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-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs7
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityManager.cs79
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs27
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs112
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs94
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs758
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs155
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs722
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs722
16 files changed, 1918 insertions, 855 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index f8af367..958847b 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 OpenMetaverse; 30using OpenMetaverse;
30using OpenMetaverse.Packets; 31using OpenMetaverse.Packets;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -82,6 +83,10 @@ namespace OpenSim.Region.Framework.Interfaces
82 UUID RezSingleAttachmentFromInventory( 83 UUID RezSingleAttachmentFromInventory(
83 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus); 84 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
84 85
86 // Same as above, but also load script states from a separate doc
87 UUID RezSingleAttachmentFromInventory(
88 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
89
85 /// <summary> 90 /// <summary>
86 /// Rez multiple attachments from a user's inventory 91 /// Rez multiple attachments from a user's inventory
87 /// </summary> 92 /// </summary>
@@ -132,4 +137,4 @@ namespace OpenSim.Region.Framework.Interfaces
132 /// </param> 137 /// </param>
133 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient); 138 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient);
134 } 139 }
135} \ No newline at end of file 140}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index fd43923..1e2f60b 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -105,6 +105,8 @@ namespace OpenSim.Region.Framework.Interfaces
105 /// <param name="stateSource"></param> 105 /// <param name="stateSource"></param>
106 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 106 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
107 107
108 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
109
108 /// <summary> 110 /// <summary>
109 /// Stop a script which is in this prim's inventory. 111 /// Stop a script which is in this prim's inventory.
110 /// </summary> 112 /// </summary>
@@ -214,5 +216,6 @@ namespace OpenSim.Region.Framework.Interfaces
214 /// A <see cref="Dictionary`2"/> 216 /// A <see cref="Dictionary`2"/>
215 /// </returns> 217 /// </returns>
216 Dictionary<UUID, string> GetScriptStates(); 218 Dictionary<UUID, string> GetScriptStates();
219 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
217 } 220 }
218} 221}
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/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/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 23be9c2..69ba2042 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -226,7 +226,8 @@ namespace OpenSim.Region.Framework
226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e); 226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e);
227 227
228 // justincc: Right now this is fatal to really get the user's attention 228 // justincc: Right now this is fatal to really get the user's attention
229 throw e; 229 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
230 //throw e;
230 } 231 }
231 } 232 }
232 233
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index de4c5fb..702a1e2 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,10 +53,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59// private int m_animTickJump;
60 public int m_animTickJump; // ScenePresence has to see this to control +Z force
60 61
61 /// <value> 62 /// <value>
62 /// The scene presence that this animator applies to 63 /// The scene presence that this animator applies to
@@ -123,8 +124,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 124 /// </summary>
124 public void TrySetMovementAnimation(string anim) 125 public void TrySetMovementAnimation(string anim)
125 { 126 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 127 if (!m_scenePresence.IsChildAgent)
129 { 128 {
130 if (m_animations.TrySetDefaultAnimation( 129 if (m_animations.TrySetDefaultAnimation(
@@ -146,10 +145,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
146 const float PREJUMP_DELAY = 0.25f; 145 const float PREJUMP_DELAY = 0.25f;
147 146
148 #region Inputs 147 #region Inputs
149 if (m_scenePresence.SitGround) 148
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 149 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 150 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 151
@@ -159,11 +155,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 155 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 156
161 // Check control flags 157 // Check control flags
162 bool heldForward = 158 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 159 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 160 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 161 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 162 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 163 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 164 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -266,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 261 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 262 return "PREJUMP";
268 } 263 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 264 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 265 {
271 // Start actual jump 266 // Start actual jump
272 if (m_animTickJump == -1) 267 if (m_animTickJump == -1)
@@ -316,7 +311,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 311 public void UpdateMovementAnimations()
317 { 312 {
318 m_movementAnimation = GetMovementAnimation(); 313 m_movementAnimation = GetMovementAnimation();
319
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) 314 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 315 {
322 // This was the previous behavior before PREJUMP 316 // This was the previous behavior before PREJUMP
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index 099fcce..c246e32 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>(); 40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>();
41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>(); 41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>();
42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>(); 42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>();
43 private readonly Object m_lock = new Object(); 43 private System.Threading.ReaderWriterLockSlim m_lock = new System.Threading.ReaderWriterLockSlim();
44 44
45 [Obsolete("Use Add() instead.")] 45 [Obsolete("Use Add() instead.")]
46 public void Add(UUID id, EntityBase eb) 46 public void Add(UUID id, EntityBase eb)
@@ -50,7 +50,8 @@ namespace OpenSim.Region.Framework.Scenes
50 50
51 public void Add(EntityBase entity) 51 public void Add(EntityBase entity)
52 { 52 {
53 lock (m_lock) 53 m_lock.EnterWriteLock();
54 try
54 { 55 {
55 try 56 try
56 { 57 {
@@ -62,11 +63,16 @@ namespace OpenSim.Region.Framework.Scenes
62 m_log.ErrorFormat("Add Entity failed: {0}", e.Message); 63 m_log.ErrorFormat("Add Entity failed: {0}", e.Message);
63 } 64 }
64 } 65 }
66 finally
67 {
68 m_lock.ExitWriteLock();
69 }
65 } 70 }
66 71
67 public void InsertOrReplace(EntityBase entity) 72 public void InsertOrReplace(EntityBase entity)
68 { 73 {
69 lock (m_lock) 74 m_lock.EnterWriteLock();
75 try
70 { 76 {
71 try 77 try
72 { 78 {
@@ -78,15 +84,24 @@ namespace OpenSim.Region.Framework.Scenes
78 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message); 84 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message);
79 } 85 }
80 } 86 }
87 finally
88 {
89 m_lock.ExitWriteLock();
90 }
81 } 91 }
82 92
83 public void Clear() 93 public void Clear()
84 { 94 {
85 lock (m_lock) 95 m_lock.EnterWriteLock();
96 try
86 { 97 {
87 m_eb_uuid.Clear(); 98 m_eb_uuid.Clear();
88 m_eb_localID.Clear(); 99 m_eb_localID.Clear();
89 } 100 }
101 finally
102 {
103 m_lock.ExitWriteLock();
104 }
90 } 105 }
91 106
92 public int Count 107 public int Count
@@ -123,7 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
123 138
124 public bool Remove(uint localID) 139 public bool Remove(uint localID)
125 { 140 {
126 lock (m_lock) 141 m_lock.EnterWriteLock();
142 try
127 { 143 {
128 try 144 try
129 { 145 {
@@ -141,11 +157,16 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 157 return false;
142 } 158 }
143 } 159 }
160 finally
161 {
162 m_lock.ExitWriteLock();
163 }
144 } 164 }
145 165
146 public bool Remove(UUID id) 166 public bool Remove(UUID id)
147 { 167 {
148 lock (m_lock) 168 m_lock.EnterWriteLock();
169 try
149 { 170 {
150 try 171 try
151 { 172 {
@@ -163,13 +184,18 @@ namespace OpenSim.Region.Framework.Scenes
163 return false; 184 return false;
164 } 185 }
165 } 186 }
187 finally
188 {
189 m_lock.ExitWriteLock();
190 }
166 } 191 }
167 192
168 public List<EntityBase> GetAllByType<T>() 193 public List<EntityBase> GetAllByType<T>()
169 { 194 {
170 List<EntityBase> tmp = new List<EntityBase>(); 195 List<EntityBase> tmp = new List<EntityBase>();
171 196
172 lock (m_lock) 197 m_lock.EnterReadLock();
198 try
173 { 199 {
174 try 200 try
175 { 201 {
@@ -187,23 +213,33 @@ namespace OpenSim.Region.Framework.Scenes
187 tmp = null; 213 tmp = null;
188 } 214 }
189 } 215 }
216 finally
217 {
218 m_lock.ExitReadLock();
219 }
190 220
191 return tmp; 221 return tmp;
192 } 222 }
193 223
194 public List<EntityBase> GetEntities() 224 public List<EntityBase> GetEntities()
195 { 225 {
196 lock (m_lock) 226 m_lock.EnterReadLock();
227 try
197 { 228 {
198 return new List<EntityBase>(m_eb_uuid.Values); 229 return new List<EntityBase>(m_eb_uuid.Values);
199 } 230 }
231 finally
232 {
233 m_lock.ExitReadLock();
234 }
200 } 235 }
201 236
202 public EntityBase this[UUID id] 237 public EntityBase this[UUID id]
203 { 238 {
204 get 239 get
205 { 240 {
206 lock (m_lock) 241 m_lock.EnterReadLock();
242 try
207 { 243 {
208 EntityBase entity; 244 EntityBase entity;
209 if (m_eb_uuid.TryGetValue(id, out entity)) 245 if (m_eb_uuid.TryGetValue(id, out entity))
@@ -211,6 +247,10 @@ namespace OpenSim.Region.Framework.Scenes
211 else 247 else
212 return null; 248 return null;
213 } 249 }
250 finally
251 {
252 m_lock.ExitReadLock();
253 }
214 } 254 }
215 set 255 set
216 { 256 {
@@ -222,7 +262,8 @@ namespace OpenSim.Region.Framework.Scenes
222 { 262 {
223 get 263 get
224 { 264 {
225 lock (m_lock) 265 m_lock.EnterReadLock();
266 try
226 { 267 {
227 EntityBase entity; 268 EntityBase entity;
228 if (m_eb_localID.TryGetValue(localID, out entity)) 269 if (m_eb_localID.TryGetValue(localID, out entity))
@@ -230,6 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
230 else 271 else
231 return null; 272 return null;
232 } 273 }
274 finally
275 {
276 m_lock.ExitReadLock();
277 }
233 } 278 }
234 set 279 set
235 { 280 {
@@ -239,18 +284,28 @@ namespace OpenSim.Region.Framework.Scenes
239 284
240 public bool TryGetValue(UUID key, out EntityBase obj) 285 public bool TryGetValue(UUID key, out EntityBase obj)
241 { 286 {
242 lock (m_lock) 287 m_lock.EnterReadLock();
288 try
243 { 289 {
244 return m_eb_uuid.TryGetValue(key, out obj); 290 return m_eb_uuid.TryGetValue(key, out obj);
245 } 291 }
292 finally
293 {
294 m_lock.ExitReadLock();
295 }
246 } 296 }
247 297
248 public bool TryGetValue(uint key, out EntityBase obj) 298 public bool TryGetValue(uint key, out EntityBase obj)
249 { 299 {
250 lock (m_lock) 300 m_lock.EnterReadLock();
301 try
251 { 302 {
252 return m_eb_localID.TryGetValue(key, out obj); 303 return m_eb_localID.TryGetValue(key, out obj);
253 } 304 }
305 finally
306 {
307 m_lock.ExitReadLock();
308 }
254 } 309 }
255 310
256 /// <summary> 311 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 64bdc99..5e1798b 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -94,6 +94,22 @@ namespace OpenSim.Region.Framework.Scenes
94 94
95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item) 95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item)
96 { 96 {
97 InventoryFolderBase folder;
98
99 if (item.Folder == UUID.Zero)
100 {
101 folder = InventoryService.GetFolderForType(AgentID, (AssetType)item.AssetType);
102 if (folder == null)
103 {
104 folder = InventoryService.GetRootFolder(AgentID);
105
106 if (folder == null)
107 return;
108 }
109
110 item.Folder = folder.ID;
111 }
112
97 if (InventoryService.AddItem(item)) 113 if (InventoryService.AddItem(item))
98 { 114 {
99 int userlevel = 0; 115 int userlevel = 0;
@@ -214,8 +230,7 @@ namespace OpenSim.Region.Framework.Scenes
214 { 230 {
215 // Needs to determine which engine was running it and use that 231 // Needs to determine which engine was running it and use that
216 // 232 //
217 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 233 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
218 errors = part.Inventory.GetScriptErrors(item.ItemID);
219 } 234 }
220 else 235 else
221 { 236 {
@@ -836,8 +851,12 @@ namespace OpenSim.Region.Framework.Scenes
836 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 851 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
837 { 852 {
838 SceneObjectPart part = GetSceneObjectPart(localID); 853 SceneObjectPart part = GetSceneObjectPart(localID);
839 SceneObjectGroup group = part.ParentGroup; 854 SceneObjectGroup group = null;
840 if (group != null) 855 if (part != null)
856 {
857 group = part.ParentGroup;
858 }
859 if (part != null && group != null)
841 { 860 {
842 TaskInventoryItem item = group.GetInventoryItem(localID, itemID); 861 TaskInventoryItem item = group.GetInventoryItem(localID, itemID);
843 if (item == null) 862 if (item == null)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index e2ab643..dc58d84 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -149,6 +149,20 @@ namespace OpenSim.Region.Framework.Scenes
149 149
150 public IXfer XferManager; 150 public IXfer XferManager;
151 151
152 protected ISnmpModule m_snmpService = null;
153 public ISnmpModule SnmpService
154 {
155 get
156 {
157 if (m_snmpService == null)
158 {
159 m_snmpService = RequestModuleInterface<ISnmpModule>();
160 }
161
162 return m_snmpService;
163 }
164 }
165
152 protected IAssetService m_AssetService; 166 protected IAssetService m_AssetService;
153 protected IAuthorizationService m_AuthorizationService; 167 protected IAuthorizationService m_AuthorizationService;
154 168
@@ -609,6 +623,8 @@ namespace OpenSim.Region.Framework.Scenes
609 623
610 // Load region settings 624 // Load region settings
611 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 625 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
626 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
627
612 if (m_storageManager.EstateDataStore != null) 628 if (m_storageManager.EstateDataStore != null)
613 { 629 {
614 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false); 630 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -711,7 +727,7 @@ namespace OpenSim.Region.Framework.Scenes
711 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 727 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
712 // TODO: Change default to true once the feature is supported 728 // TODO: Change default to true once the feature is supported
713 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 729 m_usePreJump = startupConfig.GetBoolean("enableprejump", false);
714 730 m_usePreJump = true; // Above line fails!?
715 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 731 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
716 if (RegionInfo.NonphysPrimMax > 0) 732 if (RegionInfo.NonphysPrimMax > 0)
717 { 733 {
@@ -1025,6 +1041,15 @@ namespace OpenSim.Region.Framework.Scenes
1025 /// <param name="seconds">float indicating duration before restart.</param> 1041 /// <param name="seconds">float indicating duration before restart.</param>
1026 public virtual void Restart(float seconds) 1042 public virtual void Restart(float seconds)
1027 { 1043 {
1044 Restart(seconds, true);
1045 }
1046
1047 /// <summary>
1048 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
1049 /// </summary>
1050 /// <param name="seconds">float indicating duration before restart.</param>
1051 public virtual void Restart(float seconds, bool showDialog)
1052 {
1028 // notifications are done in 15 second increments 1053 // notifications are done in 15 second increments
1029 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 1054 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
1030 // It's a 'Cancel restart' request. 1055 // It's a 'Cancel restart' request.
@@ -1045,8 +1070,11 @@ namespace OpenSim.Region.Framework.Scenes
1045 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 1070 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
1046 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 1071 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
1047 m_restartTimer.Start(); 1072 m_restartTimer.Start();
1048 m_dialogModule.SendNotificationToUsersInRegion( 1073 if (showDialog)
1074 {
1075 m_dialogModule.SendNotificationToUsersInRegion(
1049 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 1076 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
1077 }
1050 } 1078 }
1051 } 1079 }
1052 1080
@@ -1404,16 +1432,16 @@ namespace OpenSim.Region.Framework.Scenes
1404 // Check if any objects have reached their targets 1432 // Check if any objects have reached their targets
1405 CheckAtTargets(); 1433 CheckAtTargets();
1406 1434
1407 // Update SceneObjectGroups that have scheduled themselves for updates
1408 // Objects queue their updates onto all scene presences
1409 if (m_frame % m_update_objects == 0)
1410 m_sceneGraph.UpdateObjectGroups();
1411
1412 // Run through all ScenePresences looking for updates 1435 // Run through all ScenePresences looking for updates
1413 // Presence updates and queued object updates for each presence are sent to clients 1436 // Presence updates and queued object updates for each presence are sent to clients
1414 if (m_frame % m_update_presences == 0) 1437 if (m_frame % m_update_presences == 0)
1415 m_sceneGraph.UpdatePresences(); 1438 m_sceneGraph.UpdatePresences();
1416 1439
1440 // Update SceneObjectGroups that have scheduled themselves for updates
1441 // Objects queue their updates onto all scene presences
1442 if (m_frame % m_update_objects == 0)
1443 m_sceneGraph.UpdateObjectGroups();
1444
1417 if (m_frame % m_update_coarse_locations == 0) 1445 if (m_frame % m_update_coarse_locations == 0)
1418 { 1446 {
1419 List<Vector3> coarseLocations; 1447 List<Vector3> coarseLocations;
@@ -1920,14 +1948,24 @@ namespace OpenSim.Region.Framework.Scenes
1920 /// <returns></returns> 1948 /// <returns></returns>
1921 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1949 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1922 { 1950 {
1951
1952 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1953 Vector3 wpos = Vector3.Zero;
1954 // Check for water surface intersection from above
1955 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1956 {
1957 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1958 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1959 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1960 wpos.Z = wheight;
1961 }
1962
1923 Vector3 pos = Vector3.Zero; 1963 Vector3 pos = Vector3.Zero;
1924 if (RayEndIsIntersection == (byte)1) 1964 if (RayEndIsIntersection == (byte)1)
1925 { 1965 {
1926 pos = RayEnd; 1966 pos = RayEnd;
1927 return pos;
1928 } 1967 }
1929 1968 else if (RayTargetID != UUID.Zero)
1930 if (RayTargetID != UUID.Zero)
1931 { 1969 {
1932 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1970 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1933 1971
@@ -1949,7 +1987,7 @@ namespace OpenSim.Region.Framework.Scenes
1949 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1987 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1950 1988
1951 // Un-comment out the following line to Get Raytrace results printed to the console. 1989 // Un-comment out the following line to Get Raytrace results printed to the console.
1952 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1990 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1953 float ScaleOffset = 0.5f; 1991 float ScaleOffset = 0.5f;
1954 1992
1955 // If we hit something 1993 // If we hit something
@@ -1972,13 +2010,10 @@ namespace OpenSim.Region.Framework.Scenes
1972 //pos.Z -= 0.25F; 2010 //pos.Z -= 0.25F;
1973 2011
1974 } 2012 }
1975
1976 return pos;
1977 } 2013 }
1978 else 2014 else
1979 { 2015 {
1980 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2016 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1981
1982 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2017 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1983 2018
1984 // Un-comment the following line to print the raytrace results to the console. 2019 // Un-comment the following line to print the raytrace results to the console.
@@ -1987,13 +2022,12 @@ namespace OpenSim.Region.Framework.Scenes
1987 if (ei.HitTF) 2022 if (ei.HitTF)
1988 { 2023 {
1989 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2024 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1990 } else 2025 }
2026 else
1991 { 2027 {
1992 // fall back to our stupid functionality 2028 // fall back to our stupid functionality
1993 pos = RayEnd; 2029 pos = RayEnd;
1994 } 2030 }
1995
1996 return pos;
1997 } 2031 }
1998 } 2032 }
1999 else 2033 else
@@ -2004,8 +2038,12 @@ namespace OpenSim.Region.Framework.Scenes
2004 //increase height so its above the ground. 2038 //increase height so its above the ground.
2005 //should be getting the normal of the ground at the rez point and using that? 2039 //should be getting the normal of the ground at the rez point and using that?
2006 pos.Z += scale.Z / 2f; 2040 pos.Z += scale.Z / 2f;
2007 return pos; 2041// return pos;
2008 } 2042 }
2043
2044 // check against posible water intercept
2045 if (wpos.Z > pos.Z) pos = wpos;
2046 return pos;
2009 } 2047 }
2010 2048
2011 2049
@@ -2138,7 +2176,7 @@ namespace OpenSim.Region.Framework.Scenes
2138 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 2176 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
2139 { 2177 {
2140 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates); 2178 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates);
2141 } 2179 }
2142 2180
2143 /// <summary> 2181 /// <summary>
2144 /// Delete every object from the scene. This does not include attachments worn by avatars. 2182 /// Delete every object from the scene. This does not include attachments worn by avatars.
@@ -3197,6 +3235,16 @@ namespace OpenSim.Region.Framework.Scenes
3197 /// <param name="flags"></param> 3235 /// <param name="flags"></param>
3198 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3236 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3199 { 3237 {
3238 //Add half the avatar's height so that the user doesn't fall through prims
3239 ScenePresence presence;
3240 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3241 {
3242 if (presence.Appearance != null)
3243 {
3244 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3245 }
3246 }
3247
3200 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3248 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3201 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3249 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3202 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3250 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3584,6 +3632,8 @@ namespace OpenSim.Region.Framework.Scenes
3584 } 3632 }
3585 } 3633 }
3586 // Honor parcel landing type and position. 3634 // Honor parcel landing type and position.
3635 /*
3636 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3587 if (land != null) 3637 if (land != null)
3588 { 3638 {
3589 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3639 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3591,6 +3641,7 @@ namespace OpenSim.Region.Framework.Scenes
3591 agent.startpos = land.LandData.UserLocation; 3641 agent.startpos = land.LandData.UserLocation;
3592 } 3642 }
3593 } 3643 }
3644 */// This is now handled properly in ScenePresence.MakeRootAgent
3594 } 3645 }
3595 3646
3596 return true; 3647 return true;
@@ -3953,12 +4004,22 @@ namespace OpenSim.Region.Framework.Scenes
3953 return false; 4004 return false;
3954 } 4005 }
3955 4006
4007 public bool IncomingCloseAgent(UUID agentID)
4008 {
4009 return IncomingCloseAgent(agentID, false);
4010 }
4011
4012 public bool IncomingCloseChildAgent(UUID agentID)
4013 {
4014 return IncomingCloseAgent(agentID, true);
4015 }
4016
3956 /// <summary> 4017 /// <summary>
3957 /// Tell a single agent to disconnect from the region. 4018 /// Tell a single agent to disconnect from the region.
3958 /// </summary> 4019 /// </summary>
3959 /// <param name="regionHandle"></param>
3960 /// <param name="agentID"></param> 4020 /// <param name="agentID"></param>
3961 public bool IncomingCloseAgent(UUID agentID) 4021 /// <param name="childOnly"></param>
4022 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3962 { 4023 {
3963 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4024 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3964 4025
@@ -3970,7 +4031,7 @@ namespace OpenSim.Region.Framework.Scenes
3970 { 4031 {
3971 m_sceneGraph.removeUserCount(false); 4032 m_sceneGraph.removeUserCount(false);
3972 } 4033 }
3973 else 4034 else if (!childOnly)
3974 { 4035 {
3975 m_sceneGraph.removeUserCount(true); 4036 m_sceneGraph.removeUserCount(true);
3976 } 4037 }
@@ -3986,9 +4047,12 @@ namespace OpenSim.Region.Framework.Scenes
3986 } 4047 }
3987 else 4048 else
3988 presence.ControllingClient.SendShutdownConnectionNotice(); 4049 presence.ControllingClient.SendShutdownConnectionNotice();
4050 presence.ControllingClient.Close(false);
4051 }
4052 else if (!childOnly)
4053 {
4054 presence.ControllingClient.Close(true);
3989 } 4055 }
3990
3991 presence.ControllingClient.Close();
3992 return true; 4056 return true;
3993 } 4057 }
3994 4058
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index c675322..a9ecde8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -274,7 +274,7 @@ namespace OpenSim.Region.Framework.Scenes
274 uint x = 0, y = 0; 274 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 275 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 277 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 278 }
279 279
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 280 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 293 d);
294 } 294 }
295 } 295 }
296 296
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 298 {
299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 673674d..80f9114 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -68,7 +68,7 @@ namespace OpenSim.Region.Framework.Scenes
68 68
69 #region Fields 69 #region Fields
70 70
71 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 74
@@ -133,13 +133,18 @@ namespace OpenSim.Region.Framework.Scenes
133 133
134 protected internal void Close() 134 protected internal void Close()
135 { 135 {
136 lock (m_presenceLock) 136 m_scenePresencesLock.EnterWriteLock();
137 try
137 { 138 {
138 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 139 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
139 List<ScenePresence> newlist = new List<ScenePresence>(); 140 List<ScenePresence> newlist = new List<ScenePresence>();
140 m_scenePresenceMap = newmap; 141 m_scenePresenceMap = newmap;
141 m_scenePresenceArray = newlist; 142 m_scenePresenceArray = newlist;
142 } 143 }
144 finally
145 {
146 m_scenePresencesLock.ExitWriteLock();
147 }
143 148
144 lock (m_dictionary_lock) 149 lock (m_dictionary_lock)
145 { 150 {
@@ -269,6 +274,30 @@ namespace OpenSim.Region.Framework.Scenes
269 protected internal bool AddRestoredSceneObject( 274 protected internal bool AddRestoredSceneObject(
270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 275 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
271 { 276 {
277 // KF: Check for out-of-region, move inside and make static.
278 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
279 sceneObject.RootPart.GroupPosition.Y,
280 sceneObject.RootPart.GroupPosition.Z);
281 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 ||
282 npos.X > Constants.RegionSize ||
283 npos.Y > Constants.RegionSize))
284 {
285 if (npos.X < 0.0) npos.X = 1.0f;
286 if (npos.Y < 0.0) npos.Y = 1.0f;
287 if (npos.Z < 0.0) npos.Z = 0.0f;
288 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
289 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
290
291 foreach (SceneObjectPart part in sceneObject.Children.Values)
292 {
293 part.GroupPosition = npos;
294 }
295 sceneObject.RootPart.Velocity = Vector3.Zero;
296 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
297 sceneObject.RootPart.Acceleration = Vector3.Zero;
298 sceneObject.RootPart.Velocity = Vector3.Zero;
299 }
300
272 if (!alreadyPersisted) 301 if (!alreadyPersisted)
273 { 302 {
274 sceneObject.ForceInventoryPersistence(); 303 sceneObject.ForceInventoryPersistence();
@@ -565,7 +594,8 @@ namespace OpenSim.Region.Framework.Scenes
565 594
566 Entities[presence.UUID] = presence; 595 Entities[presence.UUID] = presence;
567 596
568 lock (m_presenceLock) 597 m_scenePresencesLock.EnterWriteLock();
598 try
569 { 599 {
570 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 600 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
571 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 601 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -589,6 +619,10 @@ namespace OpenSim.Region.Framework.Scenes
589 m_scenePresenceMap = newmap; 619 m_scenePresenceMap = newmap;
590 m_scenePresenceArray = newlist; 620 m_scenePresenceArray = newlist;
591 } 621 }
622 finally
623 {
624 m_scenePresencesLock.ExitWriteLock();
625 }
592 } 626 }
593 627
594 /// <summary> 628 /// <summary>
@@ -603,7 +637,8 @@ namespace OpenSim.Region.Framework.Scenes
603 agentID); 637 agentID);
604 } 638 }
605 639
606 lock (m_presenceLock) 640 m_scenePresencesLock.EnterWriteLock();
641 try
607 { 642 {
608 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 643 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
609 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 644 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -624,6 +659,10 @@ namespace OpenSim.Region.Framework.Scenes
624 m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 659 m_log.WarnFormat("[SCENE] Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
625 } 660 }
626 } 661 }
662 finally
663 {
664 m_scenePresencesLock.ExitWriteLock();
665 }
627 } 666 }
628 667
629 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 668 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1501,10 +1540,13 @@ namespace OpenSim.Region.Framework.Scenes
1501 /// <param name="childPrims"></param> 1540 /// <param name="childPrims"></param>
1502 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1541 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1503 { 1542 {
1543 SceneObjectGroup parentGroup = root.ParentGroup;
1544 if (parentGroup == null) return;
1504 Monitor.Enter(m_updateLock); 1545 Monitor.Enter(m_updateLock);
1546
1505 try 1547 try
1506 { 1548 {
1507 SceneObjectGroup parentGroup = root.ParentGroup; 1549 parentGroup.areUpdatesSuspended = true;
1508 1550
1509 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1551 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1510 if (parentGroup != null) 1552 if (parentGroup != null)
@@ -1543,12 +1585,12 @@ namespace OpenSim.Region.Framework.Scenes
1543 // occur on link to invoke this elsewhere (such as object selection) 1585 // occur on link to invoke this elsewhere (such as object selection)
1544 parentGroup.RootPart.CreateSelected = true; 1586 parentGroup.RootPart.CreateSelected = true;
1545 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1587 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1546 parentGroup.HasGroupChanged = true;
1547 parentGroup.ScheduleGroupForFullUpdate();
1548
1549 } 1588 }
1550 finally 1589 finally
1551 { 1590 {
1591 parentGroup.areUpdatesSuspended = false;
1592 parentGroup.HasGroupChanged = true;
1593 parentGroup.ScheduleGroupForFullUpdate();
1552 Monitor.Exit(m_updateLock); 1594 Monitor.Exit(m_updateLock);
1553 } 1595 }
1554 } 1596 }
@@ -1585,11 +1627,22 @@ namespace OpenSim.Region.Framework.Scenes
1585 } 1627 }
1586 } 1628 }
1587 1629
1588 foreach (SceneObjectPart child in childParts) 1630 if (childParts.Count > 0)
1589 { 1631 {
1590 // Unlink all child parts from their groups 1632 try
1591 // 1633 {
1592 child.ParentGroup.DelinkFromGroup(child, true); 1634 childParts[0].ParentGroup.areUpdatesSuspended = true;
1635 foreach (SceneObjectPart child in childParts)
1636 {
1637 // Unlink all child parts from their groups
1638 //
1639 child.ParentGroup.DelinkFromGroup(child, true);
1640 }
1641 }
1642 finally
1643 {
1644 childParts[0].ParentGroup.areUpdatesSuspended = false;
1645 }
1593 } 1646 }
1594 1647
1595 foreach (SceneObjectPart root in rootParts) 1648 foreach (SceneObjectPart root in rootParts)
@@ -1613,10 +1666,21 @@ namespace OpenSim.Region.Framework.Scenes
1613 if (numChildren > 1) 1666 if (numChildren > 1)
1614 sendEventsToRemainder = false; 1667 sendEventsToRemainder = false;
1615 1668
1616 foreach (SceneObjectPart p in newSet) 1669 if (newSet.Count > 0)
1617 { 1670 {
1618 if (p != group.RootPart) 1671 try
1619 group.DelinkFromGroup(p, sendEventsToRemainder); 1672 {
1673 newSet[0].ParentGroup.areUpdatesSuspended = true;
1674 foreach (SceneObjectPart p in newSet)
1675 {
1676 if (p != group.RootPart)
1677 group.DelinkFromGroup(p, sendEventsToRemainder);
1678 }
1679 }
1680 finally
1681 {
1682 newSet[0].ParentGroup.areUpdatesSuspended = false;
1683 }
1620 } 1684 }
1621 1685
1622 // If there is more than one prim remaining, we 1686 // If there is more than one prim remaining, we
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index f7e46af..1149a20 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -46,12 +46,12 @@ namespace OpenSim.Region.Framework.Scenes
46 /// </summary> 46 /// </summary>
47 public void ForceInventoryPersistence() 47 public void ForceInventoryPersistence()
48 { 48 {
49 lock (m_parts) 49 lockPartsForRead(true);
50 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
51 lockPartsForRead(false);
52 foreach (SceneObjectPart part in values)
50 { 53 {
51 foreach (SceneObjectPart part in m_parts.Values) 54 part.Inventory.ForceInventoryPersistence();
52 {
53 part.Inventory.ForceInventoryPersistence();
54 }
55 } 55 }
56 } 56 }
57 57
@@ -74,19 +74,17 @@ namespace OpenSim.Region.Framework.Scenes
74 /// <summary> 74 /// <summary>
75 /// Stop the scripts contained in all the prims in this group 75 /// Stop the scripts contained in all the prims in this group
76 /// </summary> 76 /// </summary>
77 /// <param name="sceneObjectBeingDeleted">
78 /// Should be true if these scripts are being removed because the scene
79 /// object is being deleted. This will prevent spurious updates to the client.
80 /// </param>
81 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 77 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
82 { 78 {
83 lock (m_parts) 79 lockPartsForRead(true);
80 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
81 lockPartsForRead(false);
82
83 foreach (SceneObjectPart part in values)
84 { 84 {
85 foreach (SceneObjectPart part in m_parts.Values) 85 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
86 {
87 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
88 }
89 } 86 }
87
90 } 88 }
91 89
92 /// <summary> 90 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index e23f39f..3e92954 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -104,8 +104,95 @@ namespace OpenSim.Region.Framework.Scenes
104 /// since the group's last persistent backup 104 /// since the group's last persistent backup
105 /// </summary> 105 /// </summary>
106 private bool m_hasGroupChanged = false; 106 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 107 private long timeFirstChanged = 0;
108 private long timeLastChanged; 108 private long timeLastChanged = 0;
109 private long m_maxPersistTime = 0;
110 private long m_minPersistTime = 0;
111 private Random m_rand;
112 private bool m_suspendUpdates;
113 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
114 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
115
116 public bool areUpdatesSuspended
117 {
118 get
119 {
120 return m_suspendUpdates;
121 }
122 set
123 {
124 m_suspendUpdates = value;
125 if (!value)
126 {
127 QueueForUpdateCheck();
128 }
129 }
130 }
131
132 public void lockPartsForRead(bool locked)
133 {
134 if (locked)
135 {
136 if (m_partsLock.RecursiveReadCount > 0)
137 {
138 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
139 m_partsLock.ExitReadLock();
140 }
141 if (m_partsLock.RecursiveWriteCount > 0)
142 {
143 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested (write lock exists on this thread). This should not happen and means something needs to be fixed.");
144 m_partsLock.ExitWriteLock();
145 }
146
147 while (!m_partsLock.TryEnterReadLock(60000))
148 {
149 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
150 if (m_partsLock.IsWriteLockHeld)
151 {
152 m_partsLock = new System.Threading.ReaderWriterLockSlim();
153 }
154 }
155 }
156 else
157 {
158 if (m_partsLock.RecursiveReadCount > 0)
159 {
160 m_partsLock.ExitReadLock();
161 }
162 }
163 }
164 public void lockPartsForWrite(bool locked)
165 {
166 if (locked)
167 {
168 if (m_partsLock.RecursiveReadCount > 0)
169 {
170 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
171 m_partsLock.ExitReadLock();
172 }
173 if (m_partsLock.RecursiveWriteCount > 0)
174 {
175 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
176 m_partsLock.ExitWriteLock();
177 }
178
179 while (!m_partsLock.TryEnterWriteLock(60000))
180 {
181 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
182 if (m_partsLock.IsWriteLockHeld)
183 {
184 m_partsLock = new System.Threading.ReaderWriterLockSlim();
185 }
186 }
187 }
188 else
189 {
190 if (m_partsLock.RecursiveWriteCount > 0)
191 {
192 m_partsLock.ExitWriteLock();
193 }
194 }
195 }
109 196
110 public bool HasGroupChanged 197 public bool HasGroupChanged
111 { 198 {
@@ -116,6 +203,32 @@ namespace OpenSim.Region.Framework.Scenes
116 timeLastChanged = DateTime.Now.Ticks; 203 timeLastChanged = DateTime.Now.Ticks;
117 if (!m_hasGroupChanged) 204 if (!m_hasGroupChanged)
118 timeFirstChanged = DateTime.Now.Ticks; 205 timeFirstChanged = DateTime.Now.Ticks;
206 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
207 {
208 if (m_rand == null)
209 {
210 byte[] val = new byte[16];
211 m_rootPart.UUID.ToBytes(val, 0);
212 m_rand = new Random(BitConverter.ToInt32(val, 0));
213 }
214
215 if (m_scene.GetRootAgentCount() == 0)
216 {
217 //If the region is empty, this change has been made by an automated process
218 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
219
220 float factor = 1.5f + (float)(m_rand.NextDouble());
221 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
222 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
223 }
224 else
225 {
226 //If the region is not empty, we want to obey the minimum and maximum persist times
227 //but add a random factor so we stagger the object persistance a little
228 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
229 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
230 }
231 }
119 } 232 }
120 m_hasGroupChanged = value; 233 m_hasGroupChanged = value;
121 } 234 }
@@ -131,8 +244,19 @@ namespace OpenSim.Region.Framework.Scenes
131 return false; 244 return false;
132 if (m_scene.ShuttingDown) 245 if (m_scene.ShuttingDown)
133 return true; 246 return true;
247
248 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
249 {
250 m_maxPersistTime = m_scene.m_persistAfter;
251 m_minPersistTime = m_scene.m_dontPersistBefore;
252 }
253
134 long currentTime = DateTime.Now.Ticks; 254 long currentTime = DateTime.Now.Ticks;
135 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 255
256 if (timeLastChanged == 0) timeLastChanged = currentTime;
257 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
258
259 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
136 return true; 260 return true;
137 return false; 261 return false;
138 } 262 }
@@ -258,13 +382,16 @@ namespace OpenSim.Region.Framework.Scenes
258 set 382 set
259 { 383 {
260 m_regionHandle = value; 384 m_regionHandle = value;
261 lock (m_parts) 385 lockPartsForRead(true);
262 { 386 {
263 foreach (SceneObjectPart part in m_parts.Values) 387 foreach (SceneObjectPart part in m_parts.Values)
264 { 388 {
389
265 part.RegionHandle = m_regionHandle; 390 part.RegionHandle = m_regionHandle;
391
266 } 392 }
267 } 393 }
394 lockPartsForRead(false);
268 } 395 }
269 } 396 }
270 397
@@ -298,6 +425,9 @@ namespace OpenSim.Region.Framework.Scenes
298 { 425 {
299 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 426 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
300 } 427 }
428
429 lockPartsForRead(true);
430
301 if (RootPart.GetStatusSandbox()) 431 if (RootPart.GetStatusSandbox())
302 { 432 {
303 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 433 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -305,17 +435,18 @@ namespace OpenSim.Region.Framework.Scenes
305 RootPart.ScriptSetPhysicsStatus(false); 435 RootPart.ScriptSetPhysicsStatus(false);
306 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), 436 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
307 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); 437 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
438 lockPartsForRead(false);
308 return; 439 return;
309 } 440 }
310 } 441 }
311 lock (m_parts) 442
443 foreach (SceneObjectPart part in m_parts.Values)
312 { 444 {
313 foreach (SceneObjectPart part in m_parts.Values) 445 part.GroupPosition = val;
314 {
315 part.GroupPosition = val;
316 }
317 } 446 }
318 447
448 lockPartsForRead(false);
449
319 //if (m_rootPart.PhysActor != null) 450 //if (m_rootPart.PhysActor != null)
320 //{ 451 //{
321 //m_rootPart.PhysActor.Position = 452 //m_rootPart.PhysActor.Position =
@@ -457,6 +588,7 @@ namespace OpenSim.Region.Framework.Scenes
457 /// </summary> 588 /// </summary>
458 public SceneObjectGroup() 589 public SceneObjectGroup()
459 { 590 {
591
460 } 592 }
461 593
462 /// <summary> 594 /// <summary>
@@ -473,7 +605,7 @@ namespace OpenSim.Region.Framework.Scenes
473 /// Constructor. This object is added to the scene later via AttachToScene() 605 /// Constructor. This object is added to the scene later via AttachToScene()
474 /// </summary> 606 /// </summary>
475 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 607 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
476 { 608 {
477 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 609 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
478 } 610 }
479 611
@@ -504,13 +636,16 @@ namespace OpenSim.Region.Framework.Scenes
504 636
505 public void SetFromItemID(UUID AssetId) 637 public void SetFromItemID(UUID AssetId)
506 { 638 {
507 lock (m_parts) 639 lockPartsForRead(true);
508 { 640 {
509 foreach (SceneObjectPart part in m_parts.Values) 641 foreach (SceneObjectPart part in m_parts.Values)
510 { 642 {
643
511 part.FromItemID = AssetId; 644 part.FromItemID = AssetId;
645
512 } 646 }
513 } 647 }
648 lockPartsForRead(false);
514 } 649 }
515 650
516 public UUID GetFromItemID() 651 public UUID GetFromItemID()
@@ -579,10 +714,11 @@ namespace OpenSim.Region.Framework.Scenes
579 Vector3 maxScale = Vector3.Zero; 714 Vector3 maxScale = Vector3.Zero;
580 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 715 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
581 716
582 lock (m_parts) 717 lockPartsForRead(true);
583 { 718 {
584 foreach (SceneObjectPart part in m_parts.Values) 719 foreach (SceneObjectPart part in m_parts.Values)
585 { 720 {
721
586 Vector3 partscale = part.Scale; 722 Vector3 partscale = part.Scale;
587 Vector3 partoffset = part.OffsetPosition; 723 Vector3 partoffset = part.OffsetPosition;
588 724
@@ -593,8 +729,11 @@ namespace OpenSim.Region.Framework.Scenes
593 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 729 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
594 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 730 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
595 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 731 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
732
596 } 733 }
597 } 734 }
735 lockPartsForRead(false);
736
598 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 737 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
599 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 738 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
600 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 739 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -610,10 +749,11 @@ namespace OpenSim.Region.Framework.Scenes
610 749
611 EntityIntersection result = new EntityIntersection(); 750 EntityIntersection result = new EntityIntersection();
612 751
613 lock (m_parts) 752 lockPartsForRead(true);
614 { 753 {
615 foreach (SceneObjectPart part in m_parts.Values) 754 foreach (SceneObjectPart part in m_parts.Values)
616 { 755 {
756
617 // Temporary commented to stop compiler warning 757 // Temporary commented to stop compiler warning
618 //Vector3 partPosition = 758 //Vector3 partPosition =
619 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 759 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -641,8 +781,10 @@ namespace OpenSim.Region.Framework.Scenes
641 result.distance = inter.distance; 781 result.distance = inter.distance;
642 } 782 }
643 } 783 }
784
644 } 785 }
645 } 786 }
787 lockPartsForRead(false);
646 return result; 788 return result;
647 } 789 }
648 790
@@ -661,10 +803,11 @@ namespace OpenSim.Region.Framework.Scenes
661 minY = 256f; 803 minY = 256f;
662 minZ = 8192f; 804 minZ = 8192f;
663 805
664 lock(m_parts); 806 lockPartsForRead(true);
665 { 807 {
666 foreach (SceneObjectPart part in m_parts.Values) 808 foreach (SceneObjectPart part in m_parts.Values)
667 { 809 {
810
668 Vector3 worldPos = part.GetWorldPosition(); 811 Vector3 worldPos = part.GetWorldPosition();
669 Vector3 offset = worldPos - AbsolutePosition; 812 Vector3 offset = worldPos - AbsolutePosition;
670 Quaternion worldRot; 813 Quaternion worldRot;
@@ -723,6 +866,8 @@ namespace OpenSim.Region.Framework.Scenes
723 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 866 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
724 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 867 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
725 868
869
870
726 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 871 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
727 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 872 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
728 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 873 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -894,6 +1039,7 @@ namespace OpenSim.Region.Framework.Scenes
894 minZ = backBottomLeft.Z; 1039 minZ = backBottomLeft.Z;
895 } 1040 }
896 } 1041 }
1042 lockPartsForRead(false);
897 } 1043 }
898 1044
899 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 1045 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
@@ -929,21 +1075,29 @@ namespace OpenSim.Region.Framework.Scenes
929 1075
930 public void SaveScriptedState(XmlTextWriter writer) 1076 public void SaveScriptedState(XmlTextWriter writer)
931 { 1077 {
1078 SaveScriptedState(writer, false);
1079 }
1080
1081 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1082 {
932 XmlDocument doc = new XmlDocument(); 1083 XmlDocument doc = new XmlDocument();
933 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1084 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
934 1085
935 // Capture script state while holding the lock 1086 // Capture script state while holding the lock
936 lock (m_parts) 1087 lockPartsForRead(true);
937 { 1088 {
938 foreach (SceneObjectPart part in m_parts.Values) 1089 foreach (SceneObjectPart part in m_parts.Values)
939 { 1090 {
940 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1091
1092 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs);
941 foreach (UUID itemid in pstates.Keys) 1093 foreach (UUID itemid in pstates.Keys)
942 { 1094 {
943 states.Add(itemid, pstates[itemid]); 1095 states.Add(itemid, pstates[itemid]);
944 } 1096 }
1097
945 } 1098 }
946 } 1099 }
1100 lockPartsForRead(false);
947 1101
948 if (states.Count > 0) 1102 if (states.Count > 0)
949 { 1103 {
@@ -962,6 +1116,47 @@ namespace OpenSim.Region.Framework.Scenes
962 } 1116 }
963 1117
964 /// <summary> 1118 /// <summary>
1119 /// Add the avatar to this linkset (avatar is sat).
1120 /// </summary>
1121 /// <param name="agentID"></param>
1122 public void AddAvatar(UUID agentID)
1123 {
1124 ScenePresence presence;
1125 if (m_scene.TryGetScenePresence(agentID, out presence))
1126 {
1127 if (!m_linkedAvatars.Contains(presence))
1128 {
1129 m_linkedAvatars.Add(presence);
1130 }
1131 }
1132 }
1133
1134 /// <summary>
1135 /// Delete the avatar from this linkset (avatar is unsat).
1136 /// </summary>
1137 /// <param name="agentID"></param>
1138 public void DeleteAvatar(UUID agentID)
1139 {
1140 ScenePresence presence;
1141 if (m_scene.TryGetScenePresence(agentID, out presence))
1142 {
1143 if (m_linkedAvatars.Contains(presence))
1144 {
1145 m_linkedAvatars.Remove(presence);
1146 }
1147 }
1148 }
1149
1150 /// <summary>
1151 /// Returns the list of linked presences (avatars sat on this group)
1152 /// </summary>
1153 /// <param name="agentID"></param>
1154 public List<ScenePresence> GetLinkedAvatars()
1155 {
1156 return m_linkedAvatars;
1157 }
1158
1159 /// <summary>
965 /// Attach this scene object to the given avatar. 1160 /// Attach this scene object to the given avatar.
966 /// </summary> 1161 /// </summary>
967 /// <param name="agentID"></param> 1162 /// <param name="agentID"></param>
@@ -1112,13 +1307,16 @@ namespace OpenSim.Region.Framework.Scenes
1112 1307
1113 public override void UpdateMovement() 1308 public override void UpdateMovement()
1114 { 1309 {
1115 lock (m_parts) 1310 lockPartsForRead(true);
1116 { 1311 {
1117 foreach (SceneObjectPart part in m_parts.Values) 1312 foreach (SceneObjectPart part in m_parts.Values)
1118 { 1313 {
1314
1119 part.UpdateMovement(); 1315 part.UpdateMovement();
1316
1120 } 1317 }
1121 } 1318 }
1319 lockPartsForRead(false);
1122 } 1320 }
1123 1321
1124 public ushort GetTimeDilation() 1322 public ushort GetTimeDilation()
@@ -1162,7 +1360,7 @@ namespace OpenSim.Region.Framework.Scenes
1162 /// <param name="part"></param> 1360 /// <param name="part"></param>
1163 public void AddPart(SceneObjectPart part) 1361 public void AddPart(SceneObjectPart part)
1164 { 1362 {
1165 lock (m_parts) 1363 lockPartsForWrite(true);
1166 { 1364 {
1167 part.SetParent(this); 1365 part.SetParent(this);
1168 m_parts.Add(part.UUID, part); 1366 m_parts.Add(part.UUID, part);
@@ -1172,6 +1370,7 @@ namespace OpenSim.Region.Framework.Scenes
1172 if (part.LinkNum == 2 && RootPart != null) 1370 if (part.LinkNum == 2 && RootPart != null)
1173 RootPart.LinkNum = 1; 1371 RootPart.LinkNum = 1;
1174 } 1372 }
1373 lockPartsForWrite(false);
1175 } 1374 }
1176 1375
1177 /// <summary> 1376 /// <summary>
@@ -1179,28 +1378,33 @@ namespace OpenSim.Region.Framework.Scenes
1179 /// </summary> 1378 /// </summary>
1180 private void UpdateParentIDs() 1379 private void UpdateParentIDs()
1181 { 1380 {
1182 lock (m_parts) 1381 lockPartsForRead(true);
1183 { 1382 {
1184 foreach (SceneObjectPart part in m_parts.Values) 1383 foreach (SceneObjectPart part in m_parts.Values)
1185 { 1384 {
1385
1186 if (part.UUID != m_rootPart.UUID) 1386 if (part.UUID != m_rootPart.UUID)
1187 { 1387 {
1188 part.ParentID = m_rootPart.LocalId; 1388 part.ParentID = m_rootPart.LocalId;
1189 } 1389 }
1390
1190 } 1391 }
1191 } 1392 }
1393 lockPartsForRead(false);
1192 } 1394 }
1193 1395
1194 public void RegenerateFullIDs() 1396 public void RegenerateFullIDs()
1195 { 1397 {
1196 lock (m_parts) 1398 lockPartsForRead(true);
1197 { 1399 {
1198 foreach (SceneObjectPart part in m_parts.Values) 1400 foreach (SceneObjectPart part in m_parts.Values)
1199 { 1401 {
1402
1200 part.UUID = UUID.Random(); 1403 part.UUID = UUID.Random();
1201 1404
1202 } 1405 }
1203 } 1406 }
1407 lockPartsForRead(false);
1204 } 1408 }
1205 1409
1206 // helper provided for parts. 1410 // helper provided for parts.
@@ -1281,27 +1485,32 @@ namespace OpenSim.Region.Framework.Scenes
1281 1485
1282 DetachFromBackup(); 1486 DetachFromBackup();
1283 1487
1284 lock (m_parts) 1488 lockPartsForRead(true);
1489 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1490 lockPartsForRead(false);
1491
1492 foreach (SceneObjectPart part in values)
1285 { 1493 {
1286 foreach (SceneObjectPart part in m_parts.Values)
1287 {
1288// part.Inventory.RemoveScriptInstances(); 1494// part.Inventory.RemoveScriptInstances();
1289 Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1495
1496 Scene.ForEachScenePresence(delegate (ScenePresence sp)
1497 {
1498 if (sp.ParentID == LocalId)
1290 { 1499 {
1291 if (avatar.ParentID == LocalId) 1500 sp.StandUp();
1292 { 1501 }
1293 avatar.StandUp();
1294 }
1295 1502
1296 if (!silent) 1503 if (!silent)
1297 { 1504 {
1298 part.UpdateFlag = 0; 1505 part.UpdateFlag = 0;
1299 if (part == m_rootPart) 1506 if (part == m_rootPart)
1300 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1507 sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1301 } 1508 }
1302 }); 1509 });
1303 } 1510
1304 } 1511 }
1512
1513
1305 } 1514 }
1306 1515
1307 public void AddScriptLPS(int count) 1516 public void AddScriptLPS(int count)
@@ -1326,17 +1535,20 @@ namespace OpenSim.Region.Framework.Scenes
1326 1535
1327 scriptEvents aggregateScriptEvents=0; 1536 scriptEvents aggregateScriptEvents=0;
1328 1537
1329 lock (m_parts) 1538 lockPartsForRead(true);
1330 { 1539 {
1331 foreach (SceneObjectPart part in m_parts.Values) 1540 foreach (SceneObjectPart part in m_parts.Values)
1332 { 1541 {
1542
1333 if (part == null) 1543 if (part == null)
1334 continue; 1544 continue;
1335 if (part != RootPart) 1545 if (part != RootPart)
1336 part.ObjectFlags = objectflagupdate; 1546 part.ObjectFlags = objectflagupdate;
1337 aggregateScriptEvents |= part.AggregateScriptEvents; 1547 aggregateScriptEvents |= part.AggregateScriptEvents;
1548
1338 } 1549 }
1339 } 1550 }
1551 lockPartsForRead(false);
1340 1552
1341 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1553 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1342 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1554 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1378,42 +1590,52 @@ namespace OpenSim.Region.Framework.Scenes
1378 /// <param name="m_physicalPrim"></param> 1590 /// <param name="m_physicalPrim"></param>
1379 public void ApplyPhysics(bool m_physicalPrim) 1591 public void ApplyPhysics(bool m_physicalPrim)
1380 { 1592 {
1381 lock (m_parts) 1593 lockPartsForRead(true);
1594
1595 if (m_parts.Count > 1)
1382 { 1596 {
1383 if (m_parts.Count > 1) 1597 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1598 lockPartsForRead(false);
1599 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1600 foreach (SceneObjectPart part in values)
1384 { 1601 {
1385 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1602
1386 foreach (SceneObjectPart part in m_parts.Values) 1603 if (part.LocalId != m_rootPart.LocalId)
1387 { 1604 {
1388 if (part.LocalId != m_rootPart.LocalId) 1605 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1389 {
1390 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1391 }
1392 } 1606 }
1393 1607
1394 // Hack to get the physics scene geometries in the right spot
1395 ResetChildPrimPhysicsPositions();
1396 }
1397 else
1398 {
1399 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1400 } 1608 }
1609 // Hack to get the physics scene geometries in the right spot
1610 ResetChildPrimPhysicsPositions();
1611 }
1612 else
1613 {
1614 lockPartsForRead(false);
1615 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1401 } 1616 }
1402 } 1617 }
1403 1618
1404 public void SetOwnerId(UUID userId) 1619 public void SetOwnerId(UUID userId)
1405 { 1620 {
1406 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1621 ForEachPart(delegate(SceneObjectPart part)
1622 {
1623
1624 part.OwnerID = userId;
1625
1626 });
1407 } 1627 }
1408 1628
1409 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1629 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1410 { 1630 {
1411 lock (m_parts) 1631 lockPartsForRead(true);
1632 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1633 lockPartsForRead(false);
1634 foreach (SceneObjectPart part in values)
1412 { 1635 {
1413 foreach (SceneObjectPart part in m_parts.Values) 1636
1414 { 1637 whatToDo(part);
1415 whatToDo(part); 1638
1416 }
1417 } 1639 }
1418 } 1640 }
1419 1641
@@ -1511,15 +1733,17 @@ namespace OpenSim.Region.Framework.Scenes
1511 RootPart.SendFullUpdate( 1733 RootPart.SendFullUpdate(
1512 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1734 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1513 1735
1514 lock (m_parts) 1736 lockPartsForRead(true);
1515 { 1737 {
1516 foreach (SceneObjectPart part in m_parts.Values) 1738 foreach (SceneObjectPart part in m_parts.Values)
1517 { 1739 {
1740
1518 if (part != RootPart) 1741 if (part != RootPart)
1519 part.SendFullUpdate( 1742 part.SendFullUpdate(
1520 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1743 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1521 } 1744 }
1522 } 1745 }
1746 lockPartsForRead(false);
1523 } 1747 }
1524 1748
1525 #region Copying 1749 #region Copying
@@ -1588,10 +1812,11 @@ namespace OpenSim.Region.Framework.Scenes
1588 1812
1589 List<SceneObjectPart> partList; 1813 List<SceneObjectPart> partList;
1590 1814
1591 lock (m_parts) 1815 lockPartsForRead(true);
1592 { 1816
1593 partList = new List<SceneObjectPart>(m_parts.Values); 1817 partList = new List<SceneObjectPart>(m_parts.Values);
1594 } 1818
1819 lockPartsForRead(false);
1595 1820
1596 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1821 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1597 { 1822 {
@@ -1814,13 +2039,40 @@ namespace OpenSim.Region.Framework.Scenes
1814 } 2039 }
1815 } 2040 }
1816 2041
2042 public void rotLookAt(Quaternion target, float strength, float damping)
2043 {
2044 SceneObjectPart rootpart = m_rootPart;
2045 if (rootpart != null)
2046 {
2047 if (IsAttachment)
2048 {
2049 /*
2050 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2051 if (avatar != null)
2052 {
2053 Rotate the Av?
2054 } */
2055 }
2056 else
2057 {
2058 if (rootpart.PhysActor != null)
2059 { // APID must be implemented in your physics system for this to function.
2060 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2061 rootpart.PhysActor.APIDStrength = strength;
2062 rootpart.PhysActor.APIDDamping = damping;
2063 rootpart.PhysActor.APIDActive = true;
2064 }
2065 }
2066 }
2067 }
2068
1817 public void stopLookAt() 2069 public void stopLookAt()
1818 { 2070 {
1819 SceneObjectPart rootpart = m_rootPart; 2071 SceneObjectPart rootpart = m_rootPart;
1820 if (rootpart != null) 2072 if (rootpart != null)
1821 { 2073 {
1822 if (rootpart.PhysActor != null) 2074 if (rootpart.PhysActor != null)
1823 { 2075 { // APID must be implemented in your physics system for this to function.
1824 rootpart.PhysActor.APIDActive = false; 2076 rootpart.PhysActor.APIDActive = false;
1825 } 2077 }
1826 } 2078 }
@@ -1888,10 +2140,11 @@ namespace OpenSim.Region.Framework.Scenes
1888 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2140 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1889 newPart.SetParent(this); 2141 newPart.SetParent(this);
1890 2142
1891 lock (m_parts) 2143 lockPartsForWrite(true);
1892 { 2144 {
1893 m_parts.Add(newPart.UUID, newPart); 2145 m_parts.Add(newPart.UUID, newPart);
1894 } 2146 }
2147 lockPartsForWrite(false);
1895 2148
1896 SetPartAsNonRoot(newPart); 2149 SetPartAsNonRoot(newPart);
1897 2150
@@ -1954,7 +2207,7 @@ namespace OpenSim.Region.Framework.Scenes
1954 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2207 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1955 // return; 2208 // return;
1956 2209
1957 lock (m_parts) 2210 lockPartsForRead(true);
1958 { 2211 {
1959 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2212 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1960 2213
@@ -1974,9 +2227,12 @@ namespace OpenSim.Region.Framework.Scenes
1974 { 2227 {
1975 if (!IsSelected) 2228 if (!IsSelected)
1976 part.UpdateLookAt(); 2229 part.UpdateLookAt();
2230
1977 part.SendScheduledUpdates(); 2231 part.SendScheduledUpdates();
2232
1978 } 2233 }
1979 } 2234 }
2235 lockPartsForRead(false);
1980 } 2236 }
1981 2237
1982 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2238 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -1985,27 +2241,29 @@ namespace OpenSim.Region.Framework.Scenes
1985 2241
1986 RootPart.AddFullUpdateToAvatar(presence); 2242 RootPart.AddFullUpdateToAvatar(presence);
1987 2243
1988 lock (m_parts) 2244 lockPartsForRead(true);
1989 { 2245 {
1990 foreach (SceneObjectPart part in m_parts.Values) 2246 foreach (SceneObjectPart part in m_parts.Values)
1991 { 2247 {
2248
1992 if (part != RootPart) 2249 if (part != RootPart)
1993 part.AddFullUpdateToAvatar(presence); 2250 part.AddFullUpdateToAvatar(presence);
2251
1994 } 2252 }
1995 } 2253 }
2254 lockPartsForRead(false);
1996 } 2255 }
1997 2256
1998 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2257 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1999 { 2258 {
2000// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2259 lockPartsForRead(true);
2001 2260
2002 lock (m_parts) 2261 foreach (SceneObjectPart part in m_parts.Values)
2003 { 2262 {
2004 foreach (SceneObjectPart part in m_parts.Values) 2263 part.AddTerseUpdateToAvatar(presence);
2005 {
2006 part.AddTerseUpdateToAvatar(presence);
2007 }
2008 } 2264 }
2265
2266 lockPartsForRead(false);
2009 } 2267 }
2010 2268
2011 /// <summary> 2269 /// <summary>
@@ -2013,20 +2271,23 @@ namespace OpenSim.Region.Framework.Scenes
2013 /// </summary> 2271 /// </summary>
2014 public void ScheduleGroupForFullUpdate() 2272 public void ScheduleGroupForFullUpdate()
2015 { 2273 {
2016 if (IsAttachment) 2274 //if (IsAttachment)
2017 m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId); 2275 // m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId);
2018 2276
2019 checkAtTargets(); 2277 checkAtTargets();
2020 RootPart.ScheduleFullUpdate(); 2278 RootPart.ScheduleFullUpdate();
2021 2279
2022 lock (m_parts) 2280 lockPartsForRead(true);
2023 { 2281 {
2024 foreach (SceneObjectPart part in m_parts.Values) 2282 foreach (SceneObjectPart part in m_parts.Values)
2025 { 2283 {
2284
2026 if (part != RootPart) 2285 if (part != RootPart)
2027 part.ScheduleFullUpdate(); 2286 part.ScheduleFullUpdate();
2287
2028 } 2288 }
2029 } 2289 }
2290 lockPartsForRead(false);
2030 } 2291 }
2031 2292
2032 /// <summary> 2293 /// <summary>
@@ -2034,37 +2295,38 @@ namespace OpenSim.Region.Framework.Scenes
2034 /// </summary> 2295 /// </summary>
2035 public void ScheduleGroupForTerseUpdate() 2296 public void ScheduleGroupForTerseUpdate()
2036 { 2297 {
2037// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2298 lockPartsForRead(true);
2038 2299 foreach (SceneObjectPart part in m_parts.Values)
2039 lock (m_parts)
2040 { 2300 {
2041 foreach (SceneObjectPart part in m_parts.Values) 2301 part.ScheduleTerseUpdate();
2042 {
2043 part.ScheduleTerseUpdate();
2044 }
2045 } 2302 }
2303
2304 lockPartsForRead(false);
2046 } 2305 }
2047 2306
2048 /// <summary> 2307 /// <summary>
2049 /// Immediately send a full update for this scene object. 2308 /// Immediately send a full update for this scene object.
2050 /// </summary> 2309 /// </summary>
2051 public void SendGroupFullUpdate() 2310 public void SendGroupFullUpdate()
2052 { 2311 {
2053 if (IsDeleted) 2312 if (IsDeleted)
2054 return; 2313 return;
2055 2314
2056// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2315// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2057 2316
2058 RootPart.SendFullUpdateToAllClients(); 2317 RootPart.SendFullUpdateToAllClients();
2059 2318
2060 lock (m_parts) 2319 lockPartsForRead(true);
2061 { 2320 {
2062 foreach (SceneObjectPart part in m_parts.Values) 2321 foreach (SceneObjectPart part in m_parts.Values)
2063 { 2322 {
2323
2064 if (part != RootPart) 2324 if (part != RootPart)
2065 part.SendFullUpdateToAllClients(); 2325 part.SendFullUpdateToAllClients();
2326
2066 } 2327 }
2067 } 2328 }
2329 lockPartsForRead(false);
2068 } 2330 }
2069 2331
2070 /// <summary> 2332 /// <summary>
@@ -2096,14 +2358,15 @@ namespace OpenSim.Region.Framework.Scenes
2096 { 2358 {
2097 if (IsDeleted) 2359 if (IsDeleted)
2098 return; 2360 return;
2099 2361
2100 lock (m_parts) 2362 lockPartsForRead(true);
2101 { 2363 {
2102 foreach (SceneObjectPart part in m_parts.Values) 2364 foreach (SceneObjectPart part in m_parts.Values)
2103 { 2365 {
2104 part.SendTerseUpdateToAllClients(); 2366 part.SendTerseUpdateToAllClients();
2105 } 2367 }
2106 } 2368 }
2369 lockPartsForRead(false);
2107 } 2370 }
2108 2371
2109 #endregion 2372 #endregion
@@ -2117,16 +2380,18 @@ namespace OpenSim.Region.Framework.Scenes
2117 /// <returns>null if no child part with that linknum or child part</returns> 2380 /// <returns>null if no child part with that linknum or child part</returns>
2118 public SceneObjectPart GetLinkNumPart(int linknum) 2381 public SceneObjectPart GetLinkNumPart(int linknum)
2119 { 2382 {
2120 lock (m_parts) 2383 lockPartsForRead(true);
2121 { 2384 {
2122 foreach (SceneObjectPart part in m_parts.Values) 2385 foreach (SceneObjectPart part in m_parts.Values)
2123 { 2386 {
2124 if (part.LinkNum == linknum) 2387 if (part.LinkNum == linknum)
2125 { 2388 {
2389 lockPartsForRead(false);
2126 return part; 2390 return part;
2127 } 2391 }
2128 } 2392 }
2129 } 2393 }
2394 lockPartsForRead(false);
2130 2395
2131 return null; 2396 return null;
2132 } 2397 }
@@ -2154,17 +2419,19 @@ namespace OpenSim.Region.Framework.Scenes
2154 public SceneObjectPart GetChildPart(uint localID) 2419 public SceneObjectPart GetChildPart(uint localID)
2155 { 2420 {
2156 //m_log.DebugFormat("Entered looking for {0}", localID); 2421 //m_log.DebugFormat("Entered looking for {0}", localID);
2157 lock (m_parts) 2422 lockPartsForRead(true);
2158 { 2423 {
2159 foreach (SceneObjectPart part in m_parts.Values) 2424 foreach (SceneObjectPart part in m_parts.Values)
2160 { 2425 {
2161 //m_log.DebugFormat("Found {0}", part.LocalId); 2426 //m_log.DebugFormat("Found {0}", part.LocalId);
2162 if (part.LocalId == localID) 2427 if (part.LocalId == localID)
2163 { 2428 {
2429 lockPartsForRead(false);
2164 return part; 2430 return part;
2165 } 2431 }
2166 } 2432 }
2167 } 2433 }
2434 lockPartsForRead(false);
2168 2435
2169 return null; 2436 return null;
2170 } 2437 }
@@ -2194,17 +2461,19 @@ namespace OpenSim.Region.Framework.Scenes
2194 public bool HasChildPrim(uint localID) 2461 public bool HasChildPrim(uint localID)
2195 { 2462 {
2196 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2463 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2197 lock (m_parts) 2464 lockPartsForRead(true);
2198 { 2465 {
2199 foreach (SceneObjectPart part in m_parts.Values) 2466 foreach (SceneObjectPart part in m_parts.Values)
2200 { 2467 {
2201 //m_log.DebugFormat("Found {0}", part.LocalId); 2468 //m_log.DebugFormat("Found {0}", part.LocalId);
2202 if (part.LocalId == localID) 2469 if (part.LocalId == localID)
2203 { 2470 {
2471 lockPartsForRead(false);
2204 return true; 2472 return true;
2205 } 2473 }
2206 } 2474 }
2207 } 2475 }
2476 lockPartsForRead(false);
2208 2477
2209 return false; 2478 return false;
2210 } 2479 }
@@ -2254,53 +2523,57 @@ namespace OpenSim.Region.Framework.Scenes
2254 if (m_rootPart.LinkNum == 0) 2523 if (m_rootPart.LinkNum == 0)
2255 m_rootPart.LinkNum = 1; 2524 m_rootPart.LinkNum = 1;
2256 2525
2257 lock (m_parts) 2526 lockPartsForWrite(true);
2258 { 2527
2259 m_parts.Add(linkPart.UUID, linkPart); 2528 m_parts.Add(linkPart.UUID, linkPart);
2529
2530 lockPartsForWrite(false);
2260 2531
2261 // Insert in terms of link numbers, the new links 2532 // Insert in terms of link numbers, the new links
2262 // before the current ones (with the exception of 2533 // before the current ones (with the exception of
2263 // the root prim. Shuffle the old ones up 2534 // the root prim. Shuffle the old ones up
2264 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2535 lockPartsForRead(true);
2536 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2537 {
2538 if (kvp.Value.LinkNum != 1)
2265 { 2539 {
2266 if (kvp.Value.LinkNum != 1) 2540 // Don't update root prim link number
2267 { 2541 kvp.Value.LinkNum += objectGroup.PrimCount;
2268 // Don't update root prim link number
2269 kvp.Value.LinkNum += objectGroup.PrimCount;
2270 }
2271 } 2542 }
2543 }
2544 lockPartsForRead(false);
2272 2545
2273 linkPart.LinkNum = 2; 2546 linkPart.LinkNum = 2;
2274 2547
2275 linkPart.SetParent(this); 2548 linkPart.SetParent(this);
2276 linkPart.CreateSelected = true; 2549 linkPart.CreateSelected = true;
2277 2550
2278 //if (linkPart.PhysActor != null) 2551 //if (linkPart.PhysActor != null)
2279 //{ 2552 //{
2280 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2553 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2281 2554
2282 //linkPart.PhysActor = null; 2555 //linkPart.PhysActor = null;
2283 //} 2556 //}
2284 2557
2285 //TODO: rest of parts 2558 //TODO: rest of parts
2286 int linkNum = 3; 2559 int linkNum = 3;
2287 foreach (SceneObjectPart part in objectGroup.Children.Values) 2560 foreach (SceneObjectPart part in objectGroup.Children.Values)
2561 {
2562 if (part.UUID != objectGroup.m_rootPart.UUID)
2288 { 2563 {
2289 if (part.UUID != objectGroup.m_rootPart.UUID) 2564 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2290 {
2291 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2292 }
2293 part.ClearUndoState();
2294 } 2565 }
2566 part.ClearUndoState();
2295 } 2567 }
2296 2568
2297 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2569 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2298 objectGroup.m_isDeleted = true; 2570 objectGroup.m_isDeleted = true;
2571
2572 objectGroup.lockPartsForWrite(true);
2299 2573
2300 lock (objectGroup.m_parts) 2574 objectGroup.m_parts.Clear();
2301 { 2575
2302 objectGroup.m_parts.Clear(); 2576 objectGroup.lockPartsForWrite(false);
2303 }
2304 2577
2305 // Can't do this yet since backup still makes use of the root part without any synchronization 2578 // Can't do this yet since backup still makes use of the root part without any synchronization
2306// objectGroup.m_rootPart = null; 2579// objectGroup.m_rootPart = null;
@@ -2370,11 +2643,12 @@ namespace OpenSim.Region.Framework.Scenes
2370 Quaternion worldRot = linkPart.GetWorldRotation(); 2643 Quaternion worldRot = linkPart.GetWorldRotation();
2371 2644
2372 // Remove the part from this object 2645 // Remove the part from this object
2373 lock (m_parts) 2646 lockPartsForWrite(true);
2374 { 2647 {
2375 m_parts.Remove(linkPart.UUID); 2648 m_parts.Remove(linkPart.UUID);
2376 } 2649 }
2377 2650 lockPartsForWrite(false);
2651 lockPartsForRead(true);
2378 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2652 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2379 RootPart.LinkNum = 0; 2653 RootPart.LinkNum = 0;
2380 else 2654 else
@@ -2385,6 +2659,7 @@ namespace OpenSim.Region.Framework.Scenes
2385 p.LinkNum--; 2659 p.LinkNum--;
2386 } 2660 }
2387 } 2661 }
2662 lockPartsForRead(false);
2388 2663
2389 linkPart.ParentID = 0; 2664 linkPart.ParentID = 0;
2390 linkPart.LinkNum = 0; 2665 linkPart.LinkNum = 0;
@@ -2706,9 +2981,12 @@ namespace OpenSim.Region.Framework.Scenes
2706 2981
2707 if (selectionPart != null) 2982 if (selectionPart != null)
2708 { 2983 {
2709 lock (m_parts) 2984 lockPartsForRead(true);
2985 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
2986 lockPartsForRead(false);
2987 foreach (SceneObjectPart part in parts)
2710 { 2988 {
2711 foreach (SceneObjectPart part in m_parts.Values) 2989 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2712 { 2990 {
2713 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 2991 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2714 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 2992 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2718,12 +2996,13 @@ namespace OpenSim.Region.Framework.Scenes
2718 break; 2996 break;
2719 } 2997 }
2720 } 2998 }
2999 }
2721 3000
2722 foreach (SceneObjectPart part in m_parts.Values) 3001 foreach (SceneObjectPart part in parts)
2723 { 3002 {
2724 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3003 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2725 }
2726 } 3004 }
3005
2727 } 3006 }
2728 } 3007 }
2729 3008
@@ -2736,6 +3015,17 @@ namespace OpenSim.Region.Framework.Scenes
2736 } 3015 }
2737 } 3016 }
2738 3017
3018
3019
3020 /// <summary>
3021 /// Gets the number of parts
3022 /// </summary>
3023 /// <returns></returns>
3024 public int GetPartCount()
3025 {
3026 return Children.Count;
3027 }
3028
2739 /// <summary> 3029 /// <summary>
2740 /// Get the parts of this scene object 3030 /// Get the parts of this scene object
2741 /// </summary> 3031 /// </summary>
@@ -2809,11 +3099,9 @@ namespace OpenSim.Region.Framework.Scenes
2809 scale.Y = m_scene.m_maxNonphys; 3099 scale.Y = m_scene.m_maxNonphys;
2810 if (scale.Z > m_scene.m_maxNonphys) 3100 if (scale.Z > m_scene.m_maxNonphys)
2811 scale.Z = m_scene.m_maxNonphys; 3101 scale.Z = m_scene.m_maxNonphys;
2812
2813 SceneObjectPart part = GetChildPart(localID); 3102 SceneObjectPart part = GetChildPart(localID);
2814 if (part != null) 3103 if (part != null)
2815 { 3104 {
2816 part.Resize(scale);
2817 if (part.PhysActor != null) 3105 if (part.PhysActor != null)
2818 { 3106 {
2819 if (part.PhysActor.IsPhysical) 3107 if (part.PhysActor.IsPhysical)
@@ -2828,7 +3116,7 @@ namespace OpenSim.Region.Framework.Scenes
2828 part.PhysActor.Size = scale; 3116 part.PhysActor.Size = scale;
2829 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3117 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2830 } 3118 }
2831 //if (part.UUID != m_rootPart.UUID) 3119 part.Resize(scale);
2832 3120
2833 HasGroupChanged = true; 3121 HasGroupChanged = true;
2834 ScheduleGroupForFullUpdate(); 3122 ScheduleGroupForFullUpdate();
@@ -2870,73 +3158,71 @@ namespace OpenSim.Region.Framework.Scenes
2870 float y = (scale.Y / part.Scale.Y); 3158 float y = (scale.Y / part.Scale.Y);
2871 float z = (scale.Z / part.Scale.Z); 3159 float z = (scale.Z / part.Scale.Z);
2872 3160
2873 lock (m_parts) 3161 lockPartsForRead(true);
3162 if (x > 1.0f || y > 1.0f || z > 1.0f)
2874 { 3163 {
2875 if (x > 1.0f || y > 1.0f || z > 1.0f) 3164 foreach (SceneObjectPart obPart in m_parts.Values)
2876 { 3165 {
2877 foreach (SceneObjectPart obPart in m_parts.Values) 3166 if (obPart.UUID != m_rootPart.UUID)
2878 { 3167 {
2879 if (obPart.UUID != m_rootPart.UUID) 3168 Vector3 oldSize = new Vector3(obPart.Scale);
2880 { 3169 obPart.IgnoreUndoUpdate = true;
2881 obPart.IgnoreUndoUpdate = true;
2882 Vector3 oldSize = new Vector3(obPart.Scale);
2883 3170
2884 float f = 1.0f; 3171 float f = 1.0f;
2885 float a = 1.0f; 3172 float a = 1.0f;
2886 3173
2887 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3174 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3175 {
3176 if (oldSize.X*x > m_scene.m_maxPhys)
2888 { 3177 {
2889 if (oldSize.X*x > m_scene.m_maxPhys) 3178 f = m_scene.m_maxPhys / oldSize.X;
2890 { 3179 a = f / x;
2891 f = m_scene.m_maxPhys / oldSize.X; 3180 x *= a;
2892 a = f / x; 3181 y *= a;
2893 x *= a; 3182 z *= a;
2894 y *= a;
2895 z *= a;
2896 }
2897 if (oldSize.Y*y > m_scene.m_maxPhys)
2898 {
2899 f = m_scene.m_maxPhys / oldSize.Y;
2900 a = f / y;
2901 x *= a;
2902 y *= a;
2903 z *= a;
2904 }
2905 if (oldSize.Z*z > m_scene.m_maxPhys)
2906 {
2907 f = m_scene.m_maxPhys / oldSize.Z;
2908 a = f / z;
2909 x *= a;
2910 y *= a;
2911 z *= a;
2912 }
2913 } 3183 }
2914 else 3184 if (oldSize.Y*y > m_scene.m_maxPhys)
3185 {
3186 f = m_scene.m_maxPhys / oldSize.Y;
3187 a = f / y;
3188 x *= a;
3189 y *= a;
3190 z *= a;
3191 }
3192 if (oldSize.Z*z > m_scene.m_maxPhys)
3193 {
3194 f = m_scene.m_maxPhys / oldSize.Z;
3195 a = f / z;
3196 x *= a;
3197 y *= a;
3198 z *= a;
3199 }
3200 }
3201 else
3202 {
3203 if (oldSize.X*x > m_scene.m_maxNonphys)
3204 {
3205 f = m_scene.m_maxNonphys / oldSize.X;
3206 a = f / x;
3207 x *= a;
3208 y *= a;
3209 z *= a;
3210 }
3211 if (oldSize.Y*y > m_scene.m_maxNonphys)
3212 {
3213 f = m_scene.m_maxNonphys / oldSize.Y;
3214 a = f / y;
3215 x *= a;
3216 y *= a;
3217 z *= a;
3218 }
3219 if (oldSize.Z*z > m_scene.m_maxNonphys)
2915 { 3220 {
2916 if (oldSize.X*x > m_scene.m_maxNonphys) 3221 f = m_scene.m_maxNonphys / oldSize.Z;
2917 { 3222 a = f / z;
2918 f = m_scene.m_maxNonphys / oldSize.X; 3223 x *= a;
2919 a = f / x; 3224 y *= a;
2920 x *= a; 3225 z *= a;
2921 y *= a;
2922 z *= a;
2923 }
2924 if (oldSize.Y*y > m_scene.m_maxNonphys)
2925 {
2926 f = m_scene.m_maxNonphys / oldSize.Y;
2927 a = f / y;
2928 x *= a;
2929 y *= a;
2930 z *= a;
2931 }
2932 if (oldSize.Z*z > m_scene.m_maxNonphys)
2933 {
2934 f = m_scene.m_maxNonphys / oldSize.Z;
2935 a = f / z;
2936 x *= a;
2937 y *= a;
2938 z *= a;
2939 }
2940 } 3226 }
2941 obPart.IgnoreUndoUpdate = false; 3227 obPart.IgnoreUndoUpdate = false;
2942 obPart.StoreUndoState(); 3228 obPart.StoreUndoState();
@@ -2944,6 +3230,7 @@ namespace OpenSim.Region.Framework.Scenes
2944 } 3230 }
2945 } 3231 }
2946 } 3232 }
3233 lockPartsForRead(false);
2947 3234
2948 Vector3 prevScale = part.Scale; 3235 Vector3 prevScale = part.Scale;
2949 prevScale.X *= x; 3236 prevScale.X *= x;
@@ -2951,7 +3238,7 @@ namespace OpenSim.Region.Framework.Scenes
2951 prevScale.Z *= z; 3238 prevScale.Z *= z;
2952 part.Resize(prevScale); 3239 part.Resize(prevScale);
2953 3240
2954 lock (m_parts) 3241 lockPartsForRead(true);
2955 { 3242 {
2956 foreach (SceneObjectPart obPart in m_parts.Values) 3243 foreach (SceneObjectPart obPart in m_parts.Values)
2957 { 3244 {
@@ -2973,6 +3260,7 @@ namespace OpenSim.Region.Framework.Scenes
2973 obPart.StoreUndoState(); 3260 obPart.StoreUndoState();
2974 } 3261 }
2975 } 3262 }
3263 lockPartsForRead(false);
2976 3264
2977 if (part.PhysActor != null) 3265 if (part.PhysActor != null)
2978 { 3266 {
@@ -3075,7 +3363,7 @@ namespace OpenSim.Region.Framework.Scenes
3075 axDiff *= Quaternion.Inverse(partRotation); 3363 axDiff *= Quaternion.Inverse(partRotation);
3076 diff = axDiff; 3364 diff = axDiff;
3077 3365
3078 lock (m_parts) 3366 lockPartsForRead(true);
3079 { 3367 {
3080 foreach (SceneObjectPart obPart in m_parts.Values) 3368 foreach (SceneObjectPart obPart in m_parts.Values)
3081 { 3369 {
@@ -3085,6 +3373,7 @@ namespace OpenSim.Region.Framework.Scenes
3085 } 3373 }
3086 } 3374 }
3087 } 3375 }
3376 lockPartsForRead(false);
3088 3377
3089 AbsolutePosition = newPos; 3378 AbsolutePosition = newPos;
3090 3379
@@ -3218,25 +3507,25 @@ namespace OpenSim.Region.Framework.Scenes
3218 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3507 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3219 } 3508 }
3220 3509
3221 lock (m_parts) 3510 lockPartsForRead(true);
3511
3512 foreach (SceneObjectPart prim in m_parts.Values)
3222 { 3513 {
3223 foreach (SceneObjectPart prim in m_parts.Values) 3514 if (prim.UUID != m_rootPart.UUID)
3224 { 3515 {
3225 if (prim.UUID != m_rootPart.UUID) 3516 prim.IgnoreUndoUpdate = true;
3226 { 3517 Vector3 axPos = prim.OffsetPosition;
3227 prim.IgnoreUndoUpdate = true; 3518 axPos *= oldParentRot;
3228 Vector3 axPos = prim.OffsetPosition; 3519 axPos *= Quaternion.Inverse(axRot);
3229 axPos *= oldParentRot; 3520 prim.OffsetPosition = axPos;
3230 axPos *= Quaternion.Inverse(axRot); 3521 Quaternion primsRot = prim.RotationOffset;
3231 prim.OffsetPosition = axPos; 3522 Quaternion newRot = primsRot * oldParentRot;
3232 Quaternion primsRot = prim.RotationOffset; 3523 newRot *= Quaternion.Inverse(axRot);
3233 Quaternion newRot = primsRot * oldParentRot; 3524 prim.RotationOffset = newRot;
3234 newRot *= Quaternion.Inverse(axRot); 3525 prim.ScheduleTerseUpdate();
3235 prim.RotationOffset = newRot;
3236 prim.ScheduleTerseUpdate();
3237 }
3238 } 3526 }
3239 } 3527 }
3528
3240 foreach (SceneObjectPart childpart in Children.Values) 3529 foreach (SceneObjectPart childpart in Children.Values)
3241 { 3530 {
3242 if (childpart != m_rootPart) 3531 if (childpart != m_rootPart)
@@ -3245,6 +3534,9 @@ namespace OpenSim.Region.Framework.Scenes
3245 childpart.StoreUndoState(); 3534 childpart.StoreUndoState();
3246 } 3535 }
3247 } 3536 }
3537
3538 lockPartsForRead(false);
3539
3248 m_rootPart.ScheduleTerseUpdate(); 3540 m_rootPart.ScheduleTerseUpdate();
3249 } 3541 }
3250 3542
@@ -3366,7 +3658,7 @@ namespace OpenSim.Region.Framework.Scenes
3366 if (atTargets.Count > 0) 3658 if (atTargets.Count > 0)
3367 { 3659 {
3368 uint[] localids = new uint[0]; 3660 uint[] localids = new uint[0];
3369 lock (m_parts) 3661 lockPartsForRead(true);
3370 { 3662 {
3371 localids = new uint[m_parts.Count]; 3663 localids = new uint[m_parts.Count];
3372 int cntr = 0; 3664 int cntr = 0;
@@ -3376,6 +3668,7 @@ namespace OpenSim.Region.Framework.Scenes
3376 cntr++; 3668 cntr++;
3377 } 3669 }
3378 } 3670 }
3671 lockPartsForRead(false);
3379 3672
3380 for (int ctr = 0; ctr < localids.Length; ctr++) 3673 for (int ctr = 0; ctr < localids.Length; ctr++)
3381 { 3674 {
@@ -3394,7 +3687,7 @@ namespace OpenSim.Region.Framework.Scenes
3394 { 3687 {
3395 //trigger not_at_target 3688 //trigger not_at_target
3396 uint[] localids = new uint[0]; 3689 uint[] localids = new uint[0];
3397 lock (m_parts) 3690 lockPartsForRead(true);
3398 { 3691 {
3399 localids = new uint[m_parts.Count]; 3692 localids = new uint[m_parts.Count];
3400 int cntr = 0; 3693 int cntr = 0;
@@ -3404,7 +3697,8 @@ namespace OpenSim.Region.Framework.Scenes
3404 cntr++; 3697 cntr++;
3405 } 3698 }
3406 } 3699 }
3407 3700 lockPartsForRead(false);
3701
3408 for (int ctr = 0; ctr < localids.Length; ctr++) 3702 for (int ctr = 0; ctr < localids.Length; ctr++)
3409 { 3703 {
3410 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3704 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3445,7 +3739,8 @@ namespace OpenSim.Region.Framework.Scenes
3445 if (atRotTargets.Count > 0) 3739 if (atRotTargets.Count > 0)
3446 { 3740 {
3447 uint[] localids = new uint[0]; 3741 uint[] localids = new uint[0];
3448 lock (m_parts) 3742 lockPartsForRead(true);
3743 try
3449 { 3744 {
3450 localids = new uint[m_parts.Count]; 3745 localids = new uint[m_parts.Count];
3451 int cntr = 0; 3746 int cntr = 0;
@@ -3455,6 +3750,10 @@ namespace OpenSim.Region.Framework.Scenes
3455 cntr++; 3750 cntr++;
3456 } 3751 }
3457 } 3752 }
3753 finally
3754 {
3755 lockPartsForRead(false);
3756 }
3458 3757
3459 for (int ctr = 0; ctr < localids.Length; ctr++) 3758 for (int ctr = 0; ctr < localids.Length; ctr++)
3460 { 3759 {
@@ -3473,7 +3772,8 @@ namespace OpenSim.Region.Framework.Scenes
3473 { 3772 {
3474 //trigger not_at_target 3773 //trigger not_at_target
3475 uint[] localids = new uint[0]; 3774 uint[] localids = new uint[0];
3476 lock (m_parts) 3775 lockPartsForRead(true);
3776 try
3477 { 3777 {
3478 localids = new uint[m_parts.Count]; 3778 localids = new uint[m_parts.Count];
3479 int cntr = 0; 3779 int cntr = 0;
@@ -3483,6 +3783,10 @@ namespace OpenSim.Region.Framework.Scenes
3483 cntr++; 3783 cntr++;
3484 } 3784 }
3485 } 3785 }
3786 finally
3787 {
3788 lockPartsForRead(false);
3789 }
3486 3790
3487 for (int ctr = 0; ctr < localids.Length; ctr++) 3791 for (int ctr = 0; ctr < localids.Length; ctr++)
3488 { 3792 {
@@ -3496,19 +3800,20 @@ namespace OpenSim.Region.Framework.Scenes
3496 public float GetMass() 3800 public float GetMass()
3497 { 3801 {
3498 float retmass = 0f; 3802 float retmass = 0f;
3499 lock (m_parts) 3803 lockPartsForRead(true);
3500 { 3804 {
3501 foreach (SceneObjectPart part in m_parts.Values) 3805 foreach (SceneObjectPart part in m_parts.Values)
3502 { 3806 {
3503 retmass += part.GetMass(); 3807 retmass += part.GetMass();
3504 } 3808 }
3505 } 3809 }
3810 lockPartsForRead(false);
3506 return retmass; 3811 return retmass;
3507 } 3812 }
3508 3813
3509 public void CheckSculptAndLoad() 3814 public void CheckSculptAndLoad()
3510 { 3815 {
3511 lock (m_parts) 3816 lockPartsForRead(true);
3512 { 3817 {
3513 if (!IsDeleted) 3818 if (!IsDeleted)
3514 { 3819 {
@@ -3533,6 +3838,7 @@ namespace OpenSim.Region.Framework.Scenes
3533 } 3838 }
3534 } 3839 }
3535 } 3840 }
3841 lockPartsForRead(false);
3536 } 3842 }
3537 3843
3538 protected void AssetReceived(string id, Object sender, AssetBase asset) 3844 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3553,7 +3859,7 @@ namespace OpenSim.Region.Framework.Scenes
3553 /// <param name="client"></param> 3859 /// <param name="client"></param>
3554 public void SetGroup(UUID GroupID, IClientAPI client) 3860 public void SetGroup(UUID GroupID, IClientAPI client)
3555 { 3861 {
3556 lock (m_parts) 3862 lockPartsForRead(true);
3557 { 3863 {
3558 foreach (SceneObjectPart part in m_parts.Values) 3864 foreach (SceneObjectPart part in m_parts.Values)
3559 { 3865 {
@@ -3563,6 +3869,7 @@ namespace OpenSim.Region.Framework.Scenes
3563 3869
3564 HasGroupChanged = true; 3870 HasGroupChanged = true;
3565 } 3871 }
3872 lockPartsForRead(false);
3566 3873
3567 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 3874 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3568 // for the same object with very different properties. The caller must schedule the update. 3875 // for the same object with very different properties. The caller must schedule the update.
@@ -3584,11 +3891,12 @@ namespace OpenSim.Region.Framework.Scenes
3584 3891
3585 public void SetAttachmentPoint(byte point) 3892 public void SetAttachmentPoint(byte point)
3586 { 3893 {
3587 lock (m_parts) 3894 lockPartsForRead(true);
3588 { 3895 {
3589 foreach (SceneObjectPart part in m_parts.Values) 3896 foreach (SceneObjectPart part in m_parts.Values)
3590 part.SetAttachmentPoint(point); 3897 part.SetAttachmentPoint(point);
3591 } 3898 }
3899 lockPartsForRead(false);
3592 } 3900 }
3593 3901
3594 #region ISceneObject 3902 #region ISceneObject
@@ -3622,6 +3930,14 @@ namespace OpenSim.Region.Framework.Scenes
3622 SetFromItemID(uuid); 3930 SetFromItemID(uuid);
3623 } 3931 }
3624 3932
3933 public void ResetOwnerChangeFlag()
3934 {
3935 ForEachPart(delegate(SceneObjectPart part)
3936 {
3937 part.ResetOwnerChangeFlag();
3938 });
3939 }
3940
3625 #endregion 3941 #endregion
3626 } 3942 }
3627} 3943}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 59fd805..7403fed 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -147,7 +147,7 @@ namespace OpenSim.Region.Framework.Scenes
147 147
148 // TODO: This needs to be persisted in next XML version update! 148 // TODO: This needs to be persisted in next XML version update!
149 [XmlIgnore] 149 [XmlIgnore]
150 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 150 public int[] PayPrice = {-2,-2,-2,-2,-2};
151 [XmlIgnore] 151 [XmlIgnore]
152 public PhysicsActor PhysActor; 152 public PhysicsActor PhysActor;
153 153
@@ -274,6 +274,7 @@ namespace OpenSim.Region.Framework.Scenes
274 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 274 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
275 private Vector3 m_sitTargetPosition; 275 private Vector3 m_sitTargetPosition;
276 private string m_sitAnimation = "SIT"; 276 private string m_sitAnimation = "SIT";
277 private bool m_occupied; // KF if any av is sitting on this prim
277 private string m_text = String.Empty; 278 private string m_text = String.Empty;
278 private string m_touchName = String.Empty; 279 private string m_touchName = String.Empty;
279 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 280 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -453,12 +454,16 @@ namespace OpenSim.Region.Framework.Scenes
453 } 454 }
454 455
455 /// <value> 456 /// <value>
456 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 457 /// Get the inventory list
457 /// </value> 458 /// </value>
458 public TaskInventoryDictionary TaskInventory 459 public TaskInventoryDictionary TaskInventory
459 { 460 {
460 get { return m_inventory.Items; } 461 get {
461 set { m_inventory.Items = value; } 462 return m_inventory.Items;
463 }
464 set {
465 m_inventory.Items = value;
466 }
462 } 467 }
463 468
464 public uint ObjectFlags 469 public uint ObjectFlags
@@ -587,14 +592,12 @@ namespace OpenSim.Region.Framework.Scenes
587 set { m_LoopSoundSlavePrims = value; } 592 set { m_LoopSoundSlavePrims = value; }
588 } 593 }
589 594
590 [XmlIgnore]
591 public Byte[] TextureAnimation 595 public Byte[] TextureAnimation
592 { 596 {
593 get { return m_TextureAnimation; } 597 get { return m_TextureAnimation; }
594 set { m_TextureAnimation = value; } 598 set { m_TextureAnimation = value; }
595 } 599 }
596 600
597 [XmlIgnore]
598 public Byte[] ParticleSystem 601 public Byte[] ParticleSystem
599 { 602 {
600 get { return m_particleSystem; } 603 get { return m_particleSystem; }
@@ -648,7 +651,6 @@ namespace OpenSim.Region.Framework.Scenes
648 set 651 set
649 { 652 {
650 m_groupPosition = value; 653 m_groupPosition = value;
651
652 PhysicsActor actor = PhysActor; 654 PhysicsActor actor = PhysActor;
653 if (actor != null) 655 if (actor != null)
654 { 656 {
@@ -835,7 +837,16 @@ namespace OpenSim.Region.Framework.Scenes
835 /// <summary></summary> 837 /// <summary></summary>
836 public Vector3 Acceleration 838 public Vector3 Acceleration
837 { 839 {
838 get { return m_acceleration; } 840 get
841 {
842 PhysicsActor actor = PhysActor;
843 if (actor != null)
844 {
845 m_acceleration = actor.Acceleration;
846 }
847 return m_acceleration;
848 }
849
839 set { m_acceleration = value; } 850 set { m_acceleration = value; }
840 } 851 }
841 852
@@ -986,7 +997,8 @@ namespace OpenSim.Region.Framework.Scenes
986 if (IsAttachment) 997 if (IsAttachment)
987 return GroupPosition; 998 return GroupPosition;
988 999
989 return m_offsetPosition + m_groupPosition; } 1000// return m_offsetPosition + m_groupPosition; }
1001 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
990 } 1002 }
991 1003
992 public SceneObjectGroup ParentGroup 1004 public SceneObjectGroup ParentGroup
@@ -1137,6 +1149,13 @@ namespace OpenSim.Region.Framework.Scenes
1137 get { return _flags; } 1149 get { return _flags; }
1138 set { _flags = value; } 1150 set { _flags = value; }
1139 } 1151 }
1152
1153 [XmlIgnore]
1154 public bool IsOccupied // KF If an av is sittingon this prim
1155 {
1156 get { return m_occupied; }
1157 set { m_occupied = value; }
1158 }
1140 1159
1141 [XmlIgnore] 1160 [XmlIgnore]
1142 public UUID SitTargetAvatar 1161 public UUID SitTargetAvatar
@@ -1212,14 +1231,6 @@ namespace OpenSim.Region.Framework.Scenes
1212 } 1231 }
1213 } 1232 }
1214 1233
1215 /// <summary>
1216 /// Clear all pending updates of parts to clients
1217 /// </summary>
1218 private void ClearUpdateSchedule()
1219 {
1220 m_updateFlag = 0;
1221 }
1222
1223 private void SendObjectPropertiesToClient(UUID AgentID) 1234 private void SendObjectPropertiesToClient(UUID AgentID)
1224 { 1235 {
1225 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1236 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1731,7 +1742,7 @@ namespace OpenSim.Region.Framework.Scenes
1731 // which stops client-side interpolation of deactivated joint proxy objects. 1742 // which stops client-side interpolation of deactivated joint proxy objects.
1732 } 1743 }
1733 1744
1734 if (!UsePhysics && !isNew) 1745 if (!UsePhysics)
1735 { 1746 {
1736 // reset velocity to 0 on physics switch-off. Without that, the client thinks the 1747 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1737 // prim still has velocity and continues to interpolate its position along the old 1748 // prim still has velocity and continues to interpolate its position along the old
@@ -1966,12 +1977,17 @@ namespace OpenSim.Region.Framework.Scenes
1966 public Vector3 GetWorldPosition() 1977 public Vector3 GetWorldPosition()
1967 { 1978 {
1968 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 1979 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
1969
1970 Vector3 axPos = OffsetPosition; 1980 Vector3 axPos = OffsetPosition;
1971
1972 axPos *= parentRot; 1981 axPos *= parentRot;
1973 Vector3 translationOffsetPosition = axPos; 1982 Vector3 translationOffsetPosition = axPos;
1974 return GroupPosition + translationOffsetPosition; 1983 if(_parentID == 0)
1984 {
1985 return GroupPosition;
1986 }
1987 else
1988 {
1989 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
1990 }
1975 } 1991 }
1976 1992
1977 /// <summary> 1993 /// <summary>
@@ -1982,7 +1998,7 @@ namespace OpenSim.Region.Framework.Scenes
1982 { 1998 {
1983 Quaternion newRot; 1999 Quaternion newRot;
1984 2000
1985 if (this.LinkNum == 0) 2001 if (this.LinkNum < 2) //KF Single or root prim
1986 { 2002 {
1987 newRot = RotationOffset; 2003 newRot = RotationOffset;
1988 } 2004 }
@@ -2628,17 +2644,18 @@ namespace OpenSim.Region.Framework.Scenes
2628 //Trys to fetch sound id from prim's inventory. 2644 //Trys to fetch sound id from prim's inventory.
2629 //Prim's inventory doesn't support non script items yet 2645 //Prim's inventory doesn't support non script items yet
2630 2646
2631 lock (TaskInventory) 2647 TaskInventory.LockItemsForRead(true);
2648
2649 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2632 { 2650 {
2633 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2651 if (item.Value.Name == sound)
2634 { 2652 {
2635 if (item.Value.Name == sound) 2653 soundID = item.Value.ItemID;
2636 { 2654 break;
2637 soundID = item.Value.ItemID;
2638 break;
2639 }
2640 } 2655 }
2641 } 2656 }
2657
2658 TaskInventory.LockItemsForRead(false);
2642 } 2659 }
2643 2660
2644 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2661 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2707,38 +2724,7 @@ namespace OpenSim.Region.Framework.Scenes
2707 2724
2708 public void RotLookAt(Quaternion target, float strength, float damping) 2725 public void RotLookAt(Quaternion target, float strength, float damping)
2709 { 2726 {
2710 rotLookAt(target, strength, damping); 2727 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2711 }
2712
2713 public void rotLookAt(Quaternion target, float strength, float damping)
2714 {
2715 if (IsAttachment)
2716 {
2717 /*
2718 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2719 if (avatar != null)
2720 {
2721 Rotate the Av?
2722 } */
2723 }
2724 else
2725 {
2726 APIDDamp = damping;
2727 APIDStrength = strength;
2728 APIDTarget = target;
2729 }
2730 }
2731
2732 public void startLookAt(Quaternion rot, float damp, float strength)
2733 {
2734 APIDDamp = damp;
2735 APIDStrength = strength;
2736 APIDTarget = rot;
2737 }
2738
2739 public void stopLookAt()
2740 {
2741 APIDTarget = Quaternion.Identity;
2742 } 2728 }
2743 2729
2744 /// <summary> 2730 /// <summary>
@@ -2750,7 +2736,10 @@ namespace OpenSim.Region.Framework.Scenes
2750 2736
2751 if (m_parentGroup != null) 2737 if (m_parentGroup != null)
2752 { 2738 {
2753 m_parentGroup.QueueForUpdateCheck(); 2739 if (!m_parentGroup.areUpdatesSuspended)
2740 {
2741 m_parentGroup.QueueForUpdateCheck();
2742 }
2754 } 2743 }
2755 2744
2756 int timeNow = Util.UnixTimeSinceEpoch(); 2745 int timeNow = Util.UnixTimeSinceEpoch();
@@ -2967,8 +2956,8 @@ namespace OpenSim.Region.Framework.Scenes
2967 { 2956 {
2968 const float ROTATION_TOLERANCE = 0.01f; 2957 const float ROTATION_TOLERANCE = 0.01f;
2969 const float VELOCITY_TOLERANCE = 0.001f; 2958 const float VELOCITY_TOLERANCE = 0.001f;
2970 const float POSITION_TOLERANCE = 0.05f; 2959 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2971 const int TIME_MS_TOLERANCE = 3000; 2960 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2972 2961
2973 if (m_updateFlag == 1) 2962 if (m_updateFlag == 1)
2974 { 2963 {
@@ -2982,7 +2971,7 @@ namespace OpenSim.Region.Framework.Scenes
2982 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 2971 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
2983 { 2972 {
2984 AddTerseUpdateToAllAvatars(); 2973 AddTerseUpdateToAllAvatars();
2985 ClearUpdateSchedule(); 2974
2986 2975
2987 // This causes the Scene to 'poll' physical objects every couple of frames 2976 // This causes the Scene to 'poll' physical objects every couple of frames
2988 // bad, so it's been replaced by an event driven method. 2977 // bad, so it's been replaced by an event driven method.
@@ -3000,16 +2989,18 @@ namespace OpenSim.Region.Framework.Scenes
3000 m_lastAngularVelocity = AngularVelocity; 2989 m_lastAngularVelocity = AngularVelocity;
3001 m_lastTerseSent = Environment.TickCount; 2990 m_lastTerseSent = Environment.TickCount;
3002 } 2991 }
2992 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
2993 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3003 } 2994 }
3004 else 2995 else
3005 { 2996 {
3006 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 2997 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3007 { 2998 {
3008 AddFullUpdateToAllAvatars(); 2999 AddFullUpdateToAllAvatars();
3009 ClearUpdateSchedule(); 3000 m_updateFlag = 0; //Same here
3010 } 3001 }
3011 } 3002 }
3012 ClearUpdateSchedule(); 3003 m_updateFlag = 0;
3013 } 3004 }
3014 3005
3015 /// <summary> 3006 /// <summary>
@@ -3036,17 +3027,16 @@ namespace OpenSim.Region.Framework.Scenes
3036 if (!UUID.TryParse(sound, out soundID)) 3027 if (!UUID.TryParse(sound, out soundID))
3037 { 3028 {
3038 // search sound file from inventory 3029 // search sound file from inventory
3039 lock (TaskInventory) 3030 TaskInventory.LockItemsForRead(true);
3031 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3040 { 3032 {
3041 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3033 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3042 { 3034 {
3043 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3035 soundID = item.Value.ItemID;
3044 { 3036 break;
3045 soundID = item.Value.ItemID;
3046 break;
3047 }
3048 } 3037 }
3049 } 3038 }
3039 TaskInventory.LockItemsForRead(false);
3050 } 3040 }
3051 3041
3052 if (soundID == UUID.Zero) 3042 if (soundID == UUID.Zero)
@@ -3481,7 +3471,7 @@ namespace OpenSim.Region.Framework.Scenes
3481 3471
3482 public void StopLookAt() 3472 public void StopLookAt()
3483 { 3473 {
3484 m_parentGroup.stopLookAt(); 3474 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3485 3475
3486 m_parentGroup.ScheduleGroupForTerseUpdate(); 3476 m_parentGroup.ScheduleGroupForTerseUpdate();
3487 } 3477 }
@@ -4475,8 +4465,9 @@ namespace OpenSim.Region.Framework.Scenes
4475 { 4465 {
4476 m_shape.TextureEntry = textureEntry; 4466 m_shape.TextureEntry = textureEntry;
4477 TriggerScriptChangedEvent(Changed.TEXTURE); 4467 TriggerScriptChangedEvent(Changed.TEXTURE);
4478 4468 m_updateFlag = 1;
4479 ParentGroup.HasGroupChanged = true; 4469 ParentGroup.HasGroupChanged = true;
4470
4480 //This is madness.. 4471 //This is madness..
4481 //ParentGroup.ScheduleGroupForFullUpdate(); 4472 //ParentGroup.ScheduleGroupForFullUpdate();
4482 //This is sparta 4473 //This is sparta
@@ -4721,5 +4712,17 @@ namespace OpenSim.Region.Framework.Scenes
4721 Color color = Color; 4712 Color color = Color;
4722 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4713 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4723 } 4714 }
4715
4716 public void ResetOwnerChangeFlag()
4717 {
4718 List<UUID> inv = Inventory.GetInventoryList();
4719
4720 foreach (UUID itemID in inv)
4721 {
4722 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4723 item.OwnerChanged = false;
4724 Inventory.UpdateInventoryItem(item);
4725 }
4726 }
4724 } 4727 }
4725} 4728}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 866bb6e..c3cdca8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -45,6 +45,8 @@ namespace OpenSim.Region.Framework.Scenes
45 45
46 private string m_inventoryFileName = String.Empty; 46 private string m_inventoryFileName = String.Empty;
47 private int m_inventoryFileNameSerial = 0; 47 private int m_inventoryFileNameSerial = 0;
48
49 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
48 50
49 /// <value> 51 /// <value>
50 /// The part to which the inventory belongs. 52 /// The part to which the inventory belongs.
@@ -81,7 +83,9 @@ namespace OpenSim.Region.Framework.Scenes
81 /// </value> 83 /// </value>
82 protected internal TaskInventoryDictionary Items 84 protected internal TaskInventoryDictionary Items
83 { 85 {
84 get { return m_items; } 86 get {
87 return m_items;
88 }
85 set 89 set
86 { 90 {
87 m_items = value; 91 m_items = value;
@@ -117,22 +121,25 @@ namespace OpenSim.Region.Framework.Scenes
117 /// <param name="linkNum">Link number for the part</param> 121 /// <param name="linkNum">Link number for the part</param>
118 public void ResetInventoryIDs() 122 public void ResetInventoryIDs()
119 { 123 {
120 lock (Items) 124 m_items.LockItemsForWrite(true);
125
126 if (0 == Items.Count)
121 { 127 {
122 if (0 == Items.Count) 128 m_items.LockItemsForWrite(false);
123 return; 129 return;
130 }
124 131
125 HasInventoryChanged = true; 132 HasInventoryChanged = true;
126 m_part.ParentGroup.HasGroupChanged = true; 133 m_part.ParentGroup.HasGroupChanged = true;
127 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 134 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
128 Items.Clear(); 135 Items.Clear();
129 136
130 foreach (TaskInventoryItem item in items) 137 foreach (TaskInventoryItem item in items)
131 { 138 {
132 item.ResetIDs(m_part.UUID); 139 item.ResetIDs(m_part.UUID);
133 Items.Add(item.ItemID, item); 140 Items.Add(item.ItemID, item);
134 }
135 } 141 }
142 m_items.LockItemsForWrite(false);
136 } 143 }
137 144
138 /// <summary> 145 /// <summary>
@@ -141,25 +148,25 @@ namespace OpenSim.Region.Framework.Scenes
141 /// <param name="ownerId"></param> 148 /// <param name="ownerId"></param>
142 public void ChangeInventoryOwner(UUID ownerId) 149 public void ChangeInventoryOwner(UUID ownerId)
143 { 150 {
144 lock (Items) 151 m_items.LockItemsForWrite(true);
152 if (0 == Items.Count)
145 { 153 {
146 if (0 == Items.Count) 154 m_items.LockItemsForWrite(false);
147 { 155 return;
148 return; 156 }
149 }
150 157
151 HasInventoryChanged = true; 158 HasInventoryChanged = true;
152 m_part.ParentGroup.HasGroupChanged = true; 159 m_part.ParentGroup.HasGroupChanged = true;
153 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 160 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
154 foreach (TaskInventoryItem item in items) 161 foreach (TaskInventoryItem item in items)
162 {
163 if (ownerId != item.OwnerID)
155 { 164 {
156 if (ownerId != item.OwnerID) 165 item.LastOwnerID = item.OwnerID;
157 { 166 item.OwnerID = ownerId;
158 item.LastOwnerID = item.OwnerID;
159 item.OwnerID = ownerId;
160 }
161 } 167 }
162 } 168 }
169 m_items.LockItemsForWrite(false);
163 } 170 }
164 171
165 /// <summary> 172 /// <summary>
@@ -168,24 +175,24 @@ namespace OpenSim.Region.Framework.Scenes
168 /// <param name="groupID"></param> 175 /// <param name="groupID"></param>
169 public void ChangeInventoryGroup(UUID groupID) 176 public void ChangeInventoryGroup(UUID groupID)
170 { 177 {
171 lock (Items) 178 m_items.LockItemsForWrite(true);
179 if (0 == Items.Count)
172 { 180 {
173 if (0 == Items.Count) 181 m_items.LockItemsForWrite(false);
174 { 182 return;
175 return; 183 }
176 }
177 184
178 HasInventoryChanged = true; 185 HasInventoryChanged = true;
179 m_part.ParentGroup.HasGroupChanged = true; 186 m_part.ParentGroup.HasGroupChanged = true;
180 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 187 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
181 foreach (TaskInventoryItem item in items) 188 foreach (TaskInventoryItem item in items)
189 {
190 if (groupID != item.GroupID)
182 { 191 {
183 if (groupID != item.GroupID) 192 item.GroupID = groupID;
184 {
185 item.GroupID = groupID;
186 }
187 } 193 }
188 } 194 }
195 m_items.LockItemsForWrite(false);
189 } 196 }
190 197
191 /// <summary> 198 /// <summary>
@@ -193,14 +200,14 @@ namespace OpenSim.Region.Framework.Scenes
193 /// </summary> 200 /// </summary>
194 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 201 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
195 { 202 {
196 lock (m_items) 203 Items.LockItemsForRead(true);
204 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
205 Items.LockItemsForRead(false);
206 foreach (TaskInventoryItem item in items)
197 { 207 {
198 foreach (TaskInventoryItem item in Items.Values) 208 if ((int)InventoryType.LSL == item.InvType)
199 { 209 {
200 if ((int)InventoryType.LSL == item.InvType) 210 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
201 {
202 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
203 }
204 } 211 }
205 } 212 }
206 } 213 }
@@ -235,16 +242,20 @@ namespace OpenSim.Region.Framework.Scenes
235 /// </param> 242 /// </param>
236 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 243 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
237 { 244 {
238 lock (Items) 245 Items.LockItemsForRead(true);
246 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
247 Items.LockItemsForRead(false);
248
249 foreach (TaskInventoryItem item in items)
239 { 250 {
240 foreach (TaskInventoryItem item in Items.Values) 251 if ((int)InventoryType.LSL == item.InvType)
241 { 252 {
242 if ((int)InventoryType.LSL == item.InvType) 253 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
243 { 254 m_part.RemoveScriptEvents(item.ItemID);
244 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
245 }
246 } 255 }
247 } 256 }
257
258
248 } 259 }
249 260
250 /// <summary> 261 /// <summary>
@@ -260,7 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
260 // item.Name, item.ItemID, Name, UUID); 271 // item.Name, item.ItemID, Name, UUID);
261 272
262 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 273 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
274 {
275 StoreScriptError(item.ItemID, "no permission");
263 return; 276 return;
277 }
264 278
265 m_part.AddFlag(PrimFlags.Scripted); 279 m_part.AddFlag(PrimFlags.Scripted);
266 280
@@ -269,14 +283,13 @@ namespace OpenSim.Region.Framework.Scenes
269 if (stateSource == 1 && // Prim crossing 283 if (stateSource == 1 && // Prim crossing
270 m_part.ParentGroup.Scene.m_trustBinaries) 284 m_part.ParentGroup.Scene.m_trustBinaries)
271 { 285 {
272 lock (m_items) 286 m_items.LockItemsForWrite(true);
273 { 287 m_items[item.ItemID].PermsMask = 0;
274 m_items[item.ItemID].PermsMask = 0; 288 m_items[item.ItemID].PermsGranter = UUID.Zero;
275 m_items[item.ItemID].PermsGranter = UUID.Zero; 289 m_items.LockItemsForWrite(false);
276 }
277
278 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 290 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
279 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 291 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
292 StoreScriptErrors(item.ItemID, null);
280 m_part.ParentGroup.AddActiveScriptCount(1); 293 m_part.ParentGroup.AddActiveScriptCount(1);
281 m_part.ScheduleFullUpdate(); 294 m_part.ScheduleFullUpdate();
282 return; 295 return;
@@ -285,6 +298,8 @@ namespace OpenSim.Region.Framework.Scenes
285 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 298 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
286 if (null == asset) 299 if (null == asset)
287 { 300 {
301 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
302 StoreScriptError(item.ItemID, msg);
288 m_log.ErrorFormat( 303 m_log.ErrorFormat(
289 "[PRIM INVENTORY]: " + 304 "[PRIM INVENTORY]: " +
290 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 305 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -296,15 +311,17 @@ namespace OpenSim.Region.Framework.Scenes
296 if (m_part.ParentGroup.m_savedScriptState != null) 311 if (m_part.ParentGroup.m_savedScriptState != null)
297 RestoreSavedScriptState(item.OldItemID, item.ItemID); 312 RestoreSavedScriptState(item.OldItemID, item.ItemID);
298 313
299 lock (m_items) 314 m_items.LockItemsForWrite(true);
300 { 315
301 m_items[item.ItemID].PermsMask = 0; 316 m_items[item.ItemID].PermsMask = 0;
302 m_items[item.ItemID].PermsGranter = UUID.Zero; 317 m_items[item.ItemID].PermsGranter = UUID.Zero;
303 } 318
319 m_items.LockItemsForWrite(false);
304 320
305 string script = Utils.BytesToString(asset.Data); 321 string script = Utils.BytesToString(asset.Data);
306 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 322 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
307 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 323 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
324 StoreScriptErrors(item.ItemID, null);
308 m_part.ParentGroup.AddActiveScriptCount(1); 325 m_part.ParentGroup.AddActiveScriptCount(1);
309 m_part.ScheduleFullUpdate(); 326 m_part.ScheduleFullUpdate();
310 } 327 }
@@ -368,27 +385,145 @@ namespace OpenSim.Region.Framework.Scenes
368 385
369 /// <summary> 386 /// <summary>
370 /// Start a script which is in this prim's inventory. 387 /// Start a script which is in this prim's inventory.
388 /// Some processing may occur in the background, but this routine returns asap.
371 /// </summary> 389 /// </summary>
372 /// <param name="itemId"> 390 /// <param name="itemId">
373 /// A <see cref="UUID"/> 391 /// A <see cref="UUID"/>
374 /// </param> 392 /// </param>
375 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 393 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
376 { 394 {
377 lock (m_items) 395 lock (m_scriptErrors)
396 {
397 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
398 m_scriptErrors.Remove(itemId);
399 }
400 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
401 }
402
403 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
404 {
405 m_items.LockItemsForRead(true);
406 if (m_items.ContainsKey(itemId))
378 { 407 {
379 if (m_items.ContainsKey(itemId)) 408 if (m_items.ContainsKey(itemId))
380 { 409 {
410 m_items.LockItemsForRead(false);
381 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource); 411 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
382 } 412 }
383 else 413 else
384 { 414 {
415 m_items.LockItemsForRead(false);
416 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
417 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
418 StoreScriptError(itemId, msg);
385 m_log.ErrorFormat( 419 m_log.ErrorFormat(
386 "[PRIM INVENTORY]: " + 420 "[PRIM INVENTORY]: " +
387 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 421 "Couldn't start script with ID {0} since it {1}", itemId, msg);
388 itemId, m_part.Name, m_part.UUID,
389 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
390 } 422 }
391 } 423 }
424 else
425 {
426 m_items.LockItemsForRead(false);
427 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
428 StoreScriptError(itemId, msg);
429 m_log.ErrorFormat(
430 "[PRIM INVENTORY]: " +
431 "Couldn't start script with ID {0} since it {1}", itemId, msg);
432 }
433
434 }
435
436 /// <summary>
437 /// Start a script which is in this prim's inventory and return any compilation error messages.
438 /// </summary>
439 /// <param name="itemId">
440 /// A <see cref="UUID"/>
441 /// </param>
442 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
443 {
444 ArrayList errors;
445
446 // Indicate to CreateScriptInstanceInternal() we want it to
447 // post any compilation/loading error messages
448 lock (m_scriptErrors)
449 {
450 m_scriptErrors[itemId] = null;
451 }
452
453 // Perform compilation/loading
454 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
455
456 // Wait for and retrieve any errors
457 lock (m_scriptErrors)
458 {
459 while ((errors = m_scriptErrors[itemId]) == null)
460 {
461 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
462 {
463 m_log.ErrorFormat(
464 "[PRIM INVENTORY]: " +
465 "timedout waiting for script {0} errors", itemId);
466 errors = m_scriptErrors[itemId];
467 if (errors == null)
468 {
469 errors = new ArrayList(1);
470 errors.Add("timedout waiting for errors");
471 }
472 break;
473 }
474 }
475 m_scriptErrors.Remove(itemId);
476 }
477 return errors;
478 }
479
480 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
481 private void StoreScriptErrors(UUID itemId, ArrayList errors)
482 {
483 lock (m_scriptErrors)
484 {
485 // If compilation/loading initiated via CreateScriptInstance(),
486 // it does not want the errors, so just get out
487 if (!m_scriptErrors.ContainsKey(itemId))
488 {
489 return;
490 }
491
492 // Initiated via CreateScriptInstanceEr(), if we know what the
493 // errors are, save them and wake CreateScriptInstanceEr().
494 if (errors != null)
495 {
496 m_scriptErrors[itemId] = errors;
497 System.Threading.Monitor.PulseAll(m_scriptErrors);
498 return;
499 }
500 }
501
502 // Initiated via CreateScriptInstanceEr() but we don't know what
503 // the errors are yet, so retrieve them from the script engine.
504 // This may involve some waiting internal to GetScriptErrors().
505 errors = GetScriptErrors(itemId);
506
507 // Get a default non-null value to indicate success.
508 if (errors == null)
509 {
510 errors = new ArrayList();
511 }
512
513 // Post to CreateScriptInstanceEr() and wake it up
514 lock (m_scriptErrors)
515 {
516 m_scriptErrors[itemId] = errors;
517 System.Threading.Monitor.PulseAll(m_scriptErrors);
518 }
519 }
520
521 // Like StoreScriptErrors(), but just posts a single string message
522 private void StoreScriptError(UUID itemId, string message)
523 {
524 ArrayList errors = new ArrayList(1);
525 errors.Add(message);
526 StoreScriptErrors(itemId, errors);
392 } 527 }
393 528
394 /// <summary> 529 /// <summary>
@@ -401,15 +536,7 @@ namespace OpenSim.Region.Framework.Scenes
401 /// </param> 536 /// </param>
402 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 537 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
403 { 538 {
404 bool scriptPresent = false; 539 if (m_items.ContainsKey(itemId))
405
406 lock (m_items)
407 {
408 if (m_items.ContainsKey(itemId))
409 scriptPresent = true;
410 }
411
412 if (scriptPresent)
413 { 540 {
414 if (!sceneObjectBeingDeleted) 541 if (!sceneObjectBeingDeleted)
415 m_part.RemoveScriptEvents(itemId); 542 m_part.RemoveScriptEvents(itemId);
@@ -435,11 +562,16 @@ namespace OpenSim.Region.Framework.Scenes
435 /// <returns></returns> 562 /// <returns></returns>
436 private bool InventoryContainsName(string name) 563 private bool InventoryContainsName(string name)
437 { 564 {
438 foreach (TaskInventoryItem item in Items.Values) 565 m_items.LockItemsForRead(true);
566 foreach (TaskInventoryItem item in m_items.Values)
439 { 567 {
440 if (item.Name == name) 568 if (item.Name == name)
569 {
570 m_items.LockItemsForRead(false);
441 return true; 571 return true;
572 }
442 } 573 }
574 m_items.LockItemsForRead(false);
443 return false; 575 return false;
444 } 576 }
445 577
@@ -481,13 +613,9 @@ namespace OpenSim.Region.Framework.Scenes
481 /// <param name="item"></param> 613 /// <param name="item"></param>
482 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 614 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
483 { 615 {
484 List<TaskInventoryItem> il; 616 m_items.LockItemsForRead(true);
485 617 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
486 lock (m_items) 618 m_items.LockItemsForRead(false);
487 {
488 il = new List<TaskInventoryItem>(m_items.Values);
489 }
490
491 foreach (TaskInventoryItem i in il) 619 foreach (TaskInventoryItem i in il)
492 { 620 {
493 if (i.Name == item.Name) 621 if (i.Name == item.Name)
@@ -525,15 +653,14 @@ namespace OpenSim.Region.Framework.Scenes
525 item.Name = name; 653 item.Name = name;
526 item.GroupID = m_part.GroupID; 654 item.GroupID = m_part.GroupID;
527 655
528 lock (m_items) 656 m_items.LockItemsForWrite(true);
529 { 657 m_items.Add(item.ItemID, item);
530 m_items.Add(item.ItemID, item); 658 m_items.LockItemsForWrite(false);
531
532 if (allowedDrop) 659 if (allowedDrop)
533 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 660 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
534 else 661 else
535 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 662 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
536 } 663
537 664
538 m_inventorySerial++; 665 m_inventorySerial++;
539 //m_inventorySerial += 2; 666 //m_inventorySerial += 2;
@@ -550,14 +677,13 @@ namespace OpenSim.Region.Framework.Scenes
550 /// <param name="items"></param> 677 /// <param name="items"></param>
551 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 678 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
552 { 679 {
553 lock (m_items) 680 m_items.LockItemsForWrite(true);
681 foreach (TaskInventoryItem item in items)
554 { 682 {
555 foreach (TaskInventoryItem item in items) 683 m_items.Add(item.ItemID, item);
556 { 684// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
557 m_items.Add(item.ItemID, item);
558// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
559 }
560 } 685 }
686 m_items.LockItemsForWrite(false);
561 687
562 m_inventorySerial++; 688 m_inventorySerial++;
563 } 689 }
@@ -570,10 +696,9 @@ namespace OpenSim.Region.Framework.Scenes
570 public TaskInventoryItem GetInventoryItem(UUID itemId) 696 public TaskInventoryItem GetInventoryItem(UUID itemId)
571 { 697 {
572 TaskInventoryItem item; 698 TaskInventoryItem item;
573 699 m_items.LockItemsForRead(true);
574 lock (m_items) 700 m_items.TryGetValue(itemId, out item);
575 m_items.TryGetValue(itemId, out item); 701 m_items.LockItemsForRead(false);
576
577 return item; 702 return item;
578 } 703 }
579 704
@@ -589,15 +714,16 @@ namespace OpenSim.Region.Framework.Scenes
589 { 714 {
590 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 715 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
591 716
592 lock (m_items) 717 m_items.LockItemsForRead(true);
718
719 foreach (TaskInventoryItem item in m_items.Values)
593 { 720 {
594 foreach (TaskInventoryItem item in m_items.Values) 721 if (item.Name == name)
595 { 722 items.Add(item);
596 if (item.Name == name)
597 items.Add(item);
598 }
599 } 723 }
600 724
725 m_items.LockItemsForRead(false);
726
601 return items; 727 return items;
602 } 728 }
603 729
@@ -614,45 +740,54 @@ namespace OpenSim.Region.Framework.Scenes
614 740
615 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 741 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
616 { 742 {
617 lock(m_items) 743 m_items.LockItemsForWrite(true);
744
745 if (m_items.ContainsKey(item.ItemID))
618 { 746 {
619 if (m_items.ContainsKey(item.ItemID)) 747 item.ParentID = m_part.UUID;
748 item.ParentPartID = m_part.UUID;
749 item.Flags = m_items[item.ItemID].Flags;
750
751 // If group permissions have been set on, check that the groupID is up to date in case it has
752 // changed since permissions were last set.
753 if (item.GroupPermissions != (uint)PermissionMask.None)
754 item.GroupID = m_part.GroupID;
755
756 if (item.AssetID == UUID.Zero)
620 { 757 {
621 if (m_items.ContainsKey(item.ItemID)) 758 item.AssetID = m_items[item.ItemID].AssetID;
622 { 759 }
623 item.ParentID = m_part.UUID; 760 else if ((InventoryType)item.Type == InventoryType.Notecard)
624 item.ParentPartID = m_part.UUID; 761 {
625 item.Flags = m_items[item.ItemID].Flags; 762 ScenePresence presence = m_part.ParentGroup.Scene.GetScenePresence(item.OwnerID);
626 763
627 // If group permissions have been set on, check that the groupID is up to date in case it has 764 if (presence != null)
628 // changed since permissions were last set.
629 if (item.GroupPermissions != (uint)PermissionMask.None)
630 item.GroupID = m_part.GroupID;
631
632 if (item.AssetID == UUID.Zero)
633 {
634 item.AssetID = m_items[item.ItemID].AssetID;
635 }
636 m_items[item.ItemID] = item;
637 m_inventorySerial++;
638 if (fireScriptEvents)
639 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
640 HasInventoryChanged = true;
641 m_part.ParentGroup.HasGroupChanged = true;
642 return true;
643 }
644 else
645 { 765 {
646 m_log.ErrorFormat( 766 presence.ControllingClient.SendAgentAlertMessage(
647 "[PRIM INVENTORY]: " + 767 "Notecard saved", false);
648 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
649 item.ItemID, m_part.Name, m_part.UUID,
650 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
651 } 768 }
652
653 } 769 }
654 return false; 770
771 m_items[item.ItemID] = item;
772 m_inventorySerial++;
773 if (fireScriptEvents)
774 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
775 HasInventoryChanged = true;
776 m_part.ParentGroup.HasGroupChanged = true;
777 m_items.LockItemsForWrite(false);
778 return true;
655 } 779 }
780 else
781 {
782 m_log.ErrorFormat(
783 "[PRIM INVENTORY]: " +
784 "Tried to retrieve item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
785 item.ItemID, m_part.Name, m_part.UUID,
786 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
787 }
788 m_items.LockItemsForWrite(false);
789
790 return false;
656 } 791 }
657 792
658 /// <summary> 793 /// <summary>
@@ -663,52 +798,53 @@ namespace OpenSim.Region.Framework.Scenes
663 /// in this prim's inventory.</returns> 798 /// in this prim's inventory.</returns>
664 public int RemoveInventoryItem(UUID itemID) 799 public int RemoveInventoryItem(UUID itemID)
665 { 800 {
666 lock (m_items) 801 m_items.LockItemsForRead(true);
802
803 if (m_items.ContainsKey(itemID))
667 { 804 {
668 if (m_items.ContainsKey(itemID)) 805 int type = m_items[itemID].InvType;
806 m_items.LockItemsForRead(false);
807 if (type == 10) // Script
669 { 808 {
670 int type = m_items[itemID].InvType; 809 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
671 if (type == 10) // Script 810 }
672 { 811 m_items.LockItemsForWrite(true);
673 m_part.RemoveScriptEvents(itemID); 812 m_items.Remove(itemID);
674 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 813 m_items.LockItemsForWrite(false);
675 } 814 m_inventorySerial++;
676 m_items.Remove(itemID); 815 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
677 m_inventorySerial++;
678 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
679
680 HasInventoryChanged = true;
681 m_part.ParentGroup.HasGroupChanged = true;
682 816
683 int scriptcount = 0; 817 HasInventoryChanged = true;
684 lock (m_items) 818 m_part.ParentGroup.HasGroupChanged = true;
685 {
686 foreach (TaskInventoryItem item in m_items.Values)
687 {
688 if (item.Type == 10)
689 {
690 scriptcount++;
691 }
692 }
693 }
694 819
695 if (scriptcount <= 0) 820 int scriptcount = 0;
821 m_items.LockItemsForRead(true);
822 foreach (TaskInventoryItem item in m_items.Values)
823 {
824 if (item.Type == 10)
696 { 825 {
697 m_part.RemFlag(PrimFlags.Scripted); 826 scriptcount++;
698 } 827 }
699
700 m_part.ScheduleFullUpdate();
701
702 return type;
703 } 828 }
704 else 829 m_items.LockItemsForRead(false);
830
831
832 if (scriptcount <= 0)
705 { 833 {
706 m_log.ErrorFormat( 834 m_part.RemFlag(PrimFlags.Scripted);
707 "[PRIM INVENTORY]: " +
708 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory",
709 itemID, m_part.Name, m_part.UUID,
710 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
711 } 835 }
836
837 m_part.ScheduleFullUpdate();
838
839 return type;
840 }
841 else
842 {
843 m_items.LockItemsForRead(false);
844 m_log.ErrorFormat(
845 "[PRIM INVENTORY]: " +
846 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
847 itemID, m_part.Name, m_part.UUID);
712 } 848 }
713 849
714 return -1; 850 return -1;
@@ -762,53 +898,54 @@ namespace OpenSim.Region.Framework.Scenes
762 // isn't available (such as drag from prim inventory to agent inventory) 898 // isn't available (such as drag from prim inventory to agent inventory)
763 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 899 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
764 900
765 lock (m_items) 901 m_items.LockItemsForRead(true);
902
903 foreach (TaskInventoryItem item in m_items.Values)
766 { 904 {
767 foreach (TaskInventoryItem item in m_items.Values) 905 UUID ownerID = item.OwnerID;
768 { 906 uint everyoneMask = 0;
769 UUID ownerID = item.OwnerID; 907 uint baseMask = item.BasePermissions;
770 uint everyoneMask = 0; 908 uint ownerMask = item.CurrentPermissions;
771 uint baseMask = item.BasePermissions; 909 uint groupMask = item.GroupPermissions;
772 uint ownerMask = item.CurrentPermissions;
773 uint groupMask = item.GroupPermissions;
774 910
775 invString.AddItemStart(); 911 invString.AddItemStart();
776 invString.AddNameValueLine("item_id", item.ItemID.ToString()); 912 invString.AddNameValueLine("item_id", item.ItemID.ToString());
777 invString.AddNameValueLine("parent_id", m_part.UUID.ToString()); 913 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
778 914
779 invString.AddPermissionsStart(); 915 invString.AddPermissionsStart();
780 916
781 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 917 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
782 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 918 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
783 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 919 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
784 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask)); 920 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
785 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions)); 921 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
786 922
787 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 923 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
788 invString.AddNameValueLine("owner_id", ownerID.ToString()); 924 invString.AddNameValueLine("owner_id", ownerID.ToString());
789 925
790 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 926 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
791 927
792 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 928 invString.AddNameValueLine("group_id", item.GroupID.ToString());
793 invString.AddSectionEnd(); 929 invString.AddSectionEnd();
794 930
795 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 931 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
796 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]); 932 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
797 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]); 933 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
798 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags)); 934 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
799 935
800 invString.AddSaleStart(); 936 invString.AddSaleStart();
801 invString.AddNameValueLine("sale_type", "not"); 937 invString.AddNameValueLine("sale_type", "not");
802 invString.AddNameValueLine("sale_price", "0"); 938 invString.AddNameValueLine("sale_price", "0");
803 invString.AddSectionEnd(); 939 invString.AddSectionEnd();
804 940
805 invString.AddNameValueLine("name", item.Name + "|"); 941 invString.AddNameValueLine("name", item.Name + "|");
806 invString.AddNameValueLine("desc", item.Description + "|"); 942 invString.AddNameValueLine("desc", item.Description + "|");
807 943
808 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 944 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
809 invString.AddSectionEnd(); 945 invString.AddSectionEnd();
810 }
811 } 946 }
947 int count = m_items.Count;
948 m_items.LockItemsForRead(false);
812 949
813 fileData = Utils.StringToBytes(invString.BuildString); 950 fileData = Utils.StringToBytes(invString.BuildString);
814 951
@@ -829,10 +966,9 @@ namespace OpenSim.Region.Framework.Scenes
829 { 966 {
830 if (HasInventoryChanged) 967 if (HasInventoryChanged)
831 { 968 {
832 lock (Items) 969 Items.LockItemsForRead(true);
833 { 970 datastore.StorePrimInventory(m_part.UUID, Items.Values);
834 datastore.StorePrimInventory(m_part.UUID, Items.Values); 971 Items.LockItemsForRead(false);
835 }
836 972
837 HasInventoryChanged = false; 973 HasInventoryChanged = false;
838 } 974 }
@@ -901,90 +1037,76 @@ namespace OpenSim.Region.Framework.Scenes
901 { 1037 {
902 uint mask=0x7fffffff; 1038 uint mask=0x7fffffff;
903 1039
904 lock (m_items) 1040 foreach (TaskInventoryItem item in m_items.Values)
905 { 1041 {
906 foreach (TaskInventoryItem item in m_items.Values) 1042 if (item.InvType != (int)InventoryType.Object)
907 { 1043 {
908 if (item.InvType != (int)InventoryType.Object) 1044 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
909 { 1045 mask &= ~((uint)PermissionMask.Copy >> 13);
910 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1046 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
911 mask &= ~((uint)PermissionMask.Copy >> 13); 1047 mask &= ~((uint)PermissionMask.Transfer >> 13);
912 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1048 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
913 mask &= ~((uint)PermissionMask.Transfer >> 13); 1049 mask &= ~((uint)PermissionMask.Modify >> 13);
914 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1050 }
915 mask &= ~((uint)PermissionMask.Modify >> 13); 1051 else
916 } 1052 {
917 else 1053 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
918 { 1054 mask &= ~((uint)PermissionMask.Copy >> 13);
919 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1055 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
920 mask &= ~((uint)PermissionMask.Copy >> 13); 1056 mask &= ~((uint)PermissionMask.Transfer >> 13);
921 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1057 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
922 mask &= ~((uint)PermissionMask.Transfer >> 13); 1058 mask &= ~((uint)PermissionMask.Modify >> 13);
923 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
924 mask &= ~((uint)PermissionMask.Modify >> 13);
925 }
926
927 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
928 mask &= ~(uint)PermissionMask.Copy;
929 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
930 mask &= ~(uint)PermissionMask.Transfer;
931 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
932 mask &= ~(uint)PermissionMask.Modify;
933 } 1059 }
1060
1061 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1062 mask &= ~(uint)PermissionMask.Copy;
1063 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1064 mask &= ~(uint)PermissionMask.Transfer;
1065 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1066 mask &= ~(uint)PermissionMask.Modify;
934 } 1067 }
935
936 return mask; 1068 return mask;
937 } 1069 }
938 1070
939 public void ApplyNextOwnerPermissions() 1071 public void ApplyNextOwnerPermissions()
940 { 1072 {
941 lock (m_items) 1073 foreach (TaskInventoryItem item in m_items.Values)
942 { 1074 {
943 foreach (TaskInventoryItem item in m_items.Values) 1075 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
944 { 1076 {
945 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1077 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
946 { 1078 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
947 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1079 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
948 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1080 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
949 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1081 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
950 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1082 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
951 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0) 1083 item.CurrentPermissions |= 8;
952 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
953 item.CurrentPermissions |= 8;
954 }
955 item.CurrentPermissions &= item.NextPermissions;
956 item.BasePermissions &= item.NextPermissions;
957 item.EveryonePermissions &= item.NextPermissions;
958 item.OwnerChanged = true;
959 } 1084 }
1085 item.OwnerChanged = true;
1086 item.CurrentPermissions &= item.NextPermissions;
1087 item.BasePermissions &= item.NextPermissions;
1088 item.EveryonePermissions &= item.NextPermissions;
960 } 1089 }
961 } 1090 }
962 1091
963 public void ApplyGodPermissions(uint perms) 1092 public void ApplyGodPermissions(uint perms)
964 { 1093 {
965 lock (m_items) 1094 foreach (TaskInventoryItem item in m_items.Values)
966 { 1095 {
967 foreach (TaskInventoryItem item in m_items.Values) 1096 item.CurrentPermissions = perms;
968 { 1097 item.BasePermissions = perms;
969 item.CurrentPermissions = perms;
970 item.BasePermissions = perms;
971 }
972 } 1098 }
973 } 1099 }
974 1100
975 public bool ContainsScripts() 1101 public bool ContainsScripts()
976 { 1102 {
977 lock (m_items) 1103 foreach (TaskInventoryItem item in m_items.Values)
978 { 1104 {
979 foreach (TaskInventoryItem item in m_items.Values) 1105 if (item.InvType == (int)InventoryType.LSL)
980 { 1106 {
981 if (item.InvType == (int)InventoryType.LSL) 1107 return true;
982 {
983 return true;
984 }
985 } 1108 }
986 } 1109 }
987
988 return false; 1110 return false;
989 } 1111 }
990 1112
@@ -992,46 +1114,52 @@ namespace OpenSim.Region.Framework.Scenes
992 { 1114 {
993 List<UUID> ret = new List<UUID>(); 1115 List<UUID> ret = new List<UUID>();
994 1116
995 lock (m_items) 1117 foreach (TaskInventoryItem item in m_items.Values)
996 { 1118 ret.Add(item.ItemID);
997 foreach (TaskInventoryItem item in m_items.Values)
998 ret.Add(item.ItemID);
999 }
1000 1119
1001 return ret; 1120 return ret;
1002 } 1121 }
1003 1122
1004 public Dictionary<UUID, string> GetScriptStates() 1123 public Dictionary<UUID, string> GetScriptStates()
1005 { 1124 {
1125 return GetScriptStates(false);
1126 }
1127
1128 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1129 {
1006 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1130 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1007 1131
1008 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1132 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1009 if (engines == null) // No engine at all 1133 if (engines == null) // No engine at all
1010 return ret; 1134 return ret;
1011 1135
1012 lock (m_items) 1136 foreach (TaskInventoryItem item in m_items.Values)
1013 { 1137 {
1014 foreach (TaskInventoryItem item in m_items.Values) 1138 if (item.InvType == (int)InventoryType.LSL)
1015 { 1139 {
1016 if (item.InvType == (int)InventoryType.LSL) 1140 foreach (IScriptModule e in engines)
1017 { 1141 {
1018 foreach (IScriptModule e in engines) 1142 if (e != null)
1019 { 1143 {
1020 if (e != null) 1144 string n = e.GetXMLState(item.ItemID);
1145 if (n != String.Empty)
1021 { 1146 {
1022 string n = e.GetXMLState(item.ItemID); 1147 if (oldIDs)
1023 if (n != String.Empty) 1148 {
1149 if (!ret.ContainsKey(item.OldItemID))
1150 ret[item.OldItemID] = n;
1151 }
1152 else
1024 { 1153 {
1025 if (!ret.ContainsKey(item.ItemID)) 1154 if (!ret.ContainsKey(item.ItemID))
1026 ret[item.ItemID] = n; 1155 ret[item.ItemID] = n;
1027 break;
1028 } 1156 }
1157 break;
1029 } 1158 }
1030 } 1159 }
1031 } 1160 }
1032 } 1161 }
1033 } 1162 }
1034
1035 return ret; 1163 return ret;
1036 } 1164 }
1037 1165
@@ -1041,25 +1169,27 @@ namespace OpenSim.Region.Framework.Scenes
1041 if (engines == null) 1169 if (engines == null)
1042 return; 1170 return;
1043 1171
1044 lock (m_items) 1172
1173 Items.LockItemsForRead(true);
1174
1175 foreach (TaskInventoryItem item in m_items.Values)
1045 { 1176 {
1046 foreach (TaskInventoryItem item in m_items.Values) 1177 if (item.InvType == (int)InventoryType.LSL)
1047 { 1178 {
1048 if (item.InvType == (int)InventoryType.LSL) 1179 foreach (IScriptModule engine in engines)
1049 { 1180 {
1050 foreach (IScriptModule engine in engines) 1181 if (engine != null)
1051 { 1182 {
1052 if (engine != null) 1183 if (item.OwnerChanged)
1053 { 1184 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1054 if (item.OwnerChanged) 1185 item.OwnerChanged = false;
1055 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1186 engine.ResumeScript(item.ItemID);
1056 item.OwnerChanged = false;
1057 engine.ResumeScript(item.ItemID);
1058 }
1059 } 1187 }
1060 } 1188 }
1061 } 1189 }
1062 } 1190 }
1191
1192 Items.LockItemsForRead(false);
1063 } 1193 }
1064 } 1194 }
1065} 1195}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 6c119c2..76267ab 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -73,7 +74,7 @@ namespace OpenSim.Region.Framework.Scenes
73// { 74// {
74// m_log.Debug("[ScenePresence] Destructor called"); 75// m_log.Debug("[ScenePresence] Destructor called");
75// } 76// }
76 77
77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 78 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
78 79
79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 80 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -89,7 +90,9 @@ namespace OpenSim.Region.Framework.Scenes
89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 90 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
90 /// issue #1716 91 /// issue #1716
91 /// </summary> 92 /// </summary>
92 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 93// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
94 // Value revised by KF 091121 by comparison with SL.
95 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
93 96
94 public UUID currentParcelUUID = UUID.Zero; 97 public UUID currentParcelUUID = UUID.Zero;
95 98
@@ -123,8 +126,11 @@ namespace OpenSim.Region.Framework.Scenes
123 public Vector3 lastKnownAllowedPosition; 126 public Vector3 lastKnownAllowedPosition;
124 public bool sentMessageAboutRestrictedParcelFlyingDown; 127 public bool sentMessageAboutRestrictedParcelFlyingDown;
125 public Vector4 CollisionPlane = Vector4.UnitW; 128 public Vector4 CollisionPlane = Vector4.UnitW;
126 129
130 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
131 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
127 private Vector3 m_lastPosition; 132 private Vector3 m_lastPosition;
133 private Vector3 m_lastWorldPosition;
128 private Quaternion m_lastRotation; 134 private Quaternion m_lastRotation;
129 private Vector3 m_lastVelocity; 135 private Vector3 m_lastVelocity;
130 //private int m_lastTerseSent; 136 //private int m_lastTerseSent;
@@ -157,7 +163,6 @@ namespace OpenSim.Region.Framework.Scenes
157 private int m_perfMonMS; 163 private int m_perfMonMS;
158 164
159 private bool m_setAlwaysRun; 165 private bool m_setAlwaysRun;
160
161 private bool m_forceFly; 166 private bool m_forceFly;
162 private bool m_flyDisabled; 167 private bool m_flyDisabled;
163 168
@@ -181,7 +186,8 @@ namespace OpenSim.Region.Framework.Scenes
181 protected RegionInfo m_regionInfo; 186 protected RegionInfo m_regionInfo;
182 protected ulong crossingFromRegion; 187 protected ulong crossingFromRegion;
183 188
184 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 189 private readonly Vector3[] Dir_Vectors = new Vector3[11];
190 private bool m_isNudging = false;
185 191
186 // Position of agent's camera in world (region cordinates) 192 // Position of agent's camera in world (region cordinates)
187 protected Vector3 m_CameraCenter; 193 protected Vector3 m_CameraCenter;
@@ -206,16 +212,21 @@ namespace OpenSim.Region.Framework.Scenes
206 private bool m_autopilotMoving; 212 private bool m_autopilotMoving;
207 private Vector3 m_autoPilotTarget; 213 private Vector3 m_autoPilotTarget;
208 private bool m_sitAtAutoTarget; 214 private bool m_sitAtAutoTarget;
215 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
209 216
210 private string m_nextSitAnimation = String.Empty; 217 private string m_nextSitAnimation = String.Empty;
211 218
212 //PauPaw:Proper PID Controler for autopilot************ 219 //PauPaw:Proper PID Controler for autopilot************
213 private bool m_moveToPositionInProgress; 220 private bool m_moveToPositionInProgress;
214 private Vector3 m_moveToPositionTarget; 221 private Vector3 m_moveToPositionTarget;
222 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
215 223
216 private bool m_followCamAuto; 224 private bool m_followCamAuto;
217 225
218 private int m_movementUpdateCount; 226 private int m_movementUpdateCount;
227 private int m_lastColCount = -1; //KF: Look for Collision chnages
228 private int m_updateCount = 0; //KF: Update Anims for a while
229 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
219 private const int NumMovementsBetweenRayCast = 5; 230 private const int NumMovementsBetweenRayCast = 5;
220 231
221 private bool CameraConstraintActive; 232 private bool CameraConstraintActive;
@@ -243,7 +254,9 @@ namespace OpenSim.Region.Framework.Scenes
243 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
244 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
245 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
246 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
247 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
248 } 261 }
249 262
@@ -450,9 +463,18 @@ namespace OpenSim.Region.Framework.Scenes
450 get 463 get
451 { 464 {
452 PhysicsActor actor = m_physicsActor; 465 PhysicsActor actor = m_physicsActor;
453 if (actor != null) 466// if (actor != null)
467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
454 m_pos = actor.Position; 468 m_pos = actor.Position;
455 469
470 // If we're sitting, we need to update our position
471 if (m_parentID != 0)
472 {
473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 if (part != null)
475 m_parentPosition = part.AbsolutePosition;
476 }
477
456 return m_parentPosition + m_pos; 478 return m_parentPosition + m_pos;
457 } 479 }
458 set 480 set
@@ -471,7 +493,8 @@ namespace OpenSim.Region.Framework.Scenes
471 } 493 }
472 } 494 }
473 495
474 m_pos = value; 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 m_pos = value;
475 m_parentPosition = Vector3.Zero; 498 m_parentPosition = Vector3.Zero;
476 } 499 }
477 } 500 }
@@ -515,10 +538,39 @@ namespace OpenSim.Region.Framework.Scenes
515 } 538 }
516 } 539 }
517 540
541 public Quaternion OffsetRotation
542 {
543 get { return m_offsetRotation; }
544 set { m_offsetRotation = value; }
545 }
546
518 public Quaternion Rotation 547 public Quaternion Rotation
519 { 548 {
520 get { return m_bodyRot; } 549 get {
521 set { m_bodyRot = value; } 550 if (m_parentID != 0)
551 {
552 if (m_offsetRotation != null)
553 {
554 return m_offsetRotation;
555 }
556 else
557 {
558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 }
560
561 }
562 else
563 {
564 return m_bodyRot;
565 }
566 }
567 set {
568 m_bodyRot = value;
569 if (m_parentID != 0)
570 {
571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 }
573 }
522 } 574 }
523 575
524 public Quaternion PreviousRotation 576 public Quaternion PreviousRotation
@@ -669,7 +721,7 @@ namespace OpenSim.Region.Framework.Scenes
669 CreateSceneViewer(); 721 CreateSceneViewer();
670 m_animator = new ScenePresenceAnimator(this); 722 m_animator = new ScenePresenceAnimator(this);
671 } 723 }
672 724
673 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 725 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
674 { 726 {
675 m_rootRegionHandle = reginfo.RegionHandle; 727 m_rootRegionHandle = reginfo.RegionHandle;
@@ -701,16 +753,16 @@ namespace OpenSim.Region.Framework.Scenes
701 m_reprioritization_timer.AutoReset = false; 753 m_reprioritization_timer.AutoReset = false;
702 754
703 AdjustKnownSeeds(); 755 AdjustKnownSeeds();
704
705 // TODO: I think, this won't send anything, as we are still a child here...
706 Animator.TrySetMovementAnimation("STAND"); 756 Animator.TrySetMovementAnimation("STAND");
707
708 // we created a new ScenePresence (a new child agent) in a fresh region. 757 // we created a new ScenePresence (a new child agent) in a fresh region.
709 // Request info about all the (root) agents in this region 758 // Request info about all the (root) agents in this region
710 // Note: This won't send data *to* other clients in that region (children don't send) 759 // Note: This won't send data *to* other clients in that region (children don't send)
711 SendInitialFullUpdateToAllClients(); 760 SendInitialFullUpdateToAllClients();
712
713 RegisterToEvents(); 761 RegisterToEvents();
762 if (m_controllingClient != null)
763 {
764 m_controllingClient.ProcessPendingPackets();
765 }
714 SetDirectionVectors(); 766 SetDirectionVectors();
715 } 767 }
716 768
@@ -760,25 +812,47 @@ namespace OpenSim.Region.Framework.Scenes
760 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 812 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
761 Dir_Vectors[4] = Vector3.UnitZ; //UP 813 Dir_Vectors[4] = Vector3.UnitZ; //UP
762 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 814 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
763 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 815 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
764 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 816 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
765 Dir_Vectors[7] = -Vector3.UnitX; //BACK 817 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
818 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
819 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
766 } 820 }
767 821
768 private Vector3[] GetWalkDirectionVectors() 822 private Vector3[] GetWalkDirectionVectors()
769 { 823 {
770 Vector3[] vector = new Vector3[9]; 824 Vector3[] vector = new Vector3[11];
771 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 825 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
772 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 826 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
773 vector[2] = Vector3.UnitY; //LEFT 827 vector[2] = Vector3.UnitY; //LEFT
774 vector[3] = -Vector3.UnitY; //RIGHT 828 vector[3] = -Vector3.UnitY; //RIGHT
775 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 829 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
776 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 830 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
777 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 831 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
778 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 832 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
779 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 833 vector[8] = Vector3.UnitY; //LEFT_NUDGE
834 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
835 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
780 return vector; 836 return vector;
781 } 837 }
838
839 private bool[] GetDirectionIsNudge()
840 {
841 bool[] isNudge = new bool[11];
842 isNudge[0] = false; //FORWARD
843 isNudge[1] = false; //BACK
844 isNudge[2] = false; //LEFT
845 isNudge[3] = false; //RIGHT
846 isNudge[4] = false; //UP
847 isNudge[5] = false; //DOWN
848 isNudge[6] = true; //FORWARD_NUDGE
849 isNudge[7] = true; //BACK_NUDGE
850 isNudge[8] = true; //LEFT_NUDGE
851 isNudge[9] = true; //RIGHT_NUDGE
852 isNudge[10] = true; //DOWN_Nudge
853 return isNudge;
854 }
855
782 856
783 #endregion 857 #endregion
784 858
@@ -821,7 +895,6 @@ namespace OpenSim.Region.Framework.Scenes
821 m_grouptitle = gm.GetGroupTitle(m_uuid); 895 m_grouptitle = gm.GetGroupTitle(m_uuid);
822 896
823 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle; 897 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle;
824
825 m_scene.SetRootAgentScene(m_uuid); 898 m_scene.SetRootAgentScene(m_uuid);
826 899
827 // Moved this from SendInitialData to ensure that m_appearance is initialized 900 // Moved this from SendInitialData to ensure that m_appearance is initialized
@@ -840,6 +913,52 @@ namespace OpenSim.Region.Framework.Scenes
840 pos.Y = crossedBorder.BorderLine.Z - 1; 913 pos.Y = crossedBorder.BorderLine.Z - 1;
841 } 914 }
842 915
916 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
917 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
918 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
919 if (KnownChildRegionHandles.Count == 0)
920 {
921 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
922 if (land != null)
923 {
924 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
925 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
926 {
927 pos = land.LandData.UserLocation;
928 }
929 }
930 }
931
932 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
933 {
934 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
935
936 if (pos.X < 0)
937 {
938 emergencyPos.X = (int)Constants.RegionSize + pos.X;
939 if (!(pos.Y < 0))
940 emergencyPos.Y = pos.Y;
941 if (!(pos.Z < 0))
942 emergencyPos.Z = pos.Z;
943 }
944 if (pos.Y < 0)
945 {
946 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
947 if (!(pos.X < 0))
948 emergencyPos.X = pos.X;
949 if (!(pos.Z < 0))
950 emergencyPos.Z = pos.Z;
951 }
952 if (pos.Z < 0)
953 {
954 emergencyPos.Z = 128;
955 if (!(pos.Y < 0))
956 emergencyPos.Y = pos.Y;
957 if (!(pos.X < 0))
958 emergencyPos.X = pos.X;
959 }
960 }
961
843 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 962 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
844 { 963 {
845 m_log.WarnFormat( 964 m_log.WarnFormat(
@@ -972,9 +1091,10 @@ namespace OpenSim.Region.Framework.Scenes
972 public void Teleport(Vector3 pos) 1091 public void Teleport(Vector3 pos)
973 { 1092 {
974 bool isFlying = false; 1093 bool isFlying = false;
1094
975 if (m_physicsActor != null) 1095 if (m_physicsActor != null)
976 isFlying = m_physicsActor.Flying; 1096 isFlying = m_physicsActor.Flying;
977 1097
978 RemoveFromPhysicalScene(); 1098 RemoveFromPhysicalScene();
979 Velocity = Vector3.Zero; 1099 Velocity = Vector3.Zero;
980 AbsolutePosition = pos; 1100 AbsolutePosition = pos;
@@ -986,6 +1106,7 @@ namespace OpenSim.Region.Framework.Scenes
986 } 1106 }
987 1107
988 SendTerseUpdateToAllClients(); 1108 SendTerseUpdateToAllClients();
1109
989 } 1110 }
990 1111
991 public void TeleportWithMomentum(Vector3 pos) 1112 public void TeleportWithMomentum(Vector3 pos)
@@ -1099,7 +1220,6 @@ namespace OpenSim.Region.Framework.Scenes
1099 pos.Z = ground + 1.5f; 1220 pos.Z = ground + 1.5f;
1100 AbsolutePosition = pos; 1221 AbsolutePosition = pos;
1101 } 1222 }
1102
1103 m_isChildAgent = false; 1223 m_isChildAgent = false;
1104 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1224 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1105 MakeRootAgent(AbsolutePosition, m_flying); 1225 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1198,6 +1318,7 @@ namespace OpenSim.Region.Framework.Scenes
1198 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1318 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1199 1319
1200 m_pos = m_LastFinitePos; 1320 m_pos = m_LastFinitePos;
1321
1201 if (!m_pos.IsFinite()) 1322 if (!m_pos.IsFinite())
1202 { 1323 {
1203 m_pos.X = 127f; 1324 m_pos.X = 127f;
@@ -1264,7 +1385,6 @@ namespace OpenSim.Region.Framework.Scenes
1264 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1385 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1265 } 1386 }
1266 } 1387 }
1267
1268 lock (scriptedcontrols) 1388 lock (scriptedcontrols)
1269 { 1389 {
1270 if (scriptedcontrols.Count > 0) 1390 if (scriptedcontrols.Count > 0)
@@ -1279,6 +1399,9 @@ namespace OpenSim.Region.Framework.Scenes
1279 1399
1280 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1400 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1281 { 1401 {
1402 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1403 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1404
1282 // TODO: This doesn't prevent the user from walking yet. 1405 // TODO: This doesn't prevent the user from walking yet.
1283 // Setting parent ID would fix this, if we knew what value 1406 // Setting parent ID would fix this, if we knew what value
1284 // to use. Or we could add a m_isSitting variable. 1407 // to use. Or we could add a m_isSitting variable.
@@ -1333,6 +1456,11 @@ namespace OpenSim.Region.Framework.Scenes
1333 update_rotation = true; 1456 update_rotation = true;
1334 } 1457 }
1335 1458
1459 //guilty until proven innocent..
1460 bool Nudging = true;
1461 //Basically, if there is at least one non-nudge control then we don't need
1462 //to worry about stopping the avatar
1463
1336 if (m_parentID == 0) 1464 if (m_parentID == 0)
1337 { 1465 {
1338 bool bAllowUpdateMoveToPosition = false; 1466 bool bAllowUpdateMoveToPosition = false;
@@ -1347,9 +1475,12 @@ namespace OpenSim.Region.Framework.Scenes
1347 else 1475 else
1348 dirVectors = Dir_Vectors; 1476 dirVectors = Dir_Vectors;
1349 1477
1350 // The fact that m_movementflag is a byte needs to be fixed 1478 bool[] isNudge = GetDirectionIsNudge();
1351 // it really should be a uint 1479
1352 uint nudgehack = 250; 1480
1481
1482
1483
1353 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1484 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1354 { 1485 {
1355 if (((uint)flags & (uint)DCF) != 0) 1486 if (((uint)flags & (uint)DCF) != 0)
@@ -1359,40 +1490,28 @@ namespace OpenSim.Region.Framework.Scenes
1359 try 1490 try
1360 { 1491 {
1361 agent_control_v3 += dirVectors[i]; 1492 agent_control_v3 += dirVectors[i];
1362 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1493 if (isNudge[i] == false)
1494 {
1495 Nudging = false;
1496 }
1363 } 1497 }
1364 catch (IndexOutOfRangeException) 1498 catch (IndexOutOfRangeException)
1365 { 1499 {
1366 // Why did I get this? 1500 // Why did I get this?
1367 } 1501 }
1368 1502
1369 if ((m_movementflag & (byte)(uint)DCF) == 0) 1503 if ((m_movementflag & (uint)DCF) == 0)
1370 { 1504 {
1371 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1372 {
1373 m_movementflag |= (byte)nudgehack;
1374 }
1375 m_movementflag += (byte)(uint)DCF; 1505 m_movementflag += (byte)(uint)DCF;
1376 update_movementflag = true; 1506 update_movementflag = true;
1377 } 1507 }
1378 } 1508 }
1379 else 1509 else
1380 { 1510 {
1381 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1511 if ((m_movementflag & (uint)DCF) != 0)
1382 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1383 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1384 ) // This or is for Nudge forward
1385 { 1512 {
1386 m_movementflag -= ((byte)(uint)DCF); 1513 m_movementflag -= (byte)(uint)DCF;
1387
1388 update_movementflag = true; 1514 update_movementflag = true;
1389 /*
1390 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1391 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1392 {
1393 m_log.Debug("Removed Hack flag");
1394 }
1395 */
1396 } 1515 }
1397 else 1516 else
1398 { 1517 {
@@ -1401,7 +1520,6 @@ namespace OpenSim.Region.Framework.Scenes
1401 } 1520 }
1402 i++; 1521 i++;
1403 } 1522 }
1404
1405 //Paupaw:Do Proper PID for Autopilot here 1523 //Paupaw:Do Proper PID for Autopilot here
1406 if (bResetMoveToPosition) 1524 if (bResetMoveToPosition)
1407 { 1525 {
@@ -1436,6 +1554,9 @@ namespace OpenSim.Region.Framework.Scenes
1436 // Ignore z component of vector 1554 // Ignore z component of vector
1437 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1555 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1438 LocalVectorToTarget2D.Normalize(); 1556 LocalVectorToTarget2D.Normalize();
1557
1558 //We're not nudging
1559 Nudging = false;
1439 agent_control_v3 += LocalVectorToTarget2D; 1560 agent_control_v3 += LocalVectorToTarget2D;
1440 1561
1441 // update avatar movement flags. the avatar coordinate system is as follows: 1562 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1524,13 +1645,13 @@ namespace OpenSim.Region.Framework.Scenes
1524 // m_log.DebugFormat( 1645 // m_log.DebugFormat(
1525 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1646 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1526 1647
1527 AddNewMovement(agent_control_v3, q); 1648 AddNewMovement(agent_control_v3, q, Nudging);
1528 1649
1529 1650
1530 } 1651 }
1531 } 1652 }
1532 1653
1533 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1654 if (update_movementflag && !SitGround)
1534 Animator.UpdateMovementAnimations(); 1655 Animator.UpdateMovementAnimations();
1535 1656
1536 m_scene.EventManager.TriggerOnClientMovement(this); 1657 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1545,7 +1666,6 @@ namespace OpenSim.Region.Framework.Scenes
1545 m_sitAtAutoTarget = false; 1666 m_sitAtAutoTarget = false;
1546 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1667 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1547 //proxy.PCode = (byte)PCode.ParticleSystem; 1668 //proxy.PCode = (byte)PCode.ParticleSystem;
1548
1549 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1669 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1550 proxyObjectGroup.AttachToScene(m_scene); 1670 proxyObjectGroup.AttachToScene(m_scene);
1551 1671
@@ -1587,7 +1707,7 @@ namespace OpenSim.Region.Framework.Scenes
1587 } 1707 }
1588 m_moveToPositionInProgress = true; 1708 m_moveToPositionInProgress = true;
1589 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1709 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1590 } 1710 }
1591 catch (Exception ex) 1711 catch (Exception ex)
1592 { 1712 {
1593 //Why did I get this error? 1713 //Why did I get this error?
@@ -1609,7 +1729,7 @@ namespace OpenSim.Region.Framework.Scenes
1609 Velocity = Vector3.Zero; 1729 Velocity = Vector3.Zero;
1610 SendFullUpdateToAllClients(); 1730 SendFullUpdateToAllClients();
1611 1731
1612 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1732 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1613 } 1733 }
1614 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1734 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1615 m_requestedSitTargetUUID = UUID.Zero; 1735 m_requestedSitTargetUUID = UUID.Zero;
@@ -1646,50 +1766,84 @@ namespace OpenSim.Region.Framework.Scenes
1646 1766
1647 if (m_parentID != 0) 1767 if (m_parentID != 0)
1648 { 1768 {
1649 m_log.Debug("StandupCode Executed");
1650 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 1769 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1651 if (part != null) 1770 if (part != null)
1652 { 1771 {
1772 part.TaskInventory.LockItemsForRead(true);
1653 TaskInventoryDictionary taskIDict = part.TaskInventory; 1773 TaskInventoryDictionary taskIDict = part.TaskInventory;
1654 if (taskIDict != null) 1774 if (taskIDict != null)
1655 { 1775 {
1656 lock (taskIDict) 1776 foreach (UUID taskID in taskIDict.Keys)
1657 { 1777 {
1658 foreach (UUID taskID in taskIDict.Keys) 1778 UnRegisterControlEventsToScript(LocalId, taskID);
1659 { 1779 taskIDict[taskID].PermsMask &= ~(
1660 UnRegisterControlEventsToScript(LocalId, taskID); 1780 2048 | //PERMISSION_CONTROL_CAMERA
1661 taskIDict[taskID].PermsMask &= ~( 1781 4); // PERMISSION_TAKE_CONTROLS
1662 2048 | //PERMISSION_CONTROL_CAMERA
1663 4); // PERMISSION_TAKE_CONTROLS
1664 }
1665 } 1782 }
1666
1667 } 1783 }
1784 part.TaskInventory.LockItemsForRead(false);
1668 // Reset sit target. 1785 // Reset sit target.
1669 if (part.GetAvatarOnSitTarget() == UUID) 1786 if (part.GetAvatarOnSitTarget() == UUID)
1670 part.SetAvatarOnSitTarget(UUID.Zero); 1787 part.SetAvatarOnSitTarget(UUID.Zero);
1671
1672 m_parentPosition = part.GetWorldPosition(); 1788 m_parentPosition = part.GetWorldPosition();
1673 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1789 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1674 } 1790 }
1791 // part.GetWorldRotation() is the rotation of the object being sat on
1792 // Rotation is the sittiing Av's rotation
1793
1794 Quaternion partRot;
1795// if (part.LinkNum == 1)
1796// { // Root prim of linkset
1797// partRot = part.ParentGroup.RootPart.RotationOffset;
1798// }
1799// else
1800// { // single or child prim
1801
1802// }
1803 if (part == null) //CW: Part may be gone. llDie() for example.
1804 {
1805 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1806 }
1807 else
1808 {
1809 partRot = part.GetWorldRotation();
1810 }
1811
1812 Quaternion partIRot = Quaternion.Inverse(partRot);
1813
1814 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1815 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1675 1816
1817
1676 if (m_physicsActor == null) 1818 if (m_physicsActor == null)
1677 { 1819 {
1678 AddToPhysicalScene(false); 1820 AddToPhysicalScene(false);
1679 } 1821 }
1680 1822 //CW: If the part isn't null then we can set the current position
1681 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1823 if (part != null)
1682 m_parentPosition = Vector3.Zero; 1824 {
1683 1825 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + (m_pos * partRot); // + av sit offset!
1684 m_parentID = 0; 1826 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1827 part.IsOccupied = false;
1828 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1829 }
1830 else
1831 {
1832 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1833 AbsolutePosition = m_lastWorldPosition;
1834 }
1835
1836 m_parentPosition = Vector3.Zero;
1837 m_parentID = 0;
1838 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1685 SendFullUpdateToAllClients(); 1839 SendFullUpdateToAllClients();
1686 m_requestedSitTargetID = 0; 1840 m_requestedSitTargetID = 0;
1841
1687 if ((m_physicsActor != null) && (m_avHeight > 0)) 1842 if ((m_physicsActor != null) && (m_avHeight > 0))
1688 { 1843 {
1689 SetHeight(m_avHeight); 1844 SetHeight(m_avHeight);
1690 } 1845 }
1691 } 1846 }
1692
1693 Animator.TrySetMovementAnimation("STAND"); 1847 Animator.TrySetMovementAnimation("STAND");
1694 } 1848 }
1695 1849
@@ -1720,13 +1874,9 @@ namespace OpenSim.Region.Framework.Scenes
1720 Vector3 avSitOffSet = part.SitTargetPosition; 1874 Vector3 avSitOffSet = part.SitTargetPosition;
1721 Quaternion avSitOrientation = part.SitTargetOrientation; 1875 Quaternion avSitOrientation = part.SitTargetOrientation;
1722 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1876 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1723 1877 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1724 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1878 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1725 bool SitTargetisSet = 1879 if (SitTargetisSet && !SitTargetOccupied)
1726 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1727 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1728
1729 if (SitTargetisSet && SitTargetUnOccupied)
1730 { 1880 {
1731 //switch the target to this prim 1881 //switch the target to this prim
1732 return part; 1882 return part;
@@ -1740,84 +1890,154 @@ namespace OpenSim.Region.Framework.Scenes
1740 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1890 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1741 { 1891 {
1742 bool autopilot = true; 1892 bool autopilot = true;
1893 Vector3 autopilotTarget = new Vector3();
1894 Quaternion sitOrientation = Quaternion.Identity;
1743 Vector3 pos = new Vector3(); 1895 Vector3 pos = new Vector3();
1744 Quaternion sitOrientation = pSitOrientation;
1745 Vector3 cameraEyeOffset = Vector3.Zero; 1896 Vector3 cameraEyeOffset = Vector3.Zero;
1746 Vector3 cameraAtOffset = Vector3.Zero; 1897 Vector3 cameraAtOffset = Vector3.Zero;
1747 bool forceMouselook = false; 1898 bool forceMouselook = false;
1748 1899
1749 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1900 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1750 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1901 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1751 if (part != null) 1902 if (part == null) return;
1752 { 1903
1753 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1904 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1754 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1905 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1755 1906
1756 // Is a sit target available? 1907 // part is the prim to sit on
1757 Vector3 avSitOffSet = part.SitTargetPosition; 1908 // offset is the world-ref vector distance from that prim center to the click-spot
1758 Quaternion avSitOrientation = part.SitTargetOrientation; 1909 // UUID is the UUID of the Avatar doing the clicking
1759 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1910
1760 1911 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1761 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1912
1762 bool SitTargetisSet = 1913 // Is a sit target available?
1763 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1914 Vector3 avSitOffSet = part.SitTargetPosition;
1764 ( 1915 Quaternion avSitOrientation = part.SitTargetOrientation;
1765 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1916
1766 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1917 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1767 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1918 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1768 ) 1919 Quaternion partRot;
1769 )); 1920// if (part.LinkNum == 1)
1770 1921// { // Root prim of linkset
1771 if (SitTargetisSet && SitTargetUnOccupied) 1922// partRot = part.ParentGroup.RootPart.RotationOffset;
1772 { 1923// }
1773 part.SetAvatarOnSitTarget(UUID); 1924// else
1774 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1925// { // single or child prim
1775 sitOrientation = avSitOrientation; 1926 partRot = part.GetWorldRotation();
1776 autopilot = false; 1927// }
1777 } 1928 Quaternion partIRot = Quaternion.Inverse(partRot);
1778 1929//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1779 pos = part.AbsolutePosition + offset; 1930 // Sit analysis rewritten by KF 091125
1780 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1931 if (SitTargetisSet) // scipted sit
1781 //{ 1932 {
1782 // offset = pos; 1933 if (!part.IsOccupied)
1783 //autopilot = false; 1934 {
1784 //} 1935//Console.WriteLine("Scripted, unoccupied");
1785 if (m_physicsActor != null) 1936 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1786 { 1937 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1787 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1938 sitOrientation = avSitOrientation; // Change rotatione to the scripted one
1788 // We can remove the physicsActor until they stand up. 1939 OffsetRotation = avSitOrientation;
1789 m_sitAvatarHeight = m_physicsActor.Size.Z; 1940 autopilot = false; // Jump direct to scripted llSitPos()
1790 1941 }
1791 if (autopilot) 1942 else
1792 { 1943 {
1793 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1944//Console.WriteLine("Scripted, occupied");
1794 { 1945 return;
1795 autopilot = false; 1946 }
1947 }
1948 else // Not Scripted
1949 {
1950 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1951 {
1952 // large prim & offset, ignore if other Avs sitting
1953// offset.Z -= 0.05f;
1954 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1955 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1956
1957//Console.WriteLine(" offset ={0}", offset);
1958//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1959//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1960
1961 }
1962 else // small offset
1963 {
1964//Console.WriteLine("Small offset");
1965 if (!part.IsOccupied)
1966 {
1967 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1968 autopilotTarget = part.AbsolutePosition;
1969//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
1970 }
1971 else return; // occupied small
1972 } // end large/small
1973 } // end Scripted/not
1974 cameraAtOffset = part.GetCameraAtOffset();
1975 cameraEyeOffset = part.GetCameraEyeOffset();
1976 forceMouselook = part.GetForceMouselook();
1977 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
1978 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
1796 1979
1797 RemoveFromPhysicalScene(); 1980 if (m_physicsActor != null)
1798 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 1981 {
1799 } 1982 // If we're not using the client autopilot, we're immediately warping the avatar to the location
1800 } 1983 // We can remove the physicsActor until they stand up.
1801 else 1984 m_sitAvatarHeight = m_physicsActor.Size.Z;
1985 if (autopilot)
1986 { // its not a scripted sit
1987// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
1988 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) )
1802 { 1989 {
1990 autopilot = false; // close enough
1991 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
1992 Not using the part's position because returning the AV to the last known standing
1993 position is likely to be more friendly, isn't it? */
1803 RemoveFromPhysicalScene(); 1994 RemoveFromPhysicalScene();
1804 } 1995 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
1996 } // else the autopilot will get us close
1997 }
1998 else
1999 { // its a scripted sit
2000 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2001 I *am* using the part's position this time because we have no real idea how far away
2002 the avatar is from the sit target. */
2003 RemoveFromPhysicalScene();
1805 } 2004 }
1806
1807 cameraAtOffset = part.GetCameraAtOffset();
1808 cameraEyeOffset = part.GetCameraEyeOffset();
1809 forceMouselook = part.GetForceMouselook();
1810 } 2005 }
1811 2006 else return; // physactor is null!
1812 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2007
1813 m_requestedSitTargetUUID = targetID; 2008 Vector3 offsetr; // = offset * partIRot;
2009 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2010 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2011 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2012 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2013 offsetr = offset * partIRot;
2014//
2015 // else
2016 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2017 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2018 // (offset * partRot);
2019 // }
2020
2021//Console.WriteLine(" ");
2022//Console.WriteLine("link number ={0}", part.LinkNum);
2023//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2024//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2025//Console.WriteLine("Click offst ={0}", offset);
2026//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2027//Console.WriteLine("offsetr ={0}", offsetr);
2028//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2029//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2030
2031 ControllingClient.SendSitResponse(part.UUID, offsetr, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2032 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1814 // This calls HandleAgentSit twice, once from here, and the client calls 2033 // This calls HandleAgentSit twice, once from here, and the client calls
1815 // HandleAgentSit itself after it gets to the location 2034 // HandleAgentSit itself after it gets to the location
1816 // It doesn't get to the location until we've moved them there though 2035 // It doesn't get to the location until we've moved them there though
1817 // which happens in HandleAgentSit :P 2036 // which happens in HandleAgentSit :P
1818 m_autopilotMoving = autopilot; 2037 m_autopilotMoving = autopilot;
1819 m_autoPilotTarget = pos; 2038 m_autoPilotTarget = autopilotTarget;
1820 m_sitAtAutoTarget = autopilot; 2039 m_sitAtAutoTarget = autopilot;
2040 m_initialSitTarget = autopilotTarget;
1821 if (!autopilot) 2041 if (!autopilot)
1822 HandleAgentSit(remoteClient, UUID); 2042 HandleAgentSit(remoteClient, UUID);
1823 } 2043 }
@@ -2112,31 +2332,68 @@ namespace OpenSim.Region.Framework.Scenes
2112 { 2332 {
2113 if (part != null) 2333 if (part != null)
2114 { 2334 {
2335//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2115 if (part.GetAvatarOnSitTarget() == UUID) 2336 if (part.GetAvatarOnSitTarget() == UUID)
2116 { 2337 {
2338//Console.WriteLine("Scripted Sit");
2339 // Scripted sit
2117 Vector3 sitTargetPos = part.SitTargetPosition; 2340 Vector3 sitTargetPos = part.SitTargetPosition;
2118 Quaternion sitTargetOrient = part.SitTargetOrientation; 2341 Quaternion sitTargetOrient = part.SitTargetOrientation;
2119
2120 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2121 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2122
2123 //Quaternion result = (sitTargetOrient * vq) * nq;
2124
2125 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2342 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2126 m_pos += SIT_TARGET_ADJUSTMENT; 2343 m_pos += SIT_TARGET_ADJUSTMENT;
2127 m_bodyRot = sitTargetOrient; 2344 m_bodyRot = sitTargetOrient;
2128 //Rotation = sitTargetOrient;
2129 m_parentPosition = part.AbsolutePosition; 2345 m_parentPosition = part.AbsolutePosition;
2130 2346 part.IsOccupied = true;
2131 //SendTerseUpdateToAllClients(); 2347 part.ParentGroup.AddAvatar(agentID);
2348Console.WriteLine("Scripted Sit ofset {0}", m_pos);
2132 } 2349 }
2133 else 2350 else
2134 { 2351 {
2135 m_pos -= part.AbsolutePosition; 2352 // if m_avUnscriptedSitPos is zero then Av sits above center
2353 // Else Av sits at m_avUnscriptedSitPos
2354
2355 // Non-scripted sit by Kitto Flora 21Nov09
2356 // Calculate angle of line from prim to Av
2357 Quaternion partIRot;
2358// if (part.LinkNum == 1)
2359// { // Root prim of linkset
2360// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2361// }
2362// else
2363// { // single or child prim
2364 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2365// }
2366 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2367 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2368 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2369 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2370 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2371 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2372 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2373 // Av sits at world euler <0,0, z>, translated by part rotation
2374 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2375
2136 m_parentPosition = part.AbsolutePosition; 2376 m_parentPosition = part.AbsolutePosition;
2137 } 2377 part.IsOccupied = true;
2378 part.ParentGroup.AddAvatar(agentID);
2379 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2380 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2381 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2382 m_avUnscriptedSitPos; // adds click offset, if any
2383 //Set up raytrace to find top surface of prim
2384 Vector3 size = part.Scale;
2385 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2386 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2387 Vector3 down = new Vector3(0f, 0f, -1f);
2388//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2389 m_scene.PhysicsScene.RaycastWorld(
2390 start, // Vector3 position,
2391 down, // Vector3 direction,
2392 mag, // float length,
2393 SitAltitudeCallback); // retMethod
2394 } // end scripted/not
2138 } 2395 }
2139 else 2396 else // no Av
2140 { 2397 {
2141 return; 2398 return;
2142 } 2399 }
@@ -2148,11 +2405,39 @@ namespace OpenSim.Region.Framework.Scenes
2148 2405
2149 Animator.TrySetMovementAnimation(sitAnimation); 2406 Animator.TrySetMovementAnimation(sitAnimation);
2150 SendFullUpdateToAllClients(); 2407 SendFullUpdateToAllClients();
2151 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2152 // So we're also sending a terse update (which has avatar rotation)
2153 // [Update] We do now.
2154 //SendTerseUpdateToAllClients();
2155 } 2408 }
2409
2410 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2411 {
2412 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2413 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2414 if(hitYN)
2415 {
2416 // m_pos = Av offset from prim center to make look like on center
2417 // m_parentPosition = Actual center pos of prim
2418 // collisionPoint = spot on prim where we want to sit
2419 // collisionPoint.Z = global sit surface height
2420 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2421 Quaternion partIRot;
2422// if (part.LinkNum == 1)
2423/// { // Root prim of linkset
2424// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2425// }
2426// else
2427// { // single or child prim
2428 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2429// }
2430 if (m_initialSitTarget != null)
2431 {
2432 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2433 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2434 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2435 m_pos += offset;
2436 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2437 }
2438
2439 }
2440 } // End SitAltitudeCallback KF.
2156 2441
2157 /// <summary> 2442 /// <summary>
2158 /// Event handler for the 'Always run' setting on the client 2443 /// Event handler for the 'Always run' setting on the client
@@ -2182,7 +2467,7 @@ namespace OpenSim.Region.Framework.Scenes
2182 /// </summary> 2467 /// </summary>
2183 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2468 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2184 /// <param name="rotation">The direction in which this avatar should now face. 2469 /// <param name="rotation">The direction in which this avatar should now face.
2185 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2470 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2186 { 2471 {
2187 if (m_isChildAgent) 2472 if (m_isChildAgent)
2188 { 2473 {
@@ -2223,10 +2508,11 @@ namespace OpenSim.Region.Framework.Scenes
2223 Rotation = rotation; 2508 Rotation = rotation;
2224 Vector3 direc = vec * rotation; 2509 Vector3 direc = vec * rotation;
2225 direc.Normalize(); 2510 direc.Normalize();
2511 PhysicsActor actor = m_physicsActor;
2512 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2226 2513
2227 direc *= 0.03f * 128f * m_speedModifier; 2514 direc *= 0.03f * 128f * m_speedModifier;
2228 2515
2229 PhysicsActor actor = m_physicsActor;
2230 if (actor != null) 2516 if (actor != null)
2231 { 2517 {
2232 if (actor.Flying) 2518 if (actor.Flying)
@@ -2248,18 +2534,25 @@ namespace OpenSim.Region.Framework.Scenes
2248 { 2534 {
2249 if (direc.Z > 2.0f) 2535 if (direc.Z > 2.0f)
2250 { 2536 {
2251 direc.Z *= 3.0f; 2537 if(m_animator.m_animTickJump == -1)
2252 2538 {
2253 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2539 direc.Z *= 3.0f; // jump
2254 Animator.TrySetMovementAnimation("PREJUMP"); 2540 }
2255 Animator.TrySetMovementAnimation("JUMP"); 2541 else
2542 {
2543 direc.Z *= 0.1f; // prejump
2544 }
2545 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2546 Animator.TrySetMovementAnimation("PREJUMP");
2547 Animator.TrySetMovementAnimation("JUMP");
2548 */
2256 } 2549 }
2257 } 2550 }
2258 } 2551 }
2259 2552
2260 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2553 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2261 m_forceToApply = direc; 2554 m_forceToApply = direc;
2262 2555 m_isNudging = Nudging;
2263 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2556 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2264 } 2557 }
2265 2558
@@ -2274,7 +2567,7 @@ namespace OpenSim.Region.Framework.Scenes
2274 const float POSITION_TOLERANCE = 0.05f; 2567 const float POSITION_TOLERANCE = 0.05f;
2275 //const int TIME_MS_TOLERANCE = 3000; 2568 //const int TIME_MS_TOLERANCE = 3000;
2276 2569
2277 SendPrimUpdates(); 2570
2278 2571
2279 if (m_isChildAgent == false) 2572 if (m_isChildAgent == false)
2280 { 2573 {
@@ -2304,6 +2597,9 @@ namespace OpenSim.Region.Framework.Scenes
2304 CheckForBorderCrossing(); 2597 CheckForBorderCrossing();
2305 CheckForSignificantMovement(); // sends update to the modules. 2598 CheckForSignificantMovement(); // sends update to the modules.
2306 } 2599 }
2600
2601 //Sending prim updates AFTER the avatar terse updates are sent
2602 SendPrimUpdates();
2307 } 2603 }
2308 2604
2309 #endregion 2605 #endregion
@@ -3076,6 +3372,7 @@ namespace OpenSim.Region.Framework.Scenes
3076 m_callbackURI = cAgent.CallbackURI; 3372 m_callbackURI = cAgent.CallbackURI;
3077 3373
3078 m_pos = cAgent.Position; 3374 m_pos = cAgent.Position;
3375
3079 m_velocity = cAgent.Velocity; 3376 m_velocity = cAgent.Velocity;
3080 m_CameraCenter = cAgent.Center; 3377 m_CameraCenter = cAgent.Center;
3081 //m_avHeight = cAgent.Size.Z; 3378 //m_avHeight = cAgent.Size.Z;
@@ -3165,14 +3462,25 @@ namespace OpenSim.Region.Framework.Scenes
3165 { 3462 {
3166 if (m_forceToApply.HasValue) 3463 if (m_forceToApply.HasValue)
3167 { 3464 {
3168 Vector3 force = m_forceToApply.Value;
3169 3465
3466 Vector3 force = m_forceToApply.Value;
3170 m_updateflag = true; 3467 m_updateflag = true;
3171// movementvector = force;
3172 Velocity = force; 3468 Velocity = force;
3173 3469
3174 m_forceToApply = null; 3470 m_forceToApply = null;
3175 } 3471 }
3472 else
3473 {
3474 if (m_isNudging)
3475 {
3476 Vector3 force = Vector3.Zero;
3477
3478 m_updateflag = true;
3479 Velocity = force;
3480 m_isNudging = false;
3481 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3482 }
3483 }
3176 } 3484 }
3177 3485
3178 public override void SetText(string text, Vector3 color, double alpha) 3486 public override void SetText(string text, Vector3 color, double alpha)
@@ -3223,18 +3531,29 @@ namespace OpenSim.Region.Framework.Scenes
3223 { 3531 {
3224 if (e == null) 3532 if (e == null)
3225 return; 3533 return;
3226 3534
3227 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3535 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3228 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3229 // as of this comment the interval is set in AddToPhysicalScene 3536 // as of this comment the interval is set in AddToPhysicalScene
3230 if (Animator!=null) 3537 if (Animator!=null)
3231 Animator.UpdateMovementAnimations(); 3538 {
3539 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3540 { // else its will lock out other animation changes, like ground sit.
3541 Animator.UpdateMovementAnimations();
3542 m_updateCount--;
3543 }
3544 }
3232 3545
3233 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3546 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3234 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3547 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3235 3548
3236 CollisionPlane = Vector4.UnitW; 3549 CollisionPlane = Vector4.UnitW;
3237 3550
3551 if (m_lastColCount != coldata.Count)
3552 {
3553 m_updateCount = UPDATE_COUNT;
3554 m_lastColCount = coldata.Count;
3555 }
3556
3238 if (coldata.Count != 0 && Animator != null) 3557 if (coldata.Count != 0 && Animator != null)
3239 { 3558 {
3240 switch (Animator.CurrentMovementAnimation) 3559 switch (Animator.CurrentMovementAnimation)
@@ -3438,7 +3757,10 @@ namespace OpenSim.Region.Framework.Scenes
3438 m_scene = scene; 3757 m_scene = scene;
3439 3758
3440 RegisterToEvents(); 3759 RegisterToEvents();
3441 3760 if (m_controllingClient != null)
3761 {
3762 m_controllingClient.ProcessPendingPackets();
3763 }
3442 /* 3764 /*
3443 AbsolutePosition = client.StartPos; 3765 AbsolutePosition = client.StartPos;
3444 3766
@@ -3669,6 +3991,32 @@ namespace OpenSim.Region.Framework.Scenes
3669 return; 3991 return;
3670 } 3992 }
3671 3993
3994 XmlDocument doc = new XmlDocument();
3995 string stateData = String.Empty;
3996
3997 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
3998 if (attServ != null)
3999 {
4000 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4001 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4002 doc.LoadXml(stateData);
4003 }
4004
4005 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4006
4007 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4008 if (nodes.Count > 0)
4009 {
4010 foreach (XmlNode n in nodes)
4011 {
4012 XmlElement elem = (XmlElement)n;
4013 string itemID = elem.GetAttribute("ItemID");
4014 string xml = elem.InnerXml;
4015
4016 itemData[new UUID(itemID)] = xml;
4017 }
4018 }
4019
3672 List<int> attPoints = m_appearance.GetAttachedPoints(); 4020 List<int> attPoints = m_appearance.GetAttachedPoints();
3673 foreach (int p in attPoints) 4021 foreach (int p in attPoints)
3674 { 4022 {
@@ -3688,9 +4036,26 @@ namespace OpenSim.Region.Framework.Scenes
3688 4036
3689 try 4037 try
3690 { 4038 {
3691 // Rez from inventory 4039 string xmlData;
3692 UUID asset 4040 XmlDocument d = new XmlDocument();
3693 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4041 UUID asset;
4042 if (itemData.TryGetValue(itemID, out xmlData))
4043 {
4044 d.LoadXml(xmlData);
4045 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4046
4047 // Rez from inventory
4048 asset
4049 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4050
4051 }
4052 else
4053 {
4054 // Rez from inventory (with a null doc to let
4055 // CHANGED_OWNER happen)
4056 asset
4057 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4058 }
3694 4059
3695 m_log.InfoFormat( 4060 m_log.InfoFormat(
3696 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4061 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
@@ -3727,5 +4092,16 @@ namespace OpenSim.Region.Framework.Scenes
3727 m_reprioritization_called = false; 4092 m_reprioritization_called = false;
3728 } 4093 }
3729 } 4094 }
4095
4096 private Vector3 Quat2Euler(Quaternion rot){
4097 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4098 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4099 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4100 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4101 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4102 return(new Vector3(x,y,z));
4103 }
4104
4105
3730 } 4106 }
3731} 4107}