 @@ namespace OpenSim.Region.Framework.Scenes
412 ); 438 );
413 } 439 }
414 440
441 private class DescendentsRequestData
442 {
443 public IClientAPI RemoteClient;
444 public UUID FolderID;
445 public UUID OwnerID;
446 public bool FetchFolders;
447 public bool FetchItems;
448 public int SortOrder;
449 }
450
451 private Queue<DescendentsRequestData> m_descendentsRequestQueue = new Queue<DescendentsRequestData>();
452 private Object m_descendentsRequestLock = new Object();
453 private bool m_descendentsRequestProcessing = false;
454
415 /// <summary> 455 /// <summary>
416 /// Tell the client about the various child items and folders contained in the requested folder. 456 /// Tell the client about the various child items and folders contained in the requested folder.
417 /// </summary> 457 /// </summary>
@@ -448,17 +488,38 @@ namespace OpenSim.Region.Framework.Scenes
448 } 488 }
449 } 489 }
450 490
451 // We're going to send the reply async, because there may be 491 lock (m_descendentsRequestLock)
452 // an enormous quantity of packets -- basically the entire inventory! 492 {
453 // We don't want to block the client thread while all that is happening. 493 if (!m_descendentsRequestProcessing)
454 SendInventoryDelegate d = SendInventoryAsync; 494 {
455 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d); 495 m_descendentsRequestProcessing = true;
496
497 // We're going to send the reply async, because there may be
498 // an enormous quantity of packets -- basically the entire inventory!
499 // We don't want to block the client thread while all that is happening.
500 SendInventoryDelegate d = SendInventoryAsync;
501 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
502
503 return;
504 }
505
506 DescendentsRequestData req = new DescendentsRequestData();
507 req.RemoteClient = remoteClient;
508 req.FolderID = folderID;
509 req.OwnerID = ownerID;
510 req.FetchFolders = fetchFolders;
511 req.FetchItems = fetchItems;
512 req.SortOrder = sortOrder;
513
514 m_descendentsRequestQueue.Enqueue(req);
515 }
456 } 516 }
457 517
458 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder); 518 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);
459 519
460 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) 520 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
461 { 521 {
522 Thread.Sleep(20);
462 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems); 523 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
463 } 524 }
464 525
@@ -466,6 +527,21 @@ namespace OpenSim.Region.Framework.Scenes
466 { 527 {
467 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState; 528 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState;
468 d.EndInvoke(iar); 529 d.EndInvoke(iar);
530
531 lock (m_descendentsRequestLock)
532 {
533 if (m_descendentsRequestQueue.Count > 0)
534 {
535 DescendentsRequestData req = m_descendentsRequestQueue.Dequeue();
536
537 d = SendInventoryAsync;
538 d.BeginInvoke(req.RemoteClient, req.FolderID, req.OwnerID, req.FetchFolders, req.FetchItems, req.SortOrder, SendInventoryComplete, d);
539
540 return;
541 }
542
543 m_descendentsRequestProcessing = false;
544 }
469 } 545 }
470 546
471 /// <summary> 547 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 69c1027..2543333 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -156,8 +156,8 @@ namespace OpenSim.Region.Framework.Scenes
156 // TODO: need to figure out how allow client agents but deny 156 // TODO: need to figure out how allow client agents but deny
157 // root agents when ACL denies access to root agent 157 // root agents when ACL denies access to root agent
158 public bool m_strictAccessControl = true; 158 public bool m_strictAccessControl = true;
159 159 public bool m_seeIntoBannedRegion = false;
160 public int MaxUndoCount { get; set; } 160 public int MaxUndoCount = 5;
161 161
162 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 162 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
163 public bool LoginLock = false; 163 public bool LoginLock = false;
@@ -173,12 +173,14 @@ namespace OpenSim.Region.Framework.Scenes
173 173
174 protected int m_splitRegionID; 174 protected int m_splitRegionID;
175 protected Timer m_restartWaitTimer = new Timer(); 175 protected Timer m_restartWaitTimer = new Timer();
176 protected Timer m_timerWatchdog = new Timer();
176 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 177 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
177 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 178 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
178 protected string m_simulatorVersion = "OpenSimulator Server"; 179 protected string m_simulatorVersion = "OpenSimulator Server";
179 protected ModuleLoader m_moduleLoader; 180 protected ModuleLoader m_moduleLoader;
180 protected AgentCircuitManager m_authenticateHandler; 181 protected AgentCircuitManager m_authenticateHandler;
181 protected SceneCommunicationService m_sceneGridService; 182 protected SceneCommunicationService m_sceneGridService;
183 protected ISnmpModule m_snmpService = null;
182 184
183 protected ISimulationDataService m_SimulationDataService; 185 protected ISimulationDataService m_SimulationDataService;
184 protected IEstateDataService m_EstateDataService; 186 protected IEstateDataService m_EstateDataService;
@@ -241,8 +243,8 @@ namespace OpenSim.Region.Framework.Scenes
241 private int m_update_presences = 1; // Update scene presence movements 243 private int m_update_presences = 1; // Update scene presence movements
242 private int m_update_events = 1; 244 private int m_update_events = 1;
243 private int m_update_backup = 200; 245 private int m_update_backup = 200;
244 private int m_update_terrain = 50; 246 private int m_update_terrain = 1000;
245// private int m_update_land = 1; 247 private int m_update_land = 10;
246 private int m_update_coarse_locations = 50; 248 private int m_update_coarse_locations = 50;
247 249
248 private int agentMS; 250 private int agentMS;
@@ -255,13 +257,13 @@ namespace OpenSim.Region.Framework.Scenes
255 private int backupMS; 257 private int backupMS;
256 private int terrainMS; 258 private int terrainMS;
257 private int landMS; 259 private int landMS;
258 private int spareMS;
259 260
260 /// <summary> 261 /// <summary>
261 /// Tick at which the last frame was processed. 262 /// Tick at which the last frame was processed.
262 /// </summary> 263 /// </summary>
263 private int m_lastFrameTick; 264 private int m_lastFrameTick;
264 265
266 public bool CombineRegions = false;
265 /// <summary> 267 /// <summary>
266 /// Tick at which the last maintenance run occurred. 268 /// Tick at which the last maintenance run occurred.
267 /// </summary> 269 /// </summary>
@@ -292,6 +294,11 @@ namespace OpenSim.Region.Framework.Scenes
292 /// </summary> 294 /// </summary>
293 private int m_LastLogin; 295 private int m_LastLogin;
294 296
297 private int m_lastIncoming;
298 private int m_lastOutgoing;
299 private int m_hbRestarts = 0;
300
301
295 /// <summary> 302 /// <summary>
296 /// Thread that runs the scene loop. 303 /// Thread that runs the scene loop.
297 /// </summary> 304 /// </summary>
@@ -332,7 +339,7 @@ namespace OpenSim.Region.Framework.Scenes
332 private volatile bool m_active; 339 private volatile bool m_active;
333 340
334// private int m_lastUpdate; 341// private int m_lastUpdate;
335// private bool m_firstHeartbeat = true; 342 private bool m_firstHeartbeat = true;
336 343
337 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 344 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
338 private bool m_reprioritizationEnabled = true; 345 private bool m_reprioritizationEnabled = true;
@@ -377,6 +384,19 @@ namespace OpenSim.Region.Framework.Scenes
377 get { return m_sceneGridService; } 384 get { return m_sceneGridService; }
378 } 385 }
379 386
387 public ISnmpModule SnmpService
388 {
389 get
390 {
391 if (m_snmpService == null)
392 {
393 m_snmpService = RequestModuleInterface<ISnmpModule>();
394 }
395
396 return m_snmpService;
397 }
398 }
399
380 public ISimulationDataService SimulationDataService 400 public ISimulationDataService SimulationDataService
381 { 401 {
382 get 402 get
@@ -676,6 +696,8 @@ namespace OpenSim.Region.Framework.Scenes
676 m_SimulationDataService = simDataService; 696 m_SimulationDataService = simDataService;
677 m_EstateDataService = estateDataService; 697 m_EstateDataService = estateDataService;
678 m_regionHandle = RegionInfo.RegionHandle; 698 m_regionHandle = RegionInfo.RegionHandle;
699 m_lastIncoming = 0;
700 m_lastOutgoing = 0;
679 701
680 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 702 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
681 m_asyncSceneObjectDeleter.Enabled = true; 703 m_asyncSceneObjectDeleter.Enabled = true;
@@ -758,132 +780,141 @@ namespace OpenSim.Region.Framework.Scenes
758 780
759 // Region config overrides global config 781 // Region config overrides global config
760 // 782 //
761 if (m_config.Configs["Startup"] != null) 783 try
762 { 784 {
763 IConfig startupConfig = m_config.Configs["Startup"]; 785 if (m_config.Configs["Startup"] != null)
764
765 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
766
767 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
768 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
769 if (!m_useBackup)
770 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
771
772 //Animation states
773 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
774
775 MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20);
776
777 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
778 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
779
780 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
781 if (RegionInfo.NonphysPrimMin > 0)
782 { 786 {
783 m_minNonphys = RegionInfo.NonphysPrimMin; 787 IConfig startupConfig = m_config.Configs["Startup"];
784 }
785 788
786 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 789 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
787 if (RegionInfo.NonphysPrimMax > 0)
788 {
789 m_maxNonphys = RegionInfo.NonphysPrimMax;
790 }
791 790
792 m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys); 791 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
793 if (RegionInfo.PhysPrimMin > 0) 792 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
794 { 793 if (!m_useBackup)
795 m_minPhys = RegionInfo.PhysPrimMin; 794 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
796 } 795
796 //Animation states
797 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
797 798
798 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 799 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
799 if (RegionInfo.PhysPrimMax > 0) 800 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
800 {
801 m_maxPhys = RegionInfo.PhysPrimMax;
802 }
803 801
804 // Here, if clamping is requested in either global or 802 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
805 // local config, it will be used 803 if (RegionInfo.NonphysPrimMin > 0)
806 // 804 {
807 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize); 805 m_minNonphys = RegionInfo.NonphysPrimMin;
808 if (RegionInfo.ClampPrimSize) 806 }
809 {
810 m_clampPrimSize = true;
811 }
812 807
813 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); 808 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
814 if (RegionInfo.LinksetCapacity > 0) 809 if (RegionInfo.NonphysPrimMax > 0)
815 { 810 {
816 m_linksetCapacity = RegionInfo.LinksetCapacity; 811 m_maxNonphys = RegionInfo.NonphysPrimMax;
817 } 812 }
818 813
819 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete); 814 m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys);
820 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 815 if (RegionInfo.PhysPrimMin > 0)
821 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 816 {
822 m_dontPersistBefore = 817 m_minPhys = RegionInfo.PhysPrimMin;
823 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE); 818 }
824 m_dontPersistBefore *= 10000000;
825 m_persistAfter =
826 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
827 m_persistAfter *= 10000000;
828 819
829 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 820 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
830 821
831 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); 822 if (RegionInfo.PhysPrimMax > 0)
832 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false); 823 {
824 m_maxPhys = RegionInfo.PhysPrimMax;
825 }
833 826
834 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 827 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
828 if (RegionInfo.LinksetCapacity > 0)
829 {
830 m_linksetCapacity = RegionInfo.LinksetCapacity;
831 }
835 832
836 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 833 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
837 if (m_generateMaptiles) 834 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
838 { 835
839 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); 836 // Here, if clamping is requested in either global or
840 if (maptileRefresh != 0) 837 // local config, it will be used
838 //
839 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
840 if (RegionInfo.ClampPrimSize)
841 { 841 {
842 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 842 m_clampPrimSize = true;
843 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
844 m_mapGenerationTimer.AutoReset = true;
845 m_mapGenerationTimer.Start();
846 } 843 }
847 }
848 else
849 {
850 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
851 UUID tileID;
852 844
853 if (UUID.TryParse(tile, out tileID)) 845 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
846 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
847 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
848 m_dontPersistBefore =
849 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
850 m_dontPersistBefore *= 10000000;
851 m_persistAfter =
852 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
853 m_persistAfter *= 10000000;
854
855 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
856 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
857
858 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
859 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
860 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
861
862 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
863 if (m_generateMaptiles)
854 { 864 {
855 RegionInfo.RegionSettings.TerrainImageID = tileID; 865 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
866 if (maptileRefresh != 0)
867 {
868 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
869 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
870 m_mapGenerationTimer.AutoReset = true;
871 m_mapGenerationTimer.Start();
872 }
856 } 873 }
857 } 874 else
875 {
876 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
877 UUID tileID;
858 878
859 string grant = startupConfig.GetString("AllowedClients", String.Empty); 879 if (UUID.TryParse(tile, out tileID))
860 if (grant.Length > 0) 880 {
861 { 881 RegionInfo.RegionSettings.TerrainImageID = tileID;
862 foreach (string viewer in grant.Split('|')) 882 }
883 }
884
885 string grant = startupConfig.GetString("AllowedClients", String.Empty);
886 if (grant.Length > 0)
863 { 887 {
864 m_AllowedViewers.Add(viewer.Trim().ToLower()); 888 foreach (string viewer in grant.Split(','))
889 {
890 m_AllowedViewers.Add(viewer.Trim().ToLower());
891 }
865 } 892 }
866 }
867 893
868 grant = startupConfig.GetString("BannedClients", String.Empty); 894 grant = startupConfig.GetString("BannedClients", String.Empty);
869 if (grant.Length > 0) 895 if (grant.Length > 0)
870 {
871 foreach (string viewer in grant.Split('|'))
872 { 896 {
873 m_BannedViewers.Add(viewer.Trim().ToLower()); 897 foreach (string viewer in grant.Split(','))
898 {
899 m_BannedViewers.Add(viewer.Trim().ToLower());
900 }
874 } 901 }
875 }
876 902
877 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 903 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
878 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 904 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
879 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 905 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
880 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 906 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
881 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 907 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
882 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects); 908 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
883 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics); 909 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
884 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences); 910 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
885 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 911 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
886 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 912 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
913 }
914 }
915 catch (Exception e)
916 {
917 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
887 } 918 }
888 919
889 // FIXME: Ultimately this should be in a module. 920 // FIXME: Ultimately this should be in a module.
@@ -928,6 +959,8 @@ namespace OpenSim.Region.Framework.Scenes
928 StatsReporter = new SimStatsReporter(this); 959 StatsReporter = new SimStatsReporter(this);
929 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 960 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
930 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 961 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
962
963 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect);
931 } 964 }
932 965
933 public Scene(RegionInfo regInfo) : base(regInfo) 966 public Scene(RegionInfo regInfo) : base(regInfo)
@@ -1302,9 +1335,11 @@ namespace OpenSim.Region.Framework.Scenes
1302 // Stop all client threads. 1335 // Stop all client threads.
1303 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); }); 1336 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
1304 1337
1305 m_log.Debug("[SCENE]: Persisting changed objects"); 1338 m_log.Debug("[SCENE]: TriggerSceneShuttingDown");
1306 EventManager.TriggerSceneShuttingDown(this); 1339 EventManager.TriggerSceneShuttingDown(this);
1307 1340
1341 m_log.Debug("[SCENE]: Persisting changed objects");
1342
1308 EntityBase[] entities = GetEntities(); 1343 EntityBase[] entities = GetEntities();
1309 foreach (EntityBase entity in entities) 1344 foreach (EntityBase entity in entities)
1310 { 1345 {
@@ -1314,6 +1349,7 @@ namespace OpenSim.Region.Framework.Scenes
1314 } 1349 }
1315 } 1350 }
1316 1351
1352 m_log.Debug("[SCENE]: Graph close");
1317 m_sceneGraph.Close(); 1353 m_sceneGraph.Close();
1318 1354
1319 if (!GridService.DeregisterRegion(RegionInfo.RegionID)) 1355 if (!GridService.DeregisterRegion(RegionInfo.RegionID))
@@ -1326,6 +1362,7 @@ namespace OpenSim.Region.Framework.Scenes
1326 // attempt to reference a null or disposed physics scene. 1362 // attempt to reference a null or disposed physics scene.
1327 if (PhysicsScene != null) 1363 if (PhysicsScene != null)
1328 { 1364 {
1365 m_log.Debug("[SCENE]: Dispose Physics");
1329 PhysicsScene phys = PhysicsScene; 1366 PhysicsScene phys = PhysicsScene;
1330 // remove the physics engine from both Scene and SceneGraph 1367 // remove the physics engine from both Scene and SceneGraph
1331 PhysicsScene = null; 1368 PhysicsScene = null;
@@ -1348,11 +1385,29 @@ namespace OpenSim.Region.Framework.Scenes
1348 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1385 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1349 if (m_heartbeatThread != null) 1386 if (m_heartbeatThread != null)
1350 { 1387 {
1388 m_hbRestarts++;
1389 if(m_hbRestarts > 10)
1390 Environment.Exit(1);
1391 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1392
1393//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1394//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1395//proc.EnableRaisingEvents=false;
1396//proc.StartInfo.FileName = "/bin/kill";
1397//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1398//proc.Start();
1399//proc.WaitForExit();
1400//Thread.Sleep(1000);
1401//Environment.Exit(1);
1351 m_heartbeatThread.Abort(); 1402 m_heartbeatThread.Abort();
1403 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1352 m_heartbeatThread = null; 1404 m_heartbeatThread = null;
1353 } 1405 }
1354// m_lastUpdate = Util.EnvironmentTickCount(); 1406// m_lastUpdate = Util.EnvironmentTickCount();
1355 1407
1408// m_sceneGraph.PreparePhysicsSimulation();
1409
1410
1356 m_heartbeatThread 1411 m_heartbeatThread
1357 = Watchdog.StartThread( 1412 = Watchdog.StartThread(
1358 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); 1413 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
@@ -1495,16 +1550,20 @@ namespace OpenSim.Region.Framework.Scenes
1495 endFrame = Frame + frames; 1550 endFrame = Frame + frames;
1496 1551
1497 float physicsFPS = 0f; 1552 float physicsFPS = 0f;
1498 int previousFrameTick, tmpMS; 1553 int tmpMS;
1499 int maintc = Util.EnvironmentTickCount(); 1554 int previousFrameTick;
1555 int maintc;
1556 int sleepMS;
1557 int framestart;
1500 1558
1501 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) 1559 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
1502 { 1560 {
1561 framestart = Util.EnvironmentTickCount();
1503 ++Frame; 1562 ++Frame;
1504 1563
1505// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1564// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1506 1565
1507 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; 1566 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1508 1567
1509 try 1568 try
1510 { 1569 {
@@ -1556,6 +1615,7 @@ namespace OpenSim.Region.Framework.Scenes
1556 m_sceneGraph.UpdatePresences(); 1615 m_sceneGraph.UpdatePresences();
1557 1616
1558 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1617 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1618
1559 1619
1560 // Delete temp-on-rez stuff 1620 // Delete temp-on-rez stuff
1561 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1621 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@@ -1637,34 +1697,37 @@ namespace OpenSim.Region.Framework.Scenes
1637 1697
1638 Watchdog.UpdateThread(); 1698 Watchdog.UpdateThread();
1639 1699
1700 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1701
1702 StatsReporter.AddPhysicsFPS(physicsFPS);
1703 StatsReporter.AddTimeDilation(TimeDilation);
1704 StatsReporter.AddFPS(1);
1705
1706 StatsReporter.addAgentMS(agentMS);
1707 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1708 StatsReporter.addOtherMS(otherMS);
1709 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1710
1640 previousFrameTick = m_lastFrameTick; 1711 previousFrameTick = m_lastFrameTick;
1641 m_lastFrameTick = Util.EnvironmentTickCount(); 1712 m_lastFrameTick = Util.EnvironmentTickCount();
1642 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1713 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1643 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1714 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1644 1715
1716 m_firstHeartbeat = false;
1717
1718 sleepMS = Util.EnvironmentTickCount();
1719
1645 if (tmpMS > 0) 1720 if (tmpMS > 0)
1646 {
1647 Thread.Sleep(tmpMS); 1721 Thread.Sleep(tmpMS);
1648 spareMS += tmpMS;
1649 }
1650 1722
1651 frameMS = Util.EnvironmentTickCountSubtract(maintc); 1723 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1652 maintc = Util.EnvironmentTickCount(); 1724 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1653 1725 StatsReporter.addSleepMS(sleepMS);
1654 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1726 StatsReporter.addFrameMS(frameMS);
1655 1727
1656 // if (Frame%m_update_avatars == 0) 1728 // if (Frame%m_update_avatars == 0)
1657 // UpdateInWorldTime(); 1729 // UpdateInWorldTime();
1658 StatsReporter.AddPhysicsFPS(physicsFPS);
1659 StatsReporter.AddTimeDilation(TimeDilation);
1660 StatsReporter.AddFPS(1);
1661 1730
1662 StatsReporter.addFrameMS(frameMS);
1663 StatsReporter.addAgentMS(agentMS);
1664 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1665 StatsReporter.addOtherMS(otherMS);
1666 StatsReporter.AddSpareMS(spareMS);
1667 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1668 1731
1669 // Optionally warn if a frame takes double the amount of time that it should. 1732 // Optionally warn if a frame takes double the amount of time that it should.
1670 if (DebugUpdates 1733 if (DebugUpdates
@@ -1782,7 +1845,7 @@ namespace OpenSim.Region.Framework.Scenes
1782 msg.fromAgentName = "Server"; 1845 msg.fromAgentName = "Server";
1783 msg.dialog = (byte)19; // Object msg 1846 msg.dialog = (byte)19; // Object msg
1784 msg.fromGroup = false; 1847 msg.fromGroup = false;
1785 msg.offline = (byte)0; 1848 msg.offline = (byte)1;
1786 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1849 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1787 msg.Position = Vector3.Zero; 1850 msg.Position = Vector3.Zero;
1788 msg.RegionID = RegionInfo.RegionID.Guid; 1851 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -2004,6 +2067,19 @@ namespace OpenSim.Region.Framework.Scenes
2004 EventManager.TriggerPrimsLoaded(this); 2067 EventManager.TriggerPrimsLoaded(this);
2005 } 2068 }
2006 2069
2070 public bool SuportsRayCastFiltered()
2071 {
2072 if (PhysicsScene == null)
2073 return false;
2074 return PhysicsScene.SuportsRaycastWorldFiltered();
2075 }
2076
2077 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2078 {
2079 if (PhysicsScene == null)
2080 return null;
2081 return PhysicsScene.RaycastWorld(position, direction, length, Count,filter);
2082 }
2007 2083
2008 /// <summary> 2084 /// <summary>
2009 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. 2085 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
@@ -2020,14 +2096,24 @@ namespace OpenSim.Region.Framework.Scenes
2020 /// <returns></returns> 2096 /// <returns></returns>
2021 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 2097 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
2022 { 2098 {
2099
2100 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
2101 Vector3 wpos = Vector3.Zero;
2102 // Check for water surface intersection from above
2103 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
2104 {
2105 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
2106 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
2107 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
2108 wpos.Z = wheight;
2109 }
2110
2023 Vector3 pos = Vector3.Zero; 2111 Vector3 pos = Vector3.Zero;
2024 if (RayEndIsIntersection == (byte)1) 2112 if (RayEndIsIntersection == (byte)1)
2025 { 2113 {
2026 pos = RayEnd; 2114 pos = RayEnd;
2027 return pos;
2028 } 2115 }
2029 2116 else if (RayTargetID != UUID.Zero)
2030 if (RayTargetID != UUID.Zero)
2031 { 2117 {
2032 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 2118 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
2033 2119
@@ -2049,7 +2135,7 @@ namespace OpenSim.Region.Framework.Scenes
2049 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2135 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
2050 2136
2051 // Un-comment out the following line to Get Raytrace results printed to the console. 2137 // Un-comment out the following line to Get Raytrace results printed to the console.
2052 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2138 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
2053 float ScaleOffset = 0.5f; 2139 float ScaleOffset = 0.5f;
2054 2140
2055 // If we hit something 2141 // If we hit something
@@ -2072,13 +2158,10 @@ namespace OpenSim.Region.Framework.Scenes
2072 //pos.Z -= 0.25F; 2158 //pos.Z -= 0.25F;
2073 2159
2074 } 2160 }
2075
2076 return pos;
2077 } 2161 }
2078 else 2162 else
2079 { 2163 {
2080 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2164 // We don't have a target here, so we're going to raytrace all the objects in the scene.
2081
2082 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2165 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
2083 2166
2084 // Un-comment the following line to print the raytrace results to the console. 2167 // Un-comment the following line to print the raytrace results to the console.
@@ -2087,13 +2170,12 @@ namespace OpenSim.Region.Framework.Scenes
2087 if (ei.HitTF) 2170 if (ei.HitTF)
2088 { 2171 {
2089 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2172 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
2090 } else 2173 }
2174 else
2091 { 2175 {
2092 // fall back to our stupid functionality 2176 // fall back to our stupid functionality
2093 pos = RayEnd; 2177 pos = RayEnd;
2094 } 2178 }
2095
2096 return pos;
2097 } 2179 }
2098 } 2180 }
2099 else 2181 else
@@ -2104,8 +2186,12 @@ namespace OpenSim.Region.Framework.Scenes
2104 //increase height so its above the ground. 2186 //increase height so its above the ground.
2105 //should be getting the normal of the ground at the rez point and using that? 2187 //should be getting the normal of the ground at the rez point and using that?
2106 pos.Z += scale.Z / 2f; 2188 pos.Z += scale.Z / 2f;
2107 return pos; 2189// return pos;
2108 } 2190 }
2191
2192 // check against posible water intercept
2193 if (wpos.Z > pos.Z) pos = wpos;
2194 return pos;
2109 } 2195 }
2110 2196
2111 2197
@@ -2196,12 +2282,12 @@ namespace OpenSim.Region.Framework.Scenes
2196 { 2282 {
2197 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) 2283 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
2198 { 2284 {
2285 sceneObject.IsDeleted = false;
2199 EventManager.TriggerObjectAddedToScene(sceneObject); 2286 EventManager.TriggerObjectAddedToScene(sceneObject);
2200 return true; 2287 return true;
2201 } 2288 }
2202 2289
2203 return false; 2290 return false;
2204
2205 } 2291 }
2206 2292
2207 /// <summary> 2293 /// <summary>
@@ -2293,6 +2379,15 @@ namespace OpenSim.Region.Framework.Scenes
2293 /// </summary> 2379 /// </summary>
2294 public void DeleteAllSceneObjects() 2380 public void DeleteAllSceneObjects()
2295 { 2381 {
2382 DeleteAllSceneObjects(false);
2383 }
2384
2385 /// <summary>
2386 /// Delete every object from the scene. This does not include attachments worn by avatars.
2387 /// </summary>
2388 public void DeleteAllSceneObjects(bool exceptNoCopy)
2389 {
2390 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2296 lock (Entities) 2391 lock (Entities)
2297 { 2392 {
2298 EntityBase[] entities = Entities.GetEntities(); 2393 EntityBase[] entities = Entities.GetEntities();
@@ -2301,11 +2396,24 @@ namespace OpenSim.Region.Framework.Scenes
2301 if (e is SceneObjectGroup) 2396 if (e is SceneObjectGroup)
2302 { 2397 {
2303 SceneObjectGroup sog = (SceneObjectGroup)e; 2398 SceneObjectGroup sog = (SceneObjectGroup)e;
2304 if (!sog.IsAttachment) 2399 if (sog != null && !sog.IsAttachment)
2305 DeleteSceneObject((SceneObjectGroup)e, false); 2400 {
2401 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2402 {
2403 DeleteSceneObject((SceneObjectGroup)e, false);
2404 }
2405 else
2406 {
2407 toReturn.Add((SceneObjectGroup)e);
2408 }
2409 }
2306 } 2410 }
2307 } 2411 }
2308 } 2412 }
2413 if (toReturn.Count > 0)
2414 {
2415 returnObjects(toReturn.ToArray(), UUID.Zero);
2416 }
2309 } 2417 }
2310 2418
2311 /// <summary> 2419 /// <summary>
@@ -2340,6 +2448,12 @@ namespace OpenSim.Region.Framework.Scenes
2340 2448
2341 foreach (SceneObjectPart part in partList) 2449 foreach (SceneObjectPart part in partList)
2342 { 2450 {
2451 if (part.KeyframeMotion != null)
2452 {
2453 part.KeyframeMotion.Delete();
2454 part.KeyframeMotion = null;
2455 }
2456
2343 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0)) 2457 if (part.IsJoint() && ((part.Flags & PrimFlags.Physics) != 0))
2344 { 2458 {
2345 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed? 2459 PhysicsScene.RequestJointDeletion(part.Name); // FIXME: what if the name changed?
@@ -2357,6 +2471,8 @@ namespace OpenSim.Region.Framework.Scenes
2357 } 2471 }
2358 2472
2359 group.DeleteGroupFromScene(silent); 2473 group.DeleteGroupFromScene(silent);
2474 if (!silent)
2475 SendKillObject(new List<uint>() { group.LocalId });
2360 2476
2361// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2477// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2362 } 2478 }
@@ -2647,7 +2763,7 @@ namespace OpenSim.Region.Framework.Scenes
2647 // If the user is banned, we won't let any of their objects 2763 // If the user is banned, we won't let any of their objects
2648 // enter. Period. 2764 // enter. Period.
2649 // 2765 //
2650 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) 2766 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2651 { 2767 {
2652 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); 2768 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2653 return false; 2769 return false;
@@ -2655,6 +2771,8 @@ namespace OpenSim.Region.Framework.Scenes
2655 2771
2656 if (newPosition != Vector3.Zero) 2772 if (newPosition != Vector3.Zero)
2657 newObject.RootPart.GroupPosition = newPosition; 2773 newObject.RootPart.GroupPosition = newPosition;
2774 if (newObject.RootPart.KeyframeMotion != null)
2775 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2658 2776
2659 if (!AddSceneObject(newObject)) 2777 if (!AddSceneObject(newObject))
2660 { 2778 {
@@ -2699,6 +2817,23 @@ namespace OpenSim.Region.Framework.Scenes
2699 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2817 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2700 public bool AddSceneObject(SceneObjectGroup sceneObject) 2818 public bool AddSceneObject(SceneObjectGroup sceneObject)
2701 { 2819 {
2820 if (sceneObject.OwnerID == UUID.Zero)
2821 {
2822 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2823 return false;
2824 }
2825
2826 // If the user is banned, we won't let any of their objects
2827 // enter. Period.
2828 //
2829 int flags = GetUserFlags(sceneObject.OwnerID);
2830 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2831 {
2832 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2833
2834 return false;
2835 }
2836
2702 // Force allocation of new LocalId 2837 // Force allocation of new LocalId
2703 // 2838 //
2704 SceneObjectPart[] parts = sceneObject.Parts; 2839 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2732,16 +2867,27 @@ namespace OpenSim.Region.Framework.Scenes
2732 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2867 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2733 2868
2734 if (AttachmentsModule != null) 2869 if (AttachmentsModule != null)
2735 AttachmentsModule.AttachObject(sp, grp, 0, false, false); 2870 AttachmentsModule.AttachObject(sp, grp, 0, false, false, false);
2736 } 2871 }
2737 else 2872 else
2738 { 2873 {
2874 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2739 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2875 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2740 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2876 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2741 } 2877 }
2878 if (sceneObject.OwnerID == UUID.Zero)
2879 {
2880 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2881 return false;
2882 }
2742 } 2883 }
2743 else 2884 else
2744 { 2885 {
2886 if (sceneObject.OwnerID == UUID.Zero)
2887 {
2888 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2889 return false;
2890 }
2745 AddRestoredSceneObject(sceneObject, true, false); 2891 AddRestoredSceneObject(sceneObject, true, false);
2746 } 2892 }
2747 2893
@@ -2758,6 +2904,24 @@ namespace OpenSim.Region.Framework.Scenes
2758 return 2; // StateSource.PrimCrossing 2904 return 2; // StateSource.PrimCrossing
2759 } 2905 }
2760 2906
2907 public int GetUserFlags(UUID user)
2908 {
2909 //Unfortunately the SP approach means that the value is cached until region is restarted
2910 /*
2911 ScenePresence sp;
2912 if (TryGetScenePresence(user, out sp))
2913 {
2914 return sp.UserFlags;
2915 }
2916 else
2917 {
2918 */
2919 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2920 if (uac == null)
2921 return 0;
2922 return uac.UserFlags;
2923 //}
2924 }
2761 #endregion 2925 #endregion
2762 2926
2763 #region Add/Remove Avatar Methods 2927 #region Add/Remove Avatar Methods
@@ -2790,7 +2954,7 @@ namespace OpenSim.Region.Framework.Scenes
2790 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2954 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2791 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2955 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2792 2956
2793 // CheckHeartbeat(); 2957 CheckHeartbeat();
2794 2958
2795 sp = GetScenePresence(client.AgentId); 2959 sp = GetScenePresence(client.AgentId);
2796 2960
@@ -2934,19 +3098,14 @@ namespace OpenSim.Region.Framework.Scenes
2934 // and the scene presence and the client, if they exist 3098 // and the scene presence and the client, if they exist
2935 try 3099 try
2936 { 3100 {
2937 // We need to wait for the client to make UDP contact first. 3101 ScenePresence sp = GetScenePresence(agentID);
2938 // It's the UDP contact that creates the scene presence 3102
2939 ScenePresence sp = WaitGetScenePresence(agentID);
2940 if (sp != null) 3103 if (sp != null)
2941 { 3104 {
2942 PresenceService.LogoutAgent(sp.ControllingClient.SessionId); 3105 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2943
2944 sp.ControllingClient.Close(); 3106 sp.ControllingClient.Close();
2945 } 3107 }
2946 else 3108
2947 {
2948 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2949 }
2950 // BANG! SLASH! 3109 // BANG! SLASH!
2951 m_authenticateHandler.RemoveCircuit(agentID); 3110 m_authenticateHandler.RemoveCircuit(agentID);
2952 3111
@@ -2991,6 +3150,8 @@ namespace OpenSim.Region.Framework.Scenes
2991 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 3150 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2992 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 3151 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2993 3152
3153 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
3154
2994 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 3155 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2995 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 3156 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2996 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 3157 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -3047,6 +3208,7 @@ namespace OpenSim.Region.Framework.Scenes
3047 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3208 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
3048 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3209 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
3049 client.OnCopyInventoryItem += CopyInventoryItem; 3210 client.OnCopyInventoryItem += CopyInventoryItem;
3211 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
3050 client.OnMoveInventoryItem += MoveInventoryItem; 3212 client.OnMoveInventoryItem += MoveInventoryItem;
3051 client.OnRemoveInventoryItem += RemoveInventoryItem; 3213 client.OnRemoveInventoryItem += RemoveInventoryItem;
3052 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3214 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -3118,6 +3280,8 @@ namespace OpenSim.Region.Framework.Scenes
3118 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3280 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
3119 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3281 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
3120 3282
3283 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3284
3121 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3285 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3122 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3286 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3123 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3287 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3220,7 +3384,7 @@ namespace OpenSim.Region.Framework.Scenes
3220 /// </summary> 3384 /// </summary>
3221 /// <param name="agentId">The avatar's Unique ID</param> 3385 /// <param name="agentId">The avatar's Unique ID</param>
3222 /// <param name="client">The IClientAPI for the client</param> 3386 /// <param name="client">The IClientAPI for the client</param>
3223 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3387 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3224 { 3388 {
3225 if (EntityTransferModule != null) 3389 if (EntityTransferModule != null)
3226 { 3390 {
@@ -3231,6 +3395,7 @@ namespace OpenSim.Region.Framework.Scenes
3231 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3395 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3232 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3396 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3233 } 3397 }
3398 return false;
3234 } 3399 }
3235 3400
3236 /// <summary> 3401 /// <summary>
@@ -3340,6 +3505,16 @@ namespace OpenSim.Region.Framework.Scenes
3340 /// <param name="flags"></param> 3505 /// <param name="flags"></param>
3341 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3506 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3342 { 3507 {
3508 //Add half the avatar's height so that the user doesn't fall through prims
3509 ScenePresence presence;
3510 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3511 {
3512 if (presence.Appearance != null)
3513 {
3514 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3515 }
3516 }
3517
3343 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3518 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3344 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3519 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3345 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3520 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3477,6 +3652,7 @@ namespace OpenSim.Region.Framework.Scenes
3477 // It's possible for child agents to have transactions if changes are being made cross-border. 3652 // It's possible for child agents to have transactions if changes are being made cross-border.
3478 if (AgentTransactionsModule != null) 3653 if (AgentTransactionsModule != null)
3479 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); 3654 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3655 m_log.Debug("[Scene] The avatar has left the building");
3480 } 3656 }
3481 catch (Exception e) 3657 catch (Exception e)
3482 { 3658 {
@@ -3669,38 +3845,39 @@ namespace OpenSim.Region.Framework.Scenes
3669 agent.firstname, agent.lastname, agent.Viewer); 3845 agent.firstname, agent.lastname, agent.Viewer);
3670 reason = "Access denied, your viewer is banned by the region owner"; 3846 reason = "Access denied, your viewer is banned by the region owner";
3671 return false; 3847 return false;
3672 } 3848 }
3849
3850
3851 ScenePresence sp = GetScenePresence(agent.AgentID);
3673 3852
3674 ILandObject land; 3853 if (sp != null && !sp.IsChildAgent)
3854 {
3855 // We have a zombie from a crashed session.
3856 // Or the same user is trying to be root twice here, won't work.
3857 // Kill it.
3858 m_log.WarnFormat(
3859 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3860 sp.Name, sp.UUID, RegionInfo.RegionName);
3861
3862 sp.ControllingClient.Close(true, true);
3863 sp = null;
3864 }
3675 3865
3676 lock (agent) 3866 lock (agent)
3677 { 3867 {
3678 ScenePresence sp = GetScenePresence(agent.AgentID);
3679
3680 if (sp != null && !sp.IsChildAgent)
3681 {
3682 // We have a zombie from a crashed session.
3683 // Or the same user is trying to be root twice here, won't work.
3684 // Kill it.
3685 m_log.WarnFormat(
3686 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3687 sp.Name, sp.UUID, RegionInfo.RegionName);
3688
3689 sp.ControllingClient.Close(true);
3690 sp = null;
3691 }
3692
3693 land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3694
3695 //On login test land permisions 3868 //On login test land permisions
3696 if (vialogin) 3869 if (vialogin)
3697 { 3870 {
3698 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3871 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3872 if (cache != null)
3873 cache.Remove(agent.firstname + " " + agent.lastname);
3874 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3699 { 3875 {
3876 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3700 return false; 3877 return false;
3701 } 3878 }
3702 } 3879 }
3703 3880
3704 if (sp == null) // We don't have an [child] agent here already 3881 if (sp == null) // We don't have an [child] agent here already
3705 { 3882 {
3706 if (requirePresenceLookup) 3883 if (requirePresenceLookup)
@@ -3709,34 +3886,36 @@ namespace OpenSim.Region.Framework.Scenes
3709 { 3886 {
3710 if (!VerifyUserPresence(agent, out reason)) 3887 if (!VerifyUserPresence(agent, out reason))
3711 return false; 3888 return false;
3712 } 3889 } catch (Exception e)
3713 catch (Exception e)
3714 { 3890 {
3715 m_log.ErrorFormat( 3891 m_log.ErrorFormat(
3716 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace); 3892 "[SCENE]: Exception verifying presence {0}{1}", e.Message, e.StackTrace);
3717
3718 return false; 3893 return false;
3719 } 3894 }
3720 } 3895 }
3721 3896
3722 try 3897 try
3723 { 3898 {
3724 if (!AuthorizeUser(agent, out reason)) 3899 // Always check estate if this is a login. Always
3725 return false; 3900 // check if banned regions are to be blacked out.
3901 if (vialogin || (!m_seeIntoBannedRegion))
3902 {
3903 if (!AuthorizeUser(agent, out reason))
3904 return false;
3905 }
3726 } 3906 }
3727 catch (Exception e) 3907 catch (Exception e)
3728 { 3908 {
3729 m_log.ErrorFormat( 3909 m_log.ErrorFormat(
3730 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3910 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
3731
3732 return false; 3911 return false;
3733 } 3912 }
3734 3913
3735 m_log.InfoFormat( 3914 m_log.InfoFormat(
3736 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", 3915 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
3737 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, 3916 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
3738 agent.AgentID, agent.circuitcode); 3917 agent.AgentID, agent.circuitcode);
3739 3918
3740 if (CapsModule != null) 3919 if (CapsModule != null)
3741 { 3920 {
3742 CapsModule.SetAgentCapsSeeds(agent); 3921 CapsModule.SetAgentCapsSeeds(agent);
@@ -3748,15 +3927,15 @@ namespace OpenSim.Region.Framework.Scenes
3748 // Let the SP know how we got here. This has a lot of interesting 3927 // Let the SP know how we got here. This has a lot of interesting
3749 // uses down the line. 3928 // uses down the line.
3750 sp.TeleportFlags = (TPFlags)teleportFlags; 3929 sp.TeleportFlags = (TPFlags)teleportFlags;
3751 3930
3752 if (sp.IsChildAgent) 3931 if (sp.IsChildAgent)
3753 { 3932 {
3754 m_log.DebugFormat( 3933 m_log.DebugFormat(
3755 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", 3934 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
3756 agent.AgentID, RegionInfo.RegionName); 3935 agent.AgentID, RegionInfo.RegionName);
3757 3936
3758 sp.AdjustKnownSeeds(); 3937 sp.AdjustKnownSeeds();
3759 3938
3760 if (CapsModule != null) 3939 if (CapsModule != null)
3761 CapsModule.SetAgentCapsSeeds(agent); 3940 CapsModule.SetAgentCapsSeeds(agent);
3762 } 3941 }
@@ -3858,6 +4037,8 @@ namespace OpenSim.Region.Framework.Scenes
3858 } 4037 }
3859 4038
3860 // Honor parcel landing type and position. 4039 // Honor parcel landing type and position.
4040 /*
4041 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3861 if (land != null) 4042 if (land != null)
3862 { 4043 {
3863 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 4044 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3865,25 +4046,43 @@ namespace OpenSim.Region.Framework.Scenes
3865 agent.startpos = land.LandData.UserLocation; 4046 agent.startpos = land.LandData.UserLocation;
3866 } 4047 }
3867 } 4048 }
4049 */// This is now handled properly in ScenePresence.MakeRootAgent
3868 } 4050 }
3869 4051
3870 return true; 4052 return true;
3871 } 4053 }
3872 4054
3873 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 4055 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3874 { 4056 {
3875 bool banned = land.IsBannedFromLand(agent.AgentID); 4057 if (posX < 0)
3876 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 4058 posX = 0;
4059 else if (posX >= 256)
4060 posX = 255.999f;
4061 if (posY < 0)
4062 posY = 0;
4063 else if (posY >= 256)
4064 posY = 255.999f;
4065
4066 reason = String.Empty;
4067 if (Permissions.IsGod(agentID))
4068 return true;
4069
4070 ILandObject land = LandChannel.GetLandObject(posX, posY);
4071 if (land == null)
4072 return false;
4073
4074 bool banned = land.IsBannedFromLand(agentID);
4075 bool restricted = land.IsRestrictedFromLand(agentID);
3877 4076
3878 if (banned || restricted) 4077 if (banned || restricted)
3879 { 4078 {
3880 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 4079 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3881 if (nearestParcel != null) 4080 if (nearestParcel != null)
3882 { 4081 {
3883 //Move agent to nearest allowed 4082 //Move agent to nearest allowed
3884 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 4083 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3885 agent.startpos.X = newPosition.X; 4084 posX = newPosition.X;
3886 agent.startpos.Y = newPosition.Y; 4085 posY = newPosition.Y;
3887 } 4086 }
3888 else 4087 else
3889 { 4088 {
@@ -3945,7 +4144,7 @@ namespace OpenSim.Region.Framework.Scenes
3945 4144
3946 if (!m_strictAccessControl) return true; 4145 if (!m_strictAccessControl) return true;
3947 if (Permissions.IsGod(agent.AgentID)) return true; 4146 if (Permissions.IsGod(agent.AgentID)) return true;
3948 4147
3949 if (AuthorizationService != null) 4148 if (AuthorizationService != null)
3950 { 4149 {
3951 if (!AuthorizationService.IsAuthorizedForRegion( 4150 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3960,7 +4159,7 @@ namespace OpenSim.Region.Framework.Scenes
3960 4159
3961 if (RegionInfo.EstateSettings != null) 4160 if (RegionInfo.EstateSettings != null)
3962 { 4161 {
3963 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 4162 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
3964 { 4163 {
3965 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 4164 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3966 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 4165 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -4150,6 +4349,15 @@ namespace OpenSim.Region.Framework.Scenes
4150 4349
4151 // XPTO: if this agent is not allowed here as root, always return false 4350 // XPTO: if this agent is not allowed here as root, always return false
4152 4351
4352 // We have to wait until the viewer contacts this region after receiving EAC.
4353 // That calls AddNewClient, which finally creates the ScenePresence
4354 int flags = GetUserFlags(cAgentData.AgentID);
4355 if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4356 {
4357 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4358 return false;
4359 }
4360
4153 // TODO: This check should probably be in QueryAccess(). 4361 // TODO: This check should probably be in QueryAccess().
4154 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4362 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
4155 if (nearestParcel == null) 4363 if (nearestParcel == null)
@@ -4214,7 +4422,7 @@ namespace OpenSim.Region.Framework.Scenes
4214 /// <param name='agentID'></param> 4422 /// <param name='agentID'></param>
4215 protected virtual ScenePresence WaitGetScenePresence(UUID agentID) 4423 protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
4216 { 4424 {
4217 int ntimes = 10; 4425 int ntimes = 30;
4218 ScenePresence sp = null; 4426 ScenePresence sp = null;
4219 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) 4427 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
4220 Thread.Sleep(1000); 4428 Thread.Sleep(1000);
@@ -4244,6 +4452,16 @@ namespace OpenSim.Region.Framework.Scenes
4244 return false; 4452 return false;
4245 } 4453 }
4246 4454
4455 public bool IncomingCloseAgent(UUID agentID)
4456 {
4457 return IncomingCloseAgent(agentID, false);
4458 }
4459
4460 public bool IncomingCloseChildAgent(UUID agentID)
4461 {
4462 return IncomingCloseAgent(agentID, true);
4463 }
4464
4247 /// <summary> 4465 /// <summary>
4248 /// Tell a single agent to disconnect from the region. 4466 /// Tell a single agent to disconnect from the region.
4249 /// </summary> 4467 /// </summary>
@@ -4259,7 +4477,7 @@ namespace OpenSim.Region.Framework.Scenes
4259 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); 4477 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
4260 if (presence != null) 4478 if (presence != null)
4261 { 4479 {
4262 presence.ControllingClient.Close(force); 4480 presence.ControllingClient.Close(force, force);
4263 return true; 4481 return true;
4264 } 4482 }
4265 4483
@@ -4919,35 +5137,81 @@ namespace OpenSim.Region.Framework.Scenes
4919 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); 5137 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
4920 } 5138 }
4921 5139
4922 public int GetHealth() 5140 public int GetHealth(out int flags, out string message)
4923 { 5141 {
4924 // Returns: 5142 // Returns:
4925 // 1 = sim is up and accepting http requests. The heartbeat has 5143 // 1 = sim is up and accepting http requests. The heartbeat has
4926 // stopped and the sim is probably locked up, but a remote 5144 // stopped and the sim is probably locked up, but a remote
4927 // admin restart may succeed 5145 // admin restart may succeed
4928 // 5146 //
4929 // 2 = Sim is up and the heartbeat is running. The sim is likely 5147 // 2 = Sim is up and the heartbeat is running. The sim is likely
4930 // usable for people within and logins _may_ work 5148 // usable for people within
5149 //
5150 // 3 = Sim is up and one packet thread is running. Sim is
5151 // unstable and will not accept new logins
4931 // 5152 //
4932 // 3 = We have seen a new user enter within the past 4 minutes 5153 // 4 = Sim is up and both packet threads are running. Sim is
5154 // likely usable
5155 //
5156 // 5 = We have seen a new user enter within the past 4 minutes
4933 // which can be seen as positive confirmation of sim health 5157 // which can be seen as positive confirmation of sim health
4934 // 5158 //
5159
5160 flags = 0;
5161 message = String.Empty;
5162
5163 CheckHeartbeat();
5164
5165 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
5166 {
5167 // We're still starting
5168 // 0 means "in startup", it can't happen another way, since
5169 // to get here, we must be able to accept http connections
5170 return 0;
5171 }
5172
4935 int health=1; // Start at 1, means we're up 5173 int health=1; // Start at 1, means we're up
4936 5174
4937 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 5175 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4938 health += 1; 5176 {
5177 health+=1;
5178 flags |= 1;
5179 }
5180
5181 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
5182 {
5183 health+=1;
5184 flags |= 2;
5185 }
5186
5187 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
5188 {
5189 health+=1;
5190 flags |= 4;
5191 }
4939 else 5192 else
5193 {
5194int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
5195System.Diagnostics.Process proc = new System.Diagnostics.Process();
5196proc.EnableRaisingEvents=false;
5197proc.StartInfo.FileName = "/bin/kill";
5198proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
5199proc.Start();
5200proc.WaitForExit();
5201Thread.Sleep(1000);
5202Environment.Exit(1);
5203 }
5204
5205 if (flags != 7)
4940 return health; 5206 return health;
4941 5207
4942 // A login in the last 4 mins? We can't be doing too badly 5208 // A login in the last 4 mins? We can't be doing too badly
4943 // 5209 //
4944 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 5210 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4945 health++; 5211 health++;
4946 else 5212 else
4947 return health; 5213 return health;
4948 5214
4949// CheckHeartbeat();
4950
4951 return health; 5215 return health;
4952 } 5216 }
4953 5217
@@ -5035,7 +5299,7 @@ namespace OpenSim.Region.Framework.Scenes
5035 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 5299 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
5036 if (wasUsingPhysics) 5300 if (wasUsingPhysics)
5037 { 5301 {
5038 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 5302 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
5039 } 5303 }
5040 } 5304 }
5041 5305
@@ -5134,14 +5398,14 @@ namespace OpenSim.Region.Framework.Scenes
5134 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5398 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
5135 } 5399 }
5136 5400
5137// private void CheckHeartbeat() 5401 private void CheckHeartbeat()
5138// { 5402 {
5139// if (m_firstHeartbeat) 5403 if (m_firstHeartbeat)
5140// return; 5404 return;
5141// 5405
5142// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5406 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
5143// StartTimer(); 5407 Start();
5144// } 5408 }
5145 5409
5146 public override ISceneObject DeserializeObject(string representation) 5410 public override ISceneObject DeserializeObject(string representation)
5147 { 5411 {
@@ -5153,9 +5417,14 @@ namespace OpenSim.Region.Framework.Scenes
5153 get { return m_allowScriptCrossings; } 5417 get { return m_allowScriptCrossings; }
5154 } 5418 }
5155 5419
5156 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5420 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
5157 { 5421 {
5158 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5422 return GetNearestAllowedPosition(avatar, null);
5423 }
5424
5425 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
5426 {
5427 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
5159 5428
5160 if (nearestParcel != null) 5429 if (nearestParcel != null)
5161 { 5430 {
@@ -5164,10 +5433,7 @@ namespace OpenSim.Region.Framework.Scenes
5164 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5433 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
5165 if (nearestPoint != null) 5434 if (nearestPoint != null)
5166 { 5435 {
5167// m_log.DebugFormat( 5436 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
5168// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
5169// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
5170
5171 return nearestPoint.Value; 5437 return nearestPoint.Value;
5172 } 5438 }
5173 5439
@@ -5177,17 +5443,20 @@ namespace OpenSim.Region.Framework.Scenes
5177 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5443 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
5178 if (nearestPoint != null) 5444 if (nearestPoint != null)
5179 { 5445 {
5180// m_log.DebugFormat( 5446 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
5181// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
5182
5183 return nearestPoint.Value; 5447 return nearestPoint.Value;
5184 } 5448 }
5185 5449
5186 //Ultimate backup if we have no idea where they are 5450 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
5187// m_log.DebugFormat( 5451 if (dest != excludeParcel)
5188// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5452 {
5453 // Ultimate backup if we have no idea where they are and
5454 // the last allowed position was in another parcel
5455 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5456 return avatar.lastKnownAllowedPosition;
5457 }
5189 5458
5190 return avatar.lastKnownAllowedPosition; 5459 // else fall through to region edge
5191 } 5460 }
5192 5461
5193 //Go to the edge, this happens in teleporting to a region with no available parcels 5462 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -5221,13 +5490,18 @@ namespace OpenSim.Region.Framework.Scenes
5221 5490
5222 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5491 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
5223 { 5492 {
5493 return GetNearestAllowedParcel(avatarId, x, y, null);
5494 }
5495
5496 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5497 {
5224 List<ILandObject> all = AllParcels(); 5498 List<ILandObject> all = AllParcels();
5225 float minParcelDistance = float.MaxValue; 5499 float minParcelDistance = float.MaxValue;
5226 ILandObject nearestParcel = null; 5500 ILandObject nearestParcel = null;
5227 5501
5228 foreach (var parcel in all) 5502 foreach (var parcel in all)
5229 { 5503 {
5230 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5504 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
5231 { 5505 {
5232 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5506 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
5233 if (parcelDistance < minParcelDistance) 5507 if (parcelDistance < minParcelDistance)
@@ -5469,7 +5743,55 @@ namespace OpenSim.Region.Framework.Scenes
5469 mapModule.GenerateMaptile(); 5743 mapModule.GenerateMaptile();
5470 } 5744 }
5471 5745
5472 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5746// public void CleanDroppedAttachments()
5747// {
5748// List<SceneObjectGroup> objectsToDelete =
5749// new List<SceneObjectGroup>();
5750//
5751// lock (m_cleaningAttachments)
5752// {
5753// ForEachSOG(delegate (SceneObjectGroup grp)
5754// {
5755// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5756// {
5757// UUID agentID = grp.OwnerID;
5758// if (agentID == UUID.Zero)
5759// {
5760// objectsToDelete.Add(grp);
5761// return;
5762// }
5763//
5764// ScenePresence sp = GetScenePresence(agentID);
5765// if (sp == null)
5766// {
5767// objectsToDelete.Add(grp);
5768// return;
5769// }
5770// }
5771// });
5772// }
5773//
5774// foreach (SceneObjectGroup grp in objectsToDelete)
5775// {
5776// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5777// DeleteSceneObject(grp, true);
5778// }
5779// }
5780
5781 public void ThreadAlive(int threadCode)
5782 {
5783 switch(threadCode)
5784 {
5785 case 1: // Incoming
5786 m_lastIncoming = Util.EnvironmentTickCount();
5787 break;
5788 case 2: // Incoming
5789 m_lastOutgoing = Util.EnvironmentTickCount();
5790 break;
5791 }
5792 }
5793
5794 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5473 { 5795 {
5474 RegenerateMaptile(); 5796 RegenerateMaptile();
5475 5797
@@ -5497,6 +5819,8 @@ namespace OpenSim.Region.Framework.Scenes
5497 /// <returns></returns> 5819 /// <returns></returns>
5498 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5820 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5499 { 5821 {
5822 reason = "You are banned from the region";
5823
5500 if (EntityTransferModule.IsInTransit(agentID)) 5824 if (EntityTransferModule.IsInTransit(agentID))
5501 { 5825 {
5502 reason = "Agent is still in transit from this region"; 5826 reason = "Agent is still in transit from this region";
@@ -5508,6 +5832,12 @@ namespace OpenSim.Region.Framework.Scenes
5508 return false; 5832 return false;
5509 } 5833 }
5510 5834
5835 if (Permissions.IsGod(agentID))
5836 {
5837 reason = String.Empty;
5838 return true;
5839 }
5840
5511 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. 5841 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5512 // However, the long term fix is to make sure root agent count is always accurate. 5842 // However, the long term fix is to make sure root agent count is always accurate.
5513 m_sceneGraph.RecalculateStats(); 5843 m_sceneGraph.RecalculateStats();
@@ -5528,6 +5858,41 @@ namespace OpenSim.Region.Framework.Scenes
5528 } 5858 }
5529 } 5859 }
5530 5860
5861 ScenePresence presence = GetScenePresence(agentID);
5862 IClientAPI client = null;
5863 AgentCircuitData aCircuit = null;
5864
5865 if (presence != null)
5866 {
5867 client = presence.ControllingClient;
5868 if (client != null)
5869 aCircuit = client.RequestClientInfo();
5870 }
5871
5872 // We may be called before there is a presence or a client.
5873 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5874 if (client == null)
5875 {
5876 aCircuit = new AgentCircuitData();
5877 aCircuit.AgentID = agentID;
5878 aCircuit.firstname = String.Empty;
5879 aCircuit.lastname = String.Empty;
5880 }
5881
5882 try
5883 {
5884 if (!AuthorizeUser(aCircuit, out reason))
5885 {
5886 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5887 return false;
5888 }
5889 }
5890 catch (Exception e)
5891 {
5892 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5893 return false;
5894 }
5895
5531 if (position == Vector3.Zero) // Teleport 5896 if (position == Vector3.Zero) // Teleport
5532 { 5897 {
5533 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5898 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5556,13 +5921,46 @@ namespace OpenSim.Region.Framework.Scenes
5556 } 5921 }
5557 } 5922 }
5558 } 5923 }
5924
5925 float posX = 128.0f;
5926 float posY = 128.0f;
5927
5928 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5929 {
5930 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5931 return false;
5932 }
5933 }
5934 else // Walking
5935 {
5936 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5937 if (land == null)
5938 return false;
5939
5940 bool banned = land.IsBannedFromLand(agentID);
5941 bool restricted = land.IsRestrictedFromLand(agentID);
5942
5943 if (banned || restricted)
5944 return false;
5559 } 5945 }
5560 5946
5561 reason = String.Empty; 5947 reason = String.Empty;
5562 return true; 5948 return true;
5563 } 5949 }
5564 5950
5565 /// <summary> 5951 public void StartTimerWatchdog()
5952 {
5953 m_timerWatchdog.Interval = 1000;
5954 m_timerWatchdog.Elapsed += TimerWatchdog;
5955 m_timerWatchdog.AutoReset = true;
5956 m_timerWatchdog.Start();
5957 }
5958
5959 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5960 {
5961 CheckHeartbeat();
5962 }
5963
5566 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5964 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5567 /// autopilot that moves an avatar to a sit target!. 5965 /// autopilot that moves an avatar to a sit target!.
5568 /// </summary> 5966 /// </summary>
@@ -5641,6 +6039,11 @@ namespace OpenSim.Region.Framework.Scenes
5641 return m_SpawnPoint - 1; 6039 return m_SpawnPoint - 1;
5642 } 6040 }
5643 6041
6042 private void HandleGcCollect(string module, string[] args)
6043 {
6044 GC.Collect();
6045 }
6046
5644 // Wrappers to get physics modules retrieve assets. Has to be done this way 6047 // Wrappers to get physics modules retrieve assets. Has to be done this way
5645 // because we can't assign the asset service to physics directly - at the 6048 // because we can't assign the asset service to physics directly - at the
5646 // time physics are instantiated it's not registered but it will be by 6049 // time physics are instantiated it's not registered but it will be by
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index b87a38a..7c8bd88 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -149,7 +149,6 @@ namespace OpenSim.Region.Framework.Scenes
149 149
150 protected ulong m_regionHandle; 150 protected ulong m_regionHandle;
151 protected string m_regionName; 151 protected string m_regionName;
152 protected RegionInfo m_regInfo;
153 152
154 public ITerrainChannel Heightmap; 153 public ITerrainChannel Heightmap;
155 154
@@ -174,6 +173,8 @@ namespace OpenSim.Region.Framework.Scenes
174 get { return m_permissions; } 173 get { return m_permissions; }
175 } 174 }
176 175
176 protected string m_datastore;
177
177 /* Used by the loadbalancer plugin on GForge */ 178 /* Used by the loadbalancer plugin on GForge */
178 protected RegionStatus m_regStatus; 179 protected RegionStatus m_regStatus;
179 public RegionStatus RegionStatus 180 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 305f8a4..775a4c2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -194,10 +194,13 @@ namespace OpenSim.Region.Framework.Scenes
194 } 194 }
195 } 195 }
196 196
197 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
198
197 /// <summary> 199 /// <summary>
198 /// Closes a child agent on a given region 200 /// This Closes child agents on neighboring regions
201 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
199 /// </summary> 202 /// </summary>
200 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 203 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
201 { 204 {
202 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 205 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
203 206
@@ -206,30 +209,29 @@ namespace OpenSim.Region.Framework.Scenes
206 Utils.LongToUInts(regionHandle, out x, out y); 209 Utils.LongToUInts(regionHandle, out x, out y);
207 210
208 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 211 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
212 m_scene.SimulationService.CloseChildAgent(destination, agentID);
213 }
209 214
210 m_log.DebugFormat( 215 private void SendCloseChildAgentCompleted(IAsyncResult iar)
211 "[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName); 216 {
212 217 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
213 m_scene.SimulationService.CloseAgent(destination, agentID); 218 icon.EndInvoke(iar);
214 } 219 }
215 220
216 /// <summary>
217 /// Closes a child agents in a collection of regions. Does so asynchronously
218 /// so that the caller doesn't wait.
219 /// </summary>
220 /// <param name="agentID"></param>
221 /// <param name="regionslst"></param>
222 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 221 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
223 { 222 {
224 foreach (ulong handle in regionslst) 223 foreach (ulong handle in regionslst)
225 { 224 {
226 SendCloseChildAgent(agentID, handle); 225 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
226 d.BeginInvoke(agentID, handle,
227 SendCloseChildAgentCompleted,
228 d);
227 } 229 }
228 } 230 }
229 231
230 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 232 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
231 { 233 {
232 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 234 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
233 } 235 }
234 } 236 }
235} \ No newline at end of file 237}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index a4383fd..e599e90 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -127,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
127 137
128 protected internal void Close() 138 protected internal void Close()
129 { 139 {
130 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
131 { 142 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
136 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
137 152
138 lock (SceneObjectGroupsByFullID) 153 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 154 SceneObjectGroupsByFullID.Clear();
@@ -254,6 +269,33 @@ namespace OpenSim.Region.Framework.Scenes
254 protected internal bool AddRestoredSceneObject( 269 protected internal bool AddRestoredSceneObject(
255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
256 { 271 {
272 if (!m_parentScene.CombineRegions)
273 {
274 // KF: Check for out-of-region, move inside and make static.
275 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
276 sceneObject.RootPart.GroupPosition.Y,
277 sceneObject.RootPart.GroupPosition.Z);
278 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
279 npos.X > Constants.RegionSize ||
280 npos.Y > Constants.RegionSize))
281 {
282 if (npos.X < 0.0) npos.X = 1.0f;
283 if (npos.Y < 0.0) npos.Y = 1.0f;
284 if (npos.Z < 0.0) npos.Z = 0.0f;
285 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
286 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
287
288 foreach (SceneObjectPart part in sceneObject.Parts)
289 {
290 part.GroupPosition = npos;
291 }
292 sceneObject.RootPart.Velocity = Vector3.Zero;
293 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
294 sceneObject.RootPart.Acceleration = Vector3.Zero;
295 sceneObject.RootPart.Velocity = Vector3.Zero;
296 }
297 }
298
257 if (attachToBackup && (!alreadyPersisted)) 299 if (attachToBackup && (!alreadyPersisted))
258 { 300 {
259 sceneObject.ForceInventoryPersistence(); 301 sceneObject.ForceInventoryPersistence();
@@ -317,9 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
317 if (pa != null && pa.IsPhysical && vel != Vector3.Zero) 359 if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
318 { 360 {
319 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 361 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
320 sceneObject.Velocity = vel;
321 } 362 }
322 363
323 return true; 364 return true;
324 } 365 }
325 366
@@ -344,6 +385,11 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </returns> 385 /// </returns>
345 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 386 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
346 { 387 {
388 if (sceneObject == null)
389 {
390 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
391 return false;
392 }
347 if (sceneObject.UUID == UUID.Zero) 393 if (sceneObject.UUID == UUID.Zero)
348 { 394 {
349 m_log.ErrorFormat( 395 m_log.ErrorFormat(
@@ -475,6 +521,30 @@ namespace OpenSim.Region.Framework.Scenes
475 m_updateList[obj.UUID] = obj; 521 m_updateList[obj.UUID] = obj;
476 } 522 }
477 523
524 public void FireAttachToBackup(SceneObjectGroup obj)
525 {
526 if (OnAttachToBackup != null)
527 {
528 OnAttachToBackup(obj);
529 }
530 }
531
532 public void FireDetachFromBackup(SceneObjectGroup obj)
533 {
534 if (OnDetachFromBackup != null)
535 {
536 OnDetachFromBackup(obj);
537 }
538 }
539
540 public void FireChangeBackup(SceneObjectGroup obj)
541 {
542 if (OnChangeBackup != null)
543 {
544 OnChangeBackup(obj);
545 }
546 }
547
478 /// <summary> 548 /// <summary>
479 /// Process all pending updates 549 /// Process all pending updates
480 /// </summary> 550 /// </summary>
@@ -519,12 +589,12 @@ namespace OpenSim.Region.Framework.Scenes
519 589
520 protected internal void AddPhysicalPrim(int number) 590 protected internal void AddPhysicalPrim(int number)
521 { 591 {
522 m_physicalPrim++; 592 m_physicalPrim += number;
523 } 593 }
524 594
525 protected internal void RemovePhysicalPrim(int number) 595 protected internal void RemovePhysicalPrim(int number)
526 { 596 {
527 m_physicalPrim--; 597 m_physicalPrim -= number;
528 } 598 }
529 599
530 protected internal void AddToScriptLPS(int number) 600 protected internal void AddToScriptLPS(int number)
@@ -592,7 +662,8 @@ namespace OpenSim.Region.Framework.Scenes
592 662
593 Entities[presence.UUID] = presence; 663 Entities[presence.UUID] = presence;
594 664
595 lock (m_presenceLock) 665 m_scenePresencesLock.EnterWriteLock();
666 try
596 { 667 {
597 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 668 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
598 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 669 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -616,6 +687,10 @@ namespace OpenSim.Region.Framework.Scenes
616 m_scenePresenceMap = newmap; 687 m_scenePresenceMap = newmap;
617 m_scenePresenceArray = newlist; 688 m_scenePresenceArray = newlist;
618 } 689 }
690 finally
691 {
692 m_scenePresencesLock.ExitWriteLock();
693 }
619 } 694 }
620 695
621 /// <summary> 696 /// <summary>
@@ -630,7 +705,8 @@ namespace OpenSim.Region.Framework.Scenes
630 agentID); 705 agentID);
631 } 706 }
632 707
633 lock (m_presenceLock) 708 m_scenePresencesLock.EnterWriteLock();
709 try
634 { 710 {
635 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 711 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
636 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 712 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -652,6 +728,10 @@ namespace OpenSim.Region.Framework.Scenes
652 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 728 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
653 } 729 }
654 } 730 }
731 finally
732 {
733 m_scenePresencesLock.ExitWriteLock();
734 }
655 } 735 }
656 736
657 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 737 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1205,6 +1285,52 @@ namespace OpenSim.Region.Framework.Scenes
1205 1285
1206 #region Client Event handlers 1286 #region Client Event handlers
1207 1287
1288 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1289 {
1290 SceneObjectPart part = GetSceneObjectPart(localID);
1291 ObjectChangeData data = (ObjectChangeData)odata;
1292
1293 if (part != null)
1294 {
1295 SceneObjectGroup grp = part.ParentGroup;
1296 if (grp != null)
1297 {
1298 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1299 {
1300 // These two are exceptions SL makes in the interpretation
1301 // of the change flags. Must check them here because otherwise
1302 // the group flag (see below) would be lost
1303 if (data.change == ObjectChangeType.groupS)
1304 data.change = ObjectChangeType.primS;
1305 if (data.change == ObjectChangeType.groupPS)
1306 data.change = ObjectChangeType.primPS;
1307 part.StoreUndoState(data.change); // lets test only saving what we changed
1308 grp.doChangeObject(part, (ObjectChangeData)data);
1309 }
1310 else
1311 {
1312 // Is this any kind of group operation?
1313 if ((data.change & ObjectChangeType.Group) != 0)
1314 {
1315 // Is a move and/or rotation requested?
1316 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1317 {
1318 // Are we allowed to move it?
1319 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1320 {
1321 // Strip all but move and rotation from request
1322 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1323
1324 part.StoreUndoState(data.change);
1325 grp.doChangeObject(part, (ObjectChangeData)data);
1326 }
1327 }
1328 }
1329 }
1330 }
1331 }
1332 }
1333
1208 /// <summary> 1334 /// <summary>
1209 /// Update the scale of an individual prim. 1335 /// Update the scale of an individual prim.
1210 /// </summary> 1336 /// </summary>
@@ -1219,7 +1345,17 @@ namespace OpenSim.Region.Framework.Scenes
1219 { 1345 {
1220 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1346 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1221 { 1347 {
1348 bool physbuild = false;
1349 if (part.ParentGroup.RootPart.PhysActor != null)
1350 {
1351 part.ParentGroup.RootPart.PhysActor.Building = true;
1352 physbuild = true;
1353 }
1354
1222 part.Resize(scale); 1355 part.Resize(scale);
1356
1357 if (physbuild)
1358 part.ParentGroup.RootPart.PhysActor.Building = false;
1223 } 1359 }
1224 } 1360 }
1225 } 1361 }
@@ -1231,7 +1367,17 @@ namespace OpenSim.Region.Framework.Scenes
1231 { 1367 {
1232 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1368 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1233 { 1369 {
1370 bool physbuild = false;
1371 if (group.RootPart.PhysActor != null)
1372 {
1373 group.RootPart.PhysActor.Building = true;
1374 physbuild = true;
1375 }
1376
1234 group.GroupResize(scale); 1377 group.GroupResize(scale);
1378
1379 if (physbuild)
1380 group.RootPart.PhysActor.Building = false;
1235 } 1381 }
1236 } 1382 }
1237 } 1383 }
@@ -1359,8 +1505,13 @@ namespace OpenSim.Region.Framework.Scenes
1359 { 1505 {
1360 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1506 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1361 { 1507 {
1362 if (m_parentScene.AttachmentsModule != null) 1508 // Set the new attachment point data in the object
1363 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1509 byte attachmentPoint = group.GetAttachmentPoint();
1510 group.UpdateGroupPosition(pos);
1511 group.IsAttachment = false;
1512 group.AbsolutePosition = group.RootPart.AttachedPos;
1513 group.AttachmentPoint = attachmentPoint;
1514 group.HasGroupChanged = true;
1364 } 1515 }
1365 else 1516 else
1366 { 1517 {
@@ -1408,7 +1559,7 @@ namespace OpenSim.Region.Framework.Scenes
1408 /// <param name="SetPhantom"></param> 1559 /// <param name="SetPhantom"></param>
1409 /// <param name="remoteClient"></param> 1560 /// <param name="remoteClient"></param>
1410 protected internal void UpdatePrimFlags( 1561 protected internal void UpdatePrimFlags(
1411 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1562 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1412 { 1563 {
1413 SceneObjectGroup group = GetGroupByPrim(localID); 1564 SceneObjectGroup group = GetGroupByPrim(localID);
1414 if (group != null) 1565 if (group != null)
@@ -1416,7 +1567,28 @@ namespace OpenSim.Region.Framework.Scenes
1416 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1567 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1417 { 1568 {
1418 // VolumeDetect can't be set via UI and will always be off when a change is made there 1569 // VolumeDetect can't be set via UI and will always be off when a change is made there
1419 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1570 // now only change volume dtc if phantom off
1571
1572 if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
1573 {
1574 bool vdtc;
1575 if (SetPhantom) // if phantom keep volumedtc
1576 vdtc = group.RootPart.VolumeDetectActive;
1577 else // else turn it off
1578 vdtc = false;
1579
1580 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
1581 }
1582 else
1583 {
1584 SceneObjectPart part = GetSceneObjectPart(localID);
1585 if (part != null)
1586 {
1587 part.UpdateExtraPhysics(PhysData);
1588 if (part.UpdatePhysRequired)
1589 remoteClient.SendPartPhysicsProprieties(part);
1590 }
1591 }
1420 } 1592 }
1421 } 1593 }
1422 } 1594 }
@@ -1560,6 +1732,7 @@ namespace OpenSim.Region.Framework.Scenes
1560 { 1732 {
1561 part.Material = Convert.ToByte(material); 1733 part.Material = Convert.ToByte(material);
1562 group.HasGroupChanged = true; 1734 group.HasGroupChanged = true;
1735 remoteClient.SendPartPhysicsProprieties(part);
1563 } 1736 }
1564 } 1737 }
1565 } 1738 }
@@ -1624,6 +1797,12 @@ namespace OpenSim.Region.Framework.Scenes
1624 /// <param name="childPrims"></param> 1797 /// <param name="childPrims"></param>
1625 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1798 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1626 { 1799 {
1800 if (root.KeyframeMotion != null)
1801 {
1802 root.KeyframeMotion.Stop();
1803 root.KeyframeMotion = null;
1804 }
1805
1627 SceneObjectGroup parentGroup = root.ParentGroup; 1806 SceneObjectGroup parentGroup = root.ParentGroup;
1628 if (parentGroup == null) return; 1807 if (parentGroup == null) return;
1629 1808
@@ -1632,8 +1811,10 @@ namespace OpenSim.Region.Framework.Scenes
1632 return; 1811 return;
1633 1812
1634 Monitor.Enter(m_updateLock); 1813 Monitor.Enter(m_updateLock);
1814
1635 try 1815 try
1636 { 1816 {
1817
1637 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1818 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1638 1819
1639 // We do this in reverse to get the link order of the prims correct 1820 // We do this in reverse to get the link order of the prims correct
@@ -1648,9 +1829,13 @@ namespace OpenSim.Region.Framework.Scenes
1648 // Make sure no child prim is set for sale 1829 // Make sure no child prim is set for sale
1649 // So that, on delink, no prims are unwittingly 1830 // So that, on delink, no prims are unwittingly
1650 // left for sale and sold off 1831 // left for sale and sold off
1651 child.RootPart.ObjectSaleType = 0; 1832
1652 child.RootPart.SalePrice = 10; 1833 if (child != null)
1653 childGroups.Add(child); 1834 {
1835 child.RootPart.ObjectSaleType = 0;
1836 child.RootPart.SalePrice = 10;
1837 childGroups.Add(child);
1838 }
1654 } 1839 }
1655 1840
1656 foreach (SceneObjectGroup child in childGroups) 1841 foreach (SceneObjectGroup child in childGroups)
@@ -1679,6 +1864,16 @@ namespace OpenSim.Region.Framework.Scenes
1679 } 1864 }
1680 finally 1865 finally
1681 { 1866 {
1867 lock (SceneObjectGroupsByLocalPartID)
1868 {
1869 foreach (SceneObjectPart part in parentGroup.Parts)
1870 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1871 }
1872
1873 parentGroup.AdjustChildPrimPermissions();
1874 parentGroup.HasGroupChanged = true;
1875 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1876 parentGroup.ScheduleGroupForFullUpdate();
1682 Monitor.Exit(m_updateLock); 1877 Monitor.Exit(m_updateLock);
1683 } 1878 }
1684 } 1879 }
@@ -1701,6 +1896,11 @@ namespace OpenSim.Region.Framework.Scenes
1701 { 1896 {
1702 if (part != null) 1897 if (part != null)
1703 { 1898 {
1899 if (part.KeyframeMotion != null)
1900 {
1901 part.KeyframeMotion.Stop();
1902 part.KeyframeMotion = null;
1903 }
1704 if (part.ParentGroup.PrimCount != 1) // Skip single 1904 if (part.ParentGroup.PrimCount != 1) // Skip single
1705 { 1905 {
1706 if (part.LinkNum < 2) // Root 1906 if (part.LinkNum < 2) // Root
@@ -1715,21 +1915,23 @@ namespace OpenSim.Region.Framework.Scenes
1715 1915
1716 SceneObjectGroup group = part.ParentGroup; 1916 SceneObjectGroup group = part.ParentGroup;
1717 if (!affectedGroups.Contains(group)) 1917 if (!affectedGroups.Contains(group))
1918 {
1718 affectedGroups.Add(group); 1919 affectedGroups.Add(group);
1920 }
1719 } 1921 }
1720 } 1922 }
1721 } 1923 }
1722 1924
1723 foreach (SceneObjectPart child in childParts) 1925 if (childParts.Count > 0)
1724 { 1926 {
1725 // Unlink all child parts from their groups 1927 foreach (SceneObjectPart child in childParts)
1726 // 1928 {
1727 child.ParentGroup.DelinkFromGroup(child, true); 1929 // Unlink all child parts from their groups
1728 1930 //
1729 // These are not in affected groups and will not be 1931 child.ParentGroup.DelinkFromGroup(child, true);
1730 // handled further. Do the honors here. 1932 child.ParentGroup.HasGroupChanged = true;
1731 child.ParentGroup.HasGroupChanged = true; 1933 child.ParentGroup.ScheduleGroupForFullUpdate();
1732 child.ParentGroup.ScheduleGroupForFullUpdate(); 1934 }
1733 } 1935 }
1734 1936
1735 foreach (SceneObjectPart root in rootParts) 1937 foreach (SceneObjectPart root in rootParts)
@@ -1743,52 +1945,61 @@ namespace OpenSim.Region.Framework.Scenes
1743 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1945 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1744 int numChildren = newSet.Count; 1946 int numChildren = newSet.Count;
1745 1947
1948 if (numChildren == 1)
1949 break;
1950
1746 // If there are prims left in a link set, but the root is 1951 // If there are prims left in a link set, but the root is
1747 // slated for unlink, we need to do this 1952 // slated for unlink, we need to do this
1953 // Unlink the remaining set
1748 // 1954 //
1749 if (numChildren != 1) 1955 bool sendEventsToRemainder = true;
1750 { 1956 if (numChildren > 1)
1751 // Unlink the remaining set 1957 sendEventsToRemainder = false;
1752 //
1753 bool sendEventsToRemainder = true;
1754 if (numChildren > 1)
1755 sendEventsToRemainder = false;
1756 1958
1757 foreach (SceneObjectPart p in newSet) 1959 foreach (SceneObjectPart p in newSet)
1960 {
1961 if (p != group.RootPart)
1758 { 1962 {
1759 if (p != group.RootPart) 1963 group.DelinkFromGroup(p, sendEventsToRemainder);
1760 group.DelinkFromGroup(p, sendEventsToRemainder); 1964 if (numChildren > 2)
1965 {
1966 }
1967 else
1968 {
1969 p.ParentGroup.HasGroupChanged = true;
1970 p.ParentGroup.ScheduleGroupForFullUpdate();
1971 }
1761 } 1972 }
1973 }
1974
1975 // If there is more than one prim remaining, we
1976 // need to re-link
1977 //
1978 if (numChildren > 2)
1979 {
1980 // Remove old root
1981 //
1982 if (newSet.Contains(root))
1983 newSet.Remove(root);
1762 1984
1763 // If there is more than one prim remaining, we 1985 // Preserve link ordering
1764 // need to re-link
1765 // 1986 //
1766 if (numChildren > 2) 1987 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1767 { 1988 {
1768 // Remove old root 1989 return a.LinkNum.CompareTo(b.LinkNum);
1769 // 1990 });
1770 if (newSet.Contains(root))
1771 newSet.Remove(root);
1772
1773 // Preserve link ordering
1774 //
1775 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1776 {
1777 return a.LinkNum.CompareTo(b.LinkNum);
1778 });
1779 1991
1780 // Determine new root 1992 // Determine new root
1781 // 1993 //
1782 SceneObjectPart newRoot = newSet[0]; 1994 SceneObjectPart newRoot = newSet[0];
1783 newSet.RemoveAt(0); 1995 newSet.RemoveAt(0);
1784 1996
1785 foreach (SceneObjectPart newChild in newSet) 1997 foreach (SceneObjectPart newChild in newSet)
1786 newChild.ClearUpdateSchedule(); 1998 newChild.ClearUpdateSchedule();
1787 1999
1788 LinkObjects(newRoot, newSet); 2000 LinkObjects(newRoot, newSet);
1789 if (!affectedGroups.Contains(newRoot.ParentGroup)) 2001 if (!affectedGroups.Contains(newRoot.ParentGroup))
1790 affectedGroups.Add(newRoot.ParentGroup); 2002 affectedGroups.Add(newRoot.ParentGroup);
1791 }
1792 } 2003 }
1793 } 2004 }
1794 2005
@@ -1796,6 +2007,12 @@ namespace OpenSim.Region.Framework.Scenes
1796 // 2007 //
1797 foreach (SceneObjectGroup g in affectedGroups) 2008 foreach (SceneObjectGroup g in affectedGroups)
1798 { 2009 {
2010 // Child prims that have been unlinked and deleted will
2011 // return unless the root is deleted. This will remove them
2012 // from the database. They will be rewritten immediately,
2013 // minus the rows for the unlinked child prims.
2014 g.AdjustChildPrimPermissions();
2015 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1799 g.TriggerScriptChangedEvent(Changed.LINK); 2016 g.TriggerScriptChangedEvent(Changed.LINK);
1800 g.HasGroupChanged = true; // Persist 2017 g.HasGroupChanged = true; // Persist
1801 g.ScheduleGroupForFullUpdate(); 2018 g.ScheduleGroupForFullUpdate();
@@ -1869,108 +2086,96 @@ namespace OpenSim.Region.Framework.Scenes
1869 /// <param name="GroupID"></param> 2086 /// <param name="GroupID"></param>
1870 /// <param name="rot"></param> 2087 /// <param name="rot"></param>
1871 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2088 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1872 public SceneObjectGroup DuplicateObject( 2089 /// <summary>
1873 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2090 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1874 { 2091 {
1875 Monitor.Enter(m_updateLock); 2092// m_log.DebugFormat(
2093// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2094// originalPrimID, offset, AgentID);
1876 2095
1877 try 2096 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2097 if (original != null)
1878 { 2098 {
1879 // m_log.DebugFormat( 2099 if (m_parentScene.Permissions.CanDuplicateObject(
1880 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2100 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1881 // originalPrimID, offset, AgentID);
1882
1883 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1884 if (original == null)
1885 { 2101 {
1886 m_log.WarnFormat( 2102 SceneObjectGroup copy = original.Copy(true);
1887 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2103 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1888 2104
1889 return null; 2105 if (original.OwnerID != AgentID)
1890 } 2106 {
2107 copy.SetOwnerId(AgentID);
2108 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1891 2109
1892 if (!m_parentScene.Permissions.CanDuplicateObject( 2110 SceneObjectPart[] partList = copy.Parts;
1893 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1894 return null;
1895 2111
1896 SceneObjectGroup copy = original.Copy(true); 2112 if (m_parentScene.Permissions.PropagatePermissions())
1897 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2113 {
2114 foreach (SceneObjectPart child in partList)
2115 {
2116 child.Inventory.ChangeInventoryOwner(AgentID);
2117 child.TriggerScriptChangedEvent(Changed.OWNER);
2118 child.ApplyNextOwnerPermissions();
2119 }
2120 }
2121 }
1898 2122
1899 if (original.OwnerID != AgentID) 2123 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1900 { 2124 Entities.Add(copy);
1901 copy.SetOwnerId(AgentID);
1902 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1903 2125
1904 SceneObjectPart[] partList = copy.Parts; 2126 lock (SceneObjectGroupsByFullID)
2127 SceneObjectGroupsByFullID[copy.UUID] = copy;
1905 2128
1906 if (m_parentScene.Permissions.PropagatePermissions()) 2129 SceneObjectPart[] children = copy.Parts;
2130
2131 lock (SceneObjectGroupsByFullPartID)
1907 { 2132 {
1908 foreach (SceneObjectPart child in partList) 2133 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1909 { 2134 foreach (SceneObjectPart part in children)
1910 child.Inventory.ChangeInventoryOwner(AgentID); 2135 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1911 child.TriggerScriptChangedEvent(Changed.OWNER);
1912 child.ApplyNextOwnerPermissions();
1913 }
1914 } 2136 }
1915 2137
1916 copy.RootPart.ObjectSaleType = 0; 2138 lock (SceneObjectGroupsByLocalPartID)
1917 copy.RootPart.SalePrice = 10; 2139 {
1918 } 2140 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2141 foreach (SceneObjectPart part in children)
2142 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2143 }
2144 // PROBABLE END OF FIXME
1919 2145
1920 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2146 // Since we copy from a source group that is in selected
1921 Entities.Add(copy); 2147 // state, but the copy is shown deselected in the viewer,
1922 2148 // We need to clear the selection flag here, else that
1923 lock (SceneObjectGroupsByFullID) 2149 // prim never gets persisted at all. The client doesn't
1924 SceneObjectGroupsByFullID[copy.UUID] = copy; 2150 // think it's selected, so it will never send a deselect...
1925 2151 copy.IsSelected = false;
1926 SceneObjectPart[] children = copy.Parts; 2152
1927 2153 m_numPrim += copy.Parts.Length;
1928 lock (SceneObjectGroupsByFullPartID) 2154
1929 { 2155 if (rot != Quaternion.Identity)
1930 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2156 {
1931 foreach (SceneObjectPart part in children) 2157 copy.UpdateGroupRotationR(rot);
1932 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2158 }
1933 }
1934
1935 lock (SceneObjectGroupsByLocalPartID)
1936 {
1937 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1938 foreach (SceneObjectPart part in children)
1939 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1940 }
1941 // PROBABLE END OF FIXME
1942
1943 // Since we copy from a source group that is in selected
1944 // state, but the copy is shown deselected in the viewer,
1945 // We need to clear the selection flag here, else that
1946 // prim never gets persisted at all. The client doesn't
1947 // think it's selected, so it will never send a deselect...
1948 copy.IsSelected = false;
1949
1950 m_numPrim += copy.Parts.Length;
1951
1952 if (rot != Quaternion.Identity)
1953 {
1954 copy.UpdateGroupRotationR(rot);
1955 }
1956 2159
1957 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2160 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1958 copy.HasGroupChanged = true; 2161 copy.HasGroupChanged = true;
1959 copy.ScheduleGroupForFullUpdate(); 2162 copy.ScheduleGroupForFullUpdate();
1960 copy.ResumeScripts(); 2163 copy.ResumeScripts();
1961 2164
1962 // required for physics to update it's position 2165 // required for physics to update it's position
1963 copy.AbsolutePosition = copy.AbsolutePosition; 2166 copy.AbsolutePosition = copy.AbsolutePosition;
1964 2167
1965 return copy; 2168 return copy;
2169 }
1966 } 2170 }
1967 finally 2171 else
1968 { 2172 {
1969 Monitor.Exit(m_updateLock); 2173 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1970 } 2174 }
2175
2176 return null;
1971 } 2177 }
1972 2178
1973 /// <summary>
1974 /// Calculates the distance between two Vector3s 2179 /// Calculates the distance between two Vector3s
1975 /// </summary> 2180 /// </summary>
1976 /// <param name="v1"></param> 2181 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index cb5b2ba..dba3a61 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -99,12 +99,12 @@ namespace OpenSim.Region.Framework.Scenes
99 } 99 }
100 } 100 }
101 101
102 private readonly List<Scene> m_localScenes = new List<Scene>(); 102 private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
103 private Scene m_currentScene = null; 103 private Scene m_currentScene = null;
104 104
105 public List<Scene> Scenes 105 public List<Scene> Scenes
106 { 106 {
107 get { return new List<Scene>(m_localScenes); } 107 get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
108 } 108 }
109 109
110 public Scene CurrentScene 110 public Scene CurrentScene
@@ -118,13 +118,10 @@ namespace OpenSim.Region.Framework.Scenes
118 { 118 {
119 if (m_currentScene == null) 119 if (m_currentScene == null)
120 { 120 {
121 lock (m_localScenes) 121 List<Scene> sceneList = Scenes;
122 { 122 if (sceneList.Count == 0)
123 if (m_localScenes.Count > 0) 123 return null;
124 return m_localScenes[0]; 124 return sceneList[0];
125 else
126 return null;
127 }
128 } 125 }
129 else 126 else
130 { 127 {
@@ -136,7 +133,7 @@ namespace OpenSim.Region.Framework.Scenes
136 public SceneManager() 133 public SceneManager()
137 { 134 {
138 m_instance = this; 135 m_instance = this;
139 m_localScenes = new List<Scene>(); 136 m_localScenes = new DoubleDictionary<UUID, string, Scene>();
140 } 137 }
141 138
142 public void Close() 139 public void Close()
@@ -144,20 +141,18 @@ namespace OpenSim.Region.Framework.Scenes
144 // collect known shared modules in sharedModules 141 // collect known shared modules in sharedModules
145 Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>(); 142 Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>();
146 143
147 lock (m_localScenes) 144 List<Scene> sceneList = Scenes;
145 for (int i = 0; i < sceneList.Count; i++)
148 { 146 {
149 for (int i = 0; i < m_localScenes.Count; i++) 147 // extract known shared modules from scene
148 foreach (string k in sceneList[i].Modules.Keys)
150 { 149 {
151 // extract known shared modules from scene 150 if (sceneList[i].Modules[k].IsSharedModule &&
152 foreach (string k in m_localScenes[i].Modules.Keys) 151 !sharedModules.ContainsKey(k))
153 { 152 sharedModules[k] = sceneList[i].Modules[k];
154 if (m_localScenes[i].Modules[k].IsSharedModule &&
155 !sharedModules.ContainsKey(k))
156 sharedModules[k] = m_localScenes[i].Modules[k];
157 }
158 // close scene/region
159 m_localScenes[i].Close();
160 } 153 }
154 // close scene/region
155 sceneList[i].Close();
161 } 156 }
162 157
163 // all regions/scenes are now closed, we can now safely 158 // all regions/scenes are now closed, we can now safely
@@ -166,29 +161,21 @@ namespace OpenSim.Region.Framework.Scenes
166 { 161 {
167 mod.Close(); 162 mod.Close();
168 } 163 }
164
165 m_localScenes.Clear();
169 } 166 }
170 167
171 public void Close(Scene cscene) 168 public void Close(Scene cscene)
172 { 169 {
173 lock (m_localScenes) 170 if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
174 { 171 return;
175 if (m_localScenes.Contains(cscene)) 172 cscene.Close();
176 {
177 for (int i = 0; i < m_localScenes.Count; i++)
178 {
179 if (m_localScenes[i].Equals(cscene))
180 {
181 m_localScenes[i].Close();
182 }
183 }
184 }
185 }
186 } 173 }
187 174
188 public void Add(Scene scene) 175 public void Add(Scene scene)
189 { 176 {
190 lock (m_localScenes) 177 lock (m_localScenes)
191 m_localScenes.Add(scene); 178 m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
192 179
193 scene.OnRestart += HandleRestart; 180 scene.OnRestart += HandleRestart;
194 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange; 181 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange;
@@ -200,23 +187,7 @@ namespace OpenSim.Region.Framework.Scenes
200 int RegionSceneElement = -1; 187 int RegionSceneElement = -1;
201 188
202 lock (m_localScenes) 189 lock (m_localScenes)
203 { 190 m_localScenes.Remove(rdata.RegionID);
204 for (int i = 0; i < m_localScenes.Count; i++)
205 {
206 if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
207 {
208 RegionSceneElement = i;
209 }
210 }
211
212 // Now we make sure the region is no longer known about by the SceneManager
213 // Prevents duplicates.
214
215 if (RegionSceneElement >= 0)
216 {
217 m_localScenes.RemoveAt(RegionSceneElement);
218 }
219 }
220 191
221 // Send signal to main that we're restarting this sim. 192 // Send signal to main that we're restarting this sim.
222 OnRestartSim(rdata); 193 OnRestartSim(rdata);
@@ -225,39 +196,36 @@ namespace OpenSim.Region.Framework.Scenes
225 private void HandleRegionReadyStatusChange(IScene scene) 196 private void HandleRegionReadyStatusChange(IScene scene)
226 { 197 {
227 lock (m_localScenes) 198 lock (m_localScenes)
228 AllRegionsReady = m_localScenes.TrueForAll(s => s.Ready); 199 AllRegionsReady = m_localScenes.FindAll(s => !s.Ready).Count == 0;
229 } 200 }
230 201
231 public void SendSimOnlineNotification(ulong regionHandle) 202 public void SendSimOnlineNotification(ulong regionHandle)
232 { 203 {
233 RegionInfo Result = null; 204 RegionInfo Result = null;
234 205
235 lock (m_localScenes) 206 Scene s = m_localScenes.FindValue(delegate(Scene x)
236 {
237 for (int i = 0; i < m_localScenes.Count; i++)
238 {
239 if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
240 { 207 {
241 // Inform other regions to tell their avatar about me 208 if (x.RegionInfo.RegionHandle == regionHandle)
242 Result = m_localScenes[i].RegionInfo; 209 return true;
243 } 210 return false;
244 } 211 });
245 212
246 if (Result != null) 213 if (s != null)
214 {
215 List<Scene> sceneList = Scenes;
216
217 for (int i = 0; i < sceneList.Count; i++)
247 { 218 {
248 for (int i = 0; i < m_localScenes.Count; i++) 219 if (sceneList[i]!= s)
249 { 220 {
250 if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) 221 // Inform other regions to tell their avatar about me
251 { 222 //sceneList[i].OtherRegionUp(Result);
252 // Inform other regions to tell their avatar about me
253 //m_localScenes[i].OtherRegionUp(Result);
254 }
255 } 223 }
256 } 224 }
257 else 225 }
258 { 226 else
259 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); 227 {
260 } 228 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
261 } 229 }
262 } 230 }
263 231
@@ -361,8 +329,8 @@ namespace OpenSim.Region.Framework.Scenes
361 { 329 {
362 if (m_currentScene == null) 330 if (m_currentScene == null)
363 { 331 {
364 lock (m_localScenes) 332 List<Scene> sceneList = Scenes;
365 m_localScenes.ForEach(func); 333 sceneList.ForEach(func);
366 } 334 }
367 else 335 else
368 { 336 {
@@ -391,16 +359,12 @@ namespace OpenSim.Region.Framework.Scenes
391 } 359 }
392 else 360 else
393 { 361 {
394 lock (m_localScenes) 362 Scene s;
363
364 if (m_localScenes.TryGetValue(regionName, out s))
395 { 365 {
396 foreach (Scene scene in m_localScenes) 366 m_currentScene = s;
397 { 367 return true;
398 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
399 {
400 m_currentScene = scene;
401 return true;
402 }
403 }
404 } 368 }
405 369
406 return false; 370 return false;
@@ -409,18 +373,14 @@ namespace OpenSim.Region.Framework.Scenes
409 373
410 public bool TrySetCurrentScene(UUID regionID) 374 public bool TrySetCurrentScene(UUID regionID)
411 { 375 {
412 m_log.Debug("Searching for Region: '" + regionID + "'"); 376// m_log.Debug("Searching for Region: '" + regionID + "'");
413 377
414 lock (m_localScenes) 378 Scene s;
379
380 if (m_localScenes.TryGetValue(regionID, out s))
415 { 381 {
416 foreach (Scene scene in m_localScenes) 382 m_currentScene = s;
417 { 383 return true;
418 if (scene.RegionInfo.RegionID == regionID)
419 {
420 m_currentScene = scene;
421 return true;
422 }
423 }
424 } 384 }
425 385
426 return false; 386 return false;
@@ -428,52 +388,24 @@ namespace OpenSim.Region.Framework.Scenes
428 388
429 public bool TryGetScene(string regionName, out Scene scene) 389 public bool TryGetScene(string regionName, out Scene scene)
430 { 390 {
431 lock (m_localScenes) 391 return m_localScenes.TryGetValue(regionName, out scene);
432 {
433 foreach (Scene mscene in m_localScenes)
434 {
435 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
436 {
437 scene = mscene;
438 return true;
439 }
440 }
441 }
442
443 scene = null;
444 return false;
445 } 392 }
446 393
447 public bool TryGetScene(UUID regionID, out Scene scene) 394 public bool TryGetScene(UUID regionID, out Scene scene)
448 { 395 {
449 lock (m_localScenes) 396 return m_localScenes.TryGetValue(regionID, out scene);
450 {
451 foreach (Scene mscene in m_localScenes)
452 {
453 if (mscene.RegionInfo.RegionID == regionID)
454 {
455 scene = mscene;
456 return true;
457 }
458 }
459 }
460
461 scene = null;
462 return false;
463 } 397 }
464 398
465 public bool TryGetScene(uint locX, uint locY, out Scene scene) 399 public bool TryGetScene(uint locX, uint locY, out Scene scene)
466 { 400 {
467 lock (m_localScenes) 401 List<Scene> sceneList = Scenes;
402 foreach (Scene mscene in sceneList)
468 { 403 {
469 foreach (Scene mscene in m_localScenes) 404 if (mscene.RegionInfo.RegionLocX == locX &&
405 mscene.RegionInfo.RegionLocY == locY)
470 { 406 {
471 if (mscene.RegionInfo.RegionLocX == locX && 407 scene = mscene;
472 mscene.RegionInfo.RegionLocY == locY) 408 return true;
473 {
474 scene = mscene;
475 return true;
476 }
477 } 409 }
478 } 410 }
479 411
@@ -483,16 +415,14 @@ namespace OpenSim.Region.Framework.Scenes
483 415
484 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) 416 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
485 { 417 {
486 lock (m_localScenes) 418 List<Scene> sceneList = Scenes;
419 foreach (Scene mscene in sceneList)
487 { 420 {
488 foreach (Scene mscene in m_localScenes) 421 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
422 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
489 { 423 {
490 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && 424 scene = mscene;
491 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) 425 return true;
492 {
493 scene = mscene;
494 return true;
495 }
496 } 426 }
497 } 427 }
498 428
@@ -557,15 +487,10 @@ namespace OpenSim.Region.Framework.Scenes
557 487
558 public RegionInfo GetRegionInfo(UUID regionID) 488 public RegionInfo GetRegionInfo(UUID regionID)
559 { 489 {
560 lock (m_localScenes) 490 Scene s;
491 if (m_localScenes.TryGetValue(regionID, out s))
561 { 492 {
562 foreach (Scene scene in m_localScenes) 493 return s.RegionInfo;
563 {
564 if (scene.RegionInfo.RegionID == regionID)
565 {
566 return scene.RegionInfo;
567 }
568 }
569 } 494 }
570 495
571 return null; 496 return null;
@@ -583,14 +508,12 @@ namespace OpenSim.Region.Framework.Scenes
583 508
584 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 509 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
585 { 510 {
586 lock (m_localScenes) 511 List<Scene> sceneList = Scenes;
512 foreach (Scene scene in sceneList)
587 { 513 {
588 foreach (Scene scene in m_localScenes) 514 if (scene.TryGetScenePresence(avatarId, out avatar))
589 { 515 {
590 if (scene.TryGetScenePresence(avatarId, out avatar)) 516 return true;
591 {
592 return true;
593 }
594 } 517 }
595 } 518 }
596 519
@@ -600,15 +523,13 @@ namespace OpenSim.Region.Framework.Scenes
600 523
601 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) 524 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
602 { 525 {
603 lock (m_localScenes) 526 List<Scene> sceneList = Scenes;
527 foreach (Scene scene in sceneList)
604 { 528 {
605 foreach (Scene scene in m_localScenes) 529 avatar = scene.GetScenePresence(avatarId);
606 {
607 avatar = scene.GetScenePresence(avatarId);
608 530
609 if (avatar != null && !avatar.IsChildAgent) 531 if (avatar != null && !avatar.IsChildAgent)
610 return true; 532 return true;
611 }
612 } 533 }
613 534
614 avatar = null; 535 avatar = null;
@@ -618,21 +539,19 @@ namespace OpenSim.Region.Framework.Scenes
618 public void CloseScene(Scene scene) 539 public void CloseScene(Scene scene)
619 { 540 {
620 lock (m_localScenes) 541 lock (m_localScenes)
621 m_localScenes.Remove(scene); 542 m_localScenes.Remove(scene.RegionInfo.RegionID);
622 543
623 scene.Close(); 544 scene.Close();
624 } 545 }
625 546
626 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 547 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
627 { 548 {
628 lock (m_localScenes) 549 List<Scene> sceneList = Scenes;
550 foreach (Scene scene in sceneList)
629 { 551 {
630 foreach (Scene scene in m_localScenes) 552 if (scene.TryGetAvatarByName(avatarName, out avatar))
631 { 553 {
632 if (scene.TryGetAvatarByName(avatarName, out avatar)) 554 return true;
633 {
634 return true;
635 }
636 } 555 }
637 } 556 }
638 557
@@ -642,14 +561,12 @@ namespace OpenSim.Region.Framework.Scenes
642 561
643 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) 562 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
644 { 563 {
645 lock (m_localScenes) 564 List<Scene> sceneList = Scenes;
565 foreach (Scene scene in sceneList)
646 { 566 {
647 foreach (Scene scene in m_localScenes) 567 sp = scene.GetScenePresence(firstName, lastName);
648 { 568 if (sp != null && !sp.IsChildAgent)
649 sp = scene.GetScenePresence(firstName, lastName); 569 return true;
650 if (sp != null && !sp.IsChildAgent)
651 return true;
652 }
653 } 570 }
654 571
655 sp = null; 572 sp = null;
@@ -658,8 +575,8 @@ namespace OpenSim.Region.Framework.Scenes
658 575
659 public void ForEachScene(Action<Scene> action) 576 public void ForEachScene(Action<Scene> action)
660 { 577 {
661 lock (m_localScenes) 578 List<Scene> sceneList = Scenes;
662 m_localScenes.ForEach(action); 579 sceneList.ForEach(action);
663 } 580 }
664 } 581 }
665} 582}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index ddf5da0..26524fb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -81,10 +81,6 @@ namespace OpenSim.Region.Framework.Scenes
81 /// <summary> 81 /// <summary>
82 /// Stop and remove the scripts contained in all the prims in this group 82 /// Stop and remove the scripts contained in all the prims in this group
83 /// </summary> 83 /// </summary>
84 /// <param name="sceneObjectBeingDeleted">
85 /// Should be true if these scripts are being removed because the scene
86 /// object is being deleted. This will prevent spurious updates to the client.
87 /// </param>
88 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 84 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
89 { 85 {
90 SceneObjectPart[] parts = m_parts.GetArray(); 86 SceneObjectPart[] parts = m_parts.GetArray();
@@ -247,6 +243,11 @@ namespace OpenSim.Region.Framework.Scenes
247 243
248 public uint GetEffectivePermissions() 244 public uint GetEffectivePermissions()
249 { 245 {
246 return GetEffectivePermissions(false);
247 }
248
249 public uint GetEffectivePermissions(bool useBase)
250 {
250 uint perms=(uint)(PermissionMask.Modify | 251 uint perms=(uint)(PermissionMask.Modify |
251 PermissionMask.Copy | 252 PermissionMask.Copy |
252 PermissionMask.Move | 253 PermissionMask.Move |
@@ -258,7 +259,10 @@ namespace OpenSim.Region.Framework.Scenes
258 for (int i = 0; i < parts.Length; i++) 259 for (int i = 0; i < parts.Length; i++)
259 { 260 {
260 SceneObjectPart part = parts[i]; 261 SceneObjectPart part = parts[i];
261 ownerMask &= part.OwnerMask; 262 if (useBase)
263 ownerMask &= part.BaseMask;
264 else
265 ownerMask &= part.OwnerMask;
262 perms &= part.Inventory.MaskEffectivePermissions(); 266 perms &= part.Inventory.MaskEffectivePermissions();
263 } 267 }
264 268
@@ -400,6 +404,9 @@ namespace OpenSim.Region.Framework.Scenes
400 404
401 public void ResumeScripts() 405 public void ResumeScripts()
402 { 406 {
407 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
408 return;
409
403 SceneObjectPart[] parts = m_parts.GetArray(); 410 SceneObjectPart[] parts = m_parts.GetArray();
404 for (int i = 0; i < parts.Length; i++) 411 for (int i = 0; i < parts.Length; i++)
405 parts[i].Inventory.ResumeScripts(); 412 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 1fa6a75..74d2629 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,12 +24,13 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.ComponentModel; 29using System.ComponentModel;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Drawing; 31using System.Drawing;
32using System.IO; 32using System.IO;
33using System.Diagnostics;
33using System.Linq; 34using System.Linq;
34using System.Threading; 35using System.Threading;
35using System.Xml; 36using System.Xml;
@@ -43,6 +44,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
43 44
44namespace OpenSim.Region.Framework.Scenes 45namespace OpenSim.Region.Framework.Scenes
45{ 46{
47
46 [Flags] 48 [Flags]
47 public enum scriptEvents 49 public enum scriptEvents
48 { 50 {
@@ -106,8 +108,12 @@ namespace OpenSim.Region.Framework.Scenes
106 /// since the group's last persistent backup 108 /// since the group's last persistent backup
107 /// </summary> 109 /// </summary>
108 private bool m_hasGroupChanged = false; 110 private bool m_hasGroupChanged = false;
109 private long timeFirstChanged; 111 private long timeFirstChanged = 0;
110 private long timeLastChanged; 112 private long timeLastChanged = 0;
113 private long m_maxPersistTime = 0;
114 private long m_minPersistTime = 0;
115 private Random m_rand;
116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
111 117
112 /// <summary> 118 /// <summary>
113 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage 119 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
@@ -124,9 +130,39 @@ namespace OpenSim.Region.Framework.Scenes
124 { 130 {
125 if (value) 131 if (value)
126 { 132 {
133 if (m_isBackedUp)
134 {
135 m_scene.SceneGraph.FireChangeBackup(this);
136 }
127 timeLastChanged = DateTime.Now.Ticks; 137 timeLastChanged = DateTime.Now.Ticks;
128 if (!m_hasGroupChanged) 138 if (!m_hasGroupChanged)
129 timeFirstChanged = DateTime.Now.Ticks; 139 timeFirstChanged = DateTime.Now.Ticks;
140 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
141 {
142 if (m_rand == null)
143 {
144 byte[] val = new byte[16];
145 m_rootPart.UUID.ToBytes(val, 0);
146 m_rand = new Random(BitConverter.ToInt32(val, 0));
147 }
148
149 if (m_scene.GetRootAgentCount() == 0)
150 {
151 //If the region is empty, this change has been made by an automated process
152 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
153
154 float factor = 1.5f + (float)(m_rand.NextDouble());
155 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
156 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
157 }
158 else
159 {
160 //If the region is not empty, we want to obey the minimum and maximum persist times
161 //but add a random factor so we stagger the object persistance a little
162 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
163 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
164 }
165 }
130 } 166 }
131 m_hasGroupChanged = value; 167 m_hasGroupChanged = value;
132 168
@@ -141,7 +177,7 @@ namespace OpenSim.Region.Framework.Scenes
141 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 177 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
142 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 178 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
143 /// </summary> 179 /// </summary>
144 public bool HasGroupChangedDueToDelink { get; private set; } 180 public bool HasGroupChangedDueToDelink { get; set; }
145 181
146 private bool isTimeToPersist() 182 private bool isTimeToPersist()
147 { 183 {
@@ -151,8 +187,19 @@ namespace OpenSim.Region.Framework.Scenes
151 return false; 187 return false;
152 if (m_scene.ShuttingDown) 188 if (m_scene.ShuttingDown)
153 return true; 189 return true;
190
191 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
192 {
193 m_maxPersistTime = m_scene.m_persistAfter;
194 m_minPersistTime = m_scene.m_dontPersistBefore;
195 }
196
154 long currentTime = DateTime.Now.Ticks; 197 long currentTime = DateTime.Now.Ticks;
155 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 198
199 if (timeLastChanged == 0) timeLastChanged = currentTime;
200 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
201
202 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
156 return true; 203 return true;
157 return false; 204 return false;
158 } 205 }
@@ -260,6 +307,11 @@ namespace OpenSim.Region.Framework.Scenes
260 307
261 private bool m_isBackedUp; 308 private bool m_isBackedUp;
262 309
310 public bool IsBackedUp
311 {
312 get { return m_isBackedUp; }
313 }
314
263 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); 315 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>();
264 316
265 protected ulong m_regionHandle; 317 protected ulong m_regionHandle;
@@ -271,10 +323,10 @@ namespace OpenSim.Region.Framework.Scenes
271 323
272 private bool m_scriptListens_atTarget; 324 private bool m_scriptListens_atTarget;
273 private bool m_scriptListens_notAtTarget; 325 private bool m_scriptListens_notAtTarget;
274
275 private bool m_scriptListens_atRotTarget; 326 private bool m_scriptListens_atRotTarget;
276 private bool m_scriptListens_notAtRotTarget; 327 private bool m_scriptListens_notAtRotTarget;
277 328
329 public bool m_dupeInProgress = false;
278 internal Dictionary<UUID, string> m_savedScriptState; 330 internal Dictionary<UUID, string> m_savedScriptState;
279 331
280 #region Properties 332 #region Properties
@@ -311,6 +363,16 @@ namespace OpenSim.Region.Framework.Scenes
311 get { return m_parts.Count; } 363 get { return m_parts.Count; }
312 } 364 }
313 365
366// protected Quaternion m_rotation = Quaternion.Identity;
367//
368// public virtual Quaternion Rotation
369// {
370// get { return m_rotation; }
371// set {
372// m_rotation = value;
373// }
374// }
375
314 public Quaternion GroupRotation 376 public Quaternion GroupRotation
315 { 377 {
316 get { return m_rootPart.RotationOffset; } 378 get { return m_rootPart.RotationOffset; }
@@ -417,7 +479,15 @@ namespace OpenSim.Region.Framework.Scenes
417 { 479 {
418 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 480 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
419 } 481 }
420 482
483
484
485 private struct avtocrossInfo
486 {
487 public ScenePresence av;
488 public uint ParentID;
489 }
490
421 /// <summary> 491 /// <summary>
422 /// The absolute position of this scene object in the scene 492 /// The absolute position of this scene object in the scene
423 /// </summary> 493 /// </summary>
@@ -430,14 +500,136 @@ namespace OpenSim.Region.Framework.Scenes
430 500
431 if (Scene != null) 501 if (Scene != null)
432 { 502 {
433 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 503 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
434 || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 504 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
505 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
506 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
507 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
435 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 508 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
436 { 509 {
437 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 510 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
511 uint x = 0;
512 uint y = 0;
513 string version = String.Empty;
514 Vector3 newpos = Vector3.Zero;
515 OpenSim.Services.Interfaces.GridRegion destination = null;
516
517 if (m_rootPart.KeyframeMotion != null)
518 m_rootPart.KeyframeMotion.StartCrossingCheck();
519
520 bool canCross = true;
521 foreach (ScenePresence av in m_linkedAvatars)
522 {
523 // We need to cross these agents. First, let's find
524 // out if any of them can't cross for some reason.
525 // We have to deny the crossing entirely if any
526 // of them are banned. Alternatively, we could
527 // unsit banned agents....
528
529
530 // We set the avatar position as being the object
531 // position to get the region to send to
532 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
533 {
534 canCross = false;
535 break;
536 }
537
538 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
539 }
540
541 if (canCross)
542 {
543 // We unparent the SP quietly so that it won't
544 // be made to stand up
545
546 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
547
548 foreach (ScenePresence av in m_linkedAvatars)
549 {
550 avtocrossInfo avinfo = new avtocrossInfo();
551 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
552 if (parentPart != null)
553 av.ParentUUID = parentPart.UUID;
554
555 avinfo.av = av;
556 avinfo.ParentID = av.ParentID;
557 avsToCross.Add(avinfo);
558
559 av.ParentID = 0;
560 }
561
562 // m_linkedAvatars.Clear();
563 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
564
565 // Normalize
566 if (val.X >= Constants.RegionSize)
567 val.X -= Constants.RegionSize;
568 if (val.Y >= Constants.RegionSize)
569 val.Y -= Constants.RegionSize;
570 if (val.X < 0)
571 val.X += Constants.RegionSize;
572 if (val.Y < 0)
573 val.Y += Constants.RegionSize;
574
575 // If it's deleted, crossing was successful
576 if (IsDeleted)
577 {
578 // foreach (ScenePresence av in m_linkedAvatars)
579 foreach (avtocrossInfo avinfo in avsToCross)
580 {
581 ScenePresence av = avinfo.av;
582 if (!av.IsInTransit) // just in case...
583 {
584 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
585
586 av.IsInTransit = true;
587
588 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
589 d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
590 }
591 else
592 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
593 }
594 avsToCross.Clear();
595 return;
596 }
597 else // cross failed, put avas back ??
598 {
599 foreach (avtocrossInfo avinfo in avsToCross)
600 {
601 ScenePresence av = avinfo.av;
602 av.ParentUUID = UUID.Zero;
603 av.ParentID = avinfo.ParentID;
604// m_linkedAvatars.Add(av);
605 }
606 }
607 avsToCross.Clear();
608
609 }
610 else
611 {
612 if (m_rootPart.KeyframeMotion != null)
613 m_rootPart.KeyframeMotion.CrossingFailure();
614
615 if (RootPart.PhysActor != null)
616 {
617 RootPart.PhysActor.CrossingFailure();
618 }
619 }
620 Vector3 oldp = AbsolutePosition;
621 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
622 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
623 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
438 } 624 }
439 } 625 }
440 626
627/* don't see the need but worse don't see where is restored to false if things stay in
628 foreach (SceneObjectPart part in m_parts.GetArray())
629 {
630 part.IgnoreUndoUpdate = true;
631 }
632 */
441 if (RootPart.GetStatusSandbox()) 633 if (RootPart.GetStatusSandbox())
442 { 634 {
443 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 635 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -455,9 +647,38 @@ namespace OpenSim.Region.Framework.Scenes
455 // Restuff the new GroupPosition into each SOP of the linkset. 647 // Restuff the new GroupPosition into each SOP of the linkset.
456 // This has the affect of resetting and tainting the physics actors. 648 // This has the affect of resetting and tainting the physics actors.
457 SceneObjectPart[] parts = m_parts.GetArray(); 649 SceneObjectPart[] parts = m_parts.GetArray();
458 for (int i = 0; i < parts.Length; i++) 650 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
459 parts[i].GroupPosition = val; 651 if (m_dupeInProgress)
652 triggerScriptEvent = false;
653 foreach (SceneObjectPart part in parts)
654 {
655 part.GroupPosition = val;
656 if (triggerScriptEvent)
657 part.TriggerScriptChangedEvent(Changed.POSITION);
658 }
460 659
660/*
661 This seems not needed and should not be needed:
662 sp absolute position depends on sit part absolute position fixed above.
663 sp ParentPosition is not used anywhere.
664 Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
665 Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
666
667 if (!m_dupeInProgress)
668 {
669 foreach (ScenePresence av in m_linkedAvatars)
670 {
671 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
672 if (p != null && m_parts.TryGetValue(p.UUID, out p))
673 {
674 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
675 av.AbsolutePosition += offset;
676// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
677 av.SendAvatarDataToAllAgents();
678 }
679 }
680 }
681*/
461 //if (m_rootPart.PhysActor != null) 682 //if (m_rootPart.PhysActor != null)
462 //{ 683 //{
463 //m_rootPart.PhysActor.Position = 684 //m_rootPart.PhysActor.Position =
@@ -471,6 +692,40 @@ namespace OpenSim.Region.Framework.Scenes
471 } 692 }
472 } 693 }
473 694
695 public override Vector3 Velocity
696 {
697 get { return RootPart.Velocity; }
698 set { RootPart.Velocity = value; }
699 }
700
701 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
702 {
703 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
704 ScenePresence agent = icon.EndInvoke(iar);
705
706 //// If the cross was successful, this agent is a child agent
707 if (agent.IsChildAgent)
708 {
709 if (agent.ParentUUID != UUID.Zero)
710 {
711 agent.ParentPart = null;
712// agent.ParentPosition = Vector3.Zero;
713// agent.ParentUUID = UUID.Zero;
714 }
715 }
716
717 agent.ParentUUID = UUID.Zero;
718
719// agent.Reset();
720// else // Not successful
721// agent.RestoreInCurrentScene();
722
723 // In any case
724 agent.IsInTransit = false;
725
726 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
727 }
728
474 public override uint LocalId 729 public override uint LocalId
475 { 730 {
476 get { return m_rootPart.LocalId; } 731 get { return m_rootPart.LocalId; }
@@ -541,6 +796,11 @@ namespace OpenSim.Region.Framework.Scenes
541 m_isSelected = value; 796 m_isSelected = value;
542 // Tell physics engine that group is selected 797 // Tell physics engine that group is selected
543 798
799 // this is not right
800 // but ode engines should only really need to know about root part
801 // so they can put entire object simulation on hold and not colliding
802 // keep as was for now
803
544 PhysicsActor pa = m_rootPart.PhysActor; 804 PhysicsActor pa = m_rootPart.PhysActor;
545 if (pa != null) 805 if (pa != null)
546 { 806 {
@@ -557,6 +817,42 @@ namespace OpenSim.Region.Framework.Scenes
557 childPa.Selected = value; 817 childPa.Selected = value;
558 } 818 }
559 } 819 }
820 if (RootPart.KeyframeMotion != null)
821 RootPart.KeyframeMotion.Selected = value;
822 }
823 }
824
825 public void PartSelectChanged(bool partSelect)
826 {
827 // any part selected makes group selected
828 if (m_isSelected == partSelect)
829 return;
830
831 if (partSelect)
832 {
833 IsSelected = partSelect;
834// if (!IsAttachment)
835// ScheduleGroupForFullUpdate();
836 }
837 else
838 {
839 // bad bad bad 2 heavy for large linksets
840 // since viewer does send lot of (un)selects
841 // this needs to be replaced by a specific list or count ?
842 // but that will require extra code in several places
843
844 SceneObjectPart[] parts = m_parts.GetArray();
845 for (int i = 0; i < parts.Length; i++)
846 {
847 SceneObjectPart part = parts[i];
848 if (part.IsSelected)
849 return;
850 }
851 IsSelected = partSelect;
852 if (!IsAttachment)
853 {
854 ScheduleGroupForFullUpdate();
855 }
560 } 856 }
561 } 857 }
562 858
@@ -642,6 +938,7 @@ namespace OpenSim.Region.Framework.Scenes
642 /// </summary> 938 /// </summary>
643 public SceneObjectGroup() 939 public SceneObjectGroup()
644 { 940 {
941
645 } 942 }
646 943
647 /// <summary> 944 /// <summary>
@@ -659,8 +956,8 @@ namespace OpenSim.Region.Framework.Scenes
659 /// Constructor. This object is added to the scene later via AttachToScene() 956 /// Constructor. This object is added to the scene later via AttachToScene()
660 /// </summary> 957 /// </summary>
661 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 958 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
662 :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)) 959 {
663 { 960 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
664 } 961 }
665 962
666 /// <summary> 963 /// <summary>
@@ -695,6 +992,9 @@ namespace OpenSim.Region.Framework.Scenes
695 /// </summary> 992 /// </summary>
696 public virtual void AttachToBackup() 993 public virtual void AttachToBackup()
697 { 994 {
995 if (IsAttachment) return;
996 m_scene.SceneGraph.FireAttachToBackup(this);
997
698 if (InSceneBackup) 998 if (InSceneBackup)
699 { 999 {
700 //m_log.DebugFormat( 1000 //m_log.DebugFormat(
@@ -737,6 +1037,13 @@ namespace OpenSim.Region.Framework.Scenes
737 1037
738 ApplyPhysics(); 1038 ApplyPhysics();
739 1039
1040 if (RootPart.PhysActor != null)
1041 RootPart.Force = RootPart.Force;
1042 if (RootPart.PhysActor != null)
1043 RootPart.Torque = RootPart.Torque;
1044 if (RootPart.PhysActor != null)
1045 RootPart.Buoyancy = RootPart.Buoyancy;
1046
740 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1047 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
741 // for the same object with very different properties. The caller must schedule the update. 1048 // for the same object with very different properties. The caller must schedule the update.
742 //ScheduleGroupForFullUpdate(); 1049 //ScheduleGroupForFullUpdate();
@@ -752,6 +1059,10 @@ namespace OpenSim.Region.Framework.Scenes
752 EntityIntersection result = new EntityIntersection(); 1059 EntityIntersection result = new EntityIntersection();
753 1060
754 SceneObjectPart[] parts = m_parts.GetArray(); 1061 SceneObjectPart[] parts = m_parts.GetArray();
1062
1063 // Find closest hit here
1064 float idist = float.MaxValue;
1065
755 for (int i = 0; i < parts.Length; i++) 1066 for (int i = 0; i < parts.Length; i++)
756 { 1067 {
757 SceneObjectPart part = parts[i]; 1068 SceneObjectPart part = parts[i];
@@ -766,11 +1077,6 @@ namespace OpenSim.Region.Framework.Scenes
766 1077
767 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1078 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
768 1079
769 // This may need to be updated to the maximum draw distance possible..
770 // We might (and probably will) be checking for prim creation from other sims
771 // when the camera crosses the border.
772 float idist = Constants.RegionSize;
773
774 if (inter.HitTF) 1080 if (inter.HitTF)
775 { 1081 {
776 // We need to find the closest prim to return to the testcaller along the ray 1082 // We need to find the closest prim to return to the testcaller along the ray
@@ -781,10 +1087,11 @@ namespace OpenSim.Region.Framework.Scenes
781 result.obj = part; 1087 result.obj = part;
782 result.normal = inter.normal; 1088 result.normal = inter.normal;
783 result.distance = inter.distance; 1089 result.distance = inter.distance;
1090
1091 idist = inter.distance;
784 } 1092 }
785 } 1093 }
786 } 1094 }
787
788 return result; 1095 return result;
789 } 1096 }
790 1097
@@ -796,25 +1103,27 @@ namespace OpenSim.Region.Framework.Scenes
796 /// <returns></returns> 1103 /// <returns></returns>
797 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1104 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
798 { 1105 {
799 maxX = -256f; 1106 maxX = float.MinValue;
800 maxY = -256f; 1107 maxY = float.MinValue;
801 maxZ = -256f; 1108 maxZ = float.MinValue;
802 minX = 256f; 1109 minX = float.MaxValue;
803 minY = 256f; 1110 minY = float.MaxValue;
804 minZ = 8192f; 1111 minZ = float.MaxValue;
805 1112
806 SceneObjectPart[] parts = m_parts.GetArray(); 1113 SceneObjectPart[] parts = m_parts.GetArray();
807 for (int i = 0; i < parts.Length; i++) 1114 foreach (SceneObjectPart part in parts)
808 { 1115 {
809 SceneObjectPart part = parts[i];
810
811 Vector3 worldPos = part.GetWorldPosition(); 1116 Vector3 worldPos = part.GetWorldPosition();
812 Vector3 offset = worldPos - AbsolutePosition; 1117 Vector3 offset = worldPos - AbsolutePosition;
813 Quaternion worldRot; 1118 Quaternion worldRot;
814 if (part.ParentID == 0) 1119 if (part.ParentID == 0)
1120 {
815 worldRot = part.RotationOffset; 1121 worldRot = part.RotationOffset;
1122 }
816 else 1123 else
1124 {
817 worldRot = part.GetWorldRotation(); 1125 worldRot = part.GetWorldRotation();
1126 }
818 1127
819 Vector3 frontTopLeft; 1128 Vector3 frontTopLeft;
820 Vector3 frontTopRight; 1129 Vector3 frontTopRight;
@@ -826,6 +1135,8 @@ namespace OpenSim.Region.Framework.Scenes
826 Vector3 backBottomLeft; 1135 Vector3 backBottomLeft;
827 Vector3 backBottomRight; 1136 Vector3 backBottomRight;
828 1137
1138 // Vector3[] corners = new Vector3[8];
1139
829 Vector3 orig = Vector3.Zero; 1140 Vector3 orig = Vector3.Zero;
830 1141
831 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1142 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -860,6 +1171,38 @@ namespace OpenSim.Region.Framework.Scenes
860 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1171 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
861 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1172 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
862 1173
1174
1175
1176 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1177 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1178 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1179 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1180 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1181 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1182 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1183 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1184
1185 //for (int i = 0; i < 8; i++)
1186 //{
1187 // corners[i] = corners[i] * worldRot;
1188 // corners[i] += offset;
1189
1190 // if (corners[i].X > maxX)
1191 // maxX = corners[i].X;
1192 // if (corners[i].X < minX)
1193 // minX = corners[i].X;
1194
1195 // if (corners[i].Y > maxY)
1196 // maxY = corners[i].Y;
1197 // if (corners[i].Y < minY)
1198 // minY = corners[i].Y;
1199
1200 // if (corners[i].Z > maxZ)
1201 // maxZ = corners[i].Y;
1202 // if (corners[i].Z < minZ)
1203 // minZ = corners[i].Z;
1204 //}
1205
863 frontTopLeft = frontTopLeft * worldRot; 1206 frontTopLeft = frontTopLeft * worldRot;
864 frontTopRight = frontTopRight * worldRot; 1207 frontTopRight = frontTopRight * worldRot;
865 frontBottomLeft = frontBottomLeft * worldRot; 1208 frontBottomLeft = frontBottomLeft * worldRot;
@@ -881,6 +1224,15 @@ namespace OpenSim.Region.Framework.Scenes
881 backTopLeft += offset; 1224 backTopLeft += offset;
882 backTopRight += offset; 1225 backTopRight += offset;
883 1226
1227 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1228 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1229 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1230 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1231 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1232 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1233 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1234 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1235
884 if (frontTopRight.X > maxX) 1236 if (frontTopRight.X > maxX)
885 maxX = frontTopRight.X; 1237 maxX = frontTopRight.X;
886 if (frontTopLeft.X > maxX) 1238 if (frontTopLeft.X > maxX)
@@ -1024,17 +1376,118 @@ namespace OpenSim.Region.Framework.Scenes
1024 1376
1025 #endregion 1377 #endregion
1026 1378
1379 public void GetResourcesCosts(SceneObjectPart apart,
1380 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1381 {
1382 // this information may need to be cached
1383
1384 float cost;
1385 float tmpcost;
1386
1387 bool ComplexCost = false;
1388
1389 SceneObjectPart p;
1390 SceneObjectPart[] parts;
1391
1392 lock (m_parts)
1393 {
1394 parts = m_parts.GetArray();
1395 }
1396
1397 int nparts = parts.Length;
1398
1399
1400 for (int i = 0; i < nparts; i++)
1401 {
1402 p = parts[i];
1403
1404 if (p.UsesComplexCost)
1405 {
1406 ComplexCost = true;
1407 break;
1408 }
1409 }
1410
1411 if (ComplexCost)
1412 {
1413 linksetResCost = 0;
1414 linksetPhysCost = 0;
1415 partCost = 0;
1416 partPhysCost = 0;
1417
1418 for (int i = 0; i < nparts; i++)
1419 {
1420 p = parts[i];
1421
1422 cost = p.StreamingCost;
1423 tmpcost = p.SimulationCost;
1424 if (tmpcost > cost)
1425 cost = tmpcost;
1426 tmpcost = p.PhysicsCost;
1427 if (tmpcost > cost)
1428 cost = tmpcost;
1429
1430 linksetPhysCost += tmpcost;
1431 linksetResCost += cost;
1432
1433 if (p == apart)
1434 {
1435 partCost = cost;
1436 partPhysCost = tmpcost;
1437 }
1438 }
1439 }
1440 else
1441 {
1442 partPhysCost = 1.0f;
1443 partCost = 1.0f;
1444 linksetResCost = (float)nparts;
1445 linksetPhysCost = linksetResCost;
1446 }
1447 }
1448
1449 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1450 {
1451 SceneObjectPart p;
1452 SceneObjectPart[] parts;
1453
1454 lock (m_parts)
1455 {
1456 parts = m_parts.GetArray();
1457 }
1458
1459 int nparts = parts.Length;
1460
1461 PhysCost = 0;
1462 StreamCost = 0;
1463 SimulCost = 0;
1464
1465 for (int i = 0; i < nparts; i++)
1466 {
1467 p = parts[i];
1468
1469 StreamCost += p.StreamingCost;
1470 SimulCost += p.SimulationCost;
1471 PhysCost += p.PhysicsCost;
1472 }
1473 }
1474
1027 public void SaveScriptedState(XmlTextWriter writer) 1475 public void SaveScriptedState(XmlTextWriter writer)
1028 { 1476 {
1477 SaveScriptedState(writer, false);
1478 }
1479
1480 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1481 {
1029 XmlDocument doc = new XmlDocument(); 1482 XmlDocument doc = new XmlDocument();
1030 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1483 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1031 1484
1032 SceneObjectPart[] parts = m_parts.GetArray(); 1485 SceneObjectPart[] parts = m_parts.GetArray();
1033 for (int i = 0; i < parts.Length; i++) 1486 for (int i = 0; i < parts.Length; i++)
1034 { 1487 {
1035 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1488 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1036 foreach (KeyValuePair<UUID, string> kvp in pstates) 1489 foreach (KeyValuePair<UUID, string> kvp in pstates)
1037 states.Add(kvp.Key, kvp.Value); 1490 states[kvp.Key] = kvp.Value;
1038 } 1491 }
1039 1492
1040 if (states.Count > 0) 1493 if (states.Count > 0)
@@ -1054,6 +1507,169 @@ namespace OpenSim.Region.Framework.Scenes
1054 } 1507 }
1055 1508
1056 /// <summary> 1509 /// <summary>
1510 /// Add the avatar to this linkset (avatar is sat).
1511 /// </summary>
1512 /// <param name="agentID"></param>
1513 public void AddAvatar(UUID agentID)
1514 {
1515 ScenePresence presence;
1516 if (m_scene.TryGetScenePresence(agentID, out presence))
1517 {
1518 if (!m_linkedAvatars.Contains(presence))
1519 {
1520 m_linkedAvatars.Add(presence);
1521 }
1522 }
1523 }
1524
1525 /// <summary>
1526 /// Delete the avatar from this linkset (avatar is unsat).
1527 /// </summary>
1528 /// <param name="agentID"></param>
1529 public void DeleteAvatar(UUID agentID)
1530 {
1531 ScenePresence presence;
1532 if (m_scene.TryGetScenePresence(agentID, out presence))
1533 {
1534 if (m_linkedAvatars.Contains(presence))
1535 {
1536 m_linkedAvatars.Remove(presence);
1537 }
1538 }
1539 }
1540
1541 /// <summary>
1542 /// Returns the list of linked presences (avatars sat on this group)
1543 /// </summary>
1544 /// <param name="agentID"></param>
1545 public List<ScenePresence> GetLinkedAvatars()
1546 {
1547 return m_linkedAvatars;
1548 }
1549
1550 /// <summary>
1551 /// Attach this scene object to the given avatar.
1552 /// </summary>
1553 /// <param name="agentID"></param>
1554 /// <param name="attachmentpoint"></param>
1555 /// <param name="AttachOffset"></param>
1556 private void AttachToAgent(
1557 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1558 {
1559 if (avatar != null)
1560 {
1561 // don't attach attachments to child agents
1562 if (avatar.IsChildAgent) return;
1563
1564 // Remove from database and parcel prim count
1565 m_scene.DeleteFromStorage(so.UUID);
1566 m_scene.EventManager.TriggerParcelPrimCountTainted();
1567
1568 so.AttachedAvatar = avatar.UUID;
1569
1570 if (so.RootPart.PhysActor != null)
1571 {
1572 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1573 so.RootPart.PhysActor = null;
1574 }
1575
1576 so.AbsolutePosition = attachOffset;
1577 so.RootPart.AttachedPos = attachOffset;
1578 so.IsAttachment = true;
1579 so.RootPart.SetParentLocalId(avatar.LocalId);
1580 so.AttachmentPoint = attachmentpoint;
1581
1582 avatar.AddAttachment(this);
1583
1584 if (!silent)
1585 {
1586 // Killing it here will cause the client to deselect it
1587 // It then reappears on the avatar, deselected
1588 // through the full update below
1589 //
1590 if (IsSelected)
1591 {
1592 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1593 }
1594
1595 IsSelected = false; // fudge....
1596 ScheduleGroupForFullUpdate();
1597 }
1598 }
1599 else
1600 {
1601 m_log.WarnFormat(
1602 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1603 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1604 }
1605 }
1606
1607 public byte GetAttachmentPoint()
1608 {
1609 return m_rootPart.Shape.State;
1610 }
1611
1612 public void DetachToGround()
1613 {
1614 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1615 if (avatar == null)
1616 return;
1617
1618 avatar.RemoveAttachment(this);
1619
1620 Vector3 detachedpos = new Vector3(127f,127f,127f);
1621 if (avatar == null)
1622 return;
1623
1624 detachedpos = avatar.AbsolutePosition;
1625 FromItemID = UUID.Zero;
1626
1627 AbsolutePosition = detachedpos;
1628 AttachedAvatar = UUID.Zero;
1629
1630 //SceneObjectPart[] parts = m_parts.GetArray();
1631 //for (int i = 0; i < parts.Length; i++)
1632 // parts[i].AttachedAvatar = UUID.Zero;
1633
1634 m_rootPart.SetParentLocalId(0);
1635 AttachmentPoint = (byte)0;
1636 // must check if buildind should be true or false here
1637 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1638 HasGroupChanged = true;
1639 RootPart.Rezzed = DateTime.Now;
1640 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1641 AttachToBackup();
1642 m_scene.EventManager.TriggerParcelPrimCountTainted();
1643 m_rootPart.ScheduleFullUpdate();
1644 m_rootPart.ClearUndoState();
1645 }
1646
1647 public void DetachToInventoryPrep()
1648 {
1649 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1650 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1651 if (avatar != null)
1652 {
1653 //detachedpos = avatar.AbsolutePosition;
1654 avatar.RemoveAttachment(this);
1655 }
1656
1657 AttachedAvatar = UUID.Zero;
1658
1659 /*SceneObjectPart[] parts = m_parts.GetArray();
1660 for (int i = 0; i < parts.Length; i++)
1661 parts[i].AttachedAvatar = UUID.Zero;*/
1662
1663 m_rootPart.SetParentLocalId(0);
1664 //m_rootPart.SetAttachmentPoint((byte)0);
1665 IsAttachment = false;
1666 AbsolutePosition = m_rootPart.AttachedPos;
1667 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1668 //AttachToBackup();
1669 //m_rootPart.ScheduleFullUpdate();
1670 }
1671
1672 /// <summary>
1057 /// 1673 ///
1058 /// </summary> 1674 /// </summary>
1059 /// <param name="part"></param> 1675 /// <param name="part"></param>
@@ -1093,7 +1709,10 @@ namespace OpenSim.Region.Framework.Scenes
1093 public void AddPart(SceneObjectPart part) 1709 public void AddPart(SceneObjectPart part)
1094 { 1710 {
1095 part.SetParent(this); 1711 part.SetParent(this);
1096 part.LinkNum = m_parts.Add(part.UUID, part); 1712 m_parts.Add(part.UUID, part);
1713
1714 part.LinkNum = m_parts.Count;
1715
1097 if (part.LinkNum == 2) 1716 if (part.LinkNum == 2)
1098 RootPart.LinkNum = 1; 1717 RootPart.LinkNum = 1;
1099 } 1718 }
@@ -1119,6 +1738,14 @@ namespace OpenSim.Region.Framework.Scenes
1119 parts[i].UUID = UUID.Random(); 1738 parts[i].UUID = UUID.Random();
1120 } 1739 }
1121 1740
1741 // helper provided for parts.
1742 public int GetSceneMaxUndo()
1743 {
1744 if (m_scene != null)
1745 return m_scene.MaxUndoCount;
1746 return 5;
1747 }
1748
1122 // justincc: I don't believe this hack is needed any longer, especially since the physics 1749 // justincc: I don't believe this hack is needed any longer, especially since the physics
1123 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false 1750 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
1124 // this method was preventing proper reload of scene objects. 1751 // this method was preventing proper reload of scene objects.
@@ -1176,7 +1803,7 @@ namespace OpenSim.Region.Framework.Scenes
1176// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1803// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1177// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1804// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1178 1805
1179 part.StoreUndoState(); 1806// part.StoreUndoState();
1180 part.OnGrab(offsetPos, remoteClient); 1807 part.OnGrab(offsetPos, remoteClient);
1181 } 1808 }
1182 1809
@@ -1196,6 +1823,11 @@ namespace OpenSim.Region.Framework.Scenes
1196 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1823 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1197 public void DeleteGroupFromScene(bool silent) 1824 public void DeleteGroupFromScene(bool silent)
1198 { 1825 {
1826 // We need to keep track of this state in case this group is still queued for backup.
1827 IsDeleted = true;
1828
1829 DetachFromBackup();
1830
1199 SceneObjectPart[] parts = m_parts.GetArray(); 1831 SceneObjectPart[] parts = m_parts.GetArray();
1200 for (int i = 0; i < parts.Length; i++) 1832 for (int i = 0; i < parts.Length; i++)
1201 { 1833 {
@@ -1219,6 +1851,7 @@ namespace OpenSim.Region.Framework.Scenes
1219 } 1851 }
1220 }); 1852 });
1221 } 1853 }
1854
1222 } 1855 }
1223 1856
1224 public void AddScriptLPS(int count) 1857 public void AddScriptLPS(int count)
@@ -1288,28 +1921,43 @@ namespace OpenSim.Region.Framework.Scenes
1288 /// </summary> 1921 /// </summary>
1289 public void ApplyPhysics() 1922 public void ApplyPhysics()
1290 { 1923 {
1291 // Apply physics to the root prim
1292 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1293
1294 // Apply physics to child prims
1295 SceneObjectPart[] parts = m_parts.GetArray(); 1924 SceneObjectPart[] parts = m_parts.GetArray();
1296 if (parts.Length > 1) 1925 if (parts.Length > 1)
1297 { 1926 {
1927 ResetChildPrimPhysicsPositions();
1928
1929 // Apply physics to the root prim
1930 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1931
1932
1298 for (int i = 0; i < parts.Length; i++) 1933 for (int i = 0; i < parts.Length; i++)
1299 { 1934 {
1300 SceneObjectPart part = parts[i]; 1935 SceneObjectPart part = parts[i];
1301 if (part.LocalId != m_rootPart.LocalId) 1936 if (part.LocalId != m_rootPart.LocalId)
1302 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1937 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1303 } 1938 }
1304
1305 // Hack to get the physics scene geometries in the right spot 1939 // Hack to get the physics scene geometries in the right spot
1306 ResetChildPrimPhysicsPositions(); 1940// ResetChildPrimPhysicsPositions();
1941 if (m_rootPart.PhysActor != null)
1942 {
1943 m_rootPart.PhysActor.Building = false;
1944 }
1945 }
1946 else
1947 {
1948 // Apply physics to the root prim
1949 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1307 } 1950 }
1308 } 1951 }
1309 1952
1310 public void SetOwnerId(UUID userId) 1953 public void SetOwnerId(UUID userId)
1311 { 1954 {
1312 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1955 ForEachPart(delegate(SceneObjectPart part)
1956 {
1957
1958 part.OwnerID = userId;
1959
1960 });
1313 } 1961 }
1314 1962
1315 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1963 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1341,11 +1989,17 @@ namespace OpenSim.Region.Framework.Scenes
1341 return; 1989 return;
1342 } 1990 }
1343 1991
1992 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1993 return;
1994
1344 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1995 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1345 // any exception propogate upwards. 1996 // any exception propogate upwards.
1346 try 1997 try
1347 { 1998 {
1348 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1999 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
2000 !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things
2001 m_scene.LoadingPrims) // Land may not be valid yet
2002
1349 { 2003 {
1350 ILandObject parcel = m_scene.LandChannel.GetLandObject( 2004 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1351 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 2005 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1372,6 +2026,7 @@ namespace OpenSim.Region.Framework.Scenes
1372 } 2026 }
1373 } 2027 }
1374 } 2028 }
2029
1375 } 2030 }
1376 2031
1377 if (m_scene.UseBackup && HasGroupChanged) 2032 if (m_scene.UseBackup && HasGroupChanged)
@@ -1379,10 +2034,30 @@ namespace OpenSim.Region.Framework.Scenes
1379 // don't backup while it's selected or you're asking for changes mid stream. 2034 // don't backup while it's selected or you're asking for changes mid stream.
1380 if (isTimeToPersist() || forcedBackup) 2035 if (isTimeToPersist() || forcedBackup)
1381 { 2036 {
2037 if (m_rootPart.PhysActor != null &&
2038 (!m_rootPart.PhysActor.IsPhysical))
2039 {
2040 // Possible ghost prim
2041 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2042 {
2043 foreach (SceneObjectPart part in m_parts.GetArray())
2044 {
2045 // Re-set physics actor positions and
2046 // orientations
2047 part.GroupPosition = m_rootPart.GroupPosition;
2048 }
2049 }
2050 }
1382// m_log.DebugFormat( 2051// m_log.DebugFormat(
1383// "[SCENE]: Storing {0}, {1} in {2}", 2052// "[SCENE]: Storing {0}, {1} in {2}",
1384// Name, UUID, m_scene.RegionInfo.RegionName); 2053// Name, UUID, m_scene.RegionInfo.RegionName);
1385 2054
2055 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2056 {
2057 RootPart.Shape.State = 0;
2058 ScheduleGroupForFullUpdate();
2059 }
2060
1386 SceneObjectGroup backup_group = Copy(false); 2061 SceneObjectGroup backup_group = Copy(false);
1387 backup_group.RootPart.Velocity = RootPart.Velocity; 2062 backup_group.RootPart.Velocity = RootPart.Velocity;
1388 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2063 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1392,6 +2067,16 @@ namespace OpenSim.Region.Framework.Scenes
1392 HasGroupChangedDueToDelink = false; 2067 HasGroupChangedDueToDelink = false;
1393 2068
1394 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); 2069 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
2070/*
2071 backup_group.ForEachPart(delegate(SceneObjectPart part)
2072 {
2073 if (part.KeyframeMotion != null)
2074 {
2075 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2076// part.KeyframeMotion.UpdateSceneObject(this);
2077 }
2078 });
2079*/
1395 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); 2080 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
1396 2081
1397 backup_group.ForEachPart(delegate(SceneObjectPart part) 2082 backup_group.ForEachPart(delegate(SceneObjectPart part)
@@ -1448,10 +2133,14 @@ namespace OpenSim.Region.Framework.Scenes
1448 /// <returns></returns> 2133 /// <returns></returns>
1449 public SceneObjectGroup Copy(bool userExposed) 2134 public SceneObjectGroup Copy(bool userExposed)
1450 { 2135 {
2136 m_dupeInProgress = true;
1451 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2137 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1452 dupe.m_isBackedUp = false; 2138 dupe.m_isBackedUp = false;
1453 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2139 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1454 2140
2141 // new group as no sitting avatars
2142 dupe.m_linkedAvatars = new List<ScenePresence>();
2143
1455 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2144 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1456 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2145 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1457 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2146 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1462,7 +2151,7 @@ namespace OpenSim.Region.Framework.Scenes
1462 // This is only necessary when userExposed is false! 2151 // This is only necessary when userExposed is false!
1463 2152
1464 bool previousAttachmentStatus = dupe.IsAttachment; 2153 bool previousAttachmentStatus = dupe.IsAttachment;
1465 2154
1466 if (!userExposed) 2155 if (!userExposed)
1467 dupe.IsAttachment = true; 2156 dupe.IsAttachment = true;
1468 2157
@@ -1475,16 +2164,17 @@ namespace OpenSim.Region.Framework.Scenes
1475 2164
1476 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 2165 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1477 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 2166 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
2167
1478 2168
1479 if (userExposed) 2169 if (userExposed)
1480 dupe.m_rootPart.TrimPermissions(); 2170 dupe.m_rootPart.TrimPermissions();
1481 2171
1482 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2172 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1483 2173
1484 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2174 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1485 { 2175 {
1486 return p1.LinkNum.CompareTo(p2.LinkNum); 2176 return p1.LinkNum.CompareTo(p2.LinkNum);
1487 } 2177 }
1488 ); 2178 );
1489 2179
1490 foreach (SceneObjectPart part in partList) 2180 foreach (SceneObjectPart part in partList)
@@ -1494,41 +2184,56 @@ namespace OpenSim.Region.Framework.Scenes
1494 { 2184 {
1495 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2185 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1496 newPart.LinkNum = part.LinkNum; 2186 newPart.LinkNum = part.LinkNum;
1497 } 2187 if (userExposed)
2188 newPart.ParentID = dupe.m_rootPart.LocalId;
2189 }
1498 else 2190 else
1499 { 2191 {
1500 newPart = dupe.m_rootPart; 2192 newPart = dupe.m_rootPart;
1501 } 2193 }
2194/*
2195 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2196 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1502 2197
1503 // Need to duplicate the physics actor as well 2198 // Need to duplicate the physics actor as well
1504 PhysicsActor originalPartPa = part.PhysActor; 2199 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1505 if (originalPartPa != null && userExposed)
1506 { 2200 {
1507 PrimitiveBaseShape pbs = newPart.Shape; 2201 PrimitiveBaseShape pbs = newPart.Shape;
1508
1509 newPart.PhysActor 2202 newPart.PhysActor
1510 = m_scene.PhysicsScene.AddPrimShape( 2203 = m_scene.PhysicsScene.AddPrimShape(
1511 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2204 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1512 pbs, 2205 pbs,
1513 newPart.AbsolutePosition, 2206 newPart.AbsolutePosition,
1514 newPart.Scale, 2207 newPart.Scale,
1515 newPart.RotationOffset, 2208 newPart.GetWorldRotation(),
1516 originalPartPa.IsPhysical, 2209 isphys,
2210 isphan,
1517 newPart.LocalId); 2211 newPart.LocalId);
1518 2212
1519 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2213 newPart.DoPhysicsPropertyUpdate(isphys, true);
1520 } 2214 */
2215 if (userExposed)
2216 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2217// }
2218 // copy keyframemotion
2219 if (part.KeyframeMotion != null)
2220 newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe);
1521 } 2221 }
1522 2222
1523 if (userExposed) 2223 if (userExposed)
1524 { 2224 {
1525 dupe.UpdateParentIDs(); 2225// done above dupe.UpdateParentIDs();
2226
2227 if (dupe.m_rootPart.PhysActor != null)
2228 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2229
1526 dupe.HasGroupChanged = true; 2230 dupe.HasGroupChanged = true;
1527 dupe.AttachToBackup(); 2231 dupe.AttachToBackup();
1528 2232
1529 ScheduleGroupForFullUpdate(); 2233 ScheduleGroupForFullUpdate();
1530 } 2234 }
1531 2235
2236 m_dupeInProgress = false;
1532 return dupe; 2237 return dupe;
1533 } 2238 }
1534 2239
@@ -1540,11 +2245,24 @@ namespace OpenSim.Region.Framework.Scenes
1540 /// <param name="cGroupID"></param> 2245 /// <param name="cGroupID"></param>
1541 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2246 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1542 { 2247 {
1543 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2248 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2249 // give newpart a new local ID lettng old part keep same
2250 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2251 newpart.LocalId = m_scene.AllocateLocalId();
2252
2253 SetRootPart(newpart);
2254 if (userExposed)
2255 RootPart.Velocity = Vector3.Zero; // In case source is moving
1544 } 2256 }
1545 2257
1546 public void ScriptSetPhysicsStatus(bool usePhysics) 2258 public void ScriptSetPhysicsStatus(bool usePhysics)
1547 { 2259 {
2260 if (usePhysics)
2261 {
2262 if (RootPart.KeyframeMotion != null)
2263 RootPart.KeyframeMotion.Stop();
2264 RootPart.KeyframeMotion = null;
2265 }
1548 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2266 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1549 } 2267 }
1550 2268
@@ -1592,13 +2310,14 @@ namespace OpenSim.Region.Framework.Scenes
1592 2310
1593 if (pa != null) 2311 if (pa != null)
1594 { 2312 {
1595 pa.AddForce(impulse, true); 2313 // false to be applied as a impulse
2314 pa.AddForce(impulse, false);
1596 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2315 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1597 } 2316 }
1598 } 2317 }
1599 } 2318 }
1600 2319
1601 public void applyAngularImpulse(Vector3 impulse) 2320 public void ApplyAngularImpulse(Vector3 impulse)
1602 { 2321 {
1603 PhysicsActor pa = RootPart.PhysActor; 2322 PhysicsActor pa = RootPart.PhysActor;
1604 2323
@@ -1606,21 +2325,8 @@ namespace OpenSim.Region.Framework.Scenes
1606 { 2325 {
1607 if (!IsAttachment) 2326 if (!IsAttachment)
1608 { 2327 {
1609 pa.AddAngularForce(impulse, true); 2328 // false to be applied as a impulse
1610 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2329 pa.AddAngularForce(impulse, false);
1611 }
1612 }
1613 }
1614
1615 public void setAngularImpulse(Vector3 impulse)
1616 {
1617 PhysicsActor pa = RootPart.PhysActor;
1618
1619 if (pa != null)
1620 {
1621 if (!IsAttachment)
1622 {
1623 pa.Torque = impulse;
1624 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2330 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1625 } 2331 }
1626 } 2332 }
@@ -1628,20 +2334,10 @@ namespace OpenSim.Region.Framework.Scenes
1628 2334
1629 public Vector3 GetTorque() 2335 public Vector3 GetTorque()
1630 { 2336 {
1631 PhysicsActor pa = RootPart.PhysActor; 2337 return RootPart.Torque;
1632
1633 if (pa != null)
1634 {
1635 if (!IsAttachment)
1636 {
1637 Vector3 torque = pa.Torque;
1638 return torque;
1639 }
1640 }
1641
1642 return Vector3.Zero;
1643 } 2338 }
1644 2339
2340 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1645 public void moveToTarget(Vector3 target, float tau) 2341 public void moveToTarget(Vector3 target, float tau)
1646 { 2342 {
1647 if (IsAttachment) 2343 if (IsAttachment)
@@ -1673,6 +2369,46 @@ namespace OpenSim.Region.Framework.Scenes
1673 pa.PIDActive = false; 2369 pa.PIDActive = false;
1674 } 2370 }
1675 2371
2372 public void rotLookAt(Quaternion target, float strength, float damping)
2373 {
2374 SceneObjectPart rootpart = m_rootPart;
2375 if (rootpart != null)
2376 {
2377 if (IsAttachment)
2378 {
2379 /*
2380 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2381 if (avatar != null)
2382 {
2383 Rotate the Av?
2384 } */
2385 }
2386 else
2387 {
2388 if (rootpart.PhysActor != null)
2389 { // APID must be implemented in your physics system for this to function.
2390 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2391 rootpart.PhysActor.APIDStrength = strength;
2392 rootpart.PhysActor.APIDDamping = damping;
2393 rootpart.PhysActor.APIDActive = true;
2394 }
2395 }
2396 }
2397 }
2398
2399 public void stopLookAt()
2400 {
2401 SceneObjectPart rootpart = m_rootPart;
2402 if (rootpart != null)
2403 {
2404 if (rootpart.PhysActor != null)
2405 { // APID must be implemented in your physics system for this to function.
2406 rootpart.PhysActor.APIDActive = false;
2407 }
2408 }
2409
2410 }
2411
1676 /// <summary> 2412 /// <summary>
1677 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2413 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1678 /// </summary> 2414 /// </summary>
@@ -1689,7 +2425,7 @@ namespace OpenSim.Region.Framework.Scenes
1689 { 2425 {
1690 pa.PIDHoverHeight = height; 2426 pa.PIDHoverHeight = height;
1691 pa.PIDHoverType = hoverType; 2427 pa.PIDHoverType = hoverType;
1692 pa.PIDTau = tau; 2428 pa.PIDHoverTau = tau;
1693 pa.PIDHoverActive = true; 2429 pa.PIDHoverActive = true;
1694 } 2430 }
1695 else 2431 else
@@ -1729,7 +2465,12 @@ namespace OpenSim.Region.Framework.Scenes
1729 /// <param name="cGroupID"></param> 2465 /// <param name="cGroupID"></param>
1730 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2466 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1731 { 2467 {
1732 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2468 // give new ID to the new part, letting old keep original
2469 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2470 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2471 newPart.LocalId = m_scene.AllocateLocalId();
2472 newPart.SetParent(this);
2473
1733 AddPart(newPart); 2474 AddPart(newPart);
1734 2475
1735 SetPartAsNonRoot(newPart); 2476 SetPartAsNonRoot(newPart);
@@ -1868,11 +2609,11 @@ namespace OpenSim.Region.Framework.Scenes
1868 /// Immediately send a full update for this scene object. 2609 /// Immediately send a full update for this scene object.
1869 /// </summary> 2610 /// </summary>
1870 public void SendGroupFullUpdate() 2611 public void SendGroupFullUpdate()
1871 { 2612 {
1872 if (IsDeleted) 2613 if (IsDeleted)
1873 return; 2614 return;
1874 2615
1875// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2616// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1876 2617
1877 RootPart.SendFullUpdateToAllClients(); 2618 RootPart.SendFullUpdateToAllClients();
1878 2619
@@ -2028,6 +2769,11 @@ namespace OpenSim.Region.Framework.Scenes
2028 // 'linkPart' == the root of the group being linked into this group 2769 // 'linkPart' == the root of the group being linked into this group
2029 SceneObjectPart linkPart = objectGroup.m_rootPart; 2770 SceneObjectPart linkPart = objectGroup.m_rootPart;
2030 2771
2772 if (m_rootPart.PhysActor != null)
2773 m_rootPart.PhysActor.Building = true;
2774 if (linkPart.PhysActor != null)
2775 linkPart.PhysActor.Building = true;
2776
2031 // physics flags from group to be applied to linked parts 2777 // physics flags from group to be applied to linked parts
2032 bool grpusephys = UsesPhysics; 2778 bool grpusephys = UsesPhysics;
2033 bool grptemporary = IsTemporary; 2779 bool grptemporary = IsTemporary;
@@ -2053,12 +2799,12 @@ namespace OpenSim.Region.Framework.Scenes
2053 Vector3 axPos = linkPart.OffsetPosition; 2799 Vector3 axPos = linkPart.OffsetPosition;
2054 // Rotate the linking root SOP's position to be relative to the new root prim 2800 // Rotate the linking root SOP's position to be relative to the new root prim
2055 Quaternion parentRot = m_rootPart.RotationOffset; 2801 Quaternion parentRot = m_rootPart.RotationOffset;
2056 axPos *= Quaternion.Inverse(parentRot); 2802 axPos *= Quaternion.Conjugate(parentRot);
2057 linkPart.OffsetPosition = axPos; 2803 linkPart.OffsetPosition = axPos;
2058 2804
2059 // Make the linking root SOP's rotation relative to the new root prim 2805 // Make the linking root SOP's rotation relative to the new root prim
2060 Quaternion oldRot = linkPart.RotationOffset; 2806 Quaternion oldRot = linkPart.RotationOffset;
2061 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2807 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2062 linkPart.RotationOffset = newRot; 2808 linkPart.RotationOffset = newRot;
2063 2809
2064 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. 2810 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
@@ -2092,7 +2838,7 @@ namespace OpenSim.Region.Framework.Scenes
2092 linkPart.CreateSelected = true; 2838 linkPart.CreateSelected = true;
2093 2839
2094 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2840 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2095 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2841 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2096 2842
2097 // If the added SOP is physical, also tell the physics engine about the link relationship. 2843 // If the added SOP is physical, also tell the physics engine about the link relationship.
2098 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2844 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2102,6 +2848,7 @@ namespace OpenSim.Region.Framework.Scenes
2102 } 2848 }
2103 2849
2104 linkPart.LinkNum = linkNum++; 2850 linkPart.LinkNum = linkNum++;
2851 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2105 2852
2106 // Get a list of the SOP's in the old group in order of their linknum's. 2853 // Get a list of the SOP's in the old group in order of their linknum's.
2107 SceneObjectPart[] ogParts = objectGroup.Parts; 2854 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2120,7 +2867,7 @@ namespace OpenSim.Region.Framework.Scenes
2120 2867
2121 // Update the physics flags for the newly added SOP 2868 // Update the physics flags for the newly added SOP
2122 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) 2869 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??)
2123 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2870 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2124 2871
2125 // If the added SOP is physical, also tell the physics engine about the link relationship. 2872 // If the added SOP is physical, also tell the physics engine about the link relationship.
2126 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2873 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2138,7 +2885,7 @@ namespace OpenSim.Region.Framework.Scenes
2138 objectGroup.IsDeleted = true; 2885 objectGroup.IsDeleted = true;
2139 2886
2140 objectGroup.m_parts.Clear(); 2887 objectGroup.m_parts.Clear();
2141 2888
2142 // Can't do this yet since backup still makes use of the root part without any synchronization 2889 // Can't do this yet since backup still makes use of the root part without any synchronization
2143// objectGroup.m_rootPart = null; 2890// objectGroup.m_rootPart = null;
2144 2891
@@ -2152,6 +2899,9 @@ namespace OpenSim.Region.Framework.Scenes
2152 // unmoved prims! 2899 // unmoved prims!
2153 ResetChildPrimPhysicsPositions(); 2900 ResetChildPrimPhysicsPositions();
2154 2901
2902 if (m_rootPart.PhysActor != null)
2903 m_rootPart.PhysActor.Building = false;
2904
2155 //HasGroupChanged = true; 2905 //HasGroupChanged = true;
2156 //ScheduleGroupForFullUpdate(); 2906 //ScheduleGroupForFullUpdate();
2157 } 2907 }
@@ -2219,7 +2969,10 @@ namespace OpenSim.Region.Framework.Scenes
2219// m_log.DebugFormat( 2969// m_log.DebugFormat(
2220// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2970// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2221// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2971// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2222 2972
2973 if (m_rootPart.PhysActor != null)
2974 m_rootPart.PhysActor.Building = true;
2975
2223 linkPart.ClearUndoState(); 2976 linkPart.ClearUndoState();
2224 2977
2225 Vector3 worldPos = linkPart.GetWorldPosition(); 2978 Vector3 worldPos = linkPart.GetWorldPosition();
@@ -2290,6 +3043,14 @@ namespace OpenSim.Region.Framework.Scenes
2290 3043
2291 // When we delete a group, we currently have to force persist to the database if the object id has changed 3044 // When we delete a group, we currently have to force persist to the database if the object id has changed
2292 // (since delete works by deleting all rows which have a given object id) 3045 // (since delete works by deleting all rows which have a given object id)
3046
3047 // this is as it seems to be in sl now
3048 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
3049 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
3050
3051 if (m_rootPart.PhysActor != null)
3052 m_rootPart.PhysActor.Building = false;
3053
2293 objectGroup.HasGroupChangedDueToDelink = true; 3054 objectGroup.HasGroupChangedDueToDelink = true;
2294 3055
2295 return objectGroup; 3056 return objectGroup;
@@ -2301,6 +3062,8 @@ namespace OpenSim.Region.Framework.Scenes
2301 /// <param name="objectGroup"></param> 3062 /// <param name="objectGroup"></param>
2302 public virtual void DetachFromBackup() 3063 public virtual void DetachFromBackup()
2303 { 3064 {
3065 if (m_scene != null)
3066 m_scene.SceneGraph.FireDetachFromBackup(this);
2304 if (m_isBackedUp && Scene != null) 3067 if (m_isBackedUp && Scene != null)
2305 m_scene.EventManager.OnBackup -= ProcessBackup; 3068 m_scene.EventManager.OnBackup -= ProcessBackup;
2306 3069
@@ -2321,7 +3084,8 @@ namespace OpenSim.Region.Framework.Scenes
2321 Vector3 axPos = part.OffsetPosition; 3084 Vector3 axPos = part.OffsetPosition;
2322 axPos *= parentRot; 3085 axPos *= parentRot;
2323 part.OffsetPosition = axPos; 3086 part.OffsetPosition = axPos;
2324 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 3087 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
3088 part.GroupPosition = newPos;
2325 part.OffsetPosition = Vector3.Zero; 3089 part.OffsetPosition = Vector3.Zero;
2326 3090
2327 // Compution our rotation to be not relative to the old parent 3091 // Compution our rotation to be not relative to the old parent
@@ -2336,7 +3100,7 @@ namespace OpenSim.Region.Framework.Scenes
2336 part.LinkNum = linkNum; 3100 part.LinkNum = linkNum;
2337 3101
2338 // Compute the new position of this SOP relative to the group position 3102 // Compute the new position of this SOP relative to the group position
2339 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 3103 part.OffsetPosition = newPos - AbsolutePosition;
2340 3104
2341 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. 3105 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
2342 // It would have the affect of setting the physics engine position multiple 3106 // It would have the affect of setting the physics engine position multiple
@@ -2346,18 +3110,19 @@ namespace OpenSim.Region.Framework.Scenes
2346 // Rotate the relative position by the rotation of the group 3110 // Rotate the relative position by the rotation of the group
2347 Quaternion rootRotation = m_rootPart.RotationOffset; 3111 Quaternion rootRotation = m_rootPart.RotationOffset;
2348 Vector3 pos = part.OffsetPosition; 3112 Vector3 pos = part.OffsetPosition;
2349 pos *= Quaternion.Inverse(rootRotation); 3113 pos *= Quaternion.Conjugate(rootRotation);
2350 part.OffsetPosition = pos; 3114 part.OffsetPosition = pos;
2351 3115
2352 // Compute the SOP's rotation relative to the rotation of the group. 3116 // Compute the SOP's rotation relative to the rotation of the group.
2353 parentRot = m_rootPart.RotationOffset; 3117 parentRot = m_rootPart.RotationOffset;
2354 oldRot = part.RotationOffset; 3118 oldRot = part.RotationOffset;
2355 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3119 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2356 part.RotationOffset = newRot; 3120 part.RotationOffset = newRot;
2357 3121
2358 // Since this SOP's state has changed, push those changes into the physics engine 3122 // Since this SOP's state has changed, push those changes into the physics engine
2359 // and the simulator. 3123 // and the simulator.
2360 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3124 // done on caller
3125// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2361 } 3126 }
2362 3127
2363 /// <summary> 3128 /// <summary>
@@ -2379,10 +3144,14 @@ namespace OpenSim.Region.Framework.Scenes
2379 { 3144 {
2380 if (!m_rootPart.BlockGrab) 3145 if (!m_rootPart.BlockGrab)
2381 { 3146 {
2382 Vector3 llmoveforce = pos - AbsolutePosition; 3147/* Vector3 llmoveforce = pos - AbsolutePosition;
2383 Vector3 grabforce = llmoveforce; 3148 Vector3 grabforce = llmoveforce;
2384 grabforce = (grabforce / 10) * pa.Mass; 3149 grabforce = (grabforce / 10) * pa.Mass;
2385 pa.AddForce(grabforce, true); 3150 */
3151 // empirically convert distance diference to a impulse
3152 Vector3 grabforce = pos - AbsolutePosition;
3153 grabforce = grabforce * (pa.Mass/ 10.0f);
3154 pa.AddForce(grabforce, false);
2386 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3155 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2387 } 3156 }
2388 } 3157 }
@@ -2578,6 +3347,8 @@ namespace OpenSim.Region.Framework.Scenes
2578 /// <param name="SetVolumeDetect"></param> 3347 /// <param name="SetVolumeDetect"></param>
2579 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) 3348 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
2580 { 3349 {
3350 HasGroupChanged = true;
3351
2581 SceneObjectPart selectionPart = GetPart(localID); 3352 SceneObjectPart selectionPart = GetPart(localID);
2582 3353
2583 if (SetTemporary && Scene != null) 3354 if (SetTemporary && Scene != null)
@@ -2608,8 +3379,22 @@ namespace OpenSim.Region.Framework.Scenes
2608 } 3379 }
2609 } 3380 }
2610 3381
2611 for (int i = 0; i < parts.Length; i++) 3382 if (parts.Length > 1)
2612 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3383 {
3384 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3385
3386 for (int i = 0; i < parts.Length; i++)
3387 {
3388
3389 if (parts[i].UUID != m_rootPart.UUID)
3390 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3391 }
3392
3393 if (m_rootPart.PhysActor != null)
3394 m_rootPart.PhysActor.Building = false;
3395 }
3396 else
3397 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2613 } 3398 }
2614 } 3399 }
2615 3400
@@ -2622,6 +3407,17 @@ namespace OpenSim.Region.Framework.Scenes
2622 } 3407 }
2623 } 3408 }
2624 3409
3410
3411
3412 /// <summary>
3413 /// Gets the number of parts
3414 /// </summary>
3415 /// <returns></returns>
3416 public int GetPartCount()
3417 {
3418 return Parts.Count();
3419 }
3420
2625 /// <summary> 3421 /// <summary>
2626 /// Update the texture entry for this part 3422 /// Update the texture entry for this part
2627 /// </summary> 3423 /// </summary>
@@ -2638,11 +3434,18 @@ namespace OpenSim.Region.Framework.Scenes
2638 3434
2639 public void AdjustChildPrimPermissions() 3435 public void AdjustChildPrimPermissions()
2640 { 3436 {
3437 uint newOwnerMask = (uint)PermissionMask.All & 0xfffffff8; // Mask folded bits
3438 uint foldedPerms = RootPart.OwnerMask & 3;
3439
2641 ForEachPart(part => 3440 ForEachPart(part =>
2642 { 3441 {
3442 newOwnerMask &= part.BaseMask;
2643 if (part != RootPart) 3443 if (part != RootPart)
2644 part.ClonePermissions(RootPart); 3444 part.ClonePermissions(RootPart);
2645 }); 3445 });
3446
3447 RootPart.OwnerMask = newOwnerMask | foldedPerms;
3448 RootPart.ScheduleFullUpdate();
2646 } 3449 }
2647 3450
2648 public void UpdatePermissions(UUID AgentID, byte field, uint localID, 3451 public void UpdatePermissions(UUID AgentID, byte field, uint localID,
@@ -2650,8 +3453,24 @@ namespace OpenSim.Region.Framework.Scenes
2650 { 3453 {
2651 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); 3454 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
2652 3455
3456 bool god = Scene.Permissions.IsGod(AgentID);
3457
3458 if (field == 1 && god)
3459 {
3460 ForEachPart(part =>
3461 {
3462 part.BaseMask = RootPart.BaseMask;
3463 });
3464 }
3465
2653 AdjustChildPrimPermissions(); 3466 AdjustChildPrimPermissions();
2654 3467
3468 if (field == 1 && god) // Base mask was set. Update all child part inventories
3469 {
3470 foreach (SceneObjectPart part in Parts)
3471 part.Inventory.ApplyGodPermissions(RootPart.BaseMask);
3472 }
3473
2655 HasGroupChanged = true; 3474 HasGroupChanged = true;
2656 3475
2657 // Send the group's properties to all clients once all parts are updated 3476 // Send the group's properties to all clients once all parts are updated
@@ -2697,8 +3516,6 @@ namespace OpenSim.Region.Framework.Scenes
2697 3516
2698 PhysicsActor pa = m_rootPart.PhysActor; 3517 PhysicsActor pa = m_rootPart.PhysActor;
2699 3518
2700 RootPart.StoreUndoState(true);
2701
2702 if (Scene != null) 3519 if (Scene != null)
2703 { 3520 {
2704 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); 3521 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
@@ -2726,7 +3543,6 @@ namespace OpenSim.Region.Framework.Scenes
2726 SceneObjectPart obPart = parts[i]; 3543 SceneObjectPart obPart = parts[i];
2727 if (obPart.UUID != m_rootPart.UUID) 3544 if (obPart.UUID != m_rootPart.UUID)
2728 { 3545 {
2729// obPart.IgnoreUndoUpdate = true;
2730 Vector3 oldSize = new Vector3(obPart.Scale); 3546 Vector3 oldSize = new Vector3(obPart.Scale);
2731 3547
2732 float f = 1.0f; 3548 float f = 1.0f;
@@ -2838,8 +3654,6 @@ namespace OpenSim.Region.Framework.Scenes
2838 z *= a; 3654 z *= a;
2839 } 3655 }
2840 } 3656 }
2841
2842// obPart.IgnoreUndoUpdate = false;
2843 } 3657 }
2844 } 3658 }
2845 } 3659 }
@@ -2849,9 +3663,7 @@ namespace OpenSim.Region.Framework.Scenes
2849 prevScale.Y *= y; 3663 prevScale.Y *= y;
2850 prevScale.Z *= z; 3664 prevScale.Z *= z;
2851 3665
2852// RootPart.IgnoreUndoUpdate = true;
2853 RootPart.Resize(prevScale); 3666 RootPart.Resize(prevScale);
2854// RootPart.IgnoreUndoUpdate = false;
2855 3667
2856 for (int i = 0; i < parts.Length; i++) 3668 for (int i = 0; i < parts.Length; i++)
2857 { 3669 {
@@ -2859,8 +3671,6 @@ namespace OpenSim.Region.Framework.Scenes
2859 3671
2860 if (obPart.UUID != m_rootPart.UUID) 3672 if (obPart.UUID != m_rootPart.UUID)
2861 { 3673 {
2862 obPart.IgnoreUndoUpdate = true;
2863
2864 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3674 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2865 currentpos.X *= x; 3675 currentpos.X *= x;
2866 currentpos.Y *= y; 3676 currentpos.Y *= y;
@@ -2873,16 +3683,12 @@ namespace OpenSim.Region.Framework.Scenes
2873 3683
2874 obPart.Resize(newSize); 3684 obPart.Resize(newSize);
2875 obPart.UpdateOffSet(currentpos); 3685 obPart.UpdateOffSet(currentpos);
2876
2877 obPart.IgnoreUndoUpdate = false;
2878 } 3686 }
2879 3687
2880// obPart.IgnoreUndoUpdate = false; 3688 HasGroupChanged = true;
2881// obPart.StoreUndoState(); 3689 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3690 ScheduleGroupForTerseUpdate();
2882 } 3691 }
2883
2884// m_log.DebugFormat(
2885// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2886 } 3692 }
2887 3693
2888 #endregion 3694 #endregion
@@ -2895,14 +3701,6 @@ namespace OpenSim.Region.Framework.Scenes
2895 /// <param name="pos"></param> 3701 /// <param name="pos"></param>
2896 public void UpdateGroupPosition(Vector3 pos) 3702 public void UpdateGroupPosition(Vector3 pos)
2897 { 3703 {
2898// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2899
2900 RootPart.StoreUndoState(true);
2901
2902// SceneObjectPart[] parts = m_parts.GetArray();
2903// for (int i = 0; i < parts.Length; i++)
2904// parts[i].StoreUndoState();
2905
2906 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3704 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2907 { 3705 {
2908 if (IsAttachment) 3706 if (IsAttachment)
@@ -2935,21 +3733,17 @@ namespace OpenSim.Region.Framework.Scenes
2935 /// </summary> 3733 /// </summary>
2936 /// <param name="pos"></param> 3734 /// <param name="pos"></param>
2937 /// <param name="localID"></param> 3735 /// <param name="localID"></param>
3736 ///
3737
2938 public void UpdateSinglePosition(Vector3 pos, uint localID) 3738 public void UpdateSinglePosition(Vector3 pos, uint localID)
2939 { 3739 {
2940 SceneObjectPart part = GetPart(localID); 3740 SceneObjectPart part = GetPart(localID);
2941 3741
2942// SceneObjectPart[] parts = m_parts.GetArray();
2943// for (int i = 0; i < parts.Length; i++)
2944// parts[i].StoreUndoState();
2945
2946 if (part != null) 3742 if (part != null)
2947 { 3743 {
2948// m_log.DebugFormat( 3744// unlock parts position change
2949// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3745 if (m_rootPart.PhysActor != null)
2950 3746 m_rootPart.PhysActor.Building = true;
2951 part.StoreUndoState(false);
2952 part.IgnoreUndoUpdate = true;
2953 3747
2954 if (part.UUID == m_rootPart.UUID) 3748 if (part.UUID == m_rootPart.UUID)
2955 { 3749 {
@@ -2960,8 +3754,10 @@ namespace OpenSim.Region.Framework.Scenes
2960 part.UpdateOffSet(pos); 3754 part.UpdateOffSet(pos);
2961 } 3755 }
2962 3756
3757 if (m_rootPart.PhysActor != null)
3758 m_rootPart.PhysActor.Building = false;
3759
2963 HasGroupChanged = true; 3760 HasGroupChanged = true;
2964 part.IgnoreUndoUpdate = false;
2965 } 3761 }
2966 } 3762 }
2967 3763
@@ -2971,13 +3767,7 @@ namespace OpenSim.Region.Framework.Scenes
2971 /// <param name="pos"></param> 3767 /// <param name="pos"></param>
2972 public void UpdateRootPosition(Vector3 pos) 3768 public void UpdateRootPosition(Vector3 pos)
2973 { 3769 {
2974// m_log.DebugFormat( 3770 // needs to be called with phys building true
2975// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
2976
2977// SceneObjectPart[] parts = m_parts.GetArray();
2978// for (int i = 0; i < parts.Length; i++)
2979// parts[i].StoreUndoState();
2980
2981 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3771 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2982 Vector3 oldPos = 3772 Vector3 oldPos =
2983 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3773 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -3000,7 +3790,14 @@ namespace OpenSim.Region.Framework.Scenes
3000 AbsolutePosition = newPos; 3790 AbsolutePosition = newPos;
3001 3791
3002 HasGroupChanged = true; 3792 HasGroupChanged = true;
3003 ScheduleGroupForTerseUpdate(); 3793 if (m_rootPart.Undoing)
3794 {
3795 ScheduleGroupForFullUpdate();
3796 }
3797 else
3798 {
3799 ScheduleGroupForTerseUpdate();
3800 }
3004 } 3801 }
3005 3802
3006 #endregion 3803 #endregion
@@ -3013,24 +3810,16 @@ namespace OpenSim.Region.Framework.Scenes
3013 /// <param name="rot"></param> 3810 /// <param name="rot"></param>
3014 public void UpdateGroupRotationR(Quaternion rot) 3811 public void UpdateGroupRotationR(Quaternion rot)
3015 { 3812 {
3016// m_log.DebugFormat(
3017// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
3018
3019// SceneObjectPart[] parts = m_parts.GetArray();
3020// for (int i = 0; i < parts.Length; i++)
3021// parts[i].StoreUndoState();
3022
3023 m_rootPart.StoreUndoState(true);
3024
3025 m_rootPart.UpdateRotation(rot); 3813 m_rootPart.UpdateRotation(rot);
3026 3814
3815/* this is done by rootpart RotationOffset set called by UpdateRotation
3027 PhysicsActor actor = m_rootPart.PhysActor; 3816 PhysicsActor actor = m_rootPart.PhysActor;
3028 if (actor != null) 3817 if (actor != null)
3029 { 3818 {
3030 actor.Orientation = m_rootPart.RotationOffset; 3819 actor.Orientation = m_rootPart.RotationOffset;
3031 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3820 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
3032 } 3821 }
3033 3822*/
3034 HasGroupChanged = true; 3823 HasGroupChanged = true;
3035 ScheduleGroupForTerseUpdate(); 3824 ScheduleGroupForTerseUpdate();
3036 } 3825 }
@@ -3042,16 +3831,6 @@ namespace OpenSim.Region.Framework.Scenes
3042 /// <param name="rot"></param> 3831 /// <param name="rot"></param>
3043 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3832 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
3044 { 3833 {
3045// m_log.DebugFormat(
3046// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
3047
3048// SceneObjectPart[] parts = m_parts.GetArray();
3049// for (int i = 0; i < parts.Length; i++)
3050// parts[i].StoreUndoState();
3051
3052 RootPart.StoreUndoState(true);
3053 RootPart.IgnoreUndoUpdate = true;
3054
3055 m_rootPart.UpdateRotation(rot); 3834 m_rootPart.UpdateRotation(rot);
3056 3835
3057 PhysicsActor actor = m_rootPart.PhysActor; 3836 PhysicsActor actor = m_rootPart.PhysActor;
@@ -3070,8 +3849,6 @@ namespace OpenSim.Region.Framework.Scenes
3070 3849
3071 HasGroupChanged = true; 3850 HasGroupChanged = true;
3072 ScheduleGroupForTerseUpdate(); 3851 ScheduleGroupForTerseUpdate();
3073
3074 RootPart.IgnoreUndoUpdate = false;
3075 } 3852 }
3076 3853
3077 /// <summary> 3854 /// <summary>
@@ -3084,13 +3861,11 @@ namespace OpenSim.Region.Framework.Scenes
3084 SceneObjectPart part = GetPart(localID); 3861 SceneObjectPart part = GetPart(localID);
3085 3862
3086 SceneObjectPart[] parts = m_parts.GetArray(); 3863 SceneObjectPart[] parts = m_parts.GetArray();
3087 for (int i = 0; i < parts.Length; i++)
3088 parts[i].StoreUndoState();
3089 3864
3090 if (part != null) 3865 if (part != null)
3091 { 3866 {
3092// m_log.DebugFormat( 3867 if (m_rootPart.PhysActor != null)
3093// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3868 m_rootPart.PhysActor.Building = true;
3094 3869
3095 if (part.UUID == m_rootPart.UUID) 3870 if (part.UUID == m_rootPart.UUID)
3096 { 3871 {
@@ -3100,6 +3875,9 @@ namespace OpenSim.Region.Framework.Scenes
3100 { 3875 {
3101 part.UpdateRotation(rot); 3876 part.UpdateRotation(rot);
3102 } 3877 }
3878
3879 if (m_rootPart.PhysActor != null)
3880 m_rootPart.PhysActor.Building = false;
3103 } 3881 }
3104 } 3882 }
3105 3883
@@ -3113,12 +3891,8 @@ namespace OpenSim.Region.Framework.Scenes
3113 SceneObjectPart part = GetPart(localID); 3891 SceneObjectPart part = GetPart(localID);
3114 if (part != null) 3892 if (part != null)
3115 { 3893 {
3116// m_log.DebugFormat( 3894 if (m_rootPart.PhysActor != null)
3117// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3895 m_rootPart.PhysActor.Building = true;
3118// part.Name, part.LocalId, rot);
3119
3120 part.StoreUndoState();
3121 part.IgnoreUndoUpdate = true;
3122 3896
3123 if (part.UUID == m_rootPart.UUID) 3897 if (part.UUID == m_rootPart.UUID)
3124 { 3898 {
@@ -3131,7 +3905,8 @@ namespace OpenSim.Region.Framework.Scenes
3131 part.OffsetPosition = pos; 3905 part.OffsetPosition = pos;
3132 } 3906 }
3133 3907
3134 part.IgnoreUndoUpdate = false; 3908 if (m_rootPart.PhysActor != null)
3909 m_rootPart.PhysActor.Building = false;
3135 } 3910 }
3136 } 3911 }
3137 3912
@@ -3141,15 +3916,12 @@ namespace OpenSim.Region.Framework.Scenes
3141 /// <param name="rot"></param> 3916 /// <param name="rot"></param>
3142 public void UpdateRootRotation(Quaternion rot) 3917 public void UpdateRootRotation(Quaternion rot)
3143 { 3918 {
3144// m_log.DebugFormat( 3919 // needs to be called with phys building true
3145// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
3146// Name, LocalId, rot);
3147
3148 Quaternion axRot = rot; 3920 Quaternion axRot = rot;
3149 Quaternion oldParentRot = m_rootPart.RotationOffset; 3921 Quaternion oldParentRot = m_rootPart.RotationOffset;
3150 3922
3151 m_rootPart.StoreUndoState(); 3923 //Don't use UpdateRotation because it schedules an update prematurely
3152 m_rootPart.UpdateRotation(rot); 3924 m_rootPart.RotationOffset = rot;
3153 3925
3154 PhysicsActor pa = m_rootPart.PhysActor; 3926 PhysicsActor pa = m_rootPart.PhysActor;
3155 3927
@@ -3165,35 +3937,145 @@ namespace OpenSim.Region.Framework.Scenes
3165 SceneObjectPart prim = parts[i]; 3937 SceneObjectPart prim = parts[i];
3166 if (prim.UUID != m_rootPart.UUID) 3938 if (prim.UUID != m_rootPart.UUID)
3167 { 3939 {
3168 prim.IgnoreUndoUpdate = true; 3940 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3941 NewRot = Quaternion.Inverse(axRot) * NewRot;
3942 prim.RotationOffset = NewRot;
3943
3169 Vector3 axPos = prim.OffsetPosition; 3944 Vector3 axPos = prim.OffsetPosition;
3945
3170 axPos *= oldParentRot; 3946 axPos *= oldParentRot;
3171 axPos *= Quaternion.Inverse(axRot); 3947 axPos *= Quaternion.Inverse(axRot);
3172 prim.OffsetPosition = axPos; 3948 prim.OffsetPosition = axPos;
3173 Quaternion primsRot = prim.RotationOffset; 3949 }
3174 Quaternion newRot = oldParentRot * primsRot; 3950 }
3175 newRot = Quaternion.Inverse(axRot) * newRot; 3951
3176 prim.RotationOffset = newRot; 3952 HasGroupChanged = true;
3177 prim.ScheduleTerseUpdate(); 3953 ScheduleGroupForFullUpdate();
3178 prim.IgnoreUndoUpdate = false; 3954 }
3179 }
3180 }
3181
3182// for (int i = 0; i < parts.Length; i++)
3183// {
3184// SceneObjectPart childpart = parts[i];
3185// if (childpart != m_rootPart)
3186// {
3187//// childpart.IgnoreUndoUpdate = false;
3188//// childpart.StoreUndoState();
3189// }
3190// }
3191 3955
3192 m_rootPart.ScheduleTerseUpdate(); 3956 private enum updatetype :int
3957 {
3958 none = 0,
3959 partterse = 1,
3960 partfull = 2,
3961 groupterse = 3,
3962 groupfull = 4
3963 }
3193 3964
3194// m_log.DebugFormat( 3965 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
3195// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3966 {
3196// Name, LocalId, rot); 3967 // TODO this still as excessive *.Schedule*Update()s
3968
3969 if (part != null && part.ParentGroup != null)
3970 {
3971 ObjectChangeType change = data.change;
3972 bool togroup = ((change & ObjectChangeType.Group) != 0);
3973 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3974
3975 SceneObjectGroup group = part.ParentGroup;
3976 PhysicsActor pha = group.RootPart.PhysActor;
3977
3978 updatetype updateType = updatetype.none;
3979
3980 if (togroup)
3981 {
3982 // related to group
3983 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
3984 {
3985 if ((change & ObjectChangeType.Rotation) != 0)
3986 {
3987 group.RootPart.UpdateRotation(data.rotation);
3988 updateType = updatetype.none;
3989 }
3990 if ((change & ObjectChangeType.Position) != 0)
3991 {
3992 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
3993 UpdateGroupPosition(data.position);
3994 updateType = updatetype.groupterse;
3995 }
3996 else
3997 // ugly rotation update of all parts
3998 {
3999 group.ResetChildPrimPhysicsPositions();
4000 }
4001
4002 }
4003 if ((change & ObjectChangeType.Scale) != 0)
4004 {
4005 if (pha != null)
4006 pha.Building = true;
4007
4008 group.GroupResize(data.scale);
4009 updateType = updatetype.none;
4010
4011 if (pha != null)
4012 pha.Building = false;
4013 }
4014 }
4015 else
4016 {
4017 // related to single prim in a link-set ( ie group)
4018 if (pha != null)
4019 pha.Building = true;
4020
4021 // root part is special
4022 // parts offset positions or rotations need to change also
4023
4024 if (part == group.RootPart)
4025 {
4026 if ((change & ObjectChangeType.Rotation) != 0)
4027 group.UpdateRootRotation(data.rotation);
4028 if ((change & ObjectChangeType.Position) != 0)
4029 group.UpdateRootPosition(data.position);
4030 if ((change & ObjectChangeType.Scale) != 0)
4031 part.Resize(data.scale);
4032 }
4033 else
4034 {
4035 if ((change & ObjectChangeType.Position) != 0)
4036 {
4037 part.OffsetPosition = data.position;
4038 updateType = updatetype.partterse;
4039 }
4040 if ((change & ObjectChangeType.Rotation) != 0)
4041 {
4042 part.UpdateRotation(data.rotation);
4043 updateType = updatetype.none;
4044 }
4045 if ((change & ObjectChangeType.Scale) != 0)
4046 {
4047 part.Resize(data.scale);
4048 updateType = updatetype.none;
4049 }
4050 }
4051
4052 if (pha != null)
4053 pha.Building = false;
4054 }
4055
4056 if (updateType != updatetype.none)
4057 {
4058 group.HasGroupChanged = true;
4059
4060 switch (updateType)
4061 {
4062 case updatetype.partterse:
4063 part.ScheduleTerseUpdate();
4064 break;
4065 case updatetype.partfull:
4066 part.ScheduleFullUpdate();
4067 break;
4068 case updatetype.groupterse:
4069 group.ScheduleGroupForTerseUpdate();
4070 break;
4071 case updatetype.groupfull:
4072 group.ScheduleGroupForFullUpdate();
4073 break;
4074 default:
4075 break;
4076 }
4077 }
4078 }
3197 } 4079 }
3198 4080
3199 #endregion 4081 #endregion
@@ -3292,10 +4174,11 @@ namespace OpenSim.Region.Framework.Scenes
3292 scriptPosTarget target = m_targets[idx]; 4174 scriptPosTarget target = m_targets[idx];
3293 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 4175 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3294 { 4176 {
4177 at_target = true;
4178
3295 // trigger at_target 4179 // trigger at_target
3296 if (m_scriptListens_atTarget) 4180 if (m_scriptListens_atTarget)
3297 { 4181 {
3298 at_target = true;
3299 scriptPosTarget att = new scriptPosTarget(); 4182 scriptPosTarget att = new scriptPosTarget();
3300 att.targetPos = target.targetPos; 4183 att.targetPos = target.targetPos;
3301 att.tolerance = target.tolerance; 4184 att.tolerance = target.tolerance;
@@ -3413,11 +4296,50 @@ namespace OpenSim.Region.Framework.Scenes
3413 } 4296 }
3414 } 4297 }
3415 } 4298 }
3416 4299
4300 public Vector3 GetGeometricCenter()
4301 {
4302 // this is not real geometric center but a average of positions relative to root prim acording to
4303 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4304 // ignoring tortured prims details since sl also seems to ignore
4305 // so no real use in doing it on physics
4306
4307 Vector3 gc = Vector3.Zero;
4308
4309 int nparts = m_parts.Count;
4310 if (nparts <= 1)
4311 return gc;
4312
4313 SceneObjectPart[] parts = m_parts.GetArray();
4314 nparts = parts.Length; // just in case it changed
4315 if (nparts <= 1)
4316 return gc;
4317
4318 Quaternion parentRot = RootPart.RotationOffset;
4319 Vector3 pPos;
4320
4321 // average all parts positions
4322 for (int i = 0; i < nparts; i++)
4323 {
4324 // do it directly
4325 // gc += parts[i].GetWorldPosition();
4326 if (parts[i] != RootPart)
4327 {
4328 pPos = parts[i].OffsetPosition;
4329 gc += pPos;
4330 }
4331
4332 }
4333 gc /= nparts;
4334
4335 // relative to root:
4336// gc -= AbsolutePosition;
4337 return gc;
4338 }
4339
3417 public float GetMass() 4340 public float GetMass()
3418 { 4341 {
3419 float retmass = 0f; 4342 float retmass = 0f;
3420
3421 SceneObjectPart[] parts = m_parts.GetArray(); 4343 SceneObjectPart[] parts = m_parts.GetArray();
3422 for (int i = 0; i < parts.Length; i++) 4344 for (int i = 0; i < parts.Length; i++)
3423 retmass += parts[i].GetMass(); 4345 retmass += parts[i].GetMass();
@@ -3425,6 +4347,39 @@ namespace OpenSim.Region.Framework.Scenes
3425 return retmass; 4347 return retmass;
3426 } 4348 }
3427 4349
4350 // center of mass of full object
4351 public Vector3 GetCenterOfMass()
4352 {
4353 PhysicsActor pa = RootPart.PhysActor;
4354
4355 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4356 {
4357 // physics knows better about center of mass of physical prims
4358 Vector3 tmp = pa.CenterOfMass;
4359 return tmp;
4360 }
4361
4362 Vector3 Ptot = Vector3.Zero;
4363 float totmass = 0f;
4364 float m;
4365
4366 SceneObjectPart[] parts = m_parts.GetArray();
4367 for (int i = 0; i < parts.Length; i++)
4368 {
4369 m = parts[i].GetMass();
4370 Ptot += parts[i].GetPartCenterOfMass() * m;
4371 totmass += m;
4372 }
4373
4374 if (totmass == 0)
4375 totmass = 0;
4376 else
4377 totmass = 1 / totmass;
4378 Ptot *= totmass;
4379
4380 return Ptot;
4381 }
4382
3428 /// <summary> 4383 /// <summary>
3429 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4384 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3430 /// the physics engine can use it. 4385 /// the physics engine can use it.
@@ -3593,6 +4548,14 @@ namespace OpenSim.Region.Framework.Scenes
3593 FromItemID = uuid; 4548 FromItemID = uuid;
3594 } 4549 }
3595 4550
4551 public void ResetOwnerChangeFlag()
4552 {
4553 ForEachPart(delegate(SceneObjectPart part)
4554 {
4555 part.ResetOwnerChangeFlag();
4556 });
4557 }
4558
3596 #endregion 4559 #endregion
3597 } 4560 }
3598} 4561}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index f79ac96..2191cfa 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -121,7 +122,18 @@ namespace OpenSim.Region.Framework.Scenes
121 /// Denote all sides of the prim 122 /// Denote all sides of the prim
122 /// </value> 123 /// </value>
123 public const int ALL_SIDES = -1; 124 public const int ALL_SIDES = -1;
124 125
126 private const scriptEvents PhysicsNeededSubsEvents = (
127 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
128 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
129 );
130 private const scriptEvents PhyscicsPhantonSubsEvents = (
131 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
132 );
133 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
134 scriptEvents.collision_start | scriptEvents.collision_end
135 );
136
125 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 137 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
126 138
127 /// <value> 139 /// <value>
@@ -191,12 +203,25 @@ namespace OpenSim.Region.Framework.Scenes
191 203
192 public double SoundRadius; 204 public double SoundRadius;
193 205
206
194 public uint TimeStampFull; 207 public uint TimeStampFull;
195 208
196 public uint TimeStampLastActivity; // Will be used for AutoReturn 209 public uint TimeStampLastActivity; // Will be used for AutoReturn
197 210
198 public uint TimeStampTerse; 211 public uint TimeStampTerse;
199 212
213 // The following two are to hold the attachment data
214 // while an object is inworld
215 [XmlIgnore]
216 public byte AttachPoint = 0;
217
218 [XmlIgnore]
219 public Vector3 AttachOffset = Vector3.Zero;
220
221 [XmlIgnore]
222 public Quaternion AttachRotation = Quaternion.Identity;
223
224 [XmlIgnore]
200 public int STATUS_ROTATE_X; 225 public int STATUS_ROTATE_X;
201 226
202 public int STATUS_ROTATE_Y; 227 public int STATUS_ROTATE_Y;
@@ -223,8 +248,7 @@ namespace OpenSim.Region.Framework.Scenes
223 248
224 public Vector3 RotationAxis = Vector3.One; 249 public Vector3 RotationAxis = Vector3.One;
225 250
226 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 251 public bool VolumeDetectActive;
227 // Certainly this must be a persistant setting finally
228 252
229 public bool IsWaitingForFirstSpinUpdatePacket; 253 public bool IsWaitingForFirstSpinUpdatePacket;
230 254
@@ -264,10 +288,10 @@ namespace OpenSim.Region.Framework.Scenes
264 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 288 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
265 private Vector3 m_sitTargetPosition; 289 private Vector3 m_sitTargetPosition;
266 private string m_sitAnimation = "SIT"; 290 private string m_sitAnimation = "SIT";
291 private bool m_occupied; // KF if any av is sitting on this prim
267 private string m_text = String.Empty; 292 private string m_text = String.Empty;
268 private string m_touchName = String.Empty; 293 private string m_touchName = String.Empty;
269 private readonly List<UndoState> m_undo = new List<UndoState>(5); 294 private UndoRedoState m_UndoRedo = null;
270 private readonly List<UndoState> m_redo = new List<UndoState>(5);
271 295
272 private bool m_passTouches = false; 296 private bool m_passTouches = false;
273 private bool m_passCollisions = false; 297 private bool m_passCollisions = false;
@@ -296,7 +320,19 @@ namespace OpenSim.Region.Framework.Scenes
296 protected Vector3 m_lastAcceleration; 320 protected Vector3 m_lastAcceleration;
297 protected Vector3 m_lastAngularVelocity; 321 protected Vector3 m_lastAngularVelocity;
298 protected int m_lastTerseSent; 322 protected int m_lastTerseSent;
299 323 protected float m_buoyancy = 0.0f;
324 protected Vector3 m_force;
325 protected Vector3 m_torque;
326
327 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
328 protected float m_density = 1000.0f; // in kg/m^3
329 protected float m_gravitymod = 1.0f;
330 protected float m_friction = 0.6f; // wood
331 protected float m_bounce = 0.5f; // wood
332
333
334 protected bool m_isSelected = false;
335
300 /// <summary> 336 /// <summary>
301 /// Stores media texture data 337 /// Stores media texture data
302 /// </summary> 338 /// </summary>
@@ -308,10 +344,25 @@ namespace OpenSim.Region.Framework.Scenes
308 private Vector3 m_cameraAtOffset; 344 private Vector3 m_cameraAtOffset;
309 private bool m_forceMouselook; 345 private bool m_forceMouselook;
310 346
311 // TODO: Collision sound should have default. 347
348 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
349 private sbyte m_collisionSoundType;
312 private UUID m_collisionSound; 350 private UUID m_collisionSound;
313 private float m_collisionSoundVolume; 351 private float m_collisionSoundVolume;
314 352
353 private int LastColSoundSentTime;
354
355
356 private SOPVehicle m_vehicleParams = null;
357
358 private KeyframeMotion m_keyframeMotion = null;
359
360 public KeyframeMotion KeyframeMotion
361 {
362 get; set;
363 }
364
365
315 #endregion Fields 366 #endregion Fields
316 367
317// ~SceneObjectPart() 368// ~SceneObjectPart()
@@ -340,6 +391,7 @@ namespace OpenSim.Region.Framework.Scenes
340 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 391 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
341 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log 392 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
342 m_inventory = new SceneObjectPartInventory(this); 393 m_inventory = new SceneObjectPartInventory(this);
394 LastColSoundSentTime = Util.EnvironmentTickCount();
343 } 395 }
344 396
345 /// <summary> 397 /// <summary>
@@ -354,7 +406,7 @@ namespace OpenSim.Region.Framework.Scenes
354 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 406 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
355 Quaternion rotationOffset, Vector3 offsetPosition) : this() 407 Quaternion rotationOffset, Vector3 offsetPosition) : this()
356 { 408 {
357 m_name = "Primitive"; 409 m_name = "Object";
358 410
359 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 411 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
360 LastOwnerID = CreatorID = OwnerID = ownerID; 412 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -393,7 +445,7 @@ namespace OpenSim.Region.Framework.Scenes
393 private uint _ownerMask = (uint)PermissionMask.All; 445 private uint _ownerMask = (uint)PermissionMask.All;
394 private uint _groupMask = (uint)PermissionMask.None; 446 private uint _groupMask = (uint)PermissionMask.None;
395 private uint _everyoneMask = (uint)PermissionMask.None; 447 private uint _everyoneMask = (uint)PermissionMask.None;
396 private uint _nextOwnerMask = (uint)PermissionMask.All; 448 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
397 private PrimFlags _flags = PrimFlags.None; 449 private PrimFlags _flags = PrimFlags.None;
398 private DateTime m_expires; 450 private DateTime m_expires;
399 private DateTime m_rezzed; 451 private DateTime m_rezzed;
@@ -487,12 +539,16 @@ namespace OpenSim.Region.Framework.Scenes
487 } 539 }
488 540
489 /// <value> 541 /// <value>
490 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 542 /// Get the inventory list
491 /// </value> 543 /// </value>
492 public TaskInventoryDictionary TaskInventory 544 public TaskInventoryDictionary TaskInventory
493 { 545 {
494 get { return m_inventory.Items; } 546 get {
495 set { m_inventory.Items = value; } 547 return m_inventory.Items;
548 }
549 set {
550 m_inventory.Items = value;
551 }
496 } 552 }
497 553
498 /// <summary> 554 /// <summary>
@@ -542,20 +598,6 @@ namespace OpenSim.Region.Framework.Scenes
542 } 598 }
543 } 599 }
544 600
545 public byte Material
546 {
547 get { return (byte) m_material; }
548 set
549 {
550 m_material = (Material)value;
551
552 PhysicsActor pa = PhysActor;
553
554 if (pa != null)
555 pa.SetMaterial((int)value);
556 }
557 }
558
559 [XmlIgnore] 601 [XmlIgnore]
560 public bool PassTouches 602 public bool PassTouches
561 { 603 {
@@ -581,6 +623,18 @@ namespace OpenSim.Region.Framework.Scenes
581 } 623 }
582 } 624 }
583 625
626 public bool IsSelected
627 {
628 get { return m_isSelected; }
629 set
630 {
631 m_isSelected = value;
632 if (ParentGroup != null)
633 ParentGroup.PartSelectChanged(value);
634 }
635 }
636
637
584 public Dictionary<int, string> CollisionFilter 638 public Dictionary<int, string> CollisionFilter
585 { 639 {
586 get { return m_CollisionFilter; } 640 get { return m_CollisionFilter; }
@@ -649,14 +703,12 @@ namespace OpenSim.Region.Framework.Scenes
649 set { m_LoopSoundSlavePrims = value; } 703 set { m_LoopSoundSlavePrims = value; }
650 } 704 }
651 705
652
653 public Byte[] TextureAnimation 706 public Byte[] TextureAnimation
654 { 707 {
655 get { return m_TextureAnimation; } 708 get { return m_TextureAnimation; }
656 set { m_TextureAnimation = value; } 709 set { m_TextureAnimation = value; }
657 } 710 }
658 711
659
660 public Byte[] ParticleSystem 712 public Byte[] ParticleSystem
661 { 713 {
662 get { return m_particleSystem; } 714 get { return m_particleSystem; }
@@ -693,9 +745,12 @@ namespace OpenSim.Region.Framework.Scenes
693 { 745 {
694 // If this is a linkset, we don't want the physics engine mucking up our group position here. 746 // If this is a linkset, we don't want the physics engine mucking up our group position here.
695 PhysicsActor actor = PhysActor; 747 PhysicsActor actor = PhysActor;
696 // If physical and the root prim of a linkset, the position of the group is what physics thinks. 748 if (ParentID == 0)
697 if (actor != null && ParentID == 0) 749 {
698 m_groupPosition = actor.Position; 750 if (actor != null)
751 m_groupPosition = actor.Position;
752 return m_groupPosition;
753 }
699 754
700 // If I'm an attachment, my position is reported as the position of who I'm attached to 755 // If I'm an attachment, my position is reported as the position of who I'm attached to
701 if (ParentGroup.IsAttachment) 756 if (ParentGroup.IsAttachment)
@@ -705,14 +760,16 @@ namespace OpenSim.Region.Framework.Scenes
705 return sp.AbsolutePosition; 760 return sp.AbsolutePosition;
706 } 761 }
707 762
763 // use root prim's group position. Physics may have updated it
764 if (ParentGroup.RootPart != this)
765 m_groupPosition = ParentGroup.RootPart.GroupPosition;
708 return m_groupPosition; 766 return m_groupPosition;
709 } 767 }
710 set 768 set
711 { 769 {
712 m_groupPosition = value; 770 m_groupPosition = value;
713
714 PhysicsActor actor = PhysActor; 771 PhysicsActor actor = PhysActor;
715 if (actor != null) 772 if (actor != null && ParentGroup.Scene.PhysicsScene != null)
716 { 773 {
717 try 774 try
718 { 775 {
@@ -736,16 +793,6 @@ namespace OpenSim.Region.Framework.Scenes
736 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); 793 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e);
737 } 794 }
738 } 795 }
739
740 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
741 if (SitTargetAvatar != UUID.Zero)
742 {
743 ScenePresence avatar;
744 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
745 {
746 avatar.ParentPosition = GetWorldPosition();
747 }
748 }
749 } 796 }
750 } 797 }
751 798
@@ -754,7 +801,7 @@ namespace OpenSim.Region.Framework.Scenes
754 get { return m_offsetPosition; } 801 get { return m_offsetPosition; }
755 set 802 set
756 { 803 {
757// StoreUndoState(); 804 Vector3 oldpos = m_offsetPosition;
758 m_offsetPosition = value; 805 m_offsetPosition = value;
759 806
760 if (ParentGroup != null && !ParentGroup.IsDeleted) 807 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -766,10 +813,25 @@ namespace OpenSim.Region.Framework.Scenes
766 actor.Orientation = GetWorldRotation(); 813 actor.Orientation = GetWorldRotation();
767 814
768 // Tell the physics engines that this prim changed. 815 // Tell the physics engines that this prim changed.
769 if (ParentGroup.Scene != null) 816 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
770 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 817 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
771 } 818 }
819
820 if (!m_parentGroup.m_dupeInProgress)
821 {
822 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
823 foreach (ScenePresence av in avs)
824 {
825 if (av.ParentID == m_localId)
826 {
827 Vector3 offset = (m_offsetPosition - oldpos);
828 av.AbsolutePosition += offset;
829 av.SendAvatarDataToAllAgents();
830 }
831 }
832 }
772 } 833 }
834 TriggerScriptChangedEvent(Changed.POSITION);
773 } 835 }
774 } 836 }
775 837
@@ -820,7 +882,7 @@ namespace OpenSim.Region.Framework.Scenes
820 882
821 set 883 set
822 { 884 {
823 StoreUndoState(); 885// StoreUndoState();
824 m_rotationOffset = value; 886 m_rotationOffset = value;
825 887
826 PhysicsActor actor = PhysActor; 888 PhysicsActor actor = PhysActor;
@@ -908,19 +970,36 @@ namespace OpenSim.Region.Framework.Scenes
908 get 970 get
909 { 971 {
910 PhysicsActor actor = PhysActor; 972 PhysicsActor actor = PhysActor;
911 if ((actor != null) && actor.IsPhysical) 973 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
912 { 974 {
913 m_angularVelocity = actor.RotationalVelocity; 975 m_angularVelocity = actor.RotationalVelocity;
914 } 976 }
915 return m_angularVelocity; 977 return m_angularVelocity;
916 } 978 }
917 set { m_angularVelocity = value; } 979 set
980 {
981 m_angularVelocity = value;
982 PhysicsActor actor = PhysActor;
983 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
984 {
985 actor.RotationalVelocity = m_angularVelocity;
986 }
987 }
918 } 988 }
919 989
920 /// <summary></summary> 990 /// <summary></summary>
921 public Vector3 Acceleration 991 public Vector3 Acceleration
922 { 992 {
923 get { return m_acceleration; } 993 get
994 {
995 PhysicsActor actor = PhysActor;
996 if (actor != null)
997 {
998 m_acceleration = actor.Acceleration;
999 }
1000 return m_acceleration;
1001 }
1002
924 set { m_acceleration = value; } 1003 set { m_acceleration = value; }
925 } 1004 }
926 1005
@@ -988,7 +1067,10 @@ namespace OpenSim.Region.Framework.Scenes
988 public PrimitiveBaseShape Shape 1067 public PrimitiveBaseShape Shape
989 { 1068 {
990 get { return m_shape; } 1069 get { return m_shape; }
991 set { m_shape = value;} 1070 set
1071 {
1072 m_shape = value;
1073 }
992 } 1074 }
993 1075
994 /// <summary> 1076 /// <summary>
@@ -1001,7 +1083,6 @@ namespace OpenSim.Region.Framework.Scenes
1001 { 1083 {
1002 if (m_shape != null) 1084 if (m_shape != null)
1003 { 1085 {
1004 StoreUndoState();
1005 1086
1006 m_shape.Scale = value; 1087 m_shape.Scale = value;
1007 1088
@@ -1028,6 +1109,7 @@ namespace OpenSim.Region.Framework.Scenes
1028 } 1109 }
1029 1110
1030 public UpdateRequired UpdateFlag { get; set; } 1111 public UpdateRequired UpdateFlag { get; set; }
1112 public bool UpdatePhysRequired { get; set; }
1031 1113
1032 /// <summary> 1114 /// <summary>
1033 /// Used for media on a prim. 1115 /// Used for media on a prim.
@@ -1068,10 +1150,7 @@ namespace OpenSim.Region.Framework.Scenes
1068 { 1150 {
1069 get 1151 get
1070 { 1152 {
1071 if (ParentGroup.IsAttachment) 1153 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1072 return GroupPosition;
1073
1074 return m_offsetPosition + m_groupPosition;
1075 } 1154 }
1076 } 1155 }
1077 1156
@@ -1249,6 +1328,13 @@ namespace OpenSim.Region.Framework.Scenes
1249 _flags = value; 1328 _flags = value;
1250 } 1329 }
1251 } 1330 }
1331
1332 [XmlIgnore]
1333 public bool IsOccupied // KF If an av is sittingon this prim
1334 {
1335 get { return m_occupied; }
1336 set { m_occupied = value; }
1337 }
1252 1338
1253 /// <summary> 1339 /// <summary>
1254 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero 1340 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
@@ -1299,12 +1385,41 @@ namespace OpenSim.Region.Framework.Scenes
1299 set { m_sitAnimation = value; } 1385 set { m_sitAnimation = value; }
1300 } 1386 }
1301 1387
1388 public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
1389
1390 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
1391 // runtime thing.. do not persist
1392 [XmlIgnore]
1393 public sbyte CollisionSoundType
1394 {
1395 get
1396 {
1397 return m_collisionSoundType;
1398 }
1399 set
1400 {
1401 m_collisionSoundType = value;
1402 if (value == -1)
1403 m_collisionSound = invalidCollisionSoundUUID;
1404 else if (value == 0)
1405 m_collisionSound = UUID.Zero;
1406 }
1407 }
1408
1302 public UUID CollisionSound 1409 public UUID CollisionSound
1303 { 1410 {
1304 get { return m_collisionSound; } 1411 get { return m_collisionSound; }
1305 set 1412 set
1306 { 1413 {
1307 m_collisionSound = value; 1414 m_collisionSound = value;
1415
1416 if (value == invalidCollisionSoundUUID)
1417 m_collisionSoundType = -1;
1418 else if (value == UUID.Zero)
1419 m_collisionSoundType = 0;
1420 else
1421 m_collisionSoundType = 1;
1422
1308 aggregateScriptEvents(); 1423 aggregateScriptEvents();
1309 } 1424 }
1310 } 1425 }
@@ -1315,6 +1430,324 @@ namespace OpenSim.Region.Framework.Scenes
1315 set { m_collisionSoundVolume = value; } 1430 set { m_collisionSoundVolume = value; }
1316 } 1431 }
1317 1432
1433 public float Buoyancy
1434 {
1435 get
1436 {
1437 if (ParentGroup.RootPart == this)
1438 return m_buoyancy;
1439
1440 return ParentGroup.RootPart.Buoyancy;
1441 }
1442 set
1443 {
1444 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1445 {
1446 ParentGroup.RootPart.Buoyancy = value;
1447 return;
1448 }
1449 m_buoyancy = value;
1450 if (PhysActor != null)
1451 PhysActor.Buoyancy = value;
1452 }
1453 }
1454
1455 public Vector3 Force
1456 {
1457 get
1458 {
1459 if (ParentGroup.RootPart == this)
1460 return m_force;
1461
1462 return ParentGroup.RootPart.Force;
1463 }
1464
1465 set
1466 {
1467 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1468 {
1469 ParentGroup.RootPart.Force = value;
1470 return;
1471 }
1472 m_force = value;
1473 if (PhysActor != null)
1474 PhysActor.Force = value;
1475 }
1476 }
1477
1478 public Vector3 Torque
1479 {
1480 get
1481 {
1482 if (ParentGroup.RootPart == this)
1483 return m_torque;
1484
1485 return ParentGroup.RootPart.Torque;
1486 }
1487
1488 set
1489 {
1490 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1491 {
1492 ParentGroup.RootPart.Torque = value;
1493 return;
1494 }
1495 m_torque = value;
1496 if (PhysActor != null)
1497 PhysActor.Torque = value;
1498 }
1499 }
1500
1501 public byte Material
1502 {
1503 get { return (byte)m_material; }
1504 set
1505 {
1506 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1507 {
1508 bool update = false;
1509
1510 if (m_material != (Material)value)
1511 {
1512 update = true;
1513 m_material = (Material)value;
1514 }
1515
1516 if (m_friction != SOPMaterialData.friction(m_material))
1517 {
1518 update = true;
1519 m_friction = SOPMaterialData.friction(m_material);
1520 }
1521
1522 if (m_bounce != SOPMaterialData.bounce(m_material))
1523 {
1524 update = true;
1525 m_bounce = SOPMaterialData.bounce(m_material);
1526 }
1527
1528 if (update)
1529 {
1530 if (PhysActor != null)
1531 {
1532 PhysActor.SetMaterial((int)value);
1533 }
1534 if(ParentGroup != null)
1535 ParentGroup.HasGroupChanged = true;
1536 ScheduleFullUpdateIfNone();
1537 UpdatePhysRequired = true;
1538 }
1539 }
1540 }
1541 }
1542
1543 // not a propriety to move to methods place later
1544 private bool HasMesh()
1545 {
1546 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1547 return true;
1548 return false;
1549 }
1550
1551 // not a propriety to move to methods place later
1552 public byte DefaultPhysicsShapeType()
1553 {
1554 byte type;
1555
1556 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1557 type = (byte)PhysShapeType.convex;
1558 else
1559 type = (byte)PhysShapeType.prim;
1560
1561 return type;
1562 }
1563
1564 [XmlIgnore]
1565 public bool UsesComplexCost
1566 {
1567 get
1568 {
1569 byte pst = PhysicsShapeType;
1570 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1571 return true;
1572 return false;
1573 }
1574 }
1575
1576 [XmlIgnore]
1577 public float PhysicsCost
1578 {
1579 get
1580 {
1581 if(PhysicsShapeType == (byte)PhysShapeType.none)
1582 return 0;
1583
1584 float cost = 0.1f;
1585 if (PhysActor != null)
1586 cost = PhysActor.PhysicsCost;
1587 else
1588 cost = 0.1f;
1589
1590 if ((Flags & PrimFlags.Physics) != 0)
1591 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1592 return cost;
1593 }
1594 }
1595
1596 [XmlIgnore]
1597 public float StreamingCost
1598 {
1599 get
1600 {
1601 float cost;
1602 if (PhysActor != null)
1603 cost = PhysActor.StreamCost;
1604 else
1605 cost = 1.0f;
1606 return 1.0f;
1607 }
1608 }
1609
1610 [XmlIgnore]
1611 public float SimulationCost
1612 {
1613 get
1614 {
1615 // ignoring scripts. Don't like considering them for this
1616 if((Flags & PrimFlags.Physics) != 0)
1617 return 1.0f;
1618
1619 return 0.5f;
1620 }
1621 }
1622
1623 public byte PhysicsShapeType
1624 {
1625 get { return m_physicsShapeType; }
1626 set
1627 {
1628 byte oldv = m_physicsShapeType;
1629
1630 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1631 {
1632 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
1633 m_physicsShapeType = DefaultPhysicsShapeType();
1634 else
1635 m_physicsShapeType = value;
1636 }
1637 else
1638 m_physicsShapeType = DefaultPhysicsShapeType();
1639
1640 if (m_physicsShapeType != oldv && ParentGroup != null)
1641 {
1642 if (m_physicsShapeType == (byte)PhysShapeType.none)
1643 {
1644 if (PhysActor != null)
1645 {
1646 Velocity = new Vector3(0, 0, 0);
1647 Acceleration = new Vector3(0, 0, 0);
1648 if (ParentGroup.RootPart == this)
1649 AngularVelocity = new Vector3(0, 0, 0);
1650 ParentGroup.Scene.RemovePhysicalPrim(1);
1651 RemoveFromPhysics();
1652 }
1653 }
1654 else if (PhysActor == null)
1655 {
1656 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1657 UpdatePhysicsSubscribedEvents();
1658 }
1659 else
1660 {
1661 PhysActor.PhysicsShapeType = m_physicsShapeType;
1662// if (Shape.SculptEntry)
1663// CheckSculptAndLoad();
1664 }
1665
1666 if (ParentGroup != null)
1667 ParentGroup.HasGroupChanged = true;
1668 }
1669
1670 if (m_physicsShapeType != value)
1671 {
1672 UpdatePhysRequired = true;
1673 }
1674 }
1675 }
1676
1677 public float Density // in kg/m^3
1678 {
1679 get { return m_density; }
1680 set
1681 {
1682 if (value >=1 && value <= 22587.0)
1683 {
1684 m_density = value;
1685 UpdatePhysRequired = true;
1686 }
1687
1688 ScheduleFullUpdateIfNone();
1689
1690 if (ParentGroup != null)
1691 ParentGroup.HasGroupChanged = true;
1692 }
1693 }
1694
1695 public float GravityModifier
1696 {
1697 get { return m_gravitymod; }
1698 set
1699 {
1700 if( value >= -1 && value <=28.0f)
1701 {
1702 m_gravitymod = value;
1703 UpdatePhysRequired = true;
1704 }
1705
1706 ScheduleFullUpdateIfNone();
1707
1708 if (ParentGroup != null)
1709 ParentGroup.HasGroupChanged = true;
1710
1711 }
1712 }
1713
1714 public float Friction
1715 {
1716 get { return m_friction; }
1717 set
1718 {
1719 if (value >= 0 && value <= 255.0f)
1720 {
1721 m_friction = value;
1722 UpdatePhysRequired = true;
1723 }
1724
1725 ScheduleFullUpdateIfNone();
1726
1727 if (ParentGroup != null)
1728 ParentGroup.HasGroupChanged = true;
1729 }
1730 }
1731
1732 public float Bounciness
1733 {
1734 get { return m_bounce; }
1735 set
1736 {
1737 if (value >= 0 && value <= 1.0f)
1738 {
1739 m_bounce = value;
1740 UpdatePhysRequired = true;
1741 }
1742
1743 ScheduleFullUpdateIfNone();
1744
1745 if (ParentGroup != null)
1746 ParentGroup.HasGroupChanged = true;
1747 }
1748 }
1749
1750
1318 #endregion Public Properties with only Get 1751 #endregion Public Properties with only Get
1319 1752
1320 private uint ApplyMask(uint val, bool set, uint mask) 1753 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1460,6 +1893,61 @@ namespace OpenSim.Region.Framework.Scenes
1460 } 1893 }
1461 } 1894 }
1462 1895
1896 // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future
1897 public void SetVelocity(Vector3 pVel, bool localGlobalTF)
1898 {
1899 if (ParentGroup == null || ParentGroup.IsDeleted)
1900 return;
1901
1902 if (ParentGroup.IsAttachment)
1903 return; // don't work on attachments (for now ??)
1904
1905 SceneObjectPart root = ParentGroup.RootPart;
1906
1907 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1908 return;
1909
1910 PhysicsActor pa = root.PhysActor;
1911
1912 if (pa == null || !pa.IsPhysical)
1913 return;
1914
1915 if (localGlobalTF)
1916 {
1917 pVel = pVel * GetWorldRotation();
1918 }
1919
1920 ParentGroup.Velocity = pVel;
1921 }
1922
1923 // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future
1924 public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF)
1925 {
1926 if (ParentGroup == null || ParentGroup.IsDeleted)
1927 return;
1928
1929 if (ParentGroup.IsAttachment)
1930 return; // don't work on attachments (for now ??)
1931
1932 SceneObjectPart root = ParentGroup.RootPart;
1933
1934 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1935 return;
1936
1937 PhysicsActor pa = root.PhysActor;
1938
1939 if (pa == null || !pa.IsPhysical)
1940 return;
1941
1942 if (localGlobalTF)
1943 {
1944 pAngVel = pAngVel * GetWorldRotation();
1945 }
1946
1947 root.AngularVelocity = pAngVel;
1948 }
1949
1950
1463 /// <summary> 1951 /// <summary>
1464 /// hook to the physics scene to apply angular impulse 1952 /// hook to the physics scene to apply angular impulse
1465 /// This is sent up to the group, which then finds the root prim 1953 /// This is sent up to the group, which then finds the root prim
@@ -1480,7 +1968,7 @@ namespace OpenSim.Region.Framework.Scenes
1480 impulse = newimpulse; 1968 impulse = newimpulse;
1481 } 1969 }
1482 1970
1483 ParentGroup.applyAngularImpulse(impulse); 1971 ParentGroup.ApplyAngularImpulse(impulse);
1484 } 1972 }
1485 1973
1486 /// <summary> 1974 /// <summary>
@@ -1490,20 +1978,24 @@ namespace OpenSim.Region.Framework.Scenes
1490 /// </summary> 1978 /// </summary>
1491 /// <param name="impulsei">Vector force</param> 1979 /// <param name="impulsei">Vector force</param>
1492 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1980 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1493 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1981
1982 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1983 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1494 { 1984 {
1495 Vector3 impulse = impulsei; 1985 Vector3 torque = torquei;
1496 1986
1497 if (localGlobalTF) 1987 if (localGlobalTF)
1498 { 1988 {
1989/*
1499 Quaternion grot = GetWorldRotation(); 1990 Quaternion grot = GetWorldRotation();
1500 Quaternion AXgrot = grot; 1991 Quaternion AXgrot = grot;
1501 Vector3 AXimpulsei = impulsei; 1992 Vector3 AXimpulsei = impulsei;
1502 Vector3 newimpulse = AXimpulsei * AXgrot; 1993 Vector3 newimpulse = AXimpulsei * AXgrot;
1503 impulse = newimpulse; 1994 */
1995 torque *= GetWorldRotation();
1504 } 1996 }
1505 1997
1506 ParentGroup.setAngularImpulse(impulse); 1998 Torque = torque;
1507 } 1999 }
1508 2000
1509 /// <summary> 2001 /// <summary>
@@ -1511,17 +2003,23 @@ namespace OpenSim.Region.Framework.Scenes
1511 /// </summary> 2003 /// </summary>
1512 /// <param name="rootObjectFlags"></param> 2004 /// <param name="rootObjectFlags"></param>
1513 /// <param name="VolumeDetectActive"></param> 2005 /// <param name="VolumeDetectActive"></param>
1514 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 2006 /// <param name="building"></param>
2007
2008 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1515 { 2009 {
2010 VolumeDetectActive = _VolumeDetectActive;
2011
1516 if (!ParentGroup.Scene.CollidablePrims) 2012 if (!ParentGroup.Scene.CollidablePrims)
1517 return; 2013 return;
1518 2014
1519// m_log.DebugFormat( 2015 if (PhysicsShapeType == (byte)PhysShapeType.none)
1520// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 2016 return;
1521// Name, LocalId, UUID, m_physicalPrim); 2017
2018 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
2019 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1522 2020
1523 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 2021 if (_VolumeDetectActive)
1524 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 2022 isPhantom = true;
1525 2023
1526 if (IsJoint()) 2024 if (IsJoint())
1527 { 2025 {
@@ -1529,22 +2027,14 @@ namespace OpenSim.Region.Framework.Scenes
1529 } 2027 }
1530 else 2028 else
1531 { 2029 {
1532 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 2030 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1533 if (VolumeDetectActive) 2031 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1534 isPhantom = false;
1535
1536 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
1537 // or flexible
1538 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1539 { 2032 {
1540 // Added clarification.. since A rigid body is an object that you can kick around, etc. 2033 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
1541 bool rigidBody = isPhysical && !isPhantom; 2034 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1542
1543 PhysicsActor pa = AddToPhysics(rigidBody);
1544
1545 if (pa != null)
1546 pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1547 } 2035 }
2036 else
2037 PhysActor = null; // just to be sure
1548 } 2038 }
1549 } 2039 }
1550 2040
@@ -1596,6 +2086,12 @@ namespace OpenSim.Region.Framework.Scenes
1596 dupe.Category = Category; 2086 dupe.Category = Category;
1597 dupe.m_rezzed = m_rezzed; 2087 dupe.m_rezzed = m_rezzed;
1598 2088
2089 dupe.m_UndoRedo = null;
2090 dupe.m_isSelected = false;
2091
2092 dupe.IgnoreUndoUpdate = false;
2093 dupe.Undoing = false;
2094
1599 dupe.m_inventory = new SceneObjectPartInventory(dupe); 2095 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1600 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 2096 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1601 2097
@@ -1611,6 +2107,7 @@ namespace OpenSim.Region.Framework.Scenes
1611 2107
1612 // Move afterwards ResetIDs as it clears the localID 2108 // Move afterwards ResetIDs as it clears the localID
1613 dupe.LocalId = localID; 2109 dupe.LocalId = localID;
2110
1614 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 2111 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1615 dupe.LastOwnerID = OwnerID; 2112 dupe.LastOwnerID = OwnerID;
1616 2113
@@ -1618,6 +2115,9 @@ namespace OpenSim.Region.Framework.Scenes
1618 Array.Copy(Shape.ExtraParams, extraP, extraP.Length); 2115 Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
1619 dupe.Shape.ExtraParams = extraP; 2116 dupe.Shape.ExtraParams = extraP;
1620 2117
2118 // safeguard actual copy is done in sog.copy
2119 dupe.KeyframeMotion = null;
2120
1621 if (userExposed) 2121 if (userExposed)
1622 { 2122 {
1623/* 2123/*
@@ -1629,8 +2129,12 @@ namespace OpenSim.Region.Framework.Scenes
1629*/ 2129*/
1630 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2130 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1631 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2131 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2132// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1632 } 2133 }
1633 2134
2135 if (dupe.PhysActor != null)
2136 dupe.PhysActor.LocalID = localID;
2137
1634 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2138 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1635 2139
1636// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2140// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1649,10 +2153,10 @@ namespace OpenSim.Region.Framework.Scenes
1649 { 2153 {
1650 if (asset != null) 2154 if (asset != null)
1651 SculptTextureCallback(asset); 2155 SculptTextureCallback(asset);
1652 else 2156// else
1653 m_log.WarnFormat( 2157// m_log.WarnFormat(
1654 "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", 2158// "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
1655 Name, UUID, id); 2159// Name, UUID, id);
1656 } 2160 }
1657*/ 2161*/
1658 /// <summary> 2162 /// <summary>
@@ -1751,6 +2255,7 @@ namespace OpenSim.Region.Framework.Scenes
1751 2255
1752 /// <summary> 2256 /// <summary>
1753 /// Do a physics propery update for this part. 2257 /// Do a physics propery update for this part.
2258 /// now also updates phantom and volume detector
1754 /// </summary> 2259 /// </summary>
1755 /// <param name="UsePhysics"></param> 2260 /// <param name="UsePhysics"></param>
1756 /// <param name="isNew"></param> 2261 /// <param name="isNew"></param>
@@ -1776,61 +2281,69 @@ namespace OpenSim.Region.Framework.Scenes
1776 { 2281 {
1777 if (pa.IsPhysical) // implies UsePhysics==false for this block 2282 if (pa.IsPhysical) // implies UsePhysics==false for this block
1778 { 2283 {
1779 if (!isNew) 2284 if (!isNew) // implies UsePhysics==false for this block
2285 {
1780 ParentGroup.Scene.RemovePhysicalPrim(1); 2286 ParentGroup.Scene.RemovePhysicalPrim(1);
1781 2287
1782 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2288 Velocity = new Vector3(0, 0, 0);
1783 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2289 Acceleration = new Vector3(0, 0, 0);
1784 pa.delink(); 2290 if (ParentGroup.RootPart == this)
2291 AngularVelocity = new Vector3(0, 0, 0);
1785 2292
1786 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2293 if (pa.Phantom && !VolumeDetectActive)
1787 { 2294 {
1788 // destroy all joints connected to this now deactivated body 2295 RemoveFromPhysics();
1789 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2296 return;
1790 } 2297 }
1791 2298
1792 // stop client-side interpolation of all joint proxy objects that have just been deleted 2299 pa.IsPhysical = UsePhysics;
1793 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2300 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1794 // which stops client-side interpolation of deactivated joint proxy objects. 2301 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2302 pa.delink();
2303 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2304 {
2305 // destroy all joints connected to this now deactivated body
2306 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2307 }
2308 }
1795 } 2309 }
1796 2310
1797 if (!UsePhysics && !isNew) 2311 if (pa.IsPhysical != UsePhysics)
1798 { 2312 pa.IsPhysical = UsePhysics;
1799 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1800 // prim still has velocity and continues to interpolate its position along the old
1801 // velocity-vector.
1802 Velocity = new Vector3(0, 0, 0);
1803 Acceleration = new Vector3(0, 0, 0);
1804 AngularVelocity = new Vector3(0, 0, 0);
1805 //RotationalVelocity = new Vector3(0, 0, 0);
1806 }
1807 2313
1808 pa.IsPhysical = UsePhysics; 2314 if (UsePhysics)
2315 {
2316 if (ParentGroup.RootPart.KeyframeMotion != null)
2317 ParentGroup.RootPart.KeyframeMotion.Stop();
2318 ParentGroup.RootPart.KeyframeMotion = null;
2319 ParentGroup.Scene.AddPhysicalPrim(1);
1809 2320
1810 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2321 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1811 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2322 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1812 /// that's not wholesome. Had to make Scene public
1813 //PhysActor = null;
1814 2323
1815 if ((Flags & PrimFlags.Phantom) == 0) 2324 if (ParentID != 0 && ParentID != LocalId)
1816 {
1817 if (UsePhysics)
1818 { 2325 {
1819 ParentGroup.Scene.AddPhysicalPrim(1); 2326 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
1820 2327
1821 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 2328 if (parentPa != null)
1822 pa.OnOutOfBounds += PhysicsOutOfBounds;
1823 if (ParentID != 0 && ParentID != LocalId)
1824 { 2329 {
1825 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; 2330 pa.link(parentPa);
1826
1827 if (parentPa != null)
1828 {
1829 pa.link(parentPa);
1830 }
1831 } 2331 }
1832 } 2332 }
1833 } 2333 }
2334 }
2335
2336 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2337 if (pa.Phantom != phan)
2338 pa.Phantom = phan;
2339
2340// some engines dont' have this check still
2341// if (VolumeDetectActive != pa.IsVolumeDtc)
2342 {
2343 if (VolumeDetectActive)
2344 pa.SetVolumeDetect(1);
2345 else
2346 pa.SetVolumeDetect(0);
1834 } 2347 }
1835 2348
1836 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2349 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -1949,12 +2462,26 @@ namespace OpenSim.Region.Framework.Scenes
1949 2462
1950 public Vector3 GetGeometricCenter() 2463 public Vector3 GetGeometricCenter()
1951 { 2464 {
1952 PhysicsActor pa = PhysActor; 2465 // this is not real geometric center but a average of positions relative to root prim acording to
1953 2466 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
1954 if (pa != null) 2467 // ignoring tortured prims details since sl also seems to ignore
1955 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 2468 // so no real use in doing it on physics
1956 else 2469 if (ParentGroup.IsDeleted)
1957 return new Vector3(0, 0, 0); 2470 return new Vector3(0, 0, 0);
2471
2472 return ParentGroup.GetGeometricCenter();
2473
2474 /*
2475 PhysicsActor pa = PhysActor;
2476
2477 if (pa != null)
2478 {
2479 Vector3 vtmp = pa.CenterOfMass;
2480 return vtmp;
2481 }
2482 else
2483 return new Vector3(0, 0, 0);
2484 */
1958 } 2485 }
1959 2486
1960 public float GetMass() 2487 public float GetMass()
@@ -1967,14 +2494,43 @@ namespace OpenSim.Region.Framework.Scenes
1967 return 0; 2494 return 0;
1968 } 2495 }
1969 2496
1970 public Vector3 GetForce() 2497 public Vector3 GetCenterOfMass()
2498 {
2499 if (ParentGroup.RootPart == this)
2500 {
2501 if (ParentGroup.IsDeleted)
2502 return AbsolutePosition;
2503 return ParentGroup.GetCenterOfMass();
2504 }
2505
2506 PhysicsActor pa = PhysActor;
2507
2508 if (pa != null)
2509 {
2510 Vector3 tmp = pa.CenterOfMass;
2511 return tmp;
2512 }
2513 else
2514 return AbsolutePosition;
2515 }
2516
2517 public Vector3 GetPartCenterOfMass()
1971 { 2518 {
1972 PhysicsActor pa = PhysActor; 2519 PhysicsActor pa = PhysActor;
1973 2520
1974 if (pa != null) 2521 if (pa != null)
1975 return pa.Force; 2522 {
2523 Vector3 tmp = pa.CenterOfMass;
2524 return tmp;
2525 }
1976 else 2526 else
1977 return Vector3.Zero; 2527 return AbsolutePosition;
2528 }
2529
2530
2531 public Vector3 GetForce()
2532 {
2533 return Force;
1978 } 2534 }
1979 2535
1980 /// <summary> 2536 /// <summary>
@@ -2189,15 +2745,25 @@ namespace OpenSim.Region.Framework.Scenes
2189 2745
2190 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) 2746 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
2191 { 2747 {
2192 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) 2748 bool sendToRoot = true;
2193 { 2749
2194 ColliderArgs LandCollidingMessage = new ColliderArgs(); 2750 ColliderArgs LandCollidingMessage = new ColliderArgs();
2195 List<DetectedObject> colliding = new List<DetectedObject>(); 2751 List<DetectedObject> colliding = new List<DetectedObject>();
2196 2752
2197 colliding.Add(CreateDetObjectForGround()); 2753 colliding.Add(CreateDetObjectForGround());
2198 LandCollidingMessage.Colliders = colliding; 2754 LandCollidingMessage.Colliders = colliding;
2199 2755
2756 if (Inventory.ContainsScripts())
2757 {
2758 if (!PassCollisions)
2759 sendToRoot = false;
2760 }
2761 if ((ScriptEvents & ev) != 0)
2200 notify(LocalId, LandCollidingMessage); 2762 notify(LocalId, LandCollidingMessage);
2763
2764 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
2765 {
2766 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
2201 } 2767 }
2202 } 2768 }
2203 2769
@@ -2213,57 +2779,120 @@ namespace OpenSim.Region.Framework.Scenes
2213 List<uint> endedColliders = new List<uint>(); 2779 List<uint> endedColliders = new List<uint>();
2214 List<uint> startedColliders = new List<uint>(); 2780 List<uint> startedColliders = new List<uint>();
2215 2781
2216 // calculate things that started colliding this time 2782 if (collissionswith.Count == 0)
2217 // and build up list of colliders this time
2218 foreach (uint localid in collissionswith.Keys)
2219 { 2783 {
2220 thisHitColliders.Add(localid); 2784 if (m_lastColliders.Count == 0)
2221 if (!m_lastColliders.Contains(localid)) 2785 return; // nothing to do
2222 startedColliders.Add(localid);
2223 }
2224 2786
2225 // calculate things that ended colliding 2787 foreach (uint localID in m_lastColliders)
2226 foreach (uint localID in m_lastColliders) 2788 {
2227 {
2228 if (!thisHitColliders.Contains(localID))
2229 endedColliders.Add(localID); 2789 endedColliders.Add(localID);
2790 }
2791 m_lastColliders.Clear();
2230 } 2792 }
2231 2793
2232 //add the items that started colliding this time to the last colliders list. 2794 else
2233 foreach (uint localID in startedColliders) 2795 {
2234 m_lastColliders.Add(localID); 2796 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
2797
2798 // calculate things that started colliding this time
2799 // and build up list of colliders this time
2800 if (!VolumeDetectActive && CollisionSoundType >= 0)
2801 {
2802 CollisionForSoundInfo soundinfo;
2803 ContactPoint curcontact;
2235 2804
2236 // remove things that ended colliding from the last colliders list 2805 foreach (uint id in collissionswith.Keys)
2237 foreach (uint localID in endedColliders) 2806 {
2238 m_lastColliders.Remove(localID); 2807 thisHitColliders.Add(id);
2808 if (!m_lastColliders.Contains(id))
2809 {
2810 startedColliders.Add(id);
2239 2811
2240 // play the sound. 2812 curcontact = collissionswith[id];
2241 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2813 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
2242 { 2814 {
2243 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); 2815 soundinfo = new CollisionForSoundInfo();
2244 if (soundModule != null) 2816 soundinfo.colliderID = id;
2817 soundinfo.position = curcontact.Position;
2818 soundinfo.relativeVel = curcontact.RelativeSpeed;
2819 soundinfolist.Add(soundinfo);
2820 }
2821 }
2822 }
2823 }
2824 else
2825 {
2826 foreach (uint id in collissionswith.Keys)
2827 {
2828 thisHitColliders.Add(id);
2829 if (!m_lastColliders.Contains(id))
2830 startedColliders.Add(id);
2831 }
2832 }
2833
2834 // calculate things that ended colliding
2835 foreach (uint localID in m_lastColliders)
2245 { 2836 {
2246 soundModule.SendSound(UUID, CollisionSound, 2837 if (!thisHitColliders.Contains(localID))
2247 CollisionSoundVolume, true, (byte)0, 0, false, 2838 endedColliders.Add(localID);
2248 false);
2249 } 2839 }
2840
2841 //add the items that started colliding this time to the last colliders list.
2842 foreach (uint localID in startedColliders)
2843 m_lastColliders.Add(localID);
2844
2845 // remove things that ended colliding from the last colliders list
2846 foreach (uint localID in endedColliders)
2847 m_lastColliders.Remove(localID);
2848
2849 // play sounds.
2850 if (soundinfolist.Count > 0)
2851 CollisionSounds.PartCollisionSound(this, soundinfolist);
2250 } 2852 }
2251 2853
2252 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2854 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2253 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2855 if (!VolumeDetectActive)
2856 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2254 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2857 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2255 2858
2256 if (startedColliders.Contains(0)) 2859 if (startedColliders.Contains(0))
2257 { 2860 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2258 if (m_lastColliders.Contains(0)) 2861 if (m_lastColliders.Contains(0))
2259 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); 2862 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
2260 else
2261 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2262 }
2263 if (endedColliders.Contains(0)) 2863 if (endedColliders.Contains(0))
2264 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2864 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2265 } 2865 }
2266 2866
2867 // The Collision sounds code calls this
2868 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
2869 {
2870 if (soundID == UUID.Zero)
2871 return;
2872
2873 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
2874 if (soundModule == null)
2875 return;
2876
2877 if (volume > 1)
2878 volume = 1;
2879 if (volume < 0)
2880 volume = 0;
2881
2882 int now = Util.EnvironmentTickCount();
2883 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
2884 return;
2885
2886 LastColSoundSentTime = now;
2887
2888 UUID ownerID = OwnerID;
2889 UUID objectID = ParentGroup.RootPart.UUID;
2890 UUID parentID = ParentGroup.UUID;
2891 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
2892
2893 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
2894 }
2895
2267 public void PhysicsOutOfBounds(Vector3 pos) 2896 public void PhysicsOutOfBounds(Vector3 pos)
2268 { 2897 {
2269 m_log.Error("[PHYSICS]: Physical Object went out of bounds."); 2898 m_log.Error("[PHYSICS]: Physical Object went out of bounds.");
@@ -2282,9 +2911,9 @@ namespace OpenSim.Region.Framework.Scenes
2282 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2911 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2283 2912
2284 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2913 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2285 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2914 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2286 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2915 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2287 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2916 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2288 { 2917 {
2289 ParentGroup.AbsolutePosition = newpos; 2918 ParentGroup.AbsolutePosition = newpos;
2290 return; 2919 return;
@@ -2411,6 +3040,19 @@ namespace OpenSim.Region.Framework.Scenes
2411 APIDTarget = Quaternion.Identity; 3040 APIDTarget = Quaternion.Identity;
2412 } 3041 }
2413 3042
3043
3044
3045 public void ScheduleFullUpdateIfNone()
3046 {
3047 if (ParentGroup == null)
3048 return;
3049
3050// ??? ParentGroup.HasGroupChanged = true;
3051
3052 if (UpdateFlag != UpdateRequired.FULL)
3053 ScheduleFullUpdate();
3054 }
3055
2414 /// <summary> 3056 /// <summary>
2415 /// Schedules this prim for a full update 3057 /// Schedules this prim for a full update
2416 /// </summary> 3058 /// </summary>
@@ -2614,8 +3256,8 @@ namespace OpenSim.Region.Framework.Scenes
2614 { 3256 {
2615 const float ROTATION_TOLERANCE = 0.01f; 3257 const float ROTATION_TOLERANCE = 0.01f;
2616 const float VELOCITY_TOLERANCE = 0.001f; 3258 const float VELOCITY_TOLERANCE = 0.001f;
2617 const float POSITION_TOLERANCE = 0.05f; 3259 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2618 const int TIME_MS_TOLERANCE = 3000; 3260 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2619 3261
2620 switch (UpdateFlag) 3262 switch (UpdateFlag)
2621 { 3263 {
@@ -2657,6 +3299,9 @@ namespace OpenSim.Region.Framework.Scenes
2657 /// </summary> 3299 /// </summary>
2658 public void SendTerseUpdateToAllClients() 3300 public void SendTerseUpdateToAllClients()
2659 { 3301 {
3302 if (ParentGroup == null || ParentGroup.Scene == null)
3303 return;
3304
2660 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) 3305 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
2661 { 3306 {
2662 SendTerseUpdateToClient(client); 3307 SendTerseUpdateToClient(client);
@@ -2680,10 +3325,13 @@ namespace OpenSim.Region.Framework.Scenes
2680 3325
2681 public void SetBuoyancy(float fvalue) 3326 public void SetBuoyancy(float fvalue)
2682 { 3327 {
2683 PhysicsActor pa = PhysActor; 3328 Buoyancy = fvalue;
2684 3329/*
2685 if (pa != null) 3330 if (PhysActor != null)
2686 pa.Buoyancy = fvalue; 3331 {
3332 PhysActor.Buoyancy = fvalue;
3333 }
3334 */
2687 } 3335 }
2688 3336
2689 public void SetDieAtEdge(bool p) 3337 public void SetDieAtEdge(bool p)
@@ -2699,47 +3347,111 @@ namespace OpenSim.Region.Framework.Scenes
2699 PhysicsActor pa = PhysActor; 3347 PhysicsActor pa = PhysActor;
2700 3348
2701 if (pa != null) 3349 if (pa != null)
2702 pa.FloatOnWater = floatYN == 1; 3350 pa.FloatOnWater = (floatYN == 1);
2703 } 3351 }
2704 3352
2705 public void SetForce(Vector3 force) 3353 public void SetForce(Vector3 force)
2706 { 3354 {
2707 PhysicsActor pa = PhysActor; 3355 Force = force;
3356 }
2708 3357
2709 if (pa != null) 3358 public SOPVehicle VehicleParams
2710 pa.Force = force; 3359 {
3360 get
3361 {
3362 return m_vehicleParams;
3363 }
3364 set
3365 {
3366 m_vehicleParams = value;
3367 }
3368 }
3369
3370
3371 public int VehicleType
3372 {
3373 get
3374 {
3375 if (m_vehicleParams == null)
3376 return (int)Vehicle.TYPE_NONE;
3377 else
3378 return (int)m_vehicleParams.Type;
3379 }
3380 set
3381 {
3382 SetVehicleType(value);
3383 }
2711 } 3384 }
2712 3385
2713 public void SetVehicleType(int type) 3386 public void SetVehicleType(int type)
2714 { 3387 {
2715 PhysicsActor pa = PhysActor; 3388 m_vehicleParams = null;
3389
3390 if (type == (int)Vehicle.TYPE_NONE)
3391 {
3392 if (_parentID ==0 && PhysActor != null)
3393 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3394 return;
3395 }
3396 m_vehicleParams = new SOPVehicle();
3397 m_vehicleParams.ProcessTypeChange((Vehicle)type);
3398 {
3399 if (_parentID ==0 && PhysActor != null)
3400 PhysActor.VehicleType = type;
3401 return;
3402 }
3403 }
2716 3404
2717 if (pa != null) 3405 public void SetVehicleFlags(int param, bool remove)
2718 pa.VehicleType = type; 3406 {
3407 if (m_vehicleParams == null)
3408 return;
3409
3410 m_vehicleParams.ProcessVehicleFlags(param, remove);
3411
3412 if (_parentID ==0 && PhysActor != null)
3413 {
3414 PhysActor.VehicleFlags(param, remove);
3415 }
2719 } 3416 }
2720 3417
2721 public void SetVehicleFloatParam(int param, float value) 3418 public void SetVehicleFloatParam(int param, float value)
2722 { 3419 {
2723 PhysicsActor pa = PhysActor; 3420 if (m_vehicleParams == null)
3421 return;
2724 3422
2725 if (pa != null) 3423 m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value);
2726 pa.VehicleFloatParam(param, value); 3424
3425 if (_parentID == 0 && PhysActor != null)
3426 {
3427 PhysActor.VehicleFloatParam(param, value);
3428 }
2727 } 3429 }
2728 3430
2729 public void SetVehicleVectorParam(int param, Vector3 value) 3431 public void SetVehicleVectorParam(int param, Vector3 value)
2730 { 3432 {
2731 PhysicsActor pa = PhysActor; 3433 if (m_vehicleParams == null)
3434 return;
2732 3435
2733 if (pa != null) 3436 m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value);
2734 pa.VehicleVectorParam(param, value); 3437
3438 if (_parentID == 0 && PhysActor != null)
3439 {
3440 PhysActor.VehicleVectorParam(param, value);
3441 }
2735 } 3442 }
2736 3443
2737 public void SetVehicleRotationParam(int param, Quaternion rotation) 3444 public void SetVehicleRotationParam(int param, Quaternion rotation)
2738 { 3445 {
2739 PhysicsActor pa = PhysActor; 3446 if (m_vehicleParams == null)
3447 return;
2740 3448
2741 if (pa != null) 3449 m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation);
2742 pa.VehicleRotationParam(param, rotation); 3450
3451 if (_parentID == 0 && PhysActor != null)
3452 {
3453 PhysActor.VehicleRotationParam(param, rotation);
3454 }
2743 } 3455 }
2744 3456
2745 /// <summary> 3457 /// <summary>
@@ -2940,14 +3652,6 @@ namespace OpenSim.Region.Framework.Scenes
2940 hasProfileCut = hasDimple; // is it the same thing? 3652 hasProfileCut = hasDimple; // is it the same thing?
2941 } 3653 }
2942 3654
2943 public void SetVehicleFlags(int param, bool remove)
2944 {
2945 PhysicsActor pa = PhysActor;
2946
2947 if (pa != null)
2948 pa.VehicleFlags(param, remove);
2949 }
2950
2951 public void SetGroup(UUID groupID, IClientAPI client) 3655 public void SetGroup(UUID groupID, IClientAPI client)
2952 { 3656 {
2953 // Scene.AddNewPrims() calls with client == null so can't use this. 3657 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3051,67 +3755,16 @@ namespace OpenSim.Region.Framework.Scenes
3051 //ParentGroup.ScheduleGroupForFullUpdate(); 3755 //ParentGroup.ScheduleGroupForFullUpdate();
3052 } 3756 }
3053 3757
3054 public void StoreUndoState() 3758 public void StoreUndoState(ObjectChangeType change)
3055 {
3056 StoreUndoState(false);
3057 }
3058
3059 public void StoreUndoState(bool forGroup)
3060 { 3759 {
3061 if (ParentGroup == null || ParentGroup.Scene == null) 3760 if (m_UndoRedo == null)
3062 return; 3761 m_UndoRedo = new UndoRedoState(5);
3063
3064 if (Undoing)
3065 {
3066// m_log.DebugFormat(
3067// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3068 return;
3069 }
3070
3071 if (IgnoreUndoUpdate)
3072 {
3073// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3074 return;
3075 }
3076 3762
3077 lock (m_undo) 3763 lock (m_UndoRedo)
3078 { 3764 {
3079 if (m_undo.Count > 0) 3765 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3080 {
3081 UndoState last = m_undo[m_undo.Count - 1];
3082 if (last != null)
3083 {
3084 // TODO: May need to fix for group comparison
3085 if (last.Compare(this))
3086 {
3087// m_log.DebugFormat(
3088// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3089// Name, LocalId, m_undo.Count);
3090
3091 return;
3092 }
3093 }
3094 }
3095
3096// m_log.DebugFormat(
3097// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3098// Name, LocalId, forGroup, m_undo.Count);
3099
3100 if (ParentGroup.Scene.MaxUndoCount > 0)
3101 { 3766 {
3102 UndoState nUndo = new UndoState(this, forGroup); 3767 m_UndoRedo.StoreUndo(this, change);
3103
3104 m_undo.Add(nUndo);
3105
3106 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3107 m_undo.RemoveAt(0);
3108
3109 if (m_redo.Count > 0)
3110 m_redo.Clear();
3111
3112// m_log.DebugFormat(
3113// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3114// Name, LocalId, forGroup, m_undo.Count);
3115 } 3768 }
3116 } 3769 }
3117 } 3770 }
@@ -3123,88 +3776,46 @@ namespace OpenSim.Region.Framework.Scenes
3123 { 3776 {
3124 get 3777 get
3125 { 3778 {
3126 lock (m_undo) 3779 if (m_UndoRedo == null)
3127 return m_undo.Count; 3780 return 0;
3781 return m_UndoRedo.Count;
3128 } 3782 }
3129 } 3783 }
3130 3784
3131 public void Undo() 3785 public void Undo()
3132 { 3786 {
3133 lock (m_undo) 3787 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3134 { 3788 return;
3135// m_log.DebugFormat(
3136// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3137// Name, LocalId, m_undo.Count);
3138
3139 if (m_undo.Count > 0)
3140 {
3141 UndoState goback = m_undo[m_undo.Count - 1];
3142 m_undo.RemoveAt(m_undo.Count - 1);
3143
3144 UndoState nUndo = null;
3145
3146 if (ParentGroup.Scene.MaxUndoCount > 0)
3147 {
3148 nUndo = new UndoState(this, goback.ForGroup);
3149 }
3150
3151 goback.PlaybackState(this);
3152
3153 if (nUndo != null)
3154 {
3155 m_redo.Add(nUndo);
3156
3157 if (m_redo.Count > ParentGroup.Scene.MaxUndoCount)
3158 m_redo.RemoveAt(0);
3159 }
3160 }
3161 3789
3162// m_log.DebugFormat( 3790 lock (m_UndoRedo)
3163// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3791 {
3164// Name, LocalId, m_undo.Count); 3792 Undoing = true;
3793 m_UndoRedo.Undo(this);
3794 Undoing = false;
3165 } 3795 }
3166 } 3796 }
3167 3797
3168 public void Redo() 3798 public void Redo()
3169 { 3799 {
3170 lock (m_undo) 3800 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3171 { 3801 return;
3172// m_log.DebugFormat(
3173// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3174// Name, LocalId, m_redo.Count);
3175
3176 if (m_redo.Count > 0)
3177 {
3178 UndoState gofwd = m_redo[m_redo.Count - 1];
3179 m_redo.RemoveAt(m_redo.Count - 1);
3180
3181 if (ParentGroup.Scene.MaxUndoCount > 0)
3182 {
3183 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3184
3185 m_undo.Add(nUndo);
3186
3187 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3188 m_undo.RemoveAt(0);
3189 }
3190
3191 gofwd.PlayfwdState(this);
3192 3802
3193// m_log.DebugFormat( 3803 lock (m_UndoRedo)
3194// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3804 {
3195// Name, LocalId, m_redo.Count); 3805 Undoing = true;
3196 } 3806 m_UndoRedo.Redo(this);
3807 Undoing = false;
3197 } 3808 }
3198 } 3809 }
3199 3810
3200 public void ClearUndoState() 3811 public void ClearUndoState()
3201 { 3812 {
3202// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3813 if (m_UndoRedo == null || Undoing)
3814 return;
3203 3815
3204 lock (m_undo) 3816 lock (m_UndoRedo)
3205 { 3817 {
3206 m_undo.Clear(); 3818 m_UndoRedo.Clear();
3207 m_redo.Clear();
3208 } 3819 }
3209 } 3820 }
3210 3821
@@ -3754,7 +4365,7 @@ namespace OpenSim.Region.Framework.Scenes
3754 if (god) 4365 if (god)
3755 { 4366 {
3756 BaseMask = ApplyMask(BaseMask, set, mask); 4367 BaseMask = ApplyMask(BaseMask, set, mask);
3757 Inventory.ApplyGodPermissions(_baseMask); 4368 Inventory.ApplyGodPermissions(BaseMask);
3758 } 4369 }
3759 4370
3760 break; 4371 break;
@@ -3773,7 +4384,7 @@ namespace OpenSim.Region.Framework.Scenes
3773 case 16: 4384 case 16:
3774 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & 4385 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
3775 baseMask; 4386 baseMask;
3776 // Prevent the client from creating no mod, no copy 4387 // Prevent the client from creating no copy, no transfer
3777 // objects 4388 // objects
3778 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) 4389 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0)
3779 NextOwnerMask |= (uint)PermissionMask.Transfer; 4390 NextOwnerMask |= (uint)PermissionMask.Transfer;
@@ -3791,20 +4402,20 @@ namespace OpenSim.Region.Framework.Scenes
3791 { 4402 {
3792 bool update = false; 4403 bool update = false;
3793 4404
3794 if (BaseMask != source.BaseMask || 4405 uint prevOwnerMask = OwnerMask;
3795 OwnerMask != source.OwnerMask || 4406 uint prevGroupMask = GroupMask;
3796 GroupMask != source.GroupMask || 4407 uint prevEveryoneMask = EveryoneMask;
3797 EveryoneMask != source.EveryoneMask || 4408 uint prevNextOwnerMask = NextOwnerMask;
3798 NextOwnerMask != source.NextOwnerMask)
3799 update = true;
3800 4409
3801 BaseMask = source.BaseMask; 4410 OwnerMask = source.OwnerMask & BaseMask;
3802 OwnerMask = source.OwnerMask; 4411 GroupMask = source.GroupMask & BaseMask;
3803 GroupMask = source.GroupMask; 4412 EveryoneMask = source.EveryoneMask & BaseMask;
3804 EveryoneMask = source.EveryoneMask; 4413 NextOwnerMask = source.NextOwnerMask & BaseMask;
3805 NextOwnerMask = source.NextOwnerMask;
3806 4414
3807 if (update) 4415 if (OwnerMask != prevOwnerMask ||
4416 GroupMask != prevGroupMask ||
4417 EveryoneMask != prevEveryoneMask ||
4418 NextOwnerMask != prevNextOwnerMask)
3808 SendFullUpdateToAllClients(); 4419 SendFullUpdateToAllClients();
3809 } 4420 }
3810 4421
@@ -3855,6 +4466,27 @@ namespace OpenSim.Region.Framework.Scenes
3855 } 4466 }
3856 } 4467 }
3857 4468
4469
4470 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4471 {
4472 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4473 return;
4474
4475 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4476 {
4477 PhysicsShapeType = (byte)physdata.PhysShapeType;
4478
4479 }
4480
4481 if(Density != physdata.Density)
4482 Density = physdata.Density;
4483 if(GravityModifier != physdata.GravitationModifier)
4484 GravityModifier = physdata.GravitationModifier;
4485 if(Friction != physdata.Friction)
4486 Friction = physdata.Friction;
4487 if(Bounciness != physdata.Bounce)
4488 Bounciness = physdata.Bounce;
4489 }
3858 /// <summary> 4490 /// <summary>
3859 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4491 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
3860 /// </summary> 4492 /// </summary>
@@ -3862,7 +4494,7 @@ namespace OpenSim.Region.Framework.Scenes
3862 /// <param name="SetTemporary"></param> 4494 /// <param name="SetTemporary"></param>
3863 /// <param name="SetPhantom"></param> 4495 /// <param name="SetPhantom"></param>
3864 /// <param name="SetVD"></param> 4496 /// <param name="SetVD"></param>
3865 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4497 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
3866 { 4498 {
3867 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4499 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
3868 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4500 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -3872,213 +4504,230 @@ namespace OpenSim.Region.Framework.Scenes
3872 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4504 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
3873 return; 4505 return;
3874 4506
3875 PhysicsActor pa = PhysActor; 4507 VolumeDetectActive = SetVD;
3876
3877 // Special cases for VD. VD can only be called from a script
3878 // and can't be combined with changes to other states. So we can rely
3879 // that...
3880 // ... if VD is changed, all others are not.
3881 // ... if one of the others is changed, VD is not.
3882 if (SetVD) // VD is active, special logic applies
3883 {
3884 // State machine logic for VolumeDetect
3885 // More logic below
3886 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
3887
3888 if (phanReset) // Phantom changes from on to off switch VD off too
3889 {
3890 SetVD = false; // Switch it of for the course of this routine
3891 VolumeDetectActive = false; // and also permanently
3892
3893 if (pa != null)
3894 pa.SetVolumeDetect(0); // Let physics know about it too
3895 }
3896 else
3897 {
3898 // If volumedetect is active we don't want phantom to be applied.
3899 // If this is a new call to VD out of the state "phantom"
3900 // this will also cause the prim to be visible to physics
3901 SetPhantom = false;
3902 }
3903 }
3904 4508
3905 if (UsePhysics && IsJoint()) 4509 // volume detector implies phantom
3906 { 4510 if (VolumeDetectActive)
3907 SetPhantom = true; 4511 SetPhantom = true;
3908 }
3909 4512
3910 if (UsePhysics) 4513 if (UsePhysics)
3911 {
3912 AddFlag(PrimFlags.Physics); 4514 AddFlag(PrimFlags.Physics);
3913 if (!wasUsingPhysics)
3914 {
3915 DoPhysicsPropertyUpdate(UsePhysics, false);
3916 }
3917 }
3918 else 4515 else
3919 {
3920 RemFlag(PrimFlags.Physics); 4516 RemFlag(PrimFlags.Physics);
3921 if (wasUsingPhysics)
3922 {
3923 DoPhysicsPropertyUpdate(UsePhysics, false);
3924 }
3925 }
3926 4517
3927 if (SetPhantom 4518 if (SetPhantom)
3928 || ParentGroup.IsAttachment
3929 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
3930 {
3931 AddFlag(PrimFlags.Phantom); 4519 AddFlag(PrimFlags.Phantom);
3932 4520 else
3933 if (PhysActor != null)
3934 {
3935 RemoveFromPhysics();
3936 pa = null;
3937 }
3938 }
3939 else // Not phantom
3940 {
3941 RemFlag(PrimFlags.Phantom); 4521 RemFlag(PrimFlags.Phantom);
3942 4522
3943 if (ParentGroup.Scene == null) 4523 if (SetTemporary)
3944 return; 4524 AddFlag(PrimFlags.TemporaryOnRez);
4525 else
4526 RemFlag(PrimFlags.TemporaryOnRez);
3945 4527
3946 if (ParentGroup.Scene.CollidablePrims && pa == null)
3947 {
3948 pa = AddToPhysics(UsePhysics);
3949 4528
3950 if (pa != null) 4529 if (ParentGroup.Scene == null)
3951 { 4530 return;
3952 pa.SetMaterial(Material); 4531
3953 DoPhysicsPropertyUpdate(UsePhysics, true); 4532 PhysicsActor pa = PhysActor;
3954 4533
3955 if ( 4534 if (pa != null && building && pa.Building != building)
3956 ((AggregateScriptEvents & scriptEvents.collision) != 0) || 4535 pa.Building = building;
3957 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
3958 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
3959 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
3960 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
3961 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
3962 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
3963 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
3964 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
3965 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
3966 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
3967 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
3968 (CollisionSound != UUID.Zero)
3969 )
3970 {
3971 pa.OnCollisionUpdate += PhysicsCollision;
3972 pa.SubscribeEvents(1000);
3973 }
3974 }
3975 }
3976 else // it already has a physical representation
3977 {
3978 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
3979 }
3980 }
3981 4536
3982 if (SetVD) 4537 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4538 || (Shape.PathCurve == (byte)Extrusion.Flexible))
3983 { 4539 {
3984 // If the above logic worked (this is urgent candidate to unit tests!)
3985 // we now have a physicsactor.
3986 // Defensive programming calls for a check here.
3987 // Better would be throwing an exception that could be catched by a unit test as the internal
3988 // logic should make sure, this Physactor is always here.
3989 if (pa != null) 4540 if (pa != null)
3990 { 4541 {
3991 pa.SetVolumeDetect(1); 4542 if(wasUsingPhysics)
3992 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4543 ParentGroup.Scene.RemovePhysicalPrim(1);
3993 VolumeDetectActive = true; 4544 RemoveFromPhysics();
3994 } 4545 }
4546
4547 Velocity = new Vector3(0, 0, 0);
4548 Acceleration = new Vector3(0, 0, 0);
4549 if (ParentGroup.RootPart == this)
4550 AngularVelocity = new Vector3(0, 0, 0);
3995 } 4551 }
3996 else 4552 else
3997 { 4553 {
3998 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like 4554 if (ParentGroup.Scene.CollidablePrims)
3999 // (mumbles, well, at least if you have infinte CPU powers :-)) 4555 {
4000 if (pa != null) 4556 if (pa == null)
4001 pa.SetVolumeDetect(0); 4557 {
4558 AddToPhysics(UsePhysics, SetPhantom, building, false);
4559 pa = PhysActor;
4560/*
4561 if (pa != null)
4562 {
4563 if (
4564// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4565// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4566// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4567// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4568// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4569// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4570 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4571 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4572 (CollisionSound != UUID.Zero)
4573 )
4574 {
4575 pa.OnCollisionUpdate += PhysicsCollision;
4576 pa.SubscribeEvents(1000);
4577 }
4578 }
4579*/
4580 }
4581 else // it already has a physical representation
4582 {
4583 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4584/* moved into DoPhysicsPropertyUpdate
4585 if(VolumeDetectActive)
4586 pa.SetVolumeDetect(1);
4587 else
4588 pa.SetVolumeDetect(0);
4589*/
4002 4590
4003 VolumeDetectActive = false; 4591 if (pa.Building != building)
4004 } 4592 pa.Building = building;
4593 }
4005 4594
4006 if (SetTemporary) 4595 UpdatePhysicsSubscribedEvents();
4007 { 4596 }
4008 AddFlag(PrimFlags.TemporaryOnRez); 4597 }
4009 }
4010 else
4011 {
4012 RemFlag(PrimFlags.TemporaryOnRez);
4013 }
4014 4598
4015 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4599 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4016 4600
4601 // and last in case we have a new actor and not building
4602
4017 if (ParentGroup != null) 4603 if (ParentGroup != null)
4018 { 4604 {
4019 ParentGroup.HasGroupChanged = true; 4605 ParentGroup.HasGroupChanged = true;
4020 ScheduleFullUpdate(); 4606 ScheduleFullUpdate();
4021 } 4607 }
4022 4608
4023// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4609// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4024 } 4610 }
4025 4611
4026 /// <summary> 4612 /// <summary>
4027 /// Adds this part to the physics scene. 4613 /// Adds this part to the physics scene.
4614 /// and sets the PhysActor property
4028 /// </summary> 4615 /// </summary>
4029 /// <remarks>This method also sets the PhysActor property.</remarks> 4616 /// <param name="isPhysical">Add this prim as physical.</param>
4030 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4617 /// <param name="isPhantom">Add this prim as phantom.</param>
4031 /// <returns> 4618 /// <param name="building">tells physics to delay full construction of object</param>
4032 /// The physics actor. null if there was a failure. 4619 /// <param name="applyDynamics">applies velocities, force and torque</param>
4033 /// </returns> 4620 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4034 private PhysicsActor AddToPhysics(bool rigidBody) 4621 {
4035 {
4036 PhysicsActor pa; 4622 PhysicsActor pa;
4037 4623
4624 Vector3 velocity = Velocity;
4625 Vector3 rotationalVelocity = AngularVelocity;;
4626
4038 try 4627 try
4039 { 4628 {
4040 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4629 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4041 string.Format("{0}/{1}", Name, UUID), 4630 string.Format("{0}/{1}", Name, UUID),
4042 Shape, 4631 Shape,
4043 AbsolutePosition, 4632 AbsolutePosition,
4044 Scale, 4633 Scale,
4045 RotationOffset, 4634 GetWorldRotation(),
4046 rigidBody, 4635 isPhysical,
4047 m_localId); 4636 isPhantom,
4637 PhysicsShapeType,
4638 m_localId);
4048 } 4639 }
4049 catch 4640 catch (Exception ex)
4050 { 4641 {
4051 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); 4642 m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message);
4052 pa = null; 4643 pa = null;
4053 } 4644 }
4054 4645
4055 // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
4056 // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
4057 // being set.
4058 PhysActor = pa;
4059
4060 // Basic Physics can also return null as well as an exception catch.
4061 if (pa != null) 4646 if (pa != null)
4062 { 4647 {
4063 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4648 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
4064 pa.SetMaterial(Material); 4649 pa.SetMaterial(Material);
4065 DoPhysicsPropertyUpdate(rigidBody, true); 4650
4651 if (VolumeDetectActive) // change if not the default only
4652 pa.SetVolumeDetect(1);
4653
4654 if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId)
4655 m_vehicleParams.SetVehicle(pa);
4656
4657 // we are going to tell rest of code about physics so better have this here
4658 PhysActor = pa;
4659
4660 // DoPhysicsPropertyUpdate(isPhysical, true);
4661 // lets expand it here just with what it really needs to do
4662
4663 if (isPhysical)
4664 {
4665 if (ParentGroup.RootPart.KeyframeMotion != null)
4666 ParentGroup.RootPart.KeyframeMotion.Stop();
4667 ParentGroup.RootPart.KeyframeMotion = null;
4668 ParentGroup.Scene.AddPhysicalPrim(1);
4669
4670 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
4671 pa.OnOutOfBounds += PhysicsOutOfBounds;
4672
4673 if (ParentID != 0 && ParentID != LocalId)
4674 {
4675 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
4676
4677 if (parentPa != null)
4678 {
4679 pa.link(parentPa);
4680 }
4681 }
4682 }
4683
4684 if (applyDynamics)
4685 // do independent of isphysical so parameters get setted (at least some)
4686 {
4687 Velocity = velocity;
4688 AngularVelocity = rotationalVelocity;
4689// pa.Velocity = velocity;
4690 pa.RotationalVelocity = rotationalVelocity;
4691
4692 // if not vehicle and root part apply force and torque
4693 if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE)
4694 && LocalId == ParentGroup.RootPart.LocalId)
4695 {
4696 pa.Force = Force;
4697 pa.Torque = Torque;
4698 }
4699 }
4700
4701// if (Shape.SculptEntry)
4702// CheckSculptAndLoad();
4703// else
4704 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4705
4706 if (!building)
4707 pa.Building = false;
4066 } 4708 }
4067 4709
4068 return pa; 4710 PhysActor = pa;
4069 } 4711 }
4070 4712
4071 /// <summary> 4713 /// <summary>
4072 /// This removes the part from the physics scene. 4714 /// This removes the part from the physics scene.
4073 /// </summary> 4715 /// </summary>
4074 /// <remarks> 4716 /// <remarks>
4075 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4717 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4076 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4718 /// representation for collision detection.
4077 /// phantom.
4078 /// </remarks> 4719 /// </remarks>
4079 public void RemoveFromPhysics() 4720 public void RemoveFromPhysics()
4080 { 4721 {
4081 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 4722 PhysicsActor pa = PhysActor;
4723 if (pa != null)
4724 {
4725 pa.OnCollisionUpdate -= PhysicsCollision;
4726 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
4727 pa.OnOutOfBounds -= PhysicsOutOfBounds;
4728
4729 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
4730 }
4082 PhysActor = null; 4731 PhysActor = null;
4083 } 4732 }
4084 4733
@@ -4210,6 +4859,8 @@ namespace OpenSim.Region.Framework.Scenes
4210 { 4859 {
4211// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); 4860// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
4212 4861
4862 return;
4863
4213 if (ParentGroup.IsDeleted) 4864 if (ParentGroup.IsDeleted)
4214 return; 4865 return;
4215 4866
@@ -4290,6 +4941,44 @@ namespace OpenSim.Region.Framework.Scenes
4290 ScheduleFullUpdate(); 4941 ScheduleFullUpdate();
4291 } 4942 }
4292 4943
4944
4945 private void UpdatePhysicsSubscribedEvents()
4946 {
4947 PhysicsActor pa = PhysActor;
4948 if (pa == null)
4949 return;
4950
4951 pa.OnCollisionUpdate -= PhysicsCollision;
4952
4953 bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0));
4954
4955 scriptEvents CombinedEvents = AggregateScriptEvents;
4956
4957 // merge with root part
4958 if (ParentGroup != null && ParentGroup.RootPart != null)
4959 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
4960
4961 // submit to this part case
4962 if (VolumeDetectActive)
4963 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
4964 else if ((Flags & PrimFlags.Phantom) != 0)
4965 CombinedEvents &= PhyscicsPhantonSubsEvents;
4966 else
4967 CombinedEvents &= PhysicsNeededSubsEvents;
4968
4969 if (hassound || CombinedEvents != 0)
4970 {
4971 // subscribe to physics updates.
4972 pa.OnCollisionUpdate += PhysicsCollision;
4973 pa.SubscribeEvents(50); // 20 reports per second
4974 }
4975 else
4976 {
4977 pa.UnSubscribeEvents();
4978 }
4979 }
4980
4981
4293 public void aggregateScriptEvents() 4982 public void aggregateScriptEvents()
4294 { 4983 {
4295 if (ParentGroup == null || ParentGroup.RootPart == null) 4984 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4326,40 +5015,32 @@ namespace OpenSim.Region.Framework.Scenes
4326 { 5015 {
4327 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 5016 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4328 } 5017 }
4329 5018/*
4330 PhysicsActor pa = PhysActor; 5019 PhysicsActor pa = PhysActor;
4331 5020 if (pa != null)
4332 if (
4333 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4334 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4335 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4336 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4337 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4338 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4339 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4340 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4341 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4342 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4343 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4344 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4345 (CollisionSound != UUID.Zero)
4346 )
4347 { 5021 {
4348 // subscribe to physics updates. 5022 if (
4349 if (pa != null) 5023// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5024// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5025// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5026// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5027// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5028// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5029 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5030 )
4350 { 5031 {
5032 // subscribe to physics updates.
4351 pa.OnCollisionUpdate += PhysicsCollision; 5033 pa.OnCollisionUpdate += PhysicsCollision;
4352 pa.SubscribeEvents(1000); 5034 pa.SubscribeEvents(1000);
4353 } 5035 }
4354 } 5036 else
4355 else
4356 {
4357 if (pa != null)
4358 { 5037 {
4359 pa.UnSubscribeEvents(); 5038 pa.UnSubscribeEvents();
4360 pa.OnCollisionUpdate -= PhysicsCollision; 5039 pa.OnCollisionUpdate -= PhysicsCollision;
4361 } 5040 }
4362 } 5041 }
5042 */
5043 UpdatePhysicsSubscribedEvents();
4363 5044
4364 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5045 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4365 //{ 5046 //{
@@ -4490,6 +5171,18 @@ namespace OpenSim.Region.Framework.Scenes
4490 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5171 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4491 } 5172 }
4492 5173
5174 public void ResetOwnerChangeFlag()
5175 {
5176 List<UUID> inv = Inventory.GetInventoryList();
5177
5178 foreach (UUID itemID in inv)
5179 {
5180 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5181 item.OwnerChanged = false;
5182 Inventory.UpdateInventoryItem(item, false, false);
5183 }
5184 }
5185
4493 /// <summary> 5186 /// <summary>
4494 /// Record an avatar sitting on this part. 5187 /// Record an avatar sitting on this part.
4495 /// </summary> 5188 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index db723fa..3a9a146 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,7 +87,9 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
@@ -133,38 +138,45 @@ namespace OpenSim.Region.Framework.Scenes
133 public void ResetInventoryIDs() 138 public void ResetInventoryIDs()
134 { 139 {
135 if (null == m_part) 140 if (null == m_part)
136 return; 141 m_items.LockItemsForWrite(true);
137 142
138 lock (m_items) 143 if (Items.Count == 0)
139 { 144 {
140 if (0 == m_items.Count) 145 m_items.LockItemsForWrite(false);
141 return; 146 return;
147 }
142 148
143 IList<TaskInventoryItem> items = GetInventoryItems(); 149 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
144 m_items.Clear(); 150 Items.Clear();
145 151
146 foreach (TaskInventoryItem item in items) 152 foreach (TaskInventoryItem item in items)
147 { 153 {
148 item.ResetIDs(m_part.UUID); 154 item.ResetIDs(m_part.UUID);
149 m_items.Add(item.ItemID, item); 155 Items.Add(item.ItemID, item);
150 }
151 } 156 }
157 m_items.LockItemsForWrite(false);
152 } 158 }
153 159
154 public void ResetObjectID() 160 public void ResetObjectID()
155 { 161 {
156 lock (Items) 162 m_items.LockItemsForWrite(true);
163
164 if (Items.Count == 0)
157 { 165 {
158 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 166 m_items.LockItemsForWrite(false);
159 Items.Clear(); 167 return;
160
161 foreach (TaskInventoryItem item in items)
162 {
163 item.ParentPartID = m_part.UUID;
164 item.ParentID = m_part.UUID;
165 Items.Add(item.ItemID, item);
166 }
167 } 168 }
169
170 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
171 Items.Clear();
172
173 foreach (TaskInventoryItem item in items)
174 {
175 item.ParentPartID = m_part.UUID;
176 item.ParentID = m_part.UUID;
177 Items.Add(item.ItemID, item);
178 }
179 m_items.LockItemsForWrite(false);
168 } 180 }
169 181
170 /// <summary> 182 /// <summary>
@@ -173,17 +185,14 @@ namespace OpenSim.Region.Framework.Scenes
173 /// <param name="ownerId"></param> 185 /// <param name="ownerId"></param>
174 public void ChangeInventoryOwner(UUID ownerId) 186 public void ChangeInventoryOwner(UUID ownerId)
175 { 187 {
176 lock (Items) 188 List<TaskInventoryItem> items = GetInventoryItems();
177 { 189
178 if (0 == Items.Count) 190 if (items.Count == 0)
179 { 191 return;
180 return;
181 }
182 }
183 192
193 m_items.LockItemsForWrite(true);
184 HasInventoryChanged = true; 194 HasInventoryChanged = true;
185 m_part.ParentGroup.HasGroupChanged = true; 195 m_part.ParentGroup.HasGroupChanged = true;
186 List<TaskInventoryItem> items = GetInventoryItems();
187 foreach (TaskInventoryItem item in items) 196 foreach (TaskInventoryItem item in items)
188 { 197 {
189 if (ownerId != item.OwnerID) 198 if (ownerId != item.OwnerID)
@@ -194,6 +203,7 @@ namespace OpenSim.Region.Framework.Scenes
194 item.PermsGranter = UUID.Zero; 203 item.PermsGranter = UUID.Zero;
195 item.OwnerChanged = true; 204 item.OwnerChanged = true;
196 } 205 }
206 m_items.LockItemsForWrite(false);
197 } 207 }
198 208
199 /// <summary> 209 /// <summary>
@@ -202,12 +212,11 @@ namespace OpenSim.Region.Framework.Scenes
202 /// <param name="groupID"></param> 212 /// <param name="groupID"></param>
203 public void ChangeInventoryGroup(UUID groupID) 213 public void ChangeInventoryGroup(UUID groupID)
204 { 214 {
205 lock (Items) 215 m_items.LockItemsForWrite(true);
216 if (0 == Items.Count)
206 { 217 {
207 if (0 == Items.Count) 218 m_items.LockItemsForWrite(false);
208 { 219 return;
209 return;
210 }
211 } 220 }
212 221
213 // Don't let this set the HasGroupChanged flag for attachments 222 // Don't let this set the HasGroupChanged flag for attachments
@@ -219,12 +228,15 @@ namespace OpenSim.Region.Framework.Scenes
219 m_part.ParentGroup.HasGroupChanged = true; 228 m_part.ParentGroup.HasGroupChanged = true;
220 } 229 }
221 230
222 List<TaskInventoryItem> items = GetInventoryItems(); 231 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
223 foreach (TaskInventoryItem item in items) 232 foreach (TaskInventoryItem item in items)
224 { 233 {
225 if (groupID != item.GroupID) 234 if (groupID != item.GroupID)
235 {
226 item.GroupID = groupID; 236 item.GroupID = groupID;
237 }
227 } 238 }
239 m_items.LockItemsForWrite(false);
228 } 240 }
229 241
230 private void QueryScriptStates() 242 private void QueryScriptStates()
@@ -232,15 +244,18 @@ namespace OpenSim.Region.Framework.Scenes
232 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null) 244 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null)
233 return; 245 return;
234 246
235 lock (Items) 247 Items.LockItemsForRead(true);
248 foreach (TaskInventoryItem item in Items.Values)
236 { 249 {
237 foreach (TaskInventoryItem item in Items.Values) 250 if (item.InvType == (int)InventoryType.LSL)
238 { 251 {
239 bool running; 252 bool running;
240 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running)) 253 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running))
241 item.ScriptRunning = running; 254 item.ScriptRunning = running;
242 } 255 }
243 } 256 }
257
258 Items.LockItemsForRead(false);
244 } 259 }
245 260
246 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running) 261 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running)
@@ -317,7 +332,10 @@ namespace OpenSim.Region.Framework.Scenes
317 { 332 {
318 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 333 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
319 foreach (TaskInventoryItem item in scripts) 334 foreach (TaskInventoryItem item in scripts)
335 {
320 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 336 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
337 m_part.RemoveScriptEvents(item.ItemID);
338 }
321 } 339 }
322 340
323 /// <summary> 341 /// <summary>
@@ -339,7 +357,10 @@ namespace OpenSim.Region.Framework.Scenes
339// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 357// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
340 358
341 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 359 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
360 {
361 StoreScriptError(item.ItemID, "no permission");
342 return false; 362 return false;
363 }
343 364
344 m_part.AddFlag(PrimFlags.Scripted); 365 m_part.AddFlag(PrimFlags.Scripted);
345 366
@@ -349,14 +370,13 @@ namespace OpenSim.Region.Framework.Scenes
349 if (stateSource == 2 && // Prim crossing 370 if (stateSource == 2 && // Prim crossing
350 m_part.ParentGroup.Scene.m_trustBinaries) 371 m_part.ParentGroup.Scene.m_trustBinaries)
351 { 372 {
352 lock (m_items) 373 m_items.LockItemsForWrite(true);
353 { 374 m_items[item.ItemID].PermsMask = 0;
354 m_items[item.ItemID].PermsMask = 0; 375 m_items[item.ItemID].PermsGranter = UUID.Zero;
355 m_items[item.ItemID].PermsGranter = UUID.Zero; 376 m_items.LockItemsForWrite(false);
356 }
357
358 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 377 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
359 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 378 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
379 StoreScriptErrors(item.ItemID, null);
360 m_part.ParentGroup.AddActiveScriptCount(1); 380 m_part.ParentGroup.AddActiveScriptCount(1);
361 m_part.ScheduleFullUpdate(); 381 m_part.ScheduleFullUpdate();
362 return true; 382 return true;
@@ -365,6 +385,8 @@ namespace OpenSim.Region.Framework.Scenes
365 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 385 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
366 if (null == asset) 386 if (null == asset)
367 { 387 {
388 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
389 StoreScriptError(item.ItemID, msg);
368 m_log.ErrorFormat( 390 m_log.ErrorFormat(
369 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 391 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
370 item.Name, item.ItemID, m_part.AbsolutePosition, 392 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -377,16 +399,18 @@ namespace OpenSim.Region.Framework.Scenes
377 if (m_part.ParentGroup.m_savedScriptState != null) 399 if (m_part.ParentGroup.m_savedScriptState != null)
378 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 400 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
379 401
380 lock (m_items) 402 m_items.LockItemsForWrite(true);
381 { 403
382 m_items[item.ItemID].OldItemID = item.OldItemID; 404 m_items[item.ItemID].OldItemID = item.OldItemID;
383 m_items[item.ItemID].PermsMask = 0; 405 m_items[item.ItemID].PermsMask = 0;
384 m_items[item.ItemID].PermsGranter = UUID.Zero; 406 m_items[item.ItemID].PermsGranter = UUID.Zero;
385 }
386 407
408 m_items.LockItemsForWrite(false);
409
387 string script = Utils.BytesToString(asset.Data); 410 string script = Utils.BytesToString(asset.Data);
388 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 411 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
389 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 412 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
413 StoreScriptErrors(item.ItemID, null);
390 if (!item.ScriptRunning) 414 if (!item.ScriptRunning)
391 m_part.ParentGroup.Scene.EventManager.TriggerStopScript( 415 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
392 m_part.LocalId, item.ItemID); 416 m_part.LocalId, item.ItemID);
@@ -459,22 +483,149 @@ namespace OpenSim.Region.Framework.Scenes
459 return stateID; 483 return stateID;
460 } 484 }
461 485
486 /// <summary>
487 /// Start a script which is in this prim's inventory.
488 /// Some processing may occur in the background, but this routine returns asap.
489 /// </summary>
490 /// <param name="itemId">
491 /// A <see cref="UUID"/>
492 /// </param>
462 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 493 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
463 { 494 {
464 TaskInventoryItem item = GetInventoryItem(itemId); 495 lock (m_scriptErrors)
465 if (item != null)
466 { 496 {
467 return CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 497 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
498 m_scriptErrors.Remove(itemId);
499 }
500 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
501 return true;
502 }
503
504 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
505 {
506 m_items.LockItemsForRead(true);
507 if (m_items.ContainsKey(itemId))
508 {
509 if (m_items.ContainsKey(itemId))
510 {
511 m_items.LockItemsForRead(false);
512 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
513 }
514 else
515 {
516 m_items.LockItemsForRead(false);
517 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
518 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
519 StoreScriptError(itemId, msg);
520 m_log.ErrorFormat(
521 "[PRIM INVENTORY]: " +
522 "Couldn't start script with ID {0} since it {1}", itemId, msg);
523 }
468 } 524 }
469 else 525 else
470 { 526 {
527 m_items.LockItemsForRead(false);
528 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
529 StoreScriptError(itemId, msg);
471 m_log.ErrorFormat( 530 m_log.ErrorFormat(
472 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 531 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
473 itemId, m_part.Name, m_part.UUID, 532 itemId, m_part.Name, m_part.UUID,
474 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 533 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
534 }
535
536 }
475 537
476 return false; 538 /// <summary>
539 /// Start a script which is in this prim's inventory and return any compilation error messages.
540 /// </summary>
541 /// <param name="itemId">
542 /// A <see cref="UUID"/>
543 /// </param>
544 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
545 {
546 ArrayList errors;
547
548 // Indicate to CreateScriptInstanceInternal() we want it to
549 // post any compilation/loading error messages
550 lock (m_scriptErrors)
551 {
552 m_scriptErrors[itemId] = null;
553 }
554
555 // Perform compilation/loading
556 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
557
558 // Wait for and retrieve any errors
559 lock (m_scriptErrors)
560 {
561 while ((errors = m_scriptErrors[itemId]) == null)
562 {
563 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
564 {
565 m_log.ErrorFormat(
566 "[PRIM INVENTORY]: " +
567 "timedout waiting for script {0} errors", itemId);
568 errors = m_scriptErrors[itemId];
569 if (errors == null)
570 {
571 errors = new ArrayList(1);
572 errors.Add("timedout waiting for errors");
573 }
574 break;
575 }
576 }
577 m_scriptErrors.Remove(itemId);
477 } 578 }
579 return errors;
580 }
581
582 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
583 private void StoreScriptErrors(UUID itemId, ArrayList errors)
584 {
585 lock (m_scriptErrors)
586 {
587 // If compilation/loading initiated via CreateScriptInstance(),
588 // it does not want the errors, so just get out
589 if (!m_scriptErrors.ContainsKey(itemId))
590 {
591 return;
592 }
593
594 // Initiated via CreateScriptInstanceEr(), if we know what the
595 // errors are, save them and wake CreateScriptInstanceEr().
596 if (errors != null)
597 {
598 m_scriptErrors[itemId] = errors;
599 System.Threading.Monitor.PulseAll(m_scriptErrors);
600 return;
601 }
602 }
603
604 // Initiated via CreateScriptInstanceEr() but we don't know what
605 // the errors are yet, so retrieve them from the script engine.
606 // This may involve some waiting internal to GetScriptErrors().
607 errors = GetScriptErrors(itemId);
608
609 // Get a default non-null value to indicate success.
610 if (errors == null)
611 {
612 errors = new ArrayList();
613 }
614
615 // Post to CreateScriptInstanceEr() and wake it up
616 lock (m_scriptErrors)
617 {
618 m_scriptErrors[itemId] = errors;
619 System.Threading.Monitor.PulseAll(m_scriptErrors);
620 }
621 }
622
623 // Like StoreScriptErrors(), but just posts a single string message
624 private void StoreScriptError(UUID itemId, string message)
625 {
626 ArrayList errors = new ArrayList(1);
627 errors.Add(message);
628 StoreScriptErrors(itemId, errors);
478 } 629 }
479 630
480 /// <summary> 631 /// <summary>
@@ -487,15 +638,7 @@ namespace OpenSim.Region.Framework.Scenes
487 /// </param> 638 /// </param>
488 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 639 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
489 { 640 {
490 bool scriptPresent = false; 641 if (m_items.ContainsKey(itemId))
491
492 lock (m_items)
493 {
494 if (m_items.ContainsKey(itemId))
495 scriptPresent = true;
496 }
497
498 if (scriptPresent)
499 { 642 {
500 if (!sceneObjectBeingDeleted) 643 if (!sceneObjectBeingDeleted)
501 m_part.RemoveScriptEvents(itemId); 644 m_part.RemoveScriptEvents(itemId);
@@ -565,14 +708,16 @@ namespace OpenSim.Region.Framework.Scenes
565 /// <returns></returns> 708 /// <returns></returns>
566 private bool InventoryContainsName(string name) 709 private bool InventoryContainsName(string name)
567 { 710 {
568 lock (m_items) 711 m_items.LockItemsForRead(true);
712 foreach (TaskInventoryItem item in m_items.Values)
569 { 713 {
570 foreach (TaskInventoryItem item in m_items.Values) 714 if (item.Name == name)
571 { 715 {
572 if (item.Name == name) 716 m_items.LockItemsForRead(false);
573 return true; 717 return true;
574 } 718 }
575 } 719 }
720 m_items.LockItemsForRead(false);
576 return false; 721 return false;
577 } 722 }
578 723
@@ -614,8 +759,9 @@ namespace OpenSim.Region.Framework.Scenes
614 /// <param name="item"></param> 759 /// <param name="item"></param>
615 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 760 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
616 { 761 {
617 List<TaskInventoryItem> il = GetInventoryItems(); 762 m_items.LockItemsForRead(true);
618 763 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
764 m_items.LockItemsForRead(false);
619 foreach (TaskInventoryItem i in il) 765 foreach (TaskInventoryItem i in il)
620 { 766 {
621 if (i.Name == item.Name) 767 if (i.Name == item.Name)
@@ -653,14 +799,14 @@ namespace OpenSim.Region.Framework.Scenes
653 item.Name = name; 799 item.Name = name;
654 item.GroupID = m_part.GroupID; 800 item.GroupID = m_part.GroupID;
655 801
656 lock (m_items) 802 m_items.LockItemsForWrite(true);
657 m_items.Add(item.ItemID, item); 803 m_items.Add(item.ItemID, item);
658 804 m_items.LockItemsForWrite(false);
659 if (allowedDrop) 805 if (allowedDrop)
660 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 806 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
661 else 807 else
662 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 808 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
663 809
664 m_inventorySerial++; 810 m_inventorySerial++;
665 //m_inventorySerial += 2; 811 //m_inventorySerial += 2;
666 HasInventoryChanged = true; 812 HasInventoryChanged = true;
@@ -676,15 +822,15 @@ namespace OpenSim.Region.Framework.Scenes
676 /// <param name="items"></param> 822 /// <param name="items"></param>
677 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 823 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
678 { 824 {
679 lock (m_items) 825 m_items.LockItemsForWrite(true);
826 foreach (TaskInventoryItem item in items)
680 { 827 {
681 foreach (TaskInventoryItem item in items) 828 m_items.Add(item.ItemID, item);
682 { 829// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
683 m_items.Add(item.ItemID, item);
684// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
685 }
686 m_inventorySerial++;
687 } 830 }
831 m_items.LockItemsForWrite(false);
832
833 m_inventorySerial++;
688 } 834 }
689 835
690 /// <summary> 836 /// <summary>
@@ -695,23 +841,24 @@ namespace OpenSim.Region.Framework.Scenes
695 public TaskInventoryItem GetInventoryItem(UUID itemId) 841 public TaskInventoryItem GetInventoryItem(UUID itemId)
696 { 842 {
697 TaskInventoryItem item; 843 TaskInventoryItem item;
698 844 m_items.LockItemsForRead(true);
699 lock (m_items) 845 m_items.TryGetValue(itemId, out item);
700 m_items.TryGetValue(itemId, out item); 846 m_items.LockItemsForRead(false);
701
702 return item; 847 return item;
703 } 848 }
704 849
705 public TaskInventoryItem GetInventoryItem(string name) 850 public TaskInventoryItem GetInventoryItem(string name)
706 { 851 {
707 lock (m_items) 852 m_items.LockItemsForRead(true);
853 foreach (TaskInventoryItem item in m_items.Values)
708 { 854 {
709 foreach (TaskInventoryItem item in m_items.Values) 855 if (item.Name == name)
710 { 856 {
711 if (item.Name == name) 857 m_items.LockItemsForRead(false);
712 return item; 858 return item;
713 } 859 }
714 } 860 }
861 m_items.LockItemsForRead(false);
715 862
716 return null; 863 return null;
717 } 864 }
@@ -720,15 +867,16 @@ namespace OpenSim.Region.Framework.Scenes
720 { 867 {
721 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 868 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
722 869
723 lock (m_items) 870 m_items.LockItemsForRead(true);
871
872 foreach (TaskInventoryItem item in m_items.Values)
724 { 873 {
725 foreach (TaskInventoryItem item in m_items.Values) 874 if (item.Name == name)
726 { 875 items.Add(item);
727 if (item.Name == name)
728 items.Add(item);
729 }
730 } 876 }
731 877
878 m_items.LockItemsForRead(false);
879
732 return items; 880 return items;
733 } 881 }
734 882
@@ -747,6 +895,10 @@ namespace OpenSim.Region.Framework.Scenes
747 string xmlData = Utils.BytesToString(rezAsset.Data); 895 string xmlData = Utils.BytesToString(rezAsset.Data);
748 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 896 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
749 897
898 group.RootPart.AttachPoint = group.RootPart.Shape.State;
899 group.RootPart.AttachOffset = group.AbsolutePosition;
900 group.RootPart.AttachRotation = group.GroupRotation;
901
750 group.ResetIDs(); 902 group.ResetIDs();
751 903
752 SceneObjectPart rootPart = group.GetPart(group.UUID); 904 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -821,8 +973,9 @@ namespace OpenSim.Region.Framework.Scenes
821 973
822 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 974 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
823 { 975 {
824 TaskInventoryItem it = GetInventoryItem(item.ItemID); 976 m_items.LockItemsForWrite(true);
825 if (it != null) 977
978 if (m_items.ContainsKey(item.ItemID))
826 { 979 {
827// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 980// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
828 981
@@ -835,14 +988,10 @@ namespace OpenSim.Region.Framework.Scenes
835 item.GroupID = m_part.GroupID; 988 item.GroupID = m_part.GroupID;
836 989
837 if (item.AssetID == UUID.Zero) 990 if (item.AssetID == UUID.Zero)
838 item.AssetID = it.AssetID; 991 item.AssetID = m_items[item.ItemID].AssetID;
839 992
840 lock (m_items) 993 m_items[item.ItemID] = item;
841 { 994 m_inventorySerial++;
842 m_items[item.ItemID] = item;
843 m_inventorySerial++;
844 }
845
846 if (fireScriptEvents) 995 if (fireScriptEvents)
847 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 996 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
848 997
@@ -851,7 +1000,7 @@ namespace OpenSim.Region.Framework.Scenes
851 HasInventoryChanged = true; 1000 HasInventoryChanged = true;
852 m_part.ParentGroup.HasGroupChanged = true; 1001 m_part.ParentGroup.HasGroupChanged = true;
853 } 1002 }
854 1003 m_items.LockItemsForWrite(false);
855 return true; 1004 return true;
856 } 1005 }
857 else 1006 else
@@ -862,8 +1011,9 @@ namespace OpenSim.Region.Framework.Scenes
862 item.ItemID, m_part.Name, m_part.UUID, 1011 item.ItemID, m_part.Name, m_part.UUID,
863 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 1012 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
864 } 1013 }
865 return false; 1014 m_items.LockItemsForWrite(false);
866 1015
1016 return false;
867 } 1017 }
868 1018
869 /// <summary> 1019 /// <summary>
@@ -874,43 +1024,59 @@ namespace OpenSim.Region.Framework.Scenes
874 /// in this prim's inventory.</returns> 1024 /// in this prim's inventory.</returns>
875 public int RemoveInventoryItem(UUID itemID) 1025 public int RemoveInventoryItem(UUID itemID)
876 { 1026 {
877 TaskInventoryItem item = GetInventoryItem(itemID); 1027 m_items.LockItemsForRead(true);
878 if (item != null) 1028
1029 if (m_items.ContainsKey(itemID))
879 { 1030 {
880 int type = m_items[itemID].InvType; 1031 int type = m_items[itemID].InvType;
1032 m_items.LockItemsForRead(false);
881 if (type == 10) // Script 1033 if (type == 10) // Script
882 { 1034 {
883 m_part.RemoveScriptEvents(itemID);
884 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 1035 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
885 } 1036 }
1037 m_items.LockItemsForWrite(true);
886 m_items.Remove(itemID); 1038 m_items.Remove(itemID);
1039 m_items.LockItemsForWrite(false);
887 m_inventorySerial++; 1040 m_inventorySerial++;
888 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 1041 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
889 1042
890 HasInventoryChanged = true; 1043 HasInventoryChanged = true;
891 m_part.ParentGroup.HasGroupChanged = true; 1044 m_part.ParentGroup.HasGroupChanged = true;
892 1045
893 if (!ContainsScripts()) 1046 int scriptcount = 0;
1047 m_items.LockItemsForRead(true);
1048 foreach (TaskInventoryItem item in m_items.Values)
1049 {
1050 if (item.Type == 10)
1051 {
1052 scriptcount++;
1053 }
1054 }
1055 m_items.LockItemsForRead(false);
1056
1057
1058 if (scriptcount <= 0)
1059 {
894 m_part.RemFlag(PrimFlags.Scripted); 1060 m_part.RemFlag(PrimFlags.Scripted);
1061 }
895 1062
896 m_part.ScheduleFullUpdate(); 1063 m_part.ScheduleFullUpdate();
897 1064
898 return type; 1065 return type;
899
900 } 1066 }
901 else 1067 else
902 { 1068 {
1069 m_items.LockItemsForRead(false);
903 m_log.ErrorFormat( 1070 m_log.ErrorFormat(
904 "[PRIM INVENTORY]: " + 1071 "[PRIM INVENTORY]: " +
905 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 1072 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
906 itemID, m_part.Name, m_part.UUID, 1073 itemID, m_part.Name, m_part.UUID);
907 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
908 } 1074 }
909 1075
910 return -1; 1076 return -1;
911 } 1077 }
912 1078
913 private bool CreateInventoryFile() 1079 private bool CreateInventoryFileName()
914 { 1080 {
915// m_log.DebugFormat( 1081// m_log.DebugFormat(
916// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 1082// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -919,70 +1085,12 @@ namespace OpenSim.Region.Framework.Scenes
919 if (m_inventoryFileName == String.Empty || 1085 if (m_inventoryFileName == String.Empty ||
920 m_inventoryFileNameSerial < m_inventorySerial) 1086 m_inventoryFileNameSerial < m_inventorySerial)
921 { 1087 {
922 // Something changed, we need to create a new file
923 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1088 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
924 m_inventoryFileNameSerial = m_inventorySerial; 1089 m_inventoryFileNameSerial = m_inventorySerial;
925 1090
926 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
927
928 lock (m_items)
929 {
930 foreach (TaskInventoryItem item in m_items.Values)
931 {
932// m_log.DebugFormat(
933// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}",
934// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
935
936 UUID ownerID = item.OwnerID;
937 uint everyoneMask = 0;
938 uint baseMask = item.BasePermissions;
939 uint ownerMask = item.CurrentPermissions;
940 uint groupMask = item.GroupPermissions;
941
942 invString.AddItemStart();
943 invString.AddNameValueLine("item_id", item.ItemID.ToString());
944 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
945
946 invString.AddPermissionsStart();
947
948 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
949 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
950 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
951 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
952 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
953
954 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
955 invString.AddNameValueLine("owner_id", ownerID.ToString());
956
957 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
958
959 invString.AddNameValueLine("group_id", item.GroupID.ToString());
960 invString.AddSectionEnd();
961
962 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
963 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
964 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
965 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
966
967 invString.AddSaleStart();
968 invString.AddNameValueLine("sale_type", "not");
969 invString.AddNameValueLine("sale_price", "0");
970 invString.AddSectionEnd();
971
972 invString.AddNameValueLine("name", item.Name + "|");
973 invString.AddNameValueLine("desc", item.Description + "|");
974
975 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
976 invString.AddSectionEnd();
977 }
978 }
979
980 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
981
982 return true; 1091 return true;
983 } 1092 }
984 1093
985 // No need to recreate, the existing file is fine
986 return false; 1094 return false;
987 } 1095 }
988 1096
@@ -992,43 +1100,110 @@ namespace OpenSim.Region.Framework.Scenes
992 /// <param name="xferManager"></param> 1100 /// <param name="xferManager"></param>
993 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 1101 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
994 { 1102 {
995 lock (m_items) 1103 bool changed = CreateInventoryFileName();
996 {
997 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
998 // a new script if any previous deletion has left the prim inventory empty.
999 if (m_items.Count == 0) // No inventory
1000 {
1001// m_log.DebugFormat(
1002// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
1003// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
1004 1104
1005 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1105 bool includeAssets = false;
1006 return; 1106 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1007 } 1107 includeAssets = true;
1108
1109 if (m_inventoryPrivileged != includeAssets)
1110 changed = true;
1111
1112 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1113
1114 Items.LockItemsForRead(true);
1115
1116 if (m_inventorySerial == 0) // No inventory
1117 {
1118 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1119 Items.LockItemsForRead(false);
1120 return;
1121 }
1008 1122
1009 CreateInventoryFile(); 1123 if (m_items.Count == 0) // No inventory
1124 {
1125 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1126 Items.LockItemsForRead(false);
1127 return;
1128 }
1010 1129
1011 // In principle, we should only do the rest if the inventory changed; 1130 if (!changed)
1012 // by sending m_inventorySerial to the client, it ought to know 1131 {
1013 // that nothing changed and that it doesn't need to request the file.
1014 // Unfortunately, it doesn't look like the client optimizes this;
1015 // the client seems to always come back and request the Xfer,
1016 // no matter what value m_inventorySerial has.
1017 // FIXME: Could probably be > 0 here rather than > 2
1018 if (m_inventoryFileData.Length > 2) 1132 if (m_inventoryFileData.Length > 2)
1019 { 1133 {
1020 // Add the file for Xfer 1134 xferManager.AddNewFile(m_inventoryFileName,
1021 // m_log.DebugFormat( 1135 m_inventoryFileData);
1022 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}", 1136 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1023 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId); 1137 Util.StringToBytes256(m_inventoryFileName));
1024 1138
1025 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1139 Items.LockItemsForRead(false);
1140 return;
1026 } 1141 }
1027
1028 // Tell the client we're ready to Xfer the file
1029 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1030 Util.StringToBytes256(m_inventoryFileName));
1031 } 1142 }
1143
1144 m_inventoryPrivileged = includeAssets;
1145
1146 foreach (TaskInventoryItem item in m_items.Values)
1147 {
1148 UUID ownerID = item.OwnerID;
1149 uint everyoneMask = 0;
1150 uint baseMask = item.BasePermissions;
1151 uint ownerMask = item.CurrentPermissions;
1152 uint groupMask = item.GroupPermissions;
1153
1154 invString.AddItemStart();
1155 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1156 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1157
1158 invString.AddPermissionsStart();
1159
1160 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1161 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1162 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1163 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1164 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1165
1166 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1167 invString.AddNameValueLine("owner_id", ownerID.ToString());
1168
1169 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1170
1171 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1172 invString.AddSectionEnd();
1173
1174 if (includeAssets)
1175 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1176 else
1177 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1178 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1179 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1180 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1181
1182 invString.AddSaleStart();
1183 invString.AddNameValueLine("sale_type", "not");
1184 invString.AddNameValueLine("sale_price", "0");
1185 invString.AddSectionEnd();
1186
1187 invString.AddNameValueLine("name", item.Name + "|");
1188 invString.AddNameValueLine("desc", item.Description + "|");
1189
1190 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1191 invString.AddSectionEnd();
1192 }
1193
1194 Items.LockItemsForRead(false);
1195
1196 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
1197
1198 if (m_inventoryFileData.Length > 2)
1199 {
1200 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1201 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1202 Util.StringToBytes256(m_inventoryFileName));
1203 return;
1204 }
1205
1206 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1032 } 1207 }
1033 1208
1034 /// <summary> 1209 /// <summary>
@@ -1037,13 +1212,19 @@ namespace OpenSim.Region.Framework.Scenes
1037 /// <param name="datastore"></param> 1212 /// <param name="datastore"></param>
1038 public void ProcessInventoryBackup(ISimulationDataService datastore) 1213 public void ProcessInventoryBackup(ISimulationDataService datastore)
1039 { 1214 {
1040 if (HasInventoryChanged) 1215// Removed this because linking will cause an immediate delete of the new
1041 { 1216// child prim from the database and the subsequent storing of the prim sees
1042 HasInventoryChanged = false; 1217// the inventory of it as unchanged and doesn't store it at all. The overhead
1043 List<TaskInventoryItem> items = GetInventoryItems(); 1218// of storing prim inventory needlessly is much less than the aggravation
1044 datastore.StorePrimInventory(m_part.UUID, items); 1219// of prim inventory loss.
1220// if (HasInventoryChanged)
1221// {
1222 Items.LockItemsForRead(true);
1223 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1224 Items.LockItemsForRead(false);
1045 1225
1046 } 1226 HasInventoryChanged = false;
1227// }
1047 } 1228 }
1048 1229
1049 public class InventoryStringBuilder 1230 public class InventoryStringBuilder
@@ -1109,87 +1290,63 @@ namespace OpenSim.Region.Framework.Scenes
1109 { 1290 {
1110 uint mask=0x7fffffff; 1291 uint mask=0x7fffffff;
1111 1292
1112 lock (m_items) 1293 foreach (TaskInventoryItem item in m_items.Values)
1113 { 1294 {
1114 foreach (TaskInventoryItem item in m_items.Values) 1295 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1296 mask &= ~((uint)PermissionMask.Copy >> 13);
1297 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1298 mask &= ~((uint)PermissionMask.Transfer >> 13);
1299 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1300 mask &= ~((uint)PermissionMask.Modify >> 13);
1301
1302 if (item.InvType == (int)InventoryType.Object)
1115 { 1303 {
1116 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1304 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1117 mask &= ~((uint)PermissionMask.Copy >> 13); 1305 mask &= ~((uint)PermissionMask.Copy >> 13);
1118 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1306 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1119 mask &= ~((uint)PermissionMask.Transfer >> 13); 1307 mask &= ~((uint)PermissionMask.Transfer >> 13);
1120 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1308 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1121 mask &= ~((uint)PermissionMask.Modify >> 13); 1309 mask &= ~((uint)PermissionMask.Modify >> 13);
1122
1123 if (item.InvType != (int)InventoryType.Object)
1124 {
1125 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1126 mask &= ~((uint)PermissionMask.Copy >> 13);
1127 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1128 mask &= ~((uint)PermissionMask.Transfer >> 13);
1129 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1130 mask &= ~((uint)PermissionMask.Modify >> 13);
1131 }
1132 else
1133 {
1134 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1135 mask &= ~((uint)PermissionMask.Copy >> 13);
1136 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1137 mask &= ~((uint)PermissionMask.Transfer >> 13);
1138 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1139 mask &= ~((uint)PermissionMask.Modify >> 13);
1140 }
1141
1142 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1143 mask &= ~(uint)PermissionMask.Copy;
1144 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1145 mask &= ~(uint)PermissionMask.Transfer;
1146 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1147 mask &= ~(uint)PermissionMask.Modify;
1148 } 1310 }
1311
1312 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1313 mask &= ~(uint)PermissionMask.Copy;
1314 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1315 mask &= ~(uint)PermissionMask.Transfer;
1316 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1317 mask &= ~(uint)PermissionMask.Modify;
1149 } 1318 }
1150
1151 return mask; 1319 return mask;
1152 } 1320 }
1153 1321
1154 public void ApplyNextOwnerPermissions() 1322 public void ApplyNextOwnerPermissions()
1155 { 1323 {
1156 lock (m_items) 1324 foreach (TaskInventoryItem item in m_items.Values)
1157 { 1325 {
1158 foreach (TaskInventoryItem item in m_items.Values) 1326 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1159 { 1327 {
1160// m_log.DebugFormat ( 1328 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1161// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", 1329 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1162// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); 1330 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1163 1331 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1164 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1332 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1165 { 1333 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1166 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1167 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1168 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1169 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1170 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1171 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1172 }
1173
1174 item.CurrentPermissions &= item.NextPermissions;
1175 item.BasePermissions &= item.NextPermissions;
1176 item.EveryonePermissions &= item.NextPermissions;
1177 item.OwnerChanged = true;
1178 item.PermsMask = 0;
1179 item.PermsGranter = UUID.Zero;
1180 } 1334 }
1335 item.CurrentPermissions &= item.NextPermissions;
1336 item.BasePermissions &= item.NextPermissions;
1337 item.EveryonePermissions &= item.NextPermissions;
1338 item.OwnerChanged = true;
1339 item.PermsMask = 0;
1340 item.PermsGranter = UUID.Zero;
1181 } 1341 }
1182 } 1342 }
1183 1343
1184 public void ApplyGodPermissions(uint perms) 1344 public void ApplyGodPermissions(uint perms)
1185 { 1345 {
1186 lock (m_items) 1346 foreach (TaskInventoryItem item in m_items.Values)
1187 { 1347 {
1188 foreach (TaskInventoryItem item in m_items.Values) 1348 item.CurrentPermissions = perms;
1189 { 1349 item.BasePermissions = perms;
1190 item.CurrentPermissions = perms;
1191 item.BasePermissions = perms;
1192 }
1193 } 1350 }
1194 1351
1195 m_inventorySerial++; 1352 m_inventorySerial++;
@@ -1202,14 +1359,11 @@ namespace OpenSim.Region.Framework.Scenes
1202 /// <returns></returns> 1359 /// <returns></returns>
1203 public bool ContainsScripts() 1360 public bool ContainsScripts()
1204 { 1361 {
1205 lock (m_items) 1362 foreach (TaskInventoryItem item in m_items.Values)
1206 { 1363 {
1207 foreach (TaskInventoryItem item in m_items.Values) 1364 if (item.InvType == (int)InventoryType.LSL)
1208 { 1365 {
1209 if (item.InvType == (int)InventoryType.LSL) 1366 return true;
1210 {
1211 return true;
1212 }
1213 } 1367 }
1214 } 1368 }
1215 1369
@@ -1223,17 +1377,15 @@ namespace OpenSim.Region.Framework.Scenes
1223 public int ScriptCount() 1377 public int ScriptCount()
1224 { 1378 {
1225 int count = 0; 1379 int count = 0;
1226 lock (m_items) 1380 Items.LockItemsForRead(true);
1381 foreach (TaskInventoryItem item in m_items.Values)
1227 { 1382 {
1228 foreach (TaskInventoryItem item in m_items.Values) 1383 if (item.InvType == (int)InventoryType.LSL)
1229 { 1384 {
1230 if (item.InvType == (int)InventoryType.LSL) 1385 count++;
1231 {
1232 count++;
1233 }
1234 } 1386 }
1235 } 1387 }
1236 1388 Items.LockItemsForRead(false);
1237 return count; 1389 return count;
1238 } 1390 }
1239 /// <summary> 1391 /// <summary>
@@ -1269,11 +1421,8 @@ namespace OpenSim.Region.Framework.Scenes
1269 { 1421 {
1270 List<UUID> ret = new List<UUID>(); 1422 List<UUID> ret = new List<UUID>();
1271 1423
1272 lock (m_items) 1424 foreach (TaskInventoryItem item in m_items.Values)
1273 { 1425 ret.Add(item.ItemID);
1274 foreach (TaskInventoryItem item in m_items.Values)
1275 ret.Add(item.ItemID);
1276 }
1277 1426
1278 return ret; 1427 return ret;
1279 } 1428 }
@@ -1282,8 +1431,9 @@ namespace OpenSim.Region.Framework.Scenes
1282 { 1431 {
1283 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1432 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1284 1433
1285 lock (m_items) 1434 Items.LockItemsForRead(true);
1286 ret = new List<TaskInventoryItem>(m_items.Values); 1435 ret = new List<TaskInventoryItem>(m_items.Values);
1436 Items.LockItemsForRead(false);
1287 1437
1288 return ret; 1438 return ret;
1289 } 1439 }
@@ -1292,18 +1442,24 @@ namespace OpenSim.Region.Framework.Scenes
1292 { 1442 {
1293 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1443 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1294 1444
1295 lock (m_items) 1445 Items.LockItemsForRead(true);
1296 { 1446
1297 foreach (TaskInventoryItem item in m_items.Values) 1447 foreach (TaskInventoryItem item in m_items.Values)
1298 if (item.InvType == (int)type) 1448 if (item.InvType == (int)type)
1299 ret.Add(item); 1449 ret.Add(item);
1300 } 1450
1451 Items.LockItemsForRead(false);
1301 1452
1302 return ret; 1453 return ret;
1303 } 1454 }
1304 1455
1305 public Dictionary<UUID, string> GetScriptStates() 1456 public Dictionary<UUID, string> GetScriptStates()
1306 { 1457 {
1458 return GetScriptStates(false);
1459 }
1460
1461 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1462 {
1307 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1463 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1308 1464
1309 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1465 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1329,14 +1485,21 @@ namespace OpenSim.Region.Framework.Scenes
1329 string n = e.GetXMLState(item.ItemID); 1485 string n = e.GetXMLState(item.ItemID);
1330 if (n != String.Empty) 1486 if (n != String.Empty)
1331 { 1487 {
1332 if (!ret.ContainsKey(item.ItemID)) 1488 if (oldIDs)
1333 ret[item.ItemID] = n; 1489 {
1490 if (!ret.ContainsKey(item.OldItemID))
1491 ret[item.OldItemID] = n;
1492 }
1493 else
1494 {
1495 if (!ret.ContainsKey(item.ItemID))
1496 ret[item.ItemID] = n;
1497 }
1334 break; 1498 break;
1335 } 1499 }
1336 } 1500 }
1337 } 1501 }
1338 } 1502 }
1339
1340 return ret; 1503 return ret;
1341 } 1504 }
1342 1505
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 96bca3e..2c18397 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -63,6 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
63 63
64 struct ScriptControllers 64 struct ScriptControllers
65 { 65 {
66 public UUID objectID;
66 public UUID itemID; 67 public UUID itemID;
67 public ScriptControlled ignoreControls; 68 public ScriptControlled ignoreControls;
68 public ScriptControlled eventControls; 69 public ScriptControlled eventControls;
@@ -99,7 +100,7 @@ namespace OpenSim.Region.Framework.Scenes
99 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 100 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
100 /// issue #1716 101 /// issue #1716
101 /// </summary> 102 /// </summary>
102 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 103 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
103 104
104 /// <summary> 105 /// <summary>
105 /// Movement updates for agents in neighboring regions are sent directly to clients. 106 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -171,6 +172,7 @@ namespace OpenSim.Region.Framework.Scenes
171// private int m_lastColCount = -1; //KF: Look for Collision chnages 172// private int m_lastColCount = -1; //KF: Look for Collision chnages
172// private int m_updateCount = 0; //KF: Update Anims for a while 173// private int m_updateCount = 0; //KF: Update Anims for a while
173// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 174// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
175 private List<uint> m_lastColliders = new List<uint>();
174 176
175 private TeleportFlags m_teleportFlags; 177 private TeleportFlags m_teleportFlags;
176 public TeleportFlags TeleportFlags 178 public TeleportFlags TeleportFlags
@@ -232,6 +234,13 @@ namespace OpenSim.Region.Framework.Scenes
232 //private int m_moveToPositionStateStatus; 234 //private int m_moveToPositionStateStatus;
233 //***************************************************** 235 //*****************************************************
234 236
237 private bool m_collisionEventFlag = false;
238 private object m_collisionEventLock = new Object();
239
240 private int m_movementAnimationUpdateCounter = 0;
241
242 private Vector3 m_prevSitOffset;
243
235 protected AvatarAppearance m_appearance; 244 protected AvatarAppearance m_appearance;
236 245
237 public AvatarAppearance Appearance 246 public AvatarAppearance Appearance
@@ -426,7 +435,7 @@ namespace OpenSim.Region.Framework.Scenes
426 get { return (IClientCore)ControllingClient; } 435 get { return (IClientCore)ControllingClient; }
427 } 436 }
428 437
429 public Vector3 ParentPosition { get; set; } 438// public Vector3 ParentPosition { get; set; }
430 439
431 /// <summary> 440 /// <summary>
432 /// Position of this avatar relative to the region the avatar is in 441 /// Position of this avatar relative to the region the avatar is in
@@ -484,7 +493,7 @@ namespace OpenSim.Region.Framework.Scenes
484 if (ParentID == 0) 493 if (ParentID == 0)
485 { 494 {
486 m_pos = value; 495 m_pos = value;
487 ParentPosition = Vector3.Zero; 496// ParentPosition = Vector3.Zero;
488 } 497 }
489 498
490 //m_log.DebugFormat( 499 //m_log.DebugFormat(
@@ -573,6 +582,13 @@ namespace OpenSim.Region.Framework.Scenes
573 /// </summary> 582 /// </summary>
574 public uint ParentID { get; set; } 583 public uint ParentID { get; set; }
575 584
585 public UUID ParentUUID
586 {
587 get { return m_parentUUID; }
588 set { m_parentUUID = value; }
589 }
590 private UUID m_parentUUID = UUID.Zero;
591
576 /// <summary> 592 /// <summary>
577 /// Are we sitting on an object? 593 /// Are we sitting on an object?
578 /// </summary> 594 /// </summary>
@@ -739,6 +755,33 @@ namespace OpenSim.Region.Framework.Scenes
739 Appearance = appearance; 755 Appearance = appearance;
740 } 756 }
741 757
758 private void RegionHeartbeatEnd(Scene scene)
759 {
760 if (IsChildAgent)
761 return;
762
763 m_movementAnimationUpdateCounter ++;
764 if (m_movementAnimationUpdateCounter >= 2)
765 {
766 m_movementAnimationUpdateCounter = 0;
767 if (Animator != null)
768 {
769 // If the parentID == 0 we are not sitting
770 // if !SitGournd then we are not sitting on the ground
771 // Fairly straightforward, now here comes the twist
772 // if ParentUUID is NOT UUID.Zero, we are looking to
773 // be sat on an object that isn't there yet. Should
774 // be treated as if sat.
775 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
776 Animator.UpdateMovementAnimations();
777 }
778 else
779 {
780 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
781 }
782 }
783 }
784
742 public void RegisterToEvents() 785 public void RegisterToEvents()
743 { 786 {
744 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 787 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -748,6 +791,7 @@ namespace OpenSim.Region.Framework.Scenes
748 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 791 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
749 ControllingClient.OnStartAnim += HandleStartAnim; 792 ControllingClient.OnStartAnim += HandleStartAnim;
750 ControllingClient.OnStopAnim += HandleStopAnim; 793 ControllingClient.OnStopAnim += HandleStopAnim;
794 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
751 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 795 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
752 ControllingClient.OnAutoPilotGo += MoveToTarget; 796 ControllingClient.OnAutoPilotGo += MoveToTarget;
753 797
@@ -808,10 +852,39 @@ namespace OpenSim.Region.Framework.Scenes
808 "[SCENE]: Upgrading child to root agent for {0} in {1}", 852 "[SCENE]: Upgrading child to root agent for {0} in {1}",
809 Name, m_scene.RegionInfo.RegionName); 853 Name, m_scene.RegionInfo.RegionName);
810 854
811 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
812
813 bool wasChild = IsChildAgent; 855 bool wasChild = IsChildAgent;
814 IsChildAgent = false; 856
857 if (ParentUUID != UUID.Zero)
858 {
859 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
860 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
861 if (part == null)
862 {
863 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
864 }
865 else
866 {
867 part.ParentGroup.AddAvatar(UUID);
868 if (part.SitTargetPosition != Vector3.Zero)
869 part.SitTargetAvatar = UUID;
870// ParentPosition = part.GetWorldPosition();
871 ParentID = part.LocalId;
872 ParentPart = part;
873 m_pos = m_prevSitOffset;
874// pos = ParentPosition;
875 pos = part.GetWorldPosition();
876 }
877 ParentUUID = UUID.Zero;
878
879 IsChildAgent = false;
880
881// Animator.TrySetMovementAnimation("SIT");
882 }
883 else
884 {
885 IsChildAgent = false;
886 }
887
815 888
816 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 889 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
817 if (gm != null) 890 if (gm != null)
@@ -821,62 +894,72 @@ namespace OpenSim.Region.Framework.Scenes
821 894
822 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 895 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
823 896
824 // Moved this from SendInitialData to ensure that Appearance is initialized 897 if (ParentID == 0)
825 // before the inventory is processed in MakeRootAgent. This fixes a race condition
826 // related to the handling of attachments
827 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
828 if (m_scene.TestBorderCross(pos, Cardinals.E))
829 { 898 {
830 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 899 // Moved this from SendInitialData to ensure that Appearance is initialized
831 pos.X = crossedBorder.BorderLine.Z - 1; 900 // before the inventory is processed in MakeRootAgent. This fixes a race condition
832 } 901 // related to the handling of attachments
902 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
903 if (m_scene.TestBorderCross(pos, Cardinals.E))
904 {
905 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
906 pos.X = crossedBorder.BorderLine.Z - 1;
907 }
833 908
834 if (m_scene.TestBorderCross(pos, Cardinals.N)) 909 if (m_scene.TestBorderCross(pos, Cardinals.N))
835 { 910 {
836 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 911 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
837 pos.Y = crossedBorder.BorderLine.Z - 1; 912 pos.Y = crossedBorder.BorderLine.Z - 1;
838 } 913 }
839 914
840 CheckAndAdjustLandingPoint(ref pos); 915 CheckAndAdjustLandingPoint(ref pos);
841 916
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 917 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 918 {
844 m_log.WarnFormat( 919 m_log.WarnFormat(
845 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 920 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
846 pos, Name, UUID); 921 pos, Name, UUID);
847 922
848 if (pos.X < 0f) pos.X = 0f; 923 if (pos.X < 0f) pos.X = 0f;
849 if (pos.Y < 0f) pos.Y = 0f; 924 if (pos.Y < 0f) pos.Y = 0f;
850 if (pos.Z < 0f) pos.Z = 0f; 925 if (pos.Z < 0f) pos.Z = 0f;
851 } 926 }
852 927
853 float localAVHeight = 1.56f; 928 float localAVHeight = 1.56f;
854 if (Appearance.AvatarHeight > 0) 929 if (Appearance.AvatarHeight > 0)
855 localAVHeight = Appearance.AvatarHeight; 930 localAVHeight = Appearance.AvatarHeight;
856 931
857 float posZLimit = 0; 932 float posZLimit = 0;
858 933
859 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 934 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
860 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 935 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
861 936
862 float newPosZ = posZLimit + localAVHeight / 2; 937 float newPosZ = posZLimit + localAVHeight / 2;
863 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 938 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
864 { 939 {
865 pos.Z = newPosZ; 940 pos.Z = newPosZ;
866 } 941 }
867 AbsolutePosition = pos; 942 AbsolutePosition = pos;
868 943
869 AddToPhysicalScene(isFlying); 944 if (m_teleportFlags == TeleportFlags.Default)
945 {
946 Vector3 vel = Velocity;
947 AddToPhysicalScene(isFlying);
948 if (PhysicsActor != null)
949 PhysicsActor.SetMomentum(vel);
950 }
951 else
952 AddToPhysicalScene(isFlying);
870 953
871 if (ForceFly) 954 if (ForceFly)
872 { 955 {
873 Flying = true; 956 Flying = true;
874 } 957 }
875 else if (FlyDisabled) 958 else if (FlyDisabled)
876 { 959 {
877 Flying = false; 960 Flying = false;
961 }
878 } 962 }
879
880 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 963 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
881 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 964 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
882 // elsewhere anyway 965 // elsewhere anyway
@@ -896,14 +979,19 @@ namespace OpenSim.Region.Framework.Scenes
896 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name); 979 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
897 980
898 // Resume scripts 981 // Resume scripts
899 foreach (SceneObjectGroup sog in m_attachments) 982 Util.FireAndForget(delegate(object x) {
900 { 983 foreach (SceneObjectGroup sog in m_attachments)
901 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 984 {
902 sog.ResumeScripts(); 985 sog.ScheduleGroupForFullUpdate();
903 } 986 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
987 sog.ResumeScripts();
988 }
989 });
904 } 990 }
905 } 991 }
906 992
993 SendAvatarDataToAllAgents();
994
907 // send the animations of the other presences to me 995 // send the animations of the other presences to me
908 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 996 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
909 { 997 {
@@ -914,9 +1002,12 @@ namespace OpenSim.Region.Framework.Scenes
914 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 1002 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
915 // stall on the border crossing since the existing child agent will still have the last movement 1003 // stall on the border crossing since the existing child agent will still have the last movement
916 // recorded, which stops the input from being processed. 1004 // recorded, which stops the input from being processed.
1005
917 MovementFlag = 0; 1006 MovementFlag = 0;
918 1007
919 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1008 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1009
1010 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
920 } 1011 }
921 1012
922 public int GetStateSource() 1013 public int GetStateSource()
@@ -944,12 +1035,16 @@ namespace OpenSim.Region.Framework.Scenes
944 /// </remarks> 1035 /// </remarks>
945 public void MakeChildAgent() 1036 public void MakeChildAgent()
946 { 1037 {
1038 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1039
947 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1040 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
948 1041
949 // Reset these so that teleporting in and walking out isn't seen 1042 // Reset these so that teleporting in and walking out isn't seen
950 // as teleporting back 1043 // as teleporting back
951 TeleportFlags = TeleportFlags.Default; 1044 TeleportFlags = TeleportFlags.Default;
952 1045
1046 MovementFlag = 0;
1047
953 // It looks like Animator is set to null somewhere, and MakeChild 1048 // It looks like Animator is set to null somewhere, and MakeChild
954 // is called after that. Probably in aborted teleports. 1049 // is called after that. Probably in aborted teleports.
955 if (Animator == null) 1050 if (Animator == null)
@@ -957,6 +1052,7 @@ namespace OpenSim.Region.Framework.Scenes
957 else 1052 else
958 Animator.ResetAnimations(); 1053 Animator.ResetAnimations();
959 1054
1055
960// m_log.DebugFormat( 1056// m_log.DebugFormat(
961// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1057// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
962// Name, UUID, m_scene.RegionInfo.RegionName); 1058// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -968,6 +1064,7 @@ namespace OpenSim.Region.Framework.Scenes
968 IsChildAgent = true; 1064 IsChildAgent = true;
969 m_scene.SwapRootAgentCount(true); 1065 m_scene.SwapRootAgentCount(true);
970 RemoveFromPhysicalScene(); 1066 RemoveFromPhysicalScene();
1067 ParentID = 0; // Child agents can't be sitting
971 1068
972 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1069 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
973 1070
@@ -983,9 +1080,9 @@ namespace OpenSim.Region.Framework.Scenes
983 { 1080 {
984// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1081// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
985 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1082 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
986 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
987 PhysicsActor.UnSubscribeEvents();
988 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1083 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1084 PhysicsActor.UnSubscribeEvents();
1085 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
989 PhysicsActor = null; 1086 PhysicsActor = null;
990 } 1087 }
991// else 1088// else
@@ -1002,7 +1099,7 @@ namespace OpenSim.Region.Framework.Scenes
1002 /// <param name="pos"></param> 1099 /// <param name="pos"></param>
1003 public void Teleport(Vector3 pos) 1100 public void Teleport(Vector3 pos)
1004 { 1101 {
1005 TeleportWithMomentum(pos, null); 1102 TeleportWithMomentum(pos, Vector3.Zero);
1006 } 1103 }
1007 1104
1008 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1105 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1026,6 +1123,41 @@ namespace OpenSim.Region.Framework.Scenes
1026 SendTerseUpdateToAllClients(); 1123 SendTerseUpdateToAllClients();
1027 } 1124 }
1028 1125
1126 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1127 {
1128 CheckLandingPoint(ref newpos);
1129 AbsolutePosition = newpos;
1130
1131 if (newvel.HasValue)
1132 {
1133 if ((Vector3)newvel == Vector3.Zero)
1134 {
1135 if (PhysicsActor != null)
1136 PhysicsActor.SetMomentum(Vector3.Zero);
1137 m_velocity = Vector3.Zero;
1138 }
1139 else
1140 {
1141 if (PhysicsActor != null)
1142 PhysicsActor.SetMomentum((Vector3)newvel);
1143 m_velocity = (Vector3)newvel;
1144
1145 if (rotateToVelXY)
1146 {
1147 Vector3 lookAt = (Vector3)newvel;
1148 lookAt.Z = 0;
1149 lookAt.Normalize();
1150 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1151 return;
1152 }
1153 }
1154 }
1155
1156 SendTerseUpdateToAllClients();
1157 }
1158
1159
1160
1029 public void StopFlying() 1161 public void StopFlying()
1030 { 1162 {
1031 ControllingClient.StopFlying(this); 1163 ControllingClient.StopFlying(this);
@@ -1135,7 +1267,8 @@ namespace OpenSim.Region.Framework.Scenes
1135 1267
1136 Vector3 look = Velocity; 1268 Vector3 look = Velocity;
1137 1269
1138 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) 1270 // if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
1271 if ((Math.Abs(look.X) < 0.1) && (Math.Abs(look.Y) < 0.1) && (Math.Abs(look.Z) < 0.1))
1139 { 1272 {
1140 look = new Vector3(0.99f, 0.042f, 0); 1273 look = new Vector3(0.99f, 0.042f, 0);
1141 } 1274 }
@@ -1185,13 +1318,15 @@ namespace OpenSim.Region.Framework.Scenes
1185 // Create child agents in neighbouring regions 1318 // Create child agents in neighbouring regions
1186 if (openChildAgents && !IsChildAgent) 1319 if (openChildAgents && !IsChildAgent)
1187 { 1320 {
1321
1188 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1322 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1189 if (m_agentTransfer != null) 1323 if (m_agentTransfer != null)
1190 Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); 1324 m_agentTransfer.EnableChildAgents(this);
1191 1325
1192 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1326 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1193 if (friendsModule != null) 1327 if (friendsModule != null)
1194 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); 1328 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
1329
1195 } 1330 }
1196 1331
1197// m_log.DebugFormat( 1332// m_log.DebugFormat(
@@ -1341,8 +1476,18 @@ namespace OpenSim.Region.Framework.Scenes
1341 { 1476 {
1342 if (m_followCamAuto) 1477 if (m_followCamAuto)
1343 { 1478 {
1344 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1479 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1345 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1480 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1481
1482 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
1483 Vector3 distTocam = CameraPosition - posAdjusted;
1484 float distTocamlen = distTocam.Length();
1485 if (distTocamlen > 0)
1486 {
1487 distTocam *= 1.0f / distTocamlen;
1488 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1489 }
1490
1346 } 1491 }
1347 } 1492 }
1348 1493
@@ -1781,12 +1926,17 @@ namespace OpenSim.Region.Framework.Scenes
1781// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1926// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1782 1927
1783 SitGround = false; 1928 SitGround = false;
1929
1930/* move this down so avatar gets physical in the new position and not where it is siting
1784 if (PhysicsActor == null) 1931 if (PhysicsActor == null)
1785 AddToPhysicalScene(false); 1932 AddToPhysicalScene(false);
1933 */
1786 1934
1787 if (ParentID != 0) 1935 if (ParentID != 0)
1788 { 1936 {
1789 SceneObjectPart part = ParentPart; 1937 SceneObjectPart part = ParentPart;
1938 UnRegisterSeatControls(part.ParentGroup.UUID);
1939
1790 TaskInventoryDictionary taskIDict = part.TaskInventory; 1940 TaskInventoryDictionary taskIDict = part.TaskInventory;
1791 if (taskIDict != null) 1941 if (taskIDict != null)
1792 { 1942 {
@@ -1802,14 +1952,22 @@ namespace OpenSim.Region.Framework.Scenes
1802 } 1952 }
1803 } 1953 }
1804 1954
1805 ParentPosition = part.GetWorldPosition(); 1955 part.ParentGroup.DeleteAvatar(UUID);
1956// ParentPosition = part.GetWorldPosition();
1806 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1957 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1807 1958
1808 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); 1959// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1809 ParentPosition = Vector3.Zero; 1960// ParentPosition = Vector3.Zero;
1961 m_pos = part.AbsolutePosition + (m_pos * part.GetWorldRotation()) + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1962 if (part.SitTargetAvatar == UUID)
1963 m_bodyRot = part.GetWorldRotation() * part.SitTargetOrientation;
1810 1964
1811 ParentID = 0; 1965 ParentID = 0;
1812 ParentPart = null; 1966 ParentPart = null;
1967
1968 if (PhysicsActor == null)
1969 AddToPhysicalScene(false);
1970
1813 SendAvatarDataToAllAgents(); 1971 SendAvatarDataToAllAgents();
1814 m_requestedSitTargetID = 0; 1972 m_requestedSitTargetID = 0;
1815 1973
@@ -1819,6 +1977,9 @@ namespace OpenSim.Region.Framework.Scenes
1819 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1977 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1820 } 1978 }
1821 1979
1980 else if (PhysicsActor == null)
1981 AddToPhysicalScene(false);
1982
1822 Animator.TrySetMovementAnimation("STAND"); 1983 Animator.TrySetMovementAnimation("STAND");
1823 } 1984 }
1824 1985
@@ -1870,7 +2031,7 @@ namespace OpenSim.Region.Framework.Scenes
1870 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 2031 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1871 2032
1872 if (PhysicsActor != null) 2033 if (PhysicsActor != null)
1873 m_sitAvatarHeight = PhysicsActor.Size.Z; 2034 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
1874 2035
1875 bool canSit = false; 2036 bool canSit = false;
1876 Vector3 pos = part.AbsolutePosition + offset; 2037 Vector3 pos = part.AbsolutePosition + offset;
@@ -1919,7 +2080,7 @@ namespace OpenSim.Region.Framework.Scenes
1919 forceMouselook = part.GetForceMouselook(); 2080 forceMouselook = part.GetForceMouselook();
1920 2081
1921 ControllingClient.SendSitResponse( 2082 ControllingClient.SendSitResponse(
1922 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2083 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1923 2084
1924 m_requestedSitTargetUUID = targetID; 2085 m_requestedSitTargetUUID = targetID;
1925 2086
@@ -1933,6 +2094,9 @@ namespace OpenSim.Region.Framework.Scenes
1933 2094
1934 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2095 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
1935 { 2096 {
2097 if (IsChildAgent)
2098 return;
2099
1936 if (ParentID != 0) 2100 if (ParentID != 0)
1937 { 2101 {
1938 StandUp(); 2102 StandUp();
@@ -2210,14 +2374,39 @@ namespace OpenSim.Region.Framework.Scenes
2210 2374
2211 //Quaternion result = (sitTargetOrient * vq) * nq; 2375 //Quaternion result = (sitTargetOrient * vq) * nq;
2212 2376
2213 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2377 double x, y, z, m;
2378
2379 Quaternion r = sitTargetOrient;
2380 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2381
2382 if (Math.Abs(1.0 - m) > 0.000001)
2383 {
2384 m = 1.0 / Math.Sqrt(m);
2385 r.X *= (float)m;
2386 r.Y *= (float)m;
2387 r.Z *= (float)m;
2388 r.W *= (float)m;
2389 }
2390
2391 x = 2 * (r.X * r.Z + r.Y * r.W);
2392 y = 2 * (-r.X * r.W + r.Y * r.Z);
2393 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2394
2395 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2396 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2397
2398 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2399
2400// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
2214 Rotation = sitTargetOrient; 2401 Rotation = sitTargetOrient;
2215 ParentPosition = part.AbsolutePosition; 2402// ParentPosition = part.AbsolutePosition;
2403 part.ParentGroup.AddAvatar(UUID);
2216 } 2404 }
2217 else 2405 else
2218 { 2406 {
2219 m_pos -= part.AbsolutePosition; 2407 m_pos -= part.AbsolutePosition;
2220 ParentPosition = part.AbsolutePosition; 2408// ParentPosition = part.AbsolutePosition;
2409 part.ParentGroup.AddAvatar(UUID);
2221 2410
2222// m_log.DebugFormat( 2411// m_log.DebugFormat(
2223// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2412// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2262,6 +2451,13 @@ namespace OpenSim.Region.Framework.Scenes
2262 Animator.RemoveAnimation(animID); 2451 Animator.RemoveAnimation(animID);
2263 } 2452 }
2264 2453
2454 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2455 {
2456 Animator.avnChangeAnim(animID, addRemove, sendPack);
2457 }
2458
2459
2460
2265 /// <summary> 2461 /// <summary>
2266 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2462 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2267 /// </summary> 2463 /// </summary>
@@ -2315,14 +2511,15 @@ namespace OpenSim.Region.Framework.Scenes
2315 direc.Z *= 2.6f; 2511 direc.Z *= 2.6f;
2316 2512
2317 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2513 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2318 Animator.TrySetMovementAnimation("PREJUMP"); 2514// Animator.TrySetMovementAnimation("PREJUMP");
2319 Animator.TrySetMovementAnimation("JUMP"); 2515// Animator.TrySetMovementAnimation("JUMP");
2320 } 2516 }
2321 } 2517 }
2322 } 2518 }
2323 2519
2324 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2520 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2325 m_forceToApply = direc; 2521 m_forceToApply = direc;
2522 Animator.UpdateMovementAnimations();
2326 } 2523 }
2327 2524
2328 #endregion 2525 #endregion
@@ -2714,8 +2911,9 @@ namespace OpenSim.Region.Framework.Scenes
2714 2911
2715 // If we don't have a PhysActor, we can't cross anyway 2912 // If we don't have a PhysActor, we can't cross anyway
2716 // Also don't do this while sat, sitting avatars cross with the 2913 // Also don't do this while sat, sitting avatars cross with the
2717 // object they sit on. 2914 // object they sit on. ParentUUID denoted a pending sit, don't
2718 if (ParentID != 0 || PhysicsActor == null) 2915 // interfere with it.
2916 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
2719 return; 2917 return;
2720 2918
2721 if (!IsInTransit) 2919 if (!IsInTransit)
@@ -3056,6 +3254,9 @@ namespace OpenSim.Region.Framework.Scenes
3056 cAgent.AlwaysRun = SetAlwaysRun; 3254 cAgent.AlwaysRun = SetAlwaysRun;
3057 3255
3058 cAgent.Appearance = new AvatarAppearance(Appearance); 3256 cAgent.Appearance = new AvatarAppearance(Appearance);
3257
3258 cAgent.ParentPart = ParentUUID;
3259 cAgent.SitOffset = m_pos;
3059 3260
3060 lock (scriptedcontrols) 3261 lock (scriptedcontrols)
3061 { 3262 {
@@ -3064,7 +3265,7 @@ namespace OpenSim.Region.Framework.Scenes
3064 3265
3065 foreach (ScriptControllers c in scriptedcontrols.Values) 3266 foreach (ScriptControllers c in scriptedcontrols.Values)
3066 { 3267 {
3067 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3268 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3068 } 3269 }
3069 cAgent.Controllers = controls; 3270 cAgent.Controllers = controls;
3070 } 3271 }
@@ -3097,6 +3298,8 @@ namespace OpenSim.Region.Framework.Scenes
3097 CameraAtAxis = cAgent.AtAxis; 3298 CameraAtAxis = cAgent.AtAxis;
3098 CameraLeftAxis = cAgent.LeftAxis; 3299 CameraLeftAxis = cAgent.LeftAxis;
3099 CameraUpAxis = cAgent.UpAxis; 3300 CameraUpAxis = cAgent.UpAxis;
3301 ParentUUID = cAgent.ParentPart;
3302 m_prevSitOffset = cAgent.SitOffset;
3100 3303
3101 // When we get to the point of re-computing neighbors everytime this 3304 // When we get to the point of re-computing neighbors everytime this
3102 // changes, then start using the agent's drawdistance rather than the 3305 // changes, then start using the agent's drawdistance rather than the
@@ -3134,6 +3337,7 @@ namespace OpenSim.Region.Framework.Scenes
3134 foreach (ControllerData c in cAgent.Controllers) 3337 foreach (ControllerData c in cAgent.Controllers)
3135 { 3338 {
3136 ScriptControllers sc = new ScriptControllers(); 3339 ScriptControllers sc = new ScriptControllers();
3340 sc.objectID = c.ObjectID;
3137 sc.itemID = c.ItemID; 3341 sc.itemID = c.ItemID;
3138 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3342 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3139 sc.eventControls = (ScriptControlled)c.EventControls; 3343 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3214,7 +3418,7 @@ namespace OpenSim.Region.Framework.Scenes
3214 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3418 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3215 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3419 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3216 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3420 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3217 PhysicsActor.SubscribeEvents(500); 3421 PhysicsActor.SubscribeEvents(100);
3218 PhysicsActor.LocalID = LocalId; 3422 PhysicsActor.LocalID = LocalId;
3219 } 3423 }
3220 3424
@@ -3241,7 +3445,7 @@ namespace OpenSim.Region.Framework.Scenes
3241 /// <param name="e"></param> 3445 /// <param name="e"></param>
3242 public void PhysicsCollisionUpdate(EventArgs e) 3446 public void PhysicsCollisionUpdate(EventArgs e)
3243 { 3447 {
3244 if (IsChildAgent) 3448 if (IsChildAgent || Animator == null)
3245 return; 3449 return;
3246 3450
3247 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3451 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
@@ -3296,6 +3500,8 @@ namespace OpenSim.Region.Framework.Scenes
3296 } 3500 }
3297 } 3501 }
3298 3502
3503 RaiseCollisionScriptEvents(coldata);
3504
3299 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3505 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3300 if (Invulnerable || GodLevel > 0) 3506 if (Invulnerable || GodLevel > 0)
3301 return; 3507 return;
@@ -3393,6 +3599,13 @@ namespace OpenSim.Region.Framework.Scenes
3393 // m_reprioritizationTimer.Dispose(); 3599 // m_reprioritizationTimer.Dispose();
3394 3600
3395 RemoveFromPhysicalScene(); 3601 RemoveFromPhysicalScene();
3602
3603 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
3604
3605// if (Animator != null)
3606// Animator.Close();
3607 Animator = null;
3608
3396 } 3609 }
3397 3610
3398 public void AddAttachment(SceneObjectGroup gobj) 3611 public void AddAttachment(SceneObjectGroup gobj)
@@ -3626,10 +3839,18 @@ namespace OpenSim.Region.Framework.Scenes
3626 3839
3627 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 3840 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3628 { 3841 {
3842 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
3843 if (p == null)
3844 return;
3845
3846 ControllingClient.SendTakeControls(controls, false, false);
3847 ControllingClient.SendTakeControls(controls, true, false);
3848
3629 ScriptControllers obj = new ScriptControllers(); 3849 ScriptControllers obj = new ScriptControllers();
3630 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3850 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3631 obj.eventControls = ScriptControlled.CONTROL_ZERO; 3851 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3632 3852
3853 obj.objectID = p.ParentGroup.UUID;
3633 obj.itemID = Script_item_UUID; 3854 obj.itemID = Script_item_UUID;
3634 if (pass_on == 0 && accept == 0) 3855 if (pass_on == 0 && accept == 0)
3635 { 3856 {
@@ -3678,6 +3899,21 @@ namespace OpenSim.Region.Framework.Scenes
3678 ControllingClient.SendTakeControls(int.MaxValue, false, false); 3899 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3679 } 3900 }
3680 3901
3902 private void UnRegisterSeatControls(UUID obj)
3903 {
3904 List<UUID> takers = new List<UUID>();
3905
3906 foreach (ScriptControllers c in scriptedcontrols.Values)
3907 {
3908 if (c.objectID == obj)
3909 takers.Add(c.itemID);
3910 }
3911 foreach (UUID t in takers)
3912 {
3913 UnRegisterControlEventsToScript(0, t);
3914 }
3915 }
3916
3681 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 3917 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3682 { 3918 {
3683 ScriptControllers takecontrols; 3919 ScriptControllers takecontrols;
@@ -3996,6 +4232,12 @@ namespace OpenSim.Region.Framework.Scenes
3996 4232
3997 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4233 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3998 { 4234 {
4235 string reason;
4236
4237 // Honor bans
4238 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4239 return;
4240
3999 SceneObjectGroup telehub = null; 4241 SceneObjectGroup telehub = null;
4000 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4242 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
4001 { 4243 {
@@ -4035,11 +4277,206 @@ namespace OpenSim.Region.Framework.Scenes
4035 pos = land.LandData.UserLocation; 4277 pos = land.LandData.UserLocation;
4036 } 4278 }
4037 } 4279 }
4038 4280
4039 land.SendLandUpdateToClient(ControllingClient); 4281 land.SendLandUpdateToClient(ControllingClient);
4040 } 4282 }
4041 } 4283 }
4042 4284
4285 private DetectedObject CreateDetObject(SceneObjectPart obj)
4286 {
4287 DetectedObject detobj = new DetectedObject();
4288 detobj.keyUUID = obj.UUID;
4289 detobj.nameStr = obj.Name;
4290 detobj.ownerUUID = obj.OwnerID;
4291 detobj.posVector = obj.AbsolutePosition;
4292 detobj.rotQuat = obj.GetWorldRotation();
4293 detobj.velVector = obj.Velocity;
4294 detobj.colliderType = 0;
4295 detobj.groupUUID = obj.GroupID;
4296
4297 return detobj;
4298 }
4299
4300 private DetectedObject CreateDetObject(ScenePresence av)
4301 {
4302 DetectedObject detobj = new DetectedObject();
4303 detobj.keyUUID = av.UUID;
4304 detobj.nameStr = av.ControllingClient.Name;
4305 detobj.ownerUUID = av.UUID;
4306 detobj.posVector = av.AbsolutePosition;
4307 detobj.rotQuat = av.Rotation;
4308 detobj.velVector = av.Velocity;
4309 detobj.colliderType = 0;
4310 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4311
4312 return detobj;
4313 }
4314
4315 private DetectedObject CreateDetObjectForGround()
4316 {
4317 DetectedObject detobj = new DetectedObject();
4318 detobj.keyUUID = UUID.Zero;
4319 detobj.nameStr = "";
4320 detobj.ownerUUID = UUID.Zero;
4321 detobj.posVector = AbsolutePosition;
4322 detobj.rotQuat = Quaternion.Identity;
4323 detobj.velVector = Vector3.Zero;
4324 detobj.colliderType = 0;
4325 detobj.groupUUID = UUID.Zero;
4326
4327 return detobj;
4328 }
4329
4330 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4331 {
4332 ColliderArgs colliderArgs = new ColliderArgs();
4333 List<DetectedObject> colliding = new List<DetectedObject>();
4334 foreach (uint localId in colliders)
4335 {
4336 if (localId == 0)
4337 continue;
4338
4339 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4340 if (obj != null)
4341 {
4342 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4343 colliding.Add(CreateDetObject(obj));
4344 }
4345 else
4346 {
4347 ScenePresence av = m_scene.GetScenePresence(localId);
4348 if (av != null && (!av.IsChildAgent))
4349 {
4350 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4351 colliding.Add(CreateDetObject(av));
4352 }
4353 }
4354 }
4355
4356 colliderArgs.Colliders = colliding;
4357
4358 return colliderArgs;
4359 }
4360
4361 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4362
4363 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4364 {
4365 ColliderArgs CollidingMessage;
4366
4367 if (colliders.Count > 0)
4368 {
4369 if ((dest.RootPart.ScriptEvents & ev) != 0)
4370 {
4371 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4372
4373 if (CollidingMessage.Colliders.Count > 0)
4374 notify(dest.RootPart.LocalId, CollidingMessage);
4375 }
4376 }
4377 }
4378
4379 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4380 {
4381 if ((dest.RootPart.ScriptEvents & ev) != 0)
4382 {
4383 ColliderArgs LandCollidingMessage = new ColliderArgs();
4384 List<DetectedObject> colliding = new List<DetectedObject>();
4385
4386 colliding.Add(CreateDetObjectForGround());
4387 LandCollidingMessage.Colliders = colliding;
4388
4389 notify(dest.RootPart.LocalId, LandCollidingMessage);
4390 }
4391 }
4392
4393 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4394 {
4395 try
4396 {
4397 List<uint> thisHitColliders = new List<uint>();
4398 List<uint> endedColliders = new List<uint>();
4399 List<uint> startedColliders = new List<uint>();
4400 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4401 CollisionForSoundInfo soundinfo;
4402 ContactPoint curcontact;
4403
4404 if (coldata.Count == 0)
4405 {
4406 if (m_lastColliders.Count == 0)
4407 return; // nothing to do
4408
4409 foreach (uint localID in m_lastColliders)
4410 {
4411 endedColliders.Add(localID);
4412 }
4413 m_lastColliders.Clear();
4414 }
4415
4416 else
4417 {
4418 foreach (uint id in coldata.Keys)
4419 {
4420 thisHitColliders.Add(id);
4421 if (!m_lastColliders.Contains(id))
4422 {
4423 startedColliders.Add(id);
4424 curcontact = coldata[id];
4425 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
4426 {
4427 soundinfo = new CollisionForSoundInfo();
4428 soundinfo.colliderID = id;
4429 soundinfo.position = curcontact.Position;
4430 soundinfo.relativeVel = curcontact.RelativeSpeed;
4431 soundinfolist.Add(soundinfo);
4432 }
4433 }
4434 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4435 }
4436
4437 // calculate things that ended colliding
4438 foreach (uint localID in m_lastColliders)
4439 {
4440 if (!thisHitColliders.Contains(localID))
4441 {
4442 endedColliders.Add(localID);
4443 }
4444 }
4445 //add the items that started colliding this time to the last colliders list.
4446 foreach (uint localID in startedColliders)
4447 {
4448 m_lastColliders.Add(localID);
4449 }
4450 // remove things that ended colliding from the last colliders list
4451 foreach (uint localID in endedColliders)
4452 {
4453 m_lastColliders.Remove(localID);
4454 }
4455
4456 if (soundinfolist.Count > 0)
4457 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
4458 }
4459
4460 foreach (SceneObjectGroup att in GetAttachments())
4461 {
4462 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
4463 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
4464 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
4465
4466 if (startedColliders.Contains(0))
4467 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
4468 if (m_lastColliders.Contains(0))
4469 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
4470 if (endedColliders.Contains(0))
4471 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
4472 }
4473 }
4474 finally
4475 {
4476 m_collisionEventFlag = false;
4477 }
4478 }
4479
4043 private void TeleportFlagsDebug() { 4480 private void TeleportFlagsDebug() {
4044 4481
4045 // Some temporary debugging help to show all the TeleportFlags we have... 4482 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4064,6 +4501,5 @@ namespace OpenSim.Region.Framework.Scenes
4064 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4501 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4065 4502
4066 } 4503 }
4067
4068 } 4504 }
4069} 4505}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 2d4c60a..123c158 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -262,6 +262,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
262 sr.Close(); 262 sr.Close();
263 } 263 }
264 264
265 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
266 if (keymotion.Count > 0)
267 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
268 else
269 sceneObject.RootPart.KeyframeMotion = null;
270
265 // Script state may, or may not, exist. Not having any, is NOT 271 // Script state may, or may not, exist. Not having any, is NOT
266 // ever a problem. 272 // ever a problem.
267 sceneObject.LoadScriptState(doc); 273 sceneObject.LoadScriptState(doc);
@@ -366,6 +372,23 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
366 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 372 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
367 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 373 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
368 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 374 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
375
376 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
377 m_SOPXmlProcessors.Add("Force", ProcessForce);
378 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
379 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
380
381
382 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
383
384 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
385 m_SOPXmlProcessors.Add("Density", ProcessDensity);
386 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
387 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
388 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
389 m_SOPXmlProcessors.Add("CameraEyeOffset", ProcessCameraEyeOffset);
390 m_SOPXmlProcessors.Add("CameraAtOffset", ProcessCameraAtOffset);
391
369 #endregion 392 #endregion
370 393
371 #region TaskInventoryXmlProcessors initialization 394 #region TaskInventoryXmlProcessors initialization
@@ -393,7 +416,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
393 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 416 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
394 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 417 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
395 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 418 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
396 419
397 #endregion 420 #endregion
398 421
399 #region ShapeXmlProcessors initialization 422 #region ShapeXmlProcessors initialization
@@ -593,6 +616,58 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
593 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 616 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
594 } 617 }
595 618
619 private static void ProcessPhysicsShapeType(SceneObjectPart obj, XmlTextReader reader)
620 {
621 obj.PhysicsShapeType = (byte)reader.ReadElementContentAsInt("PhysicsShapeType", String.Empty);
622 }
623
624 private static void ProcessDensity(SceneObjectPart obj, XmlTextReader reader)
625 {
626 obj.Density = reader.ReadElementContentAsFloat("Density", String.Empty);
627 }
628
629 private static void ProcessFriction(SceneObjectPart obj, XmlTextReader reader)
630 {
631 obj.Friction = reader.ReadElementContentAsFloat("Friction", String.Empty);
632 }
633
634 private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
635 {
636 obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
637 }
638
639 private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
640 {
641 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
642 }
643
644 private static void ProcessCameraEyeOffset(SceneObjectPart obj, XmlTextReader reader)
645 {
646 obj.SetCameraEyeOffset(Util.ReadVector(reader, "CameraEyeOffset"));
647 }
648
649 private static void ProcessCameraAtOffset(SceneObjectPart obj, XmlTextReader reader)
650 {
651 obj.SetCameraAtOffset(Util.ReadVector(reader, "CameraAtOffset"));
652 }
653
654 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
655 {
656 SOPVehicle vehicle = SOPVehicle.FromXml2(reader);
657
658 if (vehicle == null)
659 {
660 obj.VehicleParams = null;
661 m_log.DebugFormat(
662 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
663 obj.Name, obj.UUID);
664 }
665 else
666 {
667 obj.VehicleParams = vehicle;
668 }
669 }
670
596 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 671 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
597 { 672 {
598 List<string> errorNodeNames; 673 List<string> errorNodeNames;
@@ -757,6 +832,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
757 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 832 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
758 } 833 }
759 834
835 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
836 {
837 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
838 }
839
840 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
841 {
842 obj.Force = Util.ReadVector(reader, "Force");
843 }
844 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
845 {
846 obj.Torque = Util.ReadVector(reader, "Torque");
847 }
848
849 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
850 {
851 obj.VolumeDetectActive = Util.ReadBoolean(reader);
852 }
853
760 #endregion 854 #endregion
761 855
762 #region TaskInventoryXmlProcessors 856 #region TaskInventoryXmlProcessors
@@ -1144,6 +1238,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1144 }); 1238 });
1145 1239
1146 writer.WriteEndElement(); 1240 writer.WriteEndElement();
1241
1242 if (sog.RootPart.KeyframeMotion != null)
1243 {
1244 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1245
1246 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1247 writer.WriteBase64(data, 0, data.Length);
1248 writer.WriteEndElement();
1249 }
1250
1147 writer.WriteEndElement(); 1251 writer.WriteEndElement();
1148 } 1252 }
1149 1253
@@ -1243,6 +1347,29 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1243 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1347 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1244 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1348 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1245 1349
1350 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1351
1352 WriteVector(writer, "Force", sop.Force);
1353 WriteVector(writer, "Torque", sop.Torque);
1354
1355 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1356
1357 if (sop.VehicleParams != null)
1358 sop.VehicleParams.ToXml2(writer);
1359
1360 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1361 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1362 if (sop.Density != 1000.0f)
1363 writer.WriteElementString("Density", sop.Density.ToString().ToLower());
1364 if (sop.Friction != 0.6f)
1365 writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
1366 if (sop.Bounciness != 0.5f)
1367 writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
1368 if (sop.GravityModifier != 1.0f)
1369 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1370 WriteVector(writer, "CameraEyeOffset", sop.GetCameraEyeOffset());
1371 WriteVector(writer, "CameraAtOffset", sop.GetCameraAtOffset());
1372
1246 writer.WriteEndElement(); 1373 writer.WriteEndElement();
1247 } 1374 }
1248 1375
@@ -1467,12 +1594,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1467 { 1594 {
1468 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1595 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1469 1596
1470 if (reader.IsEmptyElement)
1471 {
1472 reader.Read();
1473 return tinv;
1474 }
1475
1476 reader.ReadStartElement(name, String.Empty); 1597 reader.ReadStartElement(name, String.Empty);
1477 1598
1478 while (reader.Name == "TaskInventoryItem") 1599 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index b9d615e..5398ab9 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -175,7 +175,7 @@ namespace OpenSim.Region.Framework.Scenes
175 175
176 // saved last reported value so there is something available for llGetRegionFPS 176 // saved last reported value so there is something available for llGetRegionFPS
177 private float lastReportedSimFPS; 177 private float lastReportedSimFPS;
178 private float[] lastReportedSimStats = new float[22]; 178 private float[] lastReportedSimStats = new float[23];
179 private float m_pfps; 179 private float m_pfps;
180 180
181 /// <summary> 181 /// <summary>
@@ -189,12 +189,13 @@ namespace OpenSim.Region.Framework.Scenes
189 private int m_objectUpdates; 189 private int m_objectUpdates;
190 190
191 private int m_frameMS; 191 private int m_frameMS;
192 private int m_spareMS; 192
193 private int m_netMS; 193 private int m_netMS;
194 private int m_agentMS; 194 private int m_agentMS;
195 private int m_physicsMS; 195 private int m_physicsMS;
196 private int m_imageMS; 196 private int m_imageMS;
197 private int m_otherMS; 197 private int m_otherMS;
198 private int m_sleeptimeMS;
198 199
199//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. 200//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
200//Ckrinke private int m_scriptMS = 0; 201//Ckrinke private int m_scriptMS = 0;
@@ -289,7 +290,7 @@ namespace OpenSim.Region.Framework.Scenes
289 290
290 private void statsHeartBeat(object sender, EventArgs e) 291 private void statsHeartBeat(object sender, EventArgs e)
291 { 292 {
292 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; 293 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
293 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 294 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
294 295
295 // Know what's not thread safe in Mono... modifying timers. 296 // Know what's not thread safe in Mono... modifying timers.
@@ -327,6 +328,35 @@ namespace OpenSim.Region.Framework.Scenes
327 physfps = 0; 328 physfps = 0;
328 329
329#endregion 330#endregion
331 float factor = 1 / m_statsUpdateFactor;
332
333 if (reportedFPS <= 0)
334 reportedFPS = 1;
335
336 float perframe = 1.0f / (float)reportedFPS;
337
338 float TotalFrameTime = m_frameMS * perframe;
339
340 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
341
342 float sparetime;
343 float sleeptime;
344
345 if (TotalFrameTime > targetframetime)
346 {
347 sparetime = 0;
348 sleeptime = 0;
349 }
350 else
351 {
352 sparetime = m_frameMS - m_physicsMS - m_agentMS;
353 sparetime *= perframe;
354 if (sparetime < 0)
355 sparetime = 0;
356 else if (sparetime > TotalFrameTime)
357 sparetime = TotalFrameTime;
358 sleeptime = m_sleeptimeMS * perframe;
359 }
330 360
331 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 361 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
332 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 362 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
@@ -338,25 +368,15 @@ namespace OpenSim.Region.Framework.Scenes
338 // so that stat numbers are always consistent. 368 // so that stat numbers are always consistent.
339 CheckStatSanity(); 369 CheckStatSanity();
340 370
341 //Our time dilation is 0.91 when we're running a full speed, 371 // other MS is actually simulation time
342 // therefore to make sure we get an appropriate range, 372 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
343 // we have to factor in our error. (0.10f * statsUpdateFactor) 373 // m_imageMS m_netMS are not included in m_frameMS
344 // multiplies the fix for the error times the amount of times it'll occur a second
345 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
346 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
347
348 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
349 // values to X-per-second values.
350 374
351 uint thisFrame = m_scene.Frame; 375 m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
352 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor; 376 if (m_otherMS < 0)
353 m_lastUpdateFrame = thisFrame; 377 m_otherMS = 0;
354 378
355 // Avoid div-by-zero if somehow we've not updated any frames. 379 for (int i = 0; i < 23; i++)
356 if (framesUpdated == 0)
357 framesUpdated = 1;
358
359 for (int i = 0; i < 22; i++)
360 { 380 {
361 sb[i] = new SimStatsPacket.StatBlock(); 381 sb[i] = new SimStatsPacket.StatBlock();
362 } 382 }
@@ -386,19 +406,19 @@ namespace OpenSim.Region.Framework.Scenes
386 sb[7].StatValue = m_activePrim; 406 sb[7].StatValue = m_activePrim;
387 407
388 sb[8].StatID = (uint)Stats.FrameMS; 408 sb[8].StatID = (uint)Stats.FrameMS;
389 sb[8].StatValue = m_frameMS / framesUpdated; 409 sb[8].StatValue = TotalFrameTime;
390 410
391 sb[9].StatID = (uint)Stats.NetMS; 411 sb[9].StatID = (uint)Stats.NetMS;
392 sb[9].StatValue = m_netMS / framesUpdated; 412 sb[9].StatValue = m_netMS * perframe;
393 413
394 sb[10].StatID = (uint)Stats.PhysicsMS; 414 sb[10].StatID = (uint)Stats.PhysicsMS;
395 sb[10].StatValue = m_physicsMS / framesUpdated; 415 sb[10].StatValue = m_physicsMS * perframe;
396 416
397 sb[11].StatID = (uint)Stats.ImageMS ; 417 sb[11].StatID = (uint)Stats.ImageMS ;
398 sb[11].StatValue = m_imageMS / framesUpdated; 418 sb[11].StatValue = m_imageMS * perframe;
399 419
400 sb[12].StatID = (uint)Stats.OtherMS; 420 sb[12].StatID = (uint)Stats.OtherMS;
401 sb[12].StatValue = m_otherMS / framesUpdated; 421 sb[12].StatValue = m_otherMS * perframe;
402 422
403 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 423 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
404 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); 424 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
@@ -410,7 +430,7 @@ namespace OpenSim.Region.Framework.Scenes
410 sb[15].StatValue = m_unAckedBytes; 430 sb[15].StatValue = m_unAckedBytes;
411 431
412 sb[16].StatID = (uint)Stats.AgentMS; 432 sb[16].StatID = (uint)Stats.AgentMS;
413 sb[16].StatValue = m_agentMS / framesUpdated; 433 sb[16].StatValue = m_agentMS * perframe;
414 434
415 sb[17].StatID = (uint)Stats.PendingDownloads; 435 sb[17].StatID = (uint)Stats.PendingDownloads;
416 sb[17].StatValue = m_pendingDownloads; 436 sb[17].StatValue = m_pendingDownloads;
@@ -425,7 +445,10 @@ namespace OpenSim.Region.Framework.Scenes
425 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; 445 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
426 446
427 sb[21].StatID = (uint)Stats.SimSpareMs; 447 sb[21].StatID = (uint)Stats.SimSpareMs;
428 sb[21].StatValue = m_spareMS / framesUpdated; 448 sb[21].StatValue = sparetime;
449
450 sb[22].StatID = (uint)Stats.SimSleepMs;
451 sb[22].StatValue = sleeptime;
429 452
430 for (int i = 0; i < 22; i++) 453 for (int i = 0; i < 22; i++)
431 { 454 {
@@ -444,28 +467,32 @@ namespace OpenSim.Region.Framework.Scenes
444 } 467 }
445 468
446 // Extra statistics that aren't currently sent to clients 469 // Extra statistics that aren't currently sent to clients
447 lock (m_lastReportedExtraSimStats) 470 if (m_scene.PhysicsScene != null)
448 { 471 {
449 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor; 472 lock (m_lastReportedExtraSimStats)
450 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
451
452 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
453
454 if (physicsStats != null)
455 { 473 {
456 foreach (KeyValuePair<string, float> tuple in physicsStats) 474 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
475 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
476
477 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
478
479 if (physicsStats != null)
457 { 480 {
458 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second 481 foreach (KeyValuePair<string, float> tuple in physicsStats)
459 // Need to change things so that stats source can indicate whether they are per second or 482 {
460 // per frame. 483 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
461 if (tuple.Key.EndsWith("MS")) 484 // Need to change things so that stats source can indicate whether they are per second or
462 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated; 485 // per frame.
463 else 486 if (tuple.Key.EndsWith("MS"))
464 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; 487 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
488 else
489 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
490 }
465 } 491 }
466 } 492 }
467 } 493 }
468 494
495// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
469 ResetValues(); 496 ResetValues();
470 } 497 }
471 } 498 }
@@ -488,7 +515,8 @@ namespace OpenSim.Region.Framework.Scenes
488 m_physicsMS = 0; 515 m_physicsMS = 0;
489 m_imageMS = 0; 516 m_imageMS = 0;
490 m_otherMS = 0; 517 m_otherMS = 0;
491 m_spareMS = 0; 518// m_spareMS = 0;
519 m_sleeptimeMS = 0;
492 520
493//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 521//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
494//Ckrinke m_scriptMS = 0; 522//Ckrinke m_scriptMS = 0;
@@ -572,11 +600,6 @@ namespace OpenSim.Region.Framework.Scenes
572 SlowFramesStat.Value++; 600 SlowFramesStat.Value++;
573 } 601 }
574 602
575 public void AddSpareMS(int ms)
576 {
577 m_spareMS += ms;
578 }
579
580 public void addNetMS(int ms) 603 public void addNetMS(int ms)
581 { 604 {
582 m_netMS += ms; 605 m_netMS += ms;
@@ -602,6 +625,11 @@ namespace OpenSim.Region.Framework.Scenes
602 m_otherMS += ms; 625 m_otherMS += ms;
603 } 626 }
604 627
628 public void addSleepMS(int ms)
629 {
630 m_sleeptimeMS += ms;
631 }
632
605 public void AddPendingDownloads(int count) 633 public void AddPendingDownloads(int count)
606 { 634 {
607 m_pendingDownloads += count; 635 m_pendingDownloads += count;
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
index 89647d6..e931859 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
@@ -62,6 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2)); 62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2));
63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3)); 63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3));
64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4)); 64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4));
65
66 Assert.That(g1Post.RootPart.UndoCount, Is.EqualTo(1));
65 } 67 }
66 68
67 /// <summary> 69 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
deleted file mode 100644
index 96973de..0000000
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
+++ /dev/null
@@ -1,184 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Reflection;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Framework.Communications;
34using OpenSim.Region.Framework.Scenes;
35using OpenSim.Tests.Common;
36using OpenSim.Tests.Common.Mock;
37
38namespace OpenSim.Region.Framework.Scenes.Tests
39{
40 /// <summary>
41 /// Tests for undo/redo
42 /// </summary>
43 public class SceneObjectUndoRedoTests : OpenSimTestCase
44 {
45 [Test]
46 public void TestUndoRedoResizeSceneObject()
47 {
48 TestHelpers.InMethod();
49// TestHelpers.EnableLogging();
50
51 Vector3 firstSize = new Vector3(2, 3, 4);
52 Vector3 secondSize = new Vector3(5, 6, 7);
53
54 Scene scene = new SceneHelpers().SetupScene();
55 scene.MaxUndoCount = 20;
56 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
57
58 // TODO: It happens to be the case that we are not storing undo states for SOPs which are not yet in a SOG,
59 // which is the way that AddSceneObject() sets up the object (i.e. it creates the SOP first). However,
60 // this is somewhat by chance. Really, we shouldn't be storing undo states at all if the object is not
61 // in a scene.
62 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
63
64 g1.GroupResize(firstSize);
65 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
66
67 g1.GroupResize(secondSize);
68 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
69
70 g1.RootPart.Undo();
71 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
72 Assert.That(g1.GroupScale, Is.EqualTo(firstSize));
73
74 g1.RootPart.Redo();
75 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
76 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
77 }
78
79 [Test]
80 public void TestUndoLimit()
81 {
82 TestHelpers.InMethod();
83
84 Vector3 firstSize = new Vector3(2, 3, 4);
85 Vector3 secondSize = new Vector3(5, 6, 7);
86 Vector3 thirdSize = new Vector3(8, 9, 10);
87 Vector3 fourthSize = new Vector3(11, 12, 13);
88
89 Scene scene = new SceneHelpers().SetupScene();
90 scene.MaxUndoCount = 2;
91 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
92
93 g1.GroupResize(firstSize);
94 g1.GroupResize(secondSize);
95 g1.GroupResize(thirdSize);
96 g1.GroupResize(fourthSize);
97
98 g1.RootPart.Undo();
99 g1.RootPart.Undo();
100 g1.RootPart.Undo();
101
102 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
103 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
104 }
105
106 [Test]
107 public void TestNoUndoOnObjectsNotInScene()
108 {
109 TestHelpers.InMethod();
110
111 Vector3 firstSize = new Vector3(2, 3, 4);
112 Vector3 secondSize = new Vector3(5, 6, 7);
113 Vector3 thirdSize = new Vector3(8, 9, 10);
114 Vector3 fourthSize = new Vector3(11, 12, 13);
115
116 Scene scene = new SceneHelpers().SetupScene();
117 scene.MaxUndoCount = 20;
118 SceneObjectGroup g1 = SceneHelpers.CreateSceneObject(1, TestHelpers.ParseTail(0x1));
119
120 g1.GroupResize(firstSize);
121 g1.GroupResize(secondSize);
122
123 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
124
125 g1.RootPart.Undo();
126
127 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
128 }
129
130 [Test]
131 public void TestUndoBeyondAvailable()
132 {
133 TestHelpers.InMethod();
134
135 Vector3 newSize = new Vector3(2, 3, 4);
136
137 Scene scene = new SceneHelpers().SetupScene();
138 scene.MaxUndoCount = 20;
139 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
140 Vector3 originalSize = g1.GroupScale;
141
142 g1.RootPart.Undo();
143
144 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
145 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
146
147 g1.GroupResize(newSize);
148 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
149 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
150
151 g1.RootPart.Undo();
152 g1.RootPart.Undo();
153
154 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
155 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
156 }
157
158 [Test]
159 public void TestRedoBeyondAvailable()
160 {
161 TestHelpers.InMethod();
162
163 Vector3 newSize = new Vector3(2, 3, 4);
164
165 Scene scene = new SceneHelpers().SetupScene();
166 scene.MaxUndoCount = 20;
167 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
168 Vector3 originalSize = g1.GroupScale;
169
170 g1.RootPart.Redo();
171
172 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
173 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
174
175 g1.GroupResize(newSize);
176 g1.RootPart.Undo();
177 g1.RootPart.Redo();
178 g1.RootPart.Redo();
179
180 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
181 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
182 }
183 }
184} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
index 2b79271..c7eaff9 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
@@ -44,7 +44,7 @@ using OpenSim.Tests.Common.Mock;
44namespace OpenSim.Region.Framework.Scenes.Tests 44namespace OpenSim.Region.Framework.Scenes.Tests
45{ 45{
46 [TestFixture] 46 [TestFixture]
47 public class SceneObjectUserGroupTests : OpenSimTestCase 47 public class SceneObjectUserGroupTests
48 { 48 {
49 /// <summary> 49 /// <summary>
50 /// Test share with group object functionality 50 /// Test share with group object functionality
@@ -54,6 +54,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
54 public void TestShareWithGroup() 54 public void TestShareWithGroup()
55 { 55 {
56 TestHelpers.InMethod(); 56 TestHelpers.InMethod();
57// log4net.Config.XmlConfigurator.Configure();
57 58
58 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 59 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
59 60
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index e238d01..2279e62 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -84,10 +84,6 @@ namespace OpenSim.Region.Framework.Scenes
84 /// <param name="assetUuids">The assets gathered</param> 84 /// <param name="assetUuids">The assets gathered</param>
85 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 85 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
86 { 86 {
87 // avoid infinite loops
88 if (assetUuids.ContainsKey(assetUuid))
89 return;
90
91 try 87 try
92 { 88 {
93 assetUuids[assetUuid] = assetType; 89 assetUuids[assetUuid] = assetType;