aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs7
-rw-r--r--OpenSim/Region/Framework/Interfaces/IDwellModule.cs37
-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/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs32
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs67
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs177
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs157
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1051
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs277
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs550
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs931
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
21 files changed, 2694 insertions, 970 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 2af2548..9fe6d96 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/IDwellModule.cs b/OpenSim/Region/Framework/Interfaces/IDwellModule.cs
new file mode 100644
index 0000000..db50439
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IDwellModule.cs
@@ -0,0 +1,37 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using OpenMetaverse;
29using OpenSim.Framework;
30
31namespace OpenSim.Region.Framework.Interfaces
32{
33 public interface IDwellModule
34 {
35 int GetDwell(UUID parcelID);
36 }
37}
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 a90e0f3..b847d87 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,10 +53,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59// private int m_animTickJump;
60 public int m_animTickJump; // ScenePresence has to see this to control +Z force
60 61
61 /// <value> 62 /// <value>
62 /// The scene presence that this animator applies to 63 /// The scene presence that this animator applies to
@@ -123,8 +124,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 124 /// </summary>
124 public void TrySetMovementAnimation(string anim) 125 public void TrySetMovementAnimation(string anim)
125 { 126 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 127 if (!m_scenePresence.IsChildAgent)
129 { 128 {
130 if (m_animations.TrySetDefaultAnimation( 129 if (m_animations.TrySetDefaultAnimation(
@@ -146,10 +145,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
146 const float PREJUMP_DELAY = 0.25f; 145 const float PREJUMP_DELAY = 0.25f;
147 146
148 #region Inputs 147 #region Inputs
149 if (m_scenePresence.SitGround) 148
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 149 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 150 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 151
@@ -159,11 +155,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 155 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 156
161 // Check control flags 157 // Check control flags
162 bool heldForward = 158 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 159 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 160 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 161 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 162 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 163 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 164 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -266,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 261 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 262 return "PREJUMP";
268 } 263 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 264 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 265 {
271 // Start actual jump 266 // Start actual jump
272 if (m_animTickJump == -1) 267 if (m_animTickJump == -1)
@@ -316,7 +311,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 311 public void UpdateMovementAnimations()
317 { 312 {
318 m_movementAnimation = GetMovementAnimation(); 313 m_movementAnimation = GetMovementAnimation();
319
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) 314 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 315 {
322 // This was the previous behavior before PREJUMP 316 // This was the previous behavior before PREJUMP
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index 099fcce..c246e32 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>(); 40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>();
41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>(); 41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>();
42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>(); 42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>();
43 private readonly Object m_lock = new Object(); 43 private System.Threading.ReaderWriterLockSlim m_lock = new System.Threading.ReaderWriterLockSlim();
44 44
45 [Obsolete("Use Add() instead.")] 45 [Obsolete("Use Add() instead.")]
46 public void Add(UUID id, EntityBase eb) 46 public void Add(UUID id, EntityBase eb)
@@ -50,7 +50,8 @@ namespace OpenSim.Region.Framework.Scenes
50 50
51 public void Add(EntityBase entity) 51 public void Add(EntityBase entity)
52 { 52 {
53 lock (m_lock) 53 m_lock.EnterWriteLock();
54 try
54 { 55 {
55 try 56 try
56 { 57 {
@@ -62,11 +63,16 @@ namespace OpenSim.Region.Framework.Scenes
62 m_log.ErrorFormat("Add Entity failed: {0}", e.Message); 63 m_log.ErrorFormat("Add Entity failed: {0}", e.Message);
63 } 64 }
64 } 65 }
66 finally
67 {
68 m_lock.ExitWriteLock();
69 }
65 } 70 }
66 71
67 public void InsertOrReplace(EntityBase entity) 72 public void InsertOrReplace(EntityBase entity)
68 { 73 {
69 lock (m_lock) 74 m_lock.EnterWriteLock();
75 try
70 { 76 {
71 try 77 try
72 { 78 {
@@ -78,15 +84,24 @@ namespace OpenSim.Region.Framework.Scenes
78 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message); 84 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message);
79 } 85 }
80 } 86 }
87 finally
88 {
89 m_lock.ExitWriteLock();
90 }
81 } 91 }
82 92
83 public void Clear() 93 public void Clear()
84 { 94 {
85 lock (m_lock) 95 m_lock.EnterWriteLock();
96 try
86 { 97 {
87 m_eb_uuid.Clear(); 98 m_eb_uuid.Clear();
88 m_eb_localID.Clear(); 99 m_eb_localID.Clear();
89 } 100 }
101 finally
102 {
103 m_lock.ExitWriteLock();
104 }
90 } 105 }
91 106
92 public int Count 107 public int Count
@@ -123,7 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
123 138
124 public bool Remove(uint localID) 139 public bool Remove(uint localID)
125 { 140 {
126 lock (m_lock) 141 m_lock.EnterWriteLock();
142 try
127 { 143 {
128 try 144 try
129 { 145 {
@@ -141,11 +157,16 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 157 return false;
142 } 158 }
143 } 159 }
160 finally
161 {
162 m_lock.ExitWriteLock();
163 }
144 } 164 }
145 165
146 public bool Remove(UUID id) 166 public bool Remove(UUID id)
147 { 167 {
148 lock (m_lock) 168 m_lock.EnterWriteLock();
169 try
149 { 170 {
150 try 171 try
151 { 172 {
@@ -163,13 +184,18 @@ namespace OpenSim.Region.Framework.Scenes
163 return false; 184 return false;
164 } 185 }
165 } 186 }
187 finally
188 {
189 m_lock.ExitWriteLock();
190 }
166 } 191 }
167 192
168 public List<EntityBase> GetAllByType<T>() 193 public List<EntityBase> GetAllByType<T>()
169 { 194 {
170 List<EntityBase> tmp = new List<EntityBase>(); 195 List<EntityBase> tmp = new List<EntityBase>();
171 196
172 lock (m_lock) 197 m_lock.EnterReadLock();
198 try
173 { 199 {
174 try 200 try
175 { 201 {
@@ -187,23 +213,33 @@ namespace OpenSim.Region.Framework.Scenes
187 tmp = null; 213 tmp = null;
188 } 214 }
189 } 215 }
216 finally
217 {
218 m_lock.ExitReadLock();
219 }
190 220
191 return tmp; 221 return tmp;
192 } 222 }
193 223
194 public List<EntityBase> GetEntities() 224 public List<EntityBase> GetEntities()
195 { 225 {
196 lock (m_lock) 226 m_lock.EnterReadLock();
227 try
197 { 228 {
198 return new List<EntityBase>(m_eb_uuid.Values); 229 return new List<EntityBase>(m_eb_uuid.Values);
199 } 230 }
231 finally
232 {
233 m_lock.ExitReadLock();
234 }
200 } 235 }
201 236
202 public EntityBase this[UUID id] 237 public EntityBase this[UUID id]
203 { 238 {
204 get 239 get
205 { 240 {
206 lock (m_lock) 241 m_lock.EnterReadLock();
242 try
207 { 243 {
208 EntityBase entity; 244 EntityBase entity;
209 if (m_eb_uuid.TryGetValue(id, out entity)) 245 if (m_eb_uuid.TryGetValue(id, out entity))
@@ -211,6 +247,10 @@ namespace OpenSim.Region.Framework.Scenes
211 else 247 else
212 return null; 248 return null;
213 } 249 }
250 finally
251 {
252 m_lock.ExitReadLock();
253 }
214 } 254 }
215 set 255 set
216 { 256 {
@@ -222,7 +262,8 @@ namespace OpenSim.Region.Framework.Scenes
222 { 262 {
223 get 263 get
224 { 264 {
225 lock (m_lock) 265 m_lock.EnterReadLock();
266 try
226 { 267 {
227 EntityBase entity; 268 EntityBase entity;
228 if (m_eb_localID.TryGetValue(localID, out entity)) 269 if (m_eb_localID.TryGetValue(localID, out entity))
@@ -230,6 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
230 else 271 else
231 return null; 272 return null;
232 } 273 }
274 finally
275 {
276 m_lock.ExitReadLock();
277 }
233 } 278 }
234 set 279 set
235 { 280 {
@@ -239,18 +284,28 @@ namespace OpenSim.Region.Framework.Scenes
239 284
240 public bool TryGetValue(UUID key, out EntityBase obj) 285 public bool TryGetValue(UUID key, out EntityBase obj)
241 { 286 {
242 lock (m_lock) 287 m_lock.EnterReadLock();
288 try
243 { 289 {
244 return m_eb_uuid.TryGetValue(key, out obj); 290 return m_eb_uuid.TryGetValue(key, out obj);
245 } 291 }
292 finally
293 {
294 m_lock.ExitReadLock();
295 }
246 } 296 }
247 297
248 public bool TryGetValue(uint key, out EntityBase obj) 298 public bool TryGetValue(uint key, out EntityBase obj)
249 { 299 {
250 lock (m_lock) 300 m_lock.EnterReadLock();
301 try
251 { 302 {
252 return m_eb_localID.TryGetValue(key, out obj); 303 return m_eb_localID.TryGetValue(key, out obj);
253 } 304 }
305 finally
306 {
307 m_lock.ExitReadLock();
308 }
254 } 309 }
255 310
256 /// <summary> 311 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 0ae3146..52e6e92 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -744,6 +748,26 @@ namespace OpenSim.Region.Framework.Scenes
744 } 748 }
745 } 749 }
746 } 750 }
751 public void TriggerTerrainUpdate()
752 {
753 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
754 if (handlerTerrainUpdate != null)
755 {
756 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
757 {
758 try
759 {
760 d();
761 }
762 catch (Exception e)
763 {
764 m_log.ErrorFormat(
765 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
766 e.Message, e.StackTrace);
767 }
768 }
769 }
770 }
747 771
748 public void TriggerTerrainTick() 772 public void TriggerTerrainTick()
749 { 773 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index de3c360..145f9ed 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -134,6 +134,7 @@ namespace OpenSim.Region.Framework.Scenes
134 134
135 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) 135 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
136 { 136 {
137 if (entity == null) return double.NaN;
137 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 138 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
138 if (presence != null) 139 if (presence != null)
139 { 140 {
@@ -144,7 +145,17 @@ namespace OpenSim.Region.Framework.Scenes
144 // Use group position for child prims 145 // Use group position for child prims
145 Vector3 entityPos = entity.AbsolutePosition; 146 Vector3 entityPos = entity.AbsolutePosition;
146 if (entity is SceneObjectPart) 147 if (entity is SceneObjectPart)
147 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 148 {
149 SceneObjectGroup group = m_scene.GetGroupByPrim(entity.LocalId);
150 if (group == null)
151 {
152 entityPos = entity.AbsolutePosition;
153 }
154 else
155 {
156 entityPos = group.AbsolutePosition;
157 }
158 }
148 else 159 else
149 entityPos = entity.AbsolutePosition; 160 entityPos = entity.AbsolutePosition;
150 161
@@ -186,9 +197,9 @@ namespace OpenSim.Region.Framework.Scenes
186 return 0.0; 197 return 0.0;
187 198
188 // Use group position for child prims 199 // Use group position for child prims
189 Vector3 entityPos = entity.AbsolutePosition; 200 Vector3 entityPos;
190 if (entity is SceneObjectPart) 201 if (entity is SceneObjectPart)
191 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 202 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
192 else 203 else
193 entityPos = entity.AbsolutePosition; 204 entityPos = entity.AbsolutePosition;
194 205
@@ -211,12 +222,19 @@ namespace OpenSim.Region.Framework.Scenes
211 222
212 if (entity is SceneObjectPart) 223 if (entity is SceneObjectPart)
213 { 224 {
214 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
215 if (physActor == null || !physActor.IsPhysical)
216 priority += 100;
217
218 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 225 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
226 {
219 priority = 1.0; 227 priority = 1.0;
228 }
229 else
230 {
231 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
232 if (physActor == null || !physActor.IsPhysical)
233 priority += 100;
234 }
235
236 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
237 priority +=1;
220 } 238 }
221 return priority; 239 return priority;
222 } 240 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 4d84018..ab18c93 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -94,6 +94,22 @@ namespace OpenSim.Region.Framework.Scenes
94 94
95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item) 95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item)
96 { 96 {
97 InventoryFolderBase folder;
98
99 if (item.Folder == UUID.Zero)
100 {
101 folder = InventoryService.GetFolderForType(AgentID, (AssetType)item.AssetType);
102 if (folder == null)
103 {
104 folder = InventoryService.GetRootFolder(AgentID);
105
106 if (folder == null)
107 return;
108 }
109
110 item.Folder = folder.ID;
111 }
112
97 if (InventoryService.AddItem(item)) 113 if (InventoryService.AddItem(item))
98 { 114 {
99 int userlevel = 0; 115 int userlevel = 0;
@@ -214,8 +230,7 @@ namespace OpenSim.Region.Framework.Scenes
214 { 230 {
215 // Needs to determine which engine was running it and use that 231 // Needs to determine which engine was running it and use that
216 // 232 //
217 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 233 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
218 errors = part.Inventory.GetScriptErrors(item.ItemID);
219 } 234 }
220 else 235 else
221 { 236 {
@@ -633,6 +648,8 @@ namespace OpenSim.Region.Framework.Scenes
633 return; 648 return;
634 } 649 }
635 650
651 if (newName == null) newName = item.Name;
652
636 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 653 AssetBase asset = AssetService.Get(item.AssetID.ToString());
637 654
638 if (asset != null) 655 if (asset != null)
@@ -680,6 +697,24 @@ namespace OpenSim.Region.Framework.Scenes
680 } 697 }
681 698
682 /// <summary> 699 /// <summary>
700 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
701 /// </summary>
702 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
703 {
704 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
705 foreach (InventoryItemBase b in items)
706 {
707 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
708 InventoryItemBase n = InventoryService.GetItem(b);
709 n.Folder = destfolder;
710 moveitems.Add(n);
711 remoteClient.SendInventoryItemCreateUpdate(n, 0);
712 }
713
714 MoveInventoryItem(remoteClient, moveitems);
715 }
716
717 /// <summary>
683 /// Move an item within the agent's inventory. 718 /// Move an item within the agent's inventory.
684 /// </summary> 719 /// </summary>
685 /// <param name="remoteClient"></param> 720 /// <param name="remoteClient"></param>
@@ -914,8 +949,12 @@ namespace OpenSim.Region.Framework.Scenes
914 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 949 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
915 { 950 {
916 SceneObjectPart part = GetSceneObjectPart(localID); 951 SceneObjectPart part = GetSceneObjectPart(localID);
917 SceneObjectGroup group = part.ParentGroup; 952 SceneObjectGroup group = null;
918 if (group != null) 953 if (part != null)
954 {
955 group = part.ParentGroup;
956 }
957 if (part != null && group != null)
919 { 958 {
920 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 959 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
921 return; 960 return;
@@ -1490,7 +1529,7 @@ namespace OpenSim.Region.Framework.Scenes
1490 return; 1529 return;
1491 1530
1492 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1531 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1493 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1532 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1494 remoteClient.AgentId); 1533 remoteClient.AgentId);
1495 AssetService.Store(asset); 1534 AssetService.Store(asset);
1496 1535
@@ -1685,11 +1724,19 @@ namespace OpenSim.Region.Framework.Scenes
1685 // Invalid id 1724 // Invalid id
1686 SceneObjectPart part = GetSceneObjectPart(localID); 1725 SceneObjectPart part = GetSceneObjectPart(localID);
1687 if (part == null) 1726 if (part == null)
1727 {
1728 //Client still thinks the object exists, kill it
1729 SendKillObject(localID);
1688 continue; 1730 continue;
1731 }
1689 1732
1690 // Already deleted by someone else 1733 // Already deleted by someone else
1691 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1734 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1735 {
1736 //Client still thinks the object exists, kill it
1737 SendKillObject(localID);
1692 continue; 1738 continue;
1739 }
1693 1740
1694 // Can't delete child prims 1741 // Can't delete child prims
1695 if (part != part.ParentGroup.RootPart) 1742 if (part != part.ParentGroup.RootPart)
@@ -1716,15 +1763,21 @@ namespace OpenSim.Region.Framework.Scenes
1716 } 1763 }
1717 else 1764 else
1718 { 1765 {
1719 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1766 if (action == DeRezAction.TakeCopy)
1767 {
1768 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1769 permissionToTakeCopy = false;
1770 }
1771 else
1772 {
1720 permissionToTakeCopy = false; 1773 permissionToTakeCopy = false;
1774 }
1721 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1775 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1722 permissionToTake = false; 1776 permissionToTake = false;
1723 1777
1724 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1778 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1725 permissionToDelete = false; 1779 permissionToDelete = false;
1726 } 1780 }
1727
1728 } 1781 }
1729 1782
1730 // Handle god perms 1783 // Handle god perms
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 18705a8..73472a9 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -137,6 +137,7 @@ namespace OpenSim.Region.Framework.Scenes
137 protected SceneCommunicationService m_sceneGridService; 137 protected SceneCommunicationService m_sceneGridService;
138 public bool LoginsDisabled = true; 138 public bool LoginsDisabled = true;
139 public bool LoadingPrims = false; 139 public bool LoadingPrims = false;
140 public bool CombineRegions = false;
140 141
141 public new float TimeDilation 142 public new float TimeDilation
142 { 143 {
@@ -150,6 +151,20 @@ namespace OpenSim.Region.Framework.Scenes
150 151
151 public IXfer XferManager; 152 public IXfer XferManager;
152 153
154 protected ISnmpModule m_snmpService = null;
155 public ISnmpModule SnmpService
156 {
157 get
158 {
159 if (m_snmpService == null)
160 {
161 m_snmpService = RequestModuleInterface<ISnmpModule>();
162 }
163
164 return m_snmpService;
165 }
166 }
167
153 protected IAssetService m_AssetService; 168 protected IAssetService m_AssetService;
154 protected IAuthorizationService m_AuthorizationService; 169 protected IAuthorizationService m_AuthorizationService;
155 170
@@ -541,6 +556,8 @@ namespace OpenSim.Region.Framework.Scenes
541 556
542 // Load region settings 557 // Load region settings
543 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 558 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
559 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
560
544 if (m_storageManager.EstateDataStore != null) 561 if (m_storageManager.EstateDataStore != null)
545 { 562 {
546 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false); 563 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -603,9 +620,10 @@ namespace OpenSim.Region.Framework.Scenes
603 //Animation states 620 //Animation states
604 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 621 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
605 // TODO: Change default to true once the feature is supported 622 // TODO: Change default to true once the feature is supported
606 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 623 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
607
608 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 624 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
625
626 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
609 if (RegionInfo.NonphysPrimMax > 0) 627 if (RegionInfo.NonphysPrimMax > 0)
610 { 628 {
611 m_maxNonphys = RegionInfo.NonphysPrimMax; 629 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -646,6 +664,7 @@ namespace OpenSim.Region.Framework.Scenes
646 } 664 }
647 665
648 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 666 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
667 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
649 } 668 }
650 catch 669 catch
651 { 670 {
@@ -886,6 +905,15 @@ namespace OpenSim.Region.Framework.Scenes
886 /// <param name="seconds">float indicating duration before restart.</param> 905 /// <param name="seconds">float indicating duration before restart.</param>
887 public virtual void Restart(float seconds) 906 public virtual void Restart(float seconds)
888 { 907 {
908 Restart(seconds, true);
909 }
910
911 /// <summary>
912 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
913 /// </summary>
914 /// <param name="seconds">float indicating duration before restart.</param>
915 public virtual void Restart(float seconds, bool showDialog)
916 {
889 // notifications are done in 15 second increments 917 // notifications are done in 15 second increments
890 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 918 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
891 // It's a 'Cancel restart' request. 919 // It's a 'Cancel restart' request.
@@ -906,8 +934,11 @@ namespace OpenSim.Region.Framework.Scenes
906 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 934 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
907 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 935 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
908 m_restartTimer.Start(); 936 m_restartTimer.Start();
909 m_dialogModule.SendNotificationToUsersInRegion( 937 if (showDialog)
938 {
939 m_dialogModule.SendNotificationToUsersInRegion(
910 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 940 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
941 }
911 } 942 }
912 } 943 }
913 944
@@ -1265,16 +1296,16 @@ namespace OpenSim.Region.Framework.Scenes
1265 // Check if any objects have reached their targets 1296 // Check if any objects have reached their targets
1266 CheckAtTargets(); 1297 CheckAtTargets();
1267 1298
1268 // Update SceneObjectGroups that have scheduled themselves for updates
1269 // Objects queue their updates onto all scene presences
1270 if (m_frame % m_update_objects == 0)
1271 m_sceneGraph.UpdateObjectGroups();
1272
1273 // Run through all ScenePresences looking for updates 1299 // Run through all ScenePresences looking for updates
1274 // Presence updates and queued object updates for each presence are sent to clients 1300 // Presence updates and queued object updates for each presence are sent to clients
1275 if (m_frame % m_update_presences == 0) 1301 if (m_frame % m_update_presences == 0)
1276 m_sceneGraph.UpdatePresences(); 1302 m_sceneGraph.UpdatePresences();
1277 1303
1304 // Update SceneObjectGroups that have scheduled themselves for updates
1305 // Objects queue their updates onto all scene presences
1306 if (m_frame % m_update_objects == 0)
1307 m_sceneGraph.UpdateObjectGroups();
1308
1278 if (m_frame % m_update_coarse_locations == 0) 1309 if (m_frame % m_update_coarse_locations == 0)
1279 { 1310 {
1280 List<Vector3> coarseLocations; 1311 List<Vector3> coarseLocations;
@@ -1603,6 +1634,7 @@ namespace OpenSim.Region.Framework.Scenes
1603 public void StoreWindlightProfile(RegionLightShareData wl) 1634 public void StoreWindlightProfile(RegionLightShareData wl)
1604 { 1635 {
1605 m_regInfo.WindlightSettings = wl; 1636 m_regInfo.WindlightSettings = wl;
1637 wl.Save();
1606 m_storageManager.DataStore.StoreRegionWindlightSettings(wl); 1638 m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
1607 m_eventManager.TriggerOnSaveNewWindlightProfile(); 1639 m_eventManager.TriggerOnSaveNewWindlightProfile();
1608 } 1640 }
@@ -1758,14 +1790,24 @@ namespace OpenSim.Region.Framework.Scenes
1758 /// <returns></returns> 1790 /// <returns></returns>
1759 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1791 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1760 { 1792 {
1793
1794 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1795 Vector3 wpos = Vector3.Zero;
1796 // Check for water surface intersection from above
1797 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1798 {
1799 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1800 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1801 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1802 wpos.Z = wheight;
1803 }
1804
1761 Vector3 pos = Vector3.Zero; 1805 Vector3 pos = Vector3.Zero;
1762 if (RayEndIsIntersection == (byte)1) 1806 if (RayEndIsIntersection == (byte)1)
1763 { 1807 {
1764 pos = RayEnd; 1808 pos = RayEnd;
1765 return pos;
1766 } 1809 }
1767 1810 else if (RayTargetID != UUID.Zero)
1768 if (RayTargetID != UUID.Zero)
1769 { 1811 {
1770 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1812 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1771 1813
@@ -1787,7 +1829,7 @@ namespace OpenSim.Region.Framework.Scenes
1787 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1829 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1788 1830
1789 // Un-comment out the following line to Get Raytrace results printed to the console. 1831 // Un-comment out the following line to Get Raytrace results printed to the console.
1790 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1832 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1791 float ScaleOffset = 0.5f; 1833 float ScaleOffset = 0.5f;
1792 1834
1793 // If we hit something 1835 // If we hit something
@@ -1810,13 +1852,10 @@ namespace OpenSim.Region.Framework.Scenes
1810 //pos.Z -= 0.25F; 1852 //pos.Z -= 0.25F;
1811 1853
1812 } 1854 }
1813
1814 return pos;
1815 } 1855 }
1816 else 1856 else
1817 { 1857 {
1818 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1858 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1819
1820 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1859 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1821 1860
1822 // Un-comment the following line to print the raytrace results to the console. 1861 // Un-comment the following line to print the raytrace results to the console.
@@ -1825,13 +1864,12 @@ namespace OpenSim.Region.Framework.Scenes
1825 if (ei.HitTF) 1864 if (ei.HitTF)
1826 { 1865 {
1827 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1866 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1828 } else 1867 }
1868 else
1829 { 1869 {
1830 // fall back to our stupid functionality 1870 // fall back to our stupid functionality
1831 pos = RayEnd; 1871 pos = RayEnd;
1832 } 1872 }
1833
1834 return pos;
1835 } 1873 }
1836 } 1874 }
1837 else 1875 else
@@ -1842,8 +1880,12 @@ namespace OpenSim.Region.Framework.Scenes
1842 //increase height so its above the ground. 1880 //increase height so its above the ground.
1843 //should be getting the normal of the ground at the rez point and using that? 1881 //should be getting the normal of the ground at the rez point and using that?
1844 pos.Z += scale.Z / 2f; 1882 pos.Z += scale.Z / 2f;
1845 return pos; 1883// return pos;
1846 } 1884 }
1885
1886 // check against posible water intercept
1887 if (wpos.Z > pos.Z) pos = wpos;
1888 return pos;
1847 } 1889 }
1848 1890
1849 1891
@@ -1976,13 +2018,22 @@ namespace OpenSim.Region.Framework.Scenes
1976 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 2018 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
1977 { 2019 {
1978 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates); 2020 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates);
1979 } 2021 }
1980 2022
1981 /// <summary> 2023 /// <summary>
1982 /// Delete every object from the scene. This does not include attachments worn by avatars. 2024 /// Delete every object from the scene. This does not include attachments worn by avatars.
1983 /// </summary> 2025 /// </summary>
1984 public void DeleteAllSceneObjects() 2026 public void DeleteAllSceneObjects()
1985 { 2027 {
2028 DeleteAllSceneObjects(false);
2029 }
2030
2031 /// <summary>
2032 /// Delete every object from the scene. This does not include attachments worn by avatars.
2033 /// </summary>
2034 public void DeleteAllSceneObjects(bool exceptNoCopy)
2035 {
2036 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
1986 lock (Entities) 2037 lock (Entities)
1987 { 2038 {
1988 ICollection<EntityBase> entities = new List<EntityBase>(Entities); 2039 ICollection<EntityBase> entities = new List<EntityBase>(Entities);
@@ -1992,11 +2043,24 @@ namespace OpenSim.Region.Framework.Scenes
1992 if (e is SceneObjectGroup) 2043 if (e is SceneObjectGroup)
1993 { 2044 {
1994 SceneObjectGroup sog = (SceneObjectGroup)e; 2045 SceneObjectGroup sog = (SceneObjectGroup)e;
1995 if (!sog.IsAttachment) 2046 if (sog != null && !sog.IsAttachment)
1996 DeleteSceneObject((SceneObjectGroup)e, false); 2047 {
2048 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2049 {
2050 DeleteSceneObject((SceneObjectGroup)e, false);
2051 }
2052 else
2053 {
2054 toReturn.Add((SceneObjectGroup)e);
2055 }
2056 }
1997 } 2057 }
1998 } 2058 }
1999 } 2059 }
2060 if (toReturn.Count > 0)
2061 {
2062 returnObjects(toReturn.ToArray(), UUID.Zero);
2063 }
2000 } 2064 }
2001 2065
2002 /// <summary> 2066 /// <summary>
@@ -2364,6 +2428,12 @@ namespace OpenSim.Region.Framework.Scenes
2364 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2428 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2365 public bool AddSceneObject(SceneObjectGroup sceneObject) 2429 public bool AddSceneObject(SceneObjectGroup sceneObject)
2366 { 2430 {
2431 if (sceneObject.OwnerID == UUID.Zero)
2432 {
2433 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2434 return false;
2435 }
2436
2367 // If the user is banned, we won't let any of their objects 2437 // If the user is banned, we won't let any of their objects
2368 // enter. Period. 2438 // enter. Period.
2369 // 2439 //
@@ -2413,15 +2483,27 @@ namespace OpenSim.Region.Framework.Scenes
2413 if (AttachmentsModule != null) 2483 if (AttachmentsModule != null)
2414 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2484 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2415 2485
2486 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2416 } 2487 }
2417 else 2488 else
2418 { 2489 {
2490 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2419 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2491 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2420 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2492 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2421 } 2493 }
2494 if (sceneObject.OwnerID == UUID.Zero)
2495 {
2496 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2497 return false;
2498 }
2422 } 2499 }
2423 else 2500 else
2424 { 2501 {
2502 if (sceneObject.OwnerID == UUID.Zero)
2503 {
2504 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2505 return false;
2506 }
2425 AddRestoredSceneObject(sceneObject, true, false); 2507 AddRestoredSceneObject(sceneObject, true, false);
2426 2508
2427 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2509 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2694,6 +2776,7 @@ namespace OpenSim.Region.Framework.Scenes
2694 client.OnFetchInventory += HandleFetchInventory; 2776 client.OnFetchInventory += HandleFetchInventory;
2695 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2777 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2696 client.OnCopyInventoryItem += CopyInventoryItem; 2778 client.OnCopyInventoryItem += CopyInventoryItem;
2779 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2697 client.OnMoveInventoryItem += MoveInventoryItem; 2780 client.OnMoveInventoryItem += MoveInventoryItem;
2698 client.OnRemoveInventoryItem += RemoveInventoryItem; 2781 client.OnRemoveInventoryItem += RemoveInventoryItem;
2699 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2782 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2979,6 +3062,16 @@ namespace OpenSim.Region.Framework.Scenes
2979 /// <param name="flags"></param> 3062 /// <param name="flags"></param>
2980 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3063 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
2981 { 3064 {
3065 //Add half the avatar's height so that the user doesn't fall through prims
3066 ScenePresence presence;
3067 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3068 {
3069 if (presence.Appearance != null)
3070 {
3071 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3072 }
3073 }
3074
2982 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3075 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
2983 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3076 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
2984 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3077 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3073,7 +3166,9 @@ namespace OpenSim.Region.Framework.Scenes
3073 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3166 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3074 3167
3075 } 3168 }
3169 m_log.Debug("[Scene] Beginning ClientClosed");
3076 m_eventManager.TriggerClientClosed(agentID, this); 3170 m_eventManager.TriggerClientClosed(agentID, this);
3171 m_log.Debug("[Scene] Finished ClientClosed");
3077 } 3172 }
3078 catch (NullReferenceException) 3173 catch (NullReferenceException)
3079 { 3174 {
@@ -3081,7 +3176,9 @@ namespace OpenSim.Region.Framework.Scenes
3081 // Avatar is already disposed :/ 3176 // Avatar is already disposed :/
3082 } 3177 }
3083 3178
3179 m_log.Debug("[Scene] Beginning OnRemovePresence");
3084 m_eventManager.TriggerOnRemovePresence(agentID); 3180 m_eventManager.TriggerOnRemovePresence(agentID);
3181 m_log.Debug("[Scene] Finished OnRemovePresence");
3085 ForEachClient( 3182 ForEachClient(
3086 delegate(IClientAPI client) 3183 delegate(IClientAPI client)
3087 { 3184 {
@@ -3097,8 +3194,11 @@ namespace OpenSim.Region.Framework.Scenes
3097 } 3194 }
3098 3195
3099 // Remove the avatar from the scene 3196 // Remove the avatar from the scene
3197 m_log.Debug("[Scene] Begin RemoveScenePresence");
3100 m_sceneGraph.RemoveScenePresence(agentID); 3198 m_sceneGraph.RemoveScenePresence(agentID);
3199 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3101 m_clientManager.Remove(agentID); 3200 m_clientManager.Remove(agentID);
3201 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3102 3202
3103 try 3203 try
3104 { 3204 {
@@ -3112,9 +3212,9 @@ namespace OpenSim.Region.Framework.Scenes
3112 { 3212 {
3113 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3213 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3114 } 3214 }
3115 3215 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3116 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3216 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3117 3217 m_log.Debug("[Scene] The avatar has left the building");
3118 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3218 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3119 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3219 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3120 } 3220 }
@@ -3253,6 +3353,7 @@ namespace OpenSim.Region.Framework.Scenes
3253 { 3353 {
3254 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3354 if (land != null && !TestLandRestrictions(agent, land, out reason))
3255 { 3355 {
3356 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3256 return false; 3357 return false;
3257 } 3358 }
3258 } 3359 }
@@ -3366,6 +3467,8 @@ namespace OpenSim.Region.Framework.Scenes
3366 } 3467 }
3367 } 3468 }
3368 // Honor parcel landing type and position. 3469 // Honor parcel landing type and position.
3470 /*
3471 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3369 if (land != null) 3472 if (land != null)
3370 { 3473 {
3371 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3474 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3373,6 +3476,7 @@ namespace OpenSim.Region.Framework.Scenes
3373 agent.startpos = land.LandData.UserLocation; 3476 agent.startpos = land.LandData.UserLocation;
3374 } 3477 }
3375 } 3478 }
3479 */// This is now handled properly in ScenePresence.MakeRootAgent
3376 } 3480 }
3377 3481
3378 return true; 3482 return true;
@@ -3735,12 +3839,22 @@ namespace OpenSim.Region.Framework.Scenes
3735 return false; 3839 return false;
3736 } 3840 }
3737 3841
3842 public bool IncomingCloseAgent(UUID agentID)
3843 {
3844 return IncomingCloseAgent(agentID, false);
3845 }
3846
3847 public bool IncomingCloseChildAgent(UUID agentID)
3848 {
3849 return IncomingCloseAgent(agentID, true);
3850 }
3851
3738 /// <summary> 3852 /// <summary>
3739 /// Tell a single agent to disconnect from the region. 3853 /// Tell a single agent to disconnect from the region.
3740 /// </summary> 3854 /// </summary>
3741 /// <param name="regionHandle"></param>
3742 /// <param name="agentID"></param> 3855 /// <param name="agentID"></param>
3743 public bool IncomingCloseAgent(UUID agentID) 3856 /// <param name="childOnly"></param>
3857 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3744 { 3858 {
3745 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3859 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3746 3860
@@ -3752,7 +3866,7 @@ namespace OpenSim.Region.Framework.Scenes
3752 { 3866 {
3753 m_sceneGraph.removeUserCount(false); 3867 m_sceneGraph.removeUserCount(false);
3754 } 3868 }
3755 else 3869 else if (!childOnly)
3756 { 3870 {
3757 m_sceneGraph.removeUserCount(true); 3871 m_sceneGraph.removeUserCount(true);
3758 } 3872 }
@@ -3768,9 +3882,12 @@ namespace OpenSim.Region.Framework.Scenes
3768 } 3882 }
3769 else 3883 else
3770 presence.ControllingClient.SendShutdownConnectionNotice(); 3884 presence.ControllingClient.SendShutdownConnectionNotice();
3885 presence.ControllingClient.Close(false);
3886 }
3887 else if (!childOnly)
3888 {
3889 presence.ControllingClient.Close(true);
3771 } 3890 }
3772
3773 presence.ControllingClient.Close();
3774 return true; 3891 return true;
3775 } 3892 }
3776 3893
@@ -4879,4 +4996,4 @@ namespace OpenSim.Region.Framework.Scenes
4879 return offsets.ToArray(); 4996 return offsets.ToArray();
4880 } 4997 }
4881 } 4998 }
4882} \ No newline at end of file 4999}
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index c675322..59e4037 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -168,7 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
168 168
169 if (neighbour != null) 169 if (neighbour != null)
170 { 170 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 171 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
172 m_scene.EventManager.TriggerOnRegionUp(neighbour); 172 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 173 }
174 else 174 else
@@ -183,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 184
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
186 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 186 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 187 foreach (GridRegion n in neighbours)
188 { 188 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -267,14 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle) 267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
268 { 268 {
269 269
270 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 270 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
271 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 271 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
272 272
273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
274 uint x = 0, y = 0; 274 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 275 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 277 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 278 }
279 279
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 280 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 293 d);
294 } 294 }
295 } 295 }
296 296
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 298 {
299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 9f38a99..94ec534 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -128,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
128 137
129 protected internal void Close() 138 protected internal void Close()
130 { 139 {
131 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
132 { 142 {
133 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
134 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
135 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
136 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
137 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
138 152
139 lock (m_dictionary_lock) 153 lock (m_dictionary_lock)
140 { 154 {
@@ -214,27 +228,8 @@ namespace OpenSim.Region.Framework.Scenes
214 if (sp.IsChildAgent) 228 if (sp.IsChildAgent)
215 return; 229 return;
216 230
217 if (sp.ParentID != 0) 231 coarseLocations.Add(sp.AbsolutePosition);
218 { 232 avatarUUIDs.Add(sp.UUID);
219 // sitting avatar
220 SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
221 if (sop != null)
222 {
223 coarseLocations.Add(sop.AbsolutePosition + sp.AbsolutePosition);
224 avatarUUIDs.Add(sp.UUID);
225 }
226 else
227 {
228 // we can't find the parent.. ! arg!
229 coarseLocations.Add(sp.AbsolutePosition);
230 avatarUUIDs.Add(sp.UUID);
231 }
232 }
233 else
234 {
235 coarseLocations.Add(sp.AbsolutePosition);
236 avatarUUIDs.Add(sp.UUID);
237 }
238 } 233 }
239 } 234 }
240 235
@@ -264,6 +259,33 @@ namespace OpenSim.Region.Framework.Scenes
264 protected internal bool AddRestoredSceneObject( 259 protected internal bool AddRestoredSceneObject(
265 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 260 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
266 { 261 {
262 if (!m_parentScene.CombineRegions)
263 {
264 // KF: Check for out-of-region, move inside and make static.
265 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
266 sceneObject.RootPart.GroupPosition.Y,
267 sceneObject.RootPart.GroupPosition.Z);
268 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 ||
269 npos.X > Constants.RegionSize ||
270 npos.Y > Constants.RegionSize))
271 {
272 if (npos.X < 0.0) npos.X = 1.0f;
273 if (npos.Y < 0.0) npos.Y = 1.0f;
274 if (npos.Z < 0.0) npos.Z = 0.0f;
275 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
276 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
277
278 foreach (SceneObjectPart part in sceneObject.Children.Values)
279 {
280 part.GroupPosition = npos;
281 }
282 sceneObject.RootPart.Velocity = Vector3.Zero;
283 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
284 sceneObject.RootPart.Acceleration = Vector3.Zero;
285 sceneObject.RootPart.Velocity = Vector3.Zero;
286 }
287 }
288
267 if (!alreadyPersisted) 289 if (!alreadyPersisted)
268 { 290 {
269 sceneObject.ForceInventoryPersistence(); 291 sceneObject.ForceInventoryPersistence();
@@ -354,10 +376,14 @@ namespace OpenSim.Region.Framework.Scenes
354 m_numPrim += sceneObject.Children.Count; 376 m_numPrim += sceneObject.Children.Count;
355 377
356 if (attachToBackup) 378 if (attachToBackup)
379 {
357 sceneObject.AttachToBackup(); 380 sceneObject.AttachToBackup();
381 }
358 382
359 if (OnObjectCreate != null) 383 if (OnObjectCreate != null)
384 {
360 OnObjectCreate(sceneObject); 385 OnObjectCreate(sceneObject);
386 }
361 387
362 lock (m_dictionary_lock) 388 lock (m_dictionary_lock)
363 { 389 {
@@ -424,6 +450,30 @@ namespace OpenSim.Region.Framework.Scenes
424 } 450 }
425 } 451 }
426 452
453 public void FireAttachToBackup(SceneObjectGroup obj)
454 {
455 if (OnAttachToBackup != null)
456 {
457 OnAttachToBackup(obj);
458 }
459 }
460
461 public void FireDetachFromBackup(SceneObjectGroup obj)
462 {
463 if (OnDetachFromBackup != null)
464 {
465 OnDetachFromBackup(obj);
466 }
467 }
468
469 public void FireChangeBackup(SceneObjectGroup obj)
470 {
471 if (OnChangeBackup != null)
472 {
473 OnChangeBackup(obj);
474 }
475 }
476
427 /// <summary> 477 /// <summary>
428 /// Process all pending updates 478 /// Process all pending updates
429 /// </summary> 479 /// </summary>
@@ -560,7 +610,8 @@ namespace OpenSim.Region.Framework.Scenes
560 610
561 Entities[presence.UUID] = presence; 611 Entities[presence.UUID] = presence;
562 612
563 lock (m_presenceLock) 613 m_scenePresencesLock.EnterWriteLock();
614 try
564 { 615 {
565 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 616 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
566 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 617 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -584,6 +635,10 @@ namespace OpenSim.Region.Framework.Scenes
584 m_scenePresenceMap = newmap; 635 m_scenePresenceMap = newmap;
585 m_scenePresenceArray = newlist; 636 m_scenePresenceArray = newlist;
586 } 637 }
638 finally
639 {
640 m_scenePresencesLock.ExitWriteLock();
641 }
587 } 642 }
588 643
589 /// <summary> 644 /// <summary>
@@ -598,7 +653,8 @@ namespace OpenSim.Region.Framework.Scenes
598 agentID); 653 agentID);
599 } 654 }
600 655
601 lock (m_presenceLock) 656 m_scenePresencesLock.EnterWriteLock();
657 try
602 { 658 {
603 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 659 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
604 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 660 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -620,6 +676,10 @@ namespace OpenSim.Region.Framework.Scenes
620 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 676 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
621 } 677 }
622 } 678 }
679 finally
680 {
681 m_scenePresencesLock.ExitWriteLock();
682 }
623 } 683 }
624 684
625 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 685 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1497,10 +1557,13 @@ namespace OpenSim.Region.Framework.Scenes
1497 /// <param name="childPrims"></param> 1557 /// <param name="childPrims"></param>
1498 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1558 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1499 { 1559 {
1560 SceneObjectGroup parentGroup = root.ParentGroup;
1561 if (parentGroup == null) return;
1500 Monitor.Enter(m_updateLock); 1562 Monitor.Enter(m_updateLock);
1563
1501 try 1564 try
1502 { 1565 {
1503 SceneObjectGroup parentGroup = root.ParentGroup; 1566 parentGroup.areUpdatesSuspended = true;
1504 1567
1505 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1568 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1506 if (parentGroup != null) 1569 if (parentGroup != null)
@@ -1539,12 +1602,12 @@ namespace OpenSim.Region.Framework.Scenes
1539 // occur on link to invoke this elsewhere (such as object selection) 1602 // occur on link to invoke this elsewhere (such as object selection)
1540 parentGroup.RootPart.CreateSelected = true; 1603 parentGroup.RootPart.CreateSelected = true;
1541 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1604 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1542 parentGroup.HasGroupChanged = true;
1543 parentGroup.ScheduleGroupForFullUpdate();
1544
1545 } 1605 }
1546 finally 1606 finally
1547 { 1607 {
1608 parentGroup.areUpdatesSuspended = false;
1609 parentGroup.HasGroupChanged = true;
1610 parentGroup.ScheduleGroupForFullUpdate();
1548 Monitor.Exit(m_updateLock); 1611 Monitor.Exit(m_updateLock);
1549 } 1612 }
1550 } 1613 }
@@ -1581,11 +1644,22 @@ namespace OpenSim.Region.Framework.Scenes
1581 } 1644 }
1582 } 1645 }
1583 1646
1584 foreach (SceneObjectPart child in childParts) 1647 if (childParts.Count > 0)
1585 { 1648 {
1586 // Unlink all child parts from their groups 1649 try
1587 // 1650 {
1588 child.ParentGroup.DelinkFromGroup(child, true); 1651 childParts[0].ParentGroup.areUpdatesSuspended = true;
1652 foreach (SceneObjectPart child in childParts)
1653 {
1654 // Unlink all child parts from their groups
1655 //
1656 child.ParentGroup.DelinkFromGroup(child, true);
1657 }
1658 }
1659 finally
1660 {
1661 childParts[0].ParentGroup.areUpdatesSuspended = false;
1662 }
1589 } 1663 }
1590 1664
1591 foreach (SceneObjectPart root in rootParts) 1665 foreach (SceneObjectPart root in rootParts)
@@ -1609,10 +1683,21 @@ namespace OpenSim.Region.Framework.Scenes
1609 if (numChildren > 1) 1683 if (numChildren > 1)
1610 sendEventsToRemainder = false; 1684 sendEventsToRemainder = false;
1611 1685
1612 foreach (SceneObjectPart p in newSet) 1686 if (newSet.Count > 0)
1613 { 1687 {
1614 if (p != group.RootPart) 1688 try
1615 group.DelinkFromGroup(p, sendEventsToRemainder); 1689 {
1690 newSet[0].ParentGroup.areUpdatesSuspended = true;
1691 foreach (SceneObjectPart p in newSet)
1692 {
1693 if (p != group.RootPart)
1694 group.DelinkFromGroup(p, sendEventsToRemainder);
1695 }
1696 }
1697 finally
1698 {
1699 newSet[0].ParentGroup.areUpdatesSuspended = false;
1700 }
1616 } 1701 }
1617 1702
1618 // If there is more than one prim remaining, we 1703 // If there is more than one prim remaining, we
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 9a01a28..abb4de6 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 117f869..9b66fad 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -29,6 +29,7 @@ using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Threading; 33using System.Threading;
33using System.Xml; 34using System.Xml;
34using System.Xml.Serialization; 35using System.Xml.Serialization;
@@ -104,8 +105,113 @@ namespace OpenSim.Region.Framework.Scenes
104 /// since the group's last persistent backup 105 /// since the group's last persistent backup
105 /// </summary> 106 /// </summary>
106 private bool m_hasGroupChanged = false; 107 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 108 private long timeFirstChanged = 0;
108 private long timeLastChanged; 109 private long timeLastChanged = 0;
110 private long m_maxPersistTime = 0;
111 private long m_minPersistTime = 0;
112 private Random m_rand;
113 private bool m_suspendUpdates;
114 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
132
133 public void lockPartsForRead(bool locked)
134 {
135 if (locked)
136 {
137 if (m_partsLock.RecursiveReadCount > 0)
138 {
139 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
140 try
141 {
142 StackTrace stackTrace = new StackTrace(); // get call stack
143 StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
144
145 // write call stack method names
146 foreach (StackFrame stackFrame in stackFrames)
147 {
148 m_log.Error("[SceneObjectGroup.m_parts] "+(stackFrame.GetMethod().Name)); // write method name
149 }
150
151 m_partsLock.ExitReadLock();
152 }
153 catch { } // Ignore errors, to allow resync
154 }
155 if (m_partsLock.RecursiveWriteCount > 0)
156 {
157 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested (write lock exists on this thread). This should not happen and means something needs to be fixed.");
158 try
159 {
160 m_partsLock.ExitWriteLock();
161 }
162 catch { }
163
164 }
165
166 while (!m_partsLock.TryEnterReadLock(60000))
167 {
168 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
169 if (m_partsLock.IsWriteLockHeld)
170 {
171 m_partsLock = new System.Threading.ReaderWriterLockSlim();
172 }
173 }
174 }
175 else
176 {
177 if (m_partsLock.RecursiveReadCount > 0)
178 {
179 m_partsLock.ExitReadLock();
180 }
181 }
182 }
183 public void lockPartsForWrite(bool locked)
184 {
185 if (locked)
186 {
187 if (m_partsLock.RecursiveReadCount > 0)
188 {
189 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
190 m_partsLock.ExitReadLock();
191 }
192 if (m_partsLock.RecursiveWriteCount > 0)
193 {
194 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
195 m_partsLock.ExitWriteLock();
196 }
197
198 while (!m_partsLock.TryEnterWriteLock(60000))
199 {
200 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
201 if (m_partsLock.IsWriteLockHeld)
202 {
203 m_partsLock = new System.Threading.ReaderWriterLockSlim();
204 }
205 }
206 }
207 else
208 {
209 if (m_partsLock.RecursiveWriteCount > 0)
210 {
211 m_partsLock.ExitWriteLock();
212 }
213 }
214 }
109 215
110 public bool HasGroupChanged 216 public bool HasGroupChanged
111 { 217 {
@@ -113,9 +219,39 @@ namespace OpenSim.Region.Framework.Scenes
113 { 219 {
114 if (value) 220 if (value)
115 { 221 {
222 if (m_isBackedUp)
223 {
224 m_scene.SceneGraph.FireChangeBackup(this);
225 }
116 timeLastChanged = DateTime.Now.Ticks; 226 timeLastChanged = DateTime.Now.Ticks;
117 if (!m_hasGroupChanged) 227 if (!m_hasGroupChanged)
118 timeFirstChanged = DateTime.Now.Ticks; 228 timeFirstChanged = DateTime.Now.Ticks;
229 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
230 {
231 if (m_rand == null)
232 {
233 byte[] val = new byte[16];
234 m_rootPart.UUID.ToBytes(val, 0);
235 m_rand = new Random(BitConverter.ToInt32(val, 0));
236 }
237
238 if (m_scene.GetRootAgentCount() == 0)
239 {
240 //If the region is empty, this change has been made by an automated process
241 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
242
243 float factor = 1.5f + (float)(m_rand.NextDouble());
244 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
245 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
246 }
247 else
248 {
249 //If the region is not empty, we want to obey the minimum and maximum persist times
250 //but add a random factor so we stagger the object persistance a little
251 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
252 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
253 }
254 }
119 } 255 }
120 m_hasGroupChanged = value; 256 m_hasGroupChanged = value;
121 } 257 }
@@ -131,8 +267,19 @@ namespace OpenSim.Region.Framework.Scenes
131 return false; 267 return false;
132 if (m_scene.ShuttingDown) 268 if (m_scene.ShuttingDown)
133 return true; 269 return true;
270
271 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
272 {
273 m_maxPersistTime = m_scene.m_persistAfter;
274 m_minPersistTime = m_scene.m_dontPersistBefore;
275 }
276
134 long currentTime = DateTime.Now.Ticks; 277 long currentTime = DateTime.Now.Ticks;
135 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 278
279 if (timeLastChanged == 0) timeLastChanged = currentTime;
280 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
281
282 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
136 return true; 283 return true;
137 return false; 284 return false;
138 } 285 }
@@ -181,7 +328,7 @@ namespace OpenSim.Region.Framework.Scenes
181 328
182 private bool m_scriptListens_atRotTarget = false; 329 private bool m_scriptListens_atRotTarget = false;
183 private bool m_scriptListens_notAtRotTarget = false; 330 private bool m_scriptListens_notAtRotTarget = false;
184 331 public bool m_dupeInProgress = false;
185 internal Dictionary<UUID, string> m_savedScriptState = null; 332 internal Dictionary<UUID, string> m_savedScriptState = null;
186 333
187 #region Properties 334 #region Properties
@@ -221,7 +368,21 @@ namespace OpenSim.Region.Framework.Scenes
221 public virtual Quaternion Rotation 368 public virtual Quaternion Rotation
222 { 369 {
223 get { return m_rotation; } 370 get { return m_rotation; }
224 set { m_rotation = value; } 371 set {
372 lockPartsForRead(true);
373 try
374 {
375 foreach(SceneObjectPart p in m_parts.Values)
376 {
377 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
378 }
379 }
380 finally
381 {
382 lockPartsForRead(false);
383 }
384 m_rotation = value;
385 }
225 } 386 }
226 387
227 public Quaternion GroupRotation 388 public Quaternion GroupRotation
@@ -258,13 +419,16 @@ namespace OpenSim.Region.Framework.Scenes
258 set 419 set
259 { 420 {
260 m_regionHandle = value; 421 m_regionHandle = value;
261 lock (m_parts) 422 lockPartsForRead(true);
262 { 423 {
263 foreach (SceneObjectPart part in m_parts.Values) 424 foreach (SceneObjectPart part in m_parts.Values)
264 { 425 {
426
265 part.RegionHandle = m_regionHandle; 427 part.RegionHandle = m_regionHandle;
428
266 } 429 }
267 } 430 }
431 lockPartsForRead(false);
268 } 432 }
269 } 433 }
270 434
@@ -298,6 +462,12 @@ namespace OpenSim.Region.Framework.Scenes
298 { 462 {
299 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 463 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
300 } 464 }
465
466 lockPartsForRead(true);
467 foreach (SceneObjectPart part in m_parts.Values)
468 {
469 part.IgnoreUndoUpdate = true;
470 }
301 if (RootPart.GetStatusSandbox()) 471 if (RootPart.GetStatusSandbox())
302 { 472 {
303 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 473 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -305,14 +475,30 @@ namespace OpenSim.Region.Framework.Scenes
305 RootPart.ScriptSetPhysicsStatus(false); 475 RootPart.ScriptSetPhysicsStatus(false);
306 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), 476 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
307 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); 477 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
478 lockPartsForRead(false);
308 return; 479 return;
309 } 480 }
310 } 481 }
311 lock (m_parts) 482 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
483 lockPartsForRead(false);
484 foreach (SceneObjectPart part in parts)
312 { 485 {
313 foreach (SceneObjectPart part in m_parts.Values) 486 part.IgnoreUndoUpdate = false;
487 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
488 part.GroupPosition = val;
489 if (!m_dupeInProgress)
490 {
491 part.TriggerScriptChangedEvent(Changed.POSITION);
492 }
493 }
494 if (!m_dupeInProgress)
495 {
496 foreach (ScenePresence av in m_linkedAvatars)
314 { 497 {
315 part.GroupPosition = val; 498 Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
499 av.AbsolutePosition += offset;
500 av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
501 av.SendFullUpdateToAllClients();
316 } 502 }
317 } 503 }
318 504
@@ -457,6 +643,7 @@ namespace OpenSim.Region.Framework.Scenes
457 /// </summary> 643 /// </summary>
458 public SceneObjectGroup() 644 public SceneObjectGroup()
459 { 645 {
646
460 } 647 }
461 648
462 /// <summary> 649 /// <summary>
@@ -473,7 +660,7 @@ namespace OpenSim.Region.Framework.Scenes
473 /// Constructor. This object is added to the scene later via AttachToScene() 660 /// Constructor. This object is added to the scene later via AttachToScene()
474 /// </summary> 661 /// </summary>
475 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 662 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
476 { 663 {
477 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 664 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
478 } 665 }
479 666
@@ -504,13 +691,16 @@ namespace OpenSim.Region.Framework.Scenes
504 691
505 public void SetFromItemID(UUID AssetId) 692 public void SetFromItemID(UUID AssetId)
506 { 693 {
507 lock (m_parts) 694 lockPartsForRead(true);
508 { 695 {
509 foreach (SceneObjectPart part in m_parts.Values) 696 foreach (SceneObjectPart part in m_parts.Values)
510 { 697 {
698
511 part.FromItemID = AssetId; 699 part.FromItemID = AssetId;
700
512 } 701 }
513 } 702 }
703 lockPartsForRead(false);
514 } 704 }
515 705
516 public UUID GetFromItemID() 706 public UUID GetFromItemID()
@@ -523,6 +713,9 @@ namespace OpenSim.Region.Framework.Scenes
523 /// </summary> 713 /// </summary>
524 public virtual void AttachToBackup() 714 public virtual void AttachToBackup()
525 { 715 {
716 if (IsAttachment) return;
717 m_scene.SceneGraph.FireAttachToBackup(this);
718
526 if (InSceneBackup) 719 if (InSceneBackup)
527 { 720 {
528 //m_log.DebugFormat( 721 //m_log.DebugFormat(
@@ -579,7 +772,7 @@ namespace OpenSim.Region.Framework.Scenes
579 Vector3 maxScale = Vector3.Zero; 772 Vector3 maxScale = Vector3.Zero;
580 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 773 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
581 774
582 lock (m_parts) 775 lockPartsForRead(true);
583 { 776 {
584 foreach (SceneObjectPart part in m_parts.Values) 777 foreach (SceneObjectPart part in m_parts.Values)
585 { 778 {
@@ -593,8 +786,11 @@ namespace OpenSim.Region.Framework.Scenes
593 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 786 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; 787 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; 788 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
789
596 } 790 }
597 } 791 }
792 lockPartsForRead(false);
793
598 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 794 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
599 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 795 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
600 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 796 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -610,10 +806,11 @@ namespace OpenSim.Region.Framework.Scenes
610 806
611 EntityIntersection result = new EntityIntersection(); 807 EntityIntersection result = new EntityIntersection();
612 808
613 lock (m_parts) 809 lockPartsForRead(true);
614 { 810 {
615 foreach (SceneObjectPart part in m_parts.Values) 811 foreach (SceneObjectPart part in m_parts.Values)
616 { 812 {
813
617 // Temporary commented to stop compiler warning 814 // Temporary commented to stop compiler warning
618 //Vector3 partPosition = 815 //Vector3 partPosition =
619 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 816 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -641,8 +838,10 @@ namespace OpenSim.Region.Framework.Scenes
641 result.distance = inter.distance; 838 result.distance = inter.distance;
642 } 839 }
643 } 840 }
841
644 } 842 }
645 } 843 }
844 lockPartsForRead(false);
646 return result; 845 return result;
647 } 846 }
648 847
@@ -661,10 +860,11 @@ namespace OpenSim.Region.Framework.Scenes
661 minY = 256f; 860 minY = 256f;
662 minZ = 8192f; 861 minZ = 8192f;
663 862
664 lock(m_parts); 863 lockPartsForRead(true);
665 { 864 {
666 foreach (SceneObjectPart part in m_parts.Values) 865 foreach (SceneObjectPart part in m_parts.Values)
667 { 866 {
867
668 Vector3 worldPos = part.GetWorldPosition(); 868 Vector3 worldPos = part.GetWorldPosition();
669 Vector3 offset = worldPos - AbsolutePosition; 869 Vector3 offset = worldPos - AbsolutePosition;
670 Quaternion worldRot; 870 Quaternion worldRot;
@@ -723,6 +923,8 @@ namespace OpenSim.Region.Framework.Scenes
723 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 923 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
724 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 924 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
725 925
926
927
726 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 928 //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); 929 //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); 930 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -894,6 +1096,7 @@ namespace OpenSim.Region.Framework.Scenes
894 minZ = backBottomLeft.Z; 1096 minZ = backBottomLeft.Z;
895 } 1097 }
896 } 1098 }
1099 lockPartsForRead(false);
897 } 1100 }
898 1101
899 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 1102 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
@@ -929,21 +1132,29 @@ namespace OpenSim.Region.Framework.Scenes
929 1132
930 public void SaveScriptedState(XmlTextWriter writer) 1133 public void SaveScriptedState(XmlTextWriter writer)
931 { 1134 {
1135 SaveScriptedState(writer, false);
1136 }
1137
1138 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1139 {
932 XmlDocument doc = new XmlDocument(); 1140 XmlDocument doc = new XmlDocument();
933 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1141 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
934 1142
935 // Capture script state while holding the lock 1143 // Capture script state while holding the lock
936 lock (m_parts) 1144 lockPartsForRead(true);
937 { 1145 {
938 foreach (SceneObjectPart part in m_parts.Values) 1146 foreach (SceneObjectPart part in m_parts.Values)
939 { 1147 {
940 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1148
1149 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs);
941 foreach (UUID itemid in pstates.Keys) 1150 foreach (UUID itemid in pstates.Keys)
942 { 1151 {
943 states.Add(itemid, pstates[itemid]); 1152 states.Add(itemid, pstates[itemid]);
944 } 1153 }
1154
945 } 1155 }
946 } 1156 }
1157 lockPartsForRead(false);
947 1158
948 if (states.Count > 0) 1159 if (states.Count > 0)
949 { 1160 {
@@ -962,6 +1173,47 @@ namespace OpenSim.Region.Framework.Scenes
962 } 1173 }
963 1174
964 /// <summary> 1175 /// <summary>
1176 /// Add the avatar to this linkset (avatar is sat).
1177 /// </summary>
1178 /// <param name="agentID"></param>
1179 public void AddAvatar(UUID agentID)
1180 {
1181 ScenePresence presence;
1182 if (m_scene.TryGetScenePresence(agentID, out presence))
1183 {
1184 if (!m_linkedAvatars.Contains(presence))
1185 {
1186 m_linkedAvatars.Add(presence);
1187 }
1188 }
1189 }
1190
1191 /// <summary>
1192 /// Delete the avatar from this linkset (avatar is unsat).
1193 /// </summary>
1194 /// <param name="agentID"></param>
1195 public void DeleteAvatar(UUID agentID)
1196 {
1197 ScenePresence presence;
1198 if (m_scene.TryGetScenePresence(agentID, out presence))
1199 {
1200 if (m_linkedAvatars.Contains(presence))
1201 {
1202 m_linkedAvatars.Remove(presence);
1203 }
1204 }
1205 }
1206
1207 /// <summary>
1208 /// Returns the list of linked presences (avatars sat on this group)
1209 /// </summary>
1210 /// <param name="agentID"></param>
1211 public List<ScenePresence> GetLinkedAvatars()
1212 {
1213 return m_linkedAvatars;
1214 }
1215
1216 /// <summary>
965 /// Attach this scene object to the given avatar. 1217 /// Attach this scene object to the given avatar.
966 /// </summary> 1218 /// </summary>
967 /// <param name="agentID"></param> 1219 /// <param name="agentID"></param>
@@ -1112,13 +1364,16 @@ namespace OpenSim.Region.Framework.Scenes
1112 1364
1113 public override void UpdateMovement() 1365 public override void UpdateMovement()
1114 { 1366 {
1115 lock (m_parts) 1367 lockPartsForRead(true);
1116 { 1368 {
1117 foreach (SceneObjectPart part in m_parts.Values) 1369 foreach (SceneObjectPart part in m_parts.Values)
1118 { 1370 {
1371
1119 part.UpdateMovement(); 1372 part.UpdateMovement();
1373
1120 } 1374 }
1121 } 1375 }
1376 lockPartsForRead(false);
1122 } 1377 }
1123 1378
1124 public ushort GetTimeDilation() 1379 public ushort GetTimeDilation()
@@ -1162,7 +1417,7 @@ namespace OpenSim.Region.Framework.Scenes
1162 /// <param name="part"></param> 1417 /// <param name="part"></param>
1163 public void AddPart(SceneObjectPart part) 1418 public void AddPart(SceneObjectPart part)
1164 { 1419 {
1165 lock (m_parts) 1420 lockPartsForWrite(true);
1166 { 1421 {
1167 part.SetParent(this); 1422 part.SetParent(this);
1168 m_parts.Add(part.UUID, part); 1423 m_parts.Add(part.UUID, part);
@@ -1172,6 +1427,7 @@ namespace OpenSim.Region.Framework.Scenes
1172 if (part.LinkNum == 2 && RootPart != null) 1427 if (part.LinkNum == 2 && RootPart != null)
1173 RootPart.LinkNum = 1; 1428 RootPart.LinkNum = 1;
1174 } 1429 }
1430 lockPartsForWrite(false);
1175 } 1431 }
1176 1432
1177 /// <summary> 1433 /// <summary>
@@ -1179,28 +1435,33 @@ namespace OpenSim.Region.Framework.Scenes
1179 /// </summary> 1435 /// </summary>
1180 private void UpdateParentIDs() 1436 private void UpdateParentIDs()
1181 { 1437 {
1182 lock (m_parts) 1438 lockPartsForRead(true);
1183 { 1439 {
1184 foreach (SceneObjectPart part in m_parts.Values) 1440 foreach (SceneObjectPart part in m_parts.Values)
1185 { 1441 {
1442
1186 if (part.UUID != m_rootPart.UUID) 1443 if (part.UUID != m_rootPart.UUID)
1187 { 1444 {
1188 part.ParentID = m_rootPart.LocalId; 1445 part.ParentID = m_rootPart.LocalId;
1189 } 1446 }
1447
1190 } 1448 }
1191 } 1449 }
1450 lockPartsForRead(false);
1192 } 1451 }
1193 1452
1194 public void RegenerateFullIDs() 1453 public void RegenerateFullIDs()
1195 { 1454 {
1196 lock (m_parts) 1455 lockPartsForRead(true);
1197 { 1456 {
1198 foreach (SceneObjectPart part in m_parts.Values) 1457 foreach (SceneObjectPart part in m_parts.Values)
1199 { 1458 {
1459
1200 part.UUID = UUID.Random(); 1460 part.UUID = UUID.Random();
1201 1461
1202 } 1462 }
1203 } 1463 }
1464 lockPartsForRead(false);
1204 } 1465 }
1205 1466
1206 // helper provided for parts. 1467 // helper provided for parts.
@@ -1261,7 +1522,7 @@ namespace OpenSim.Region.Framework.Scenes
1261 1522
1262 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1523 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1263 { 1524 {
1264 part.StoreUndoState(); 1525 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1265 part.OnGrab(offsetPos, remoteClient); 1526 part.OnGrab(offsetPos, remoteClient);
1266 } 1527 }
1267 1528
@@ -1281,27 +1542,32 @@ namespace OpenSim.Region.Framework.Scenes
1281 1542
1282 DetachFromBackup(); 1543 DetachFromBackup();
1283 1544
1284 lock (m_parts) 1545 lockPartsForRead(true);
1546 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1547 lockPartsForRead(false);
1548
1549 foreach (SceneObjectPart part in values)
1285 { 1550 {
1286 foreach (SceneObjectPart part in m_parts.Values)
1287 {
1288// part.Inventory.RemoveScriptInstances(); 1551// part.Inventory.RemoveScriptInstances();
1289 Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1552
1553 Scene.ForEachScenePresence(delegate (ScenePresence sp)
1554 {
1555 if (sp.ParentID == LocalId)
1290 { 1556 {
1291 if (avatar.ParentID == LocalId) 1557 sp.StandUp();
1292 { 1558 }
1293 avatar.StandUp();
1294 }
1295 1559
1296 if (!silent) 1560 if (!silent)
1297 { 1561 {
1298 part.UpdateFlag = 0; 1562 part.UpdateFlag = 0;
1299 if (part == m_rootPart) 1563 if (part == m_rootPart)
1300 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1564 sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1301 } 1565 }
1302 }); 1566 });
1303 } 1567
1304 } 1568 }
1569
1570
1305 } 1571 }
1306 1572
1307 public void AddScriptLPS(int count) 1573 public void AddScriptLPS(int count)
@@ -1326,17 +1592,20 @@ namespace OpenSim.Region.Framework.Scenes
1326 1592
1327 scriptEvents aggregateScriptEvents = 0; 1593 scriptEvents aggregateScriptEvents = 0;
1328 1594
1329 lock (m_parts) 1595 lockPartsForRead(true);
1330 { 1596 {
1331 foreach (SceneObjectPart part in m_parts.Values) 1597 foreach (SceneObjectPart part in m_parts.Values)
1332 { 1598 {
1599
1333 if (part == null) 1600 if (part == null)
1334 continue; 1601 continue;
1335 if (part != RootPart) 1602 if (part != RootPart)
1336 part.Flags = objectflagupdate; 1603 part.Flags = objectflagupdate;
1337 aggregateScriptEvents |= part.AggregateScriptEvents; 1604 aggregateScriptEvents |= part.AggregateScriptEvents;
1605
1338 } 1606 }
1339 } 1607 }
1608 lockPartsForRead(false);
1340 1609
1341 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1610 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1342 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1611 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1378,42 +1647,52 @@ namespace OpenSim.Region.Framework.Scenes
1378 /// <param name="m_physicalPrim"></param> 1647 /// <param name="m_physicalPrim"></param>
1379 public void ApplyPhysics(bool m_physicalPrim) 1648 public void ApplyPhysics(bool m_physicalPrim)
1380 { 1649 {
1381 lock (m_parts) 1650 lockPartsForRead(true);
1651
1652 if (m_parts.Count > 1)
1382 { 1653 {
1383 if (m_parts.Count > 1) 1654 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1655 lockPartsForRead(false);
1656 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1657 foreach (SceneObjectPart part in values)
1384 { 1658 {
1385 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1659
1386 foreach (SceneObjectPart part in m_parts.Values) 1660 if (part.LocalId != m_rootPart.LocalId)
1387 { 1661 {
1388 if (part.LocalId != m_rootPart.LocalId) 1662 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1389 {
1390 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1391 }
1392 } 1663 }
1393 1664
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 } 1665 }
1666 // Hack to get the physics scene geometries in the right spot
1667 ResetChildPrimPhysicsPositions();
1668 }
1669 else
1670 {
1671 lockPartsForRead(false);
1672 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1401 } 1673 }
1402 } 1674 }
1403 1675
1404 public void SetOwnerId(UUID userId) 1676 public void SetOwnerId(UUID userId)
1405 { 1677 {
1406 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1678 ForEachPart(delegate(SceneObjectPart part)
1679 {
1680
1681 part.OwnerID = userId;
1682
1683 });
1407 } 1684 }
1408 1685
1409 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1686 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1410 { 1687 {
1411 lock (m_parts) 1688 lockPartsForRead(true);
1689 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1690 lockPartsForRead(false);
1691 foreach (SceneObjectPart part in values)
1412 { 1692 {
1413 foreach (SceneObjectPart part in m_parts.Values) 1693
1414 { 1694 whatToDo(part);
1415 whatToDo(part); 1695
1416 }
1417 } 1696 }
1418 } 1697 }
1419 1698
@@ -1436,7 +1715,10 @@ namespace OpenSim.Region.Framework.Scenes
1436 1715
1437 try 1716 try
1438 { 1717 {
1439 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1718 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1719 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1720 m_scene.LoadingPrims) // Land may not be valid yet
1721
1440 { 1722 {
1441 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1723 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1442 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1724 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1468,9 +1750,9 @@ namespace OpenSim.Region.Framework.Scenes
1468 // don't backup while it's selected or you're asking for changes mid stream. 1750 // don't backup while it's selected or you're asking for changes mid stream.
1469 if ((isTimeToPersist()) || (forcedBackup)) 1751 if ((isTimeToPersist()) || (forcedBackup))
1470 { 1752 {
1471 m_log.DebugFormat( 1753 // m_log.DebugFormat(
1472 "[SCENE]: Storing {0}, {1} in {2}", 1754 // "[SCENE]: Storing {0}, {1} in {2}",
1473 Name, UUID, m_scene.RegionInfo.RegionName); 1755 // Name, UUID, m_scene.RegionInfo.RegionName);
1474 1756
1475 SceneObjectGroup backup_group = Copy(false); 1757 SceneObjectGroup backup_group = Copy(false);
1476 backup_group.RootPart.Velocity = RootPart.Velocity; 1758 backup_group.RootPart.Velocity = RootPart.Velocity;
@@ -1512,15 +1794,17 @@ namespace OpenSim.Region.Framework.Scenes
1512 RootPart.SendFullUpdate( 1794 RootPart.SendFullUpdate(
1513 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1795 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1514 1796
1515 lock (m_parts) 1797 lockPartsForRead(true);
1516 { 1798 {
1517 foreach (SceneObjectPart part in m_parts.Values) 1799 foreach (SceneObjectPart part in m_parts.Values)
1518 { 1800 {
1801
1519 if (part != RootPart) 1802 if (part != RootPart)
1520 part.SendFullUpdate( 1803 part.SendFullUpdate(
1521 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1804 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1522 } 1805 }
1523 } 1806 }
1807 lockPartsForRead(false);
1524 } 1808 }
1525 1809
1526 #region Copying 1810 #region Copying
@@ -1532,86 +1816,114 @@ namespace OpenSim.Region.Framework.Scenes
1532 /// <returns></returns> 1816 /// <returns></returns>
1533 public SceneObjectGroup Copy(bool userExposed) 1817 public SceneObjectGroup Copy(bool userExposed)
1534 { 1818 {
1535 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1819 SceneObjectGroup dupe;
1536 dupe.m_isBackedUp = false; 1820 try
1537 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); 1821 {
1822 m_dupeInProgress = true;
1823 dupe = (SceneObjectGroup)MemberwiseClone();
1824 dupe.m_isBackedUp = false;
1825 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
1538 1826
1539 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1827 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1540 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1828 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1541 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1829 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1542 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1830 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1543 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1831 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1544 // then restore it's attachment state 1832 // then restore it's attachment state
1545 1833
1546 // This is only necessary when userExposed is false! 1834 // This is only necessary when userExposed is false!
1547 1835
1548 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1836 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1549
1550 if (!userExposed)
1551 dupe.RootPart.IsAttachment = true;
1552 1837
1553 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1838 if (!userExposed)
1839 dupe.RootPart.IsAttachment = true;
1554 1840
1555 if (!userExposed) 1841 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1556 {
1557 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1558 }
1559 1842
1560 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1843 if (!userExposed)
1561 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1844 {
1845 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1846 }
1562 1847
1563 if (userExposed) 1848 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1564 dupe.m_rootPart.TrimPermissions(); 1849 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1565 1850
1566 List<SceneObjectPart> partList; 1851 if (userExposed)
1852 dupe.m_rootPart.TrimPermissions();
1567 1853
1568 lock (m_parts) 1854 /// may need to create a new Physics actor.
1569 { 1855 if (dupe.RootPart.PhysActor != null && userExposed)
1570 partList = new List<SceneObjectPart>(m_parts.Values);
1571 }
1572
1573 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1574 { 1856 {
1575 return p1.LinkNum.CompareTo(p2.LinkNum); 1857 PrimitiveBaseShape pbs = dupe.RootPart.Shape;
1858
1859 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
1860 dupe.RootPart.Name,
1861 pbs,
1862 dupe.RootPart.AbsolutePosition,
1863 dupe.RootPart.Scale,
1864 dupe.RootPart.RotationOffset,
1865 dupe.RootPart.PhysActor.IsPhysical);
1866
1867 dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
1868 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
1576 } 1869 }
1577 );
1578 1870
1579 foreach (SceneObjectPart part in partList) 1871 lockPartsForRead(true);
1580 { 1872
1581 if (part.UUID != m_rootPart.UUID) 1873 List<SceneObjectPart> partList;
1874
1875 partList = new List<SceneObjectPart>(m_parts.Values);
1876
1877 lockPartsForRead(false);
1878
1879 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1880 {
1881 return p1.LinkNum.CompareTo(p2.LinkNum);
1882 }
1883 );
1884
1885 foreach (SceneObjectPart part in partList)
1582 { 1886 {
1583 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1887 if (part.UUID != m_rootPart.UUID)
1584 newPart.LinkNum = part.LinkNum; 1888 {
1585 } 1889 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1890
1891 newPart.LinkNum = part.LinkNum;
1892 }
1893
1894 // Need to duplicate the physics actor as well
1895 if (part.PhysActor != null && userExposed)
1896 {
1897 PrimitiveBaseShape pbs = part.Shape;
1898
1899 part.PhysActor
1900 = m_scene.PhysicsScene.AddPrimShape(
1901 part.Name,
1902 pbs,
1903 part.AbsolutePosition,
1904 part.Scale,
1905 part.RotationOffset,
1906 part.PhysActor.IsPhysical);
1907
1908 part.PhysActor.LocalID = part.LocalId;
1909 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1910 }
1586 1911
1587 // Need to duplicate the physics actor as well 1912 }
1588 if (part.PhysActor != null && userExposed) 1913 if (userExposed)
1589 { 1914 {
1590 PrimitiveBaseShape pbs = part.Shape; 1915 dupe.UpdateParentIDs();
1591 1916 dupe.HasGroupChanged = true;
1592 part.PhysActor 1917 dupe.AttachToBackup();
1593 = m_scene.PhysicsScene.AddPrimShape( 1918
1594 part.Name, 1919 ScheduleGroupForFullUpdate();
1595 pbs, 1920 }
1596 part.AbsolutePosition, 1921
1597 part.Scale,
1598 part.RotationOffset,
1599 part.PhysActor.IsPhysical);
1600
1601 part.PhysActor.LocalID = part.LocalId;
1602 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1603 }
1604 } 1922 }
1605 1923 finally
1606 if (userExposed)
1607 { 1924 {
1608 dupe.UpdateParentIDs(); 1925 m_dupeInProgress = false;
1609 dupe.HasGroupChanged = true;
1610 dupe.AttachToBackup();
1611
1612 ScheduleGroupForFullUpdate();
1613 } 1926 }
1614
1615 return dupe; 1927 return dupe;
1616 } 1928 }
1617 1929
@@ -1802,13 +2114,40 @@ namespace OpenSim.Region.Framework.Scenes
1802 } 2114 }
1803 } 2115 }
1804 2116
2117 public void rotLookAt(Quaternion target, float strength, float damping)
2118 {
2119 SceneObjectPart rootpart = m_rootPart;
2120 if (rootpart != null)
2121 {
2122 if (IsAttachment)
2123 {
2124 /*
2125 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2126 if (avatar != null)
2127 {
2128 Rotate the Av?
2129 } */
2130 }
2131 else
2132 {
2133 if (rootpart.PhysActor != null)
2134 { // APID must be implemented in your physics system for this to function.
2135 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2136 rootpart.PhysActor.APIDStrength = strength;
2137 rootpart.PhysActor.APIDDamping = damping;
2138 rootpart.PhysActor.APIDActive = true;
2139 }
2140 }
2141 }
2142 }
2143
1805 public void stopLookAt() 2144 public void stopLookAt()
1806 { 2145 {
1807 SceneObjectPart rootpart = m_rootPart; 2146 SceneObjectPart rootpart = m_rootPart;
1808 if (rootpart != null) 2147 if (rootpart != null)
1809 { 2148 {
1810 if (rootpart.PhysActor != null) 2149 if (rootpart.PhysActor != null)
1811 { 2150 { // APID must be implemented in your physics system for this to function.
1812 rootpart.PhysActor.APIDActive = false; 2151 rootpart.PhysActor.APIDActive = false;
1813 } 2152 }
1814 } 2153 }
@@ -1876,10 +2215,11 @@ namespace OpenSim.Region.Framework.Scenes
1876 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2215 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1877 newPart.SetParent(this); 2216 newPart.SetParent(this);
1878 2217
1879 lock (m_parts) 2218 lockPartsForWrite(true);
1880 { 2219 {
1881 m_parts.Add(newPart.UUID, newPart); 2220 m_parts.Add(newPart.UUID, newPart);
1882 } 2221 }
2222 lockPartsForWrite(false);
1883 2223
1884 SetPartAsNonRoot(newPart); 2224 SetPartAsNonRoot(newPart);
1885 2225
@@ -1942,7 +2282,7 @@ namespace OpenSim.Region.Framework.Scenes
1942 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2282 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1943 // return; 2283 // return;
1944 2284
1945 lock (m_parts) 2285 lockPartsForRead(true);
1946 { 2286 {
1947 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2287 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1948 2288
@@ -1962,9 +2302,12 @@ namespace OpenSim.Region.Framework.Scenes
1962 { 2302 {
1963 if (!IsSelected) 2303 if (!IsSelected)
1964 part.UpdateLookAt(); 2304 part.UpdateLookAt();
2305
1965 part.SendScheduledUpdates(); 2306 part.SendScheduledUpdates();
2307
1966 } 2308 }
1967 } 2309 }
2310 lockPartsForRead(false);
1968 } 2311 }
1969 2312
1970 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2313 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -1973,27 +2316,29 @@ namespace OpenSim.Region.Framework.Scenes
1973 2316
1974 RootPart.AddFullUpdateToAvatar(presence); 2317 RootPart.AddFullUpdateToAvatar(presence);
1975 2318
1976 lock (m_parts) 2319 lockPartsForRead(true);
1977 { 2320 {
1978 foreach (SceneObjectPart part in m_parts.Values) 2321 foreach (SceneObjectPart part in m_parts.Values)
1979 { 2322 {
2323
1980 if (part != RootPart) 2324 if (part != RootPart)
1981 part.AddFullUpdateToAvatar(presence); 2325 part.AddFullUpdateToAvatar(presence);
2326
1982 } 2327 }
1983 } 2328 }
2329 lockPartsForRead(false);
1984 } 2330 }
1985 2331
1986 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2332 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1987 { 2333 {
1988// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2334 lockPartsForRead(true);
1989 2335
1990 lock (m_parts) 2336 foreach (SceneObjectPart part in m_parts.Values)
1991 { 2337 {
1992 foreach (SceneObjectPart part in m_parts.Values) 2338 part.AddTerseUpdateToAvatar(presence);
1993 {
1994 part.AddTerseUpdateToAvatar(presence);
1995 }
1996 } 2339 }
2340
2341 lockPartsForRead(false);
1997 } 2342 }
1998 2343
1999 /// <summary> 2344 /// <summary>
@@ -2007,14 +2352,17 @@ namespace OpenSim.Region.Framework.Scenes
2007 checkAtTargets(); 2352 checkAtTargets();
2008 RootPart.ScheduleFullUpdate(); 2353 RootPart.ScheduleFullUpdate();
2009 2354
2010 lock (m_parts) 2355 lockPartsForRead(true);
2011 { 2356 {
2012 foreach (SceneObjectPart part in m_parts.Values) 2357 foreach (SceneObjectPart part in m_parts.Values)
2013 { 2358 {
2359
2014 if (part != RootPart) 2360 if (part != RootPart)
2015 part.ScheduleFullUpdate(); 2361 part.ScheduleFullUpdate();
2362
2016 } 2363 }
2017 } 2364 }
2365 lockPartsForRead(false);
2018 } 2366 }
2019 2367
2020 /// <summary> 2368 /// <summary>
@@ -2022,37 +2370,38 @@ namespace OpenSim.Region.Framework.Scenes
2022 /// </summary> 2370 /// </summary>
2023 public void ScheduleGroupForTerseUpdate() 2371 public void ScheduleGroupForTerseUpdate()
2024 { 2372 {
2025// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2373 lockPartsForRead(true);
2026 2374 foreach (SceneObjectPart part in m_parts.Values)
2027 lock (m_parts)
2028 { 2375 {
2029 foreach (SceneObjectPart part in m_parts.Values) 2376 part.ScheduleTerseUpdate();
2030 {
2031 part.ScheduleTerseUpdate();
2032 }
2033 } 2377 }
2378
2379 lockPartsForRead(false);
2034 } 2380 }
2035 2381
2036 /// <summary> 2382 /// <summary>
2037 /// Immediately send a full update for this scene object. 2383 /// Immediately send a full update for this scene object.
2038 /// </summary> 2384 /// </summary>
2039 public void SendGroupFullUpdate() 2385 public void SendGroupFullUpdate()
2040 { 2386 {
2041 if (IsDeleted) 2387 if (IsDeleted)
2042 return; 2388 return;
2043 2389
2044// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2390// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2045 2391
2046 RootPart.SendFullUpdateToAllClients(); 2392 RootPart.SendFullUpdateToAllClients();
2047 2393
2048 lock (m_parts) 2394 lockPartsForRead(true);
2049 { 2395 {
2050 foreach (SceneObjectPart part in m_parts.Values) 2396 foreach (SceneObjectPart part in m_parts.Values)
2051 { 2397 {
2398
2052 if (part != RootPart) 2399 if (part != RootPart)
2053 part.SendFullUpdateToAllClients(); 2400 part.SendFullUpdateToAllClients();
2401
2054 } 2402 }
2055 } 2403 }
2404 lockPartsForRead(false);
2056 } 2405 }
2057 2406
2058 /// <summary> 2407 /// <summary>
@@ -2084,14 +2433,15 @@ namespace OpenSim.Region.Framework.Scenes
2084 { 2433 {
2085 if (IsDeleted) 2434 if (IsDeleted)
2086 return; 2435 return;
2087 2436
2088 lock (m_parts) 2437 lockPartsForRead(true);
2089 { 2438 {
2090 foreach (SceneObjectPart part in m_parts.Values) 2439 foreach (SceneObjectPart part in m_parts.Values)
2091 { 2440 {
2092 part.SendTerseUpdateToAllClients(); 2441 part.SendTerseUpdateToAllClients();
2093 } 2442 }
2094 } 2443 }
2444 lockPartsForRead(false);
2095 } 2445 }
2096 2446
2097 #endregion 2447 #endregion
@@ -2105,16 +2455,18 @@ namespace OpenSim.Region.Framework.Scenes
2105 /// <returns>null if no child part with that linknum or child part</returns> 2455 /// <returns>null if no child part with that linknum or child part</returns>
2106 public SceneObjectPart GetLinkNumPart(int linknum) 2456 public SceneObjectPart GetLinkNumPart(int linknum)
2107 { 2457 {
2108 lock (m_parts) 2458 lockPartsForRead(true);
2109 { 2459 {
2110 foreach (SceneObjectPart part in m_parts.Values) 2460 foreach (SceneObjectPart part in m_parts.Values)
2111 { 2461 {
2112 if (part.LinkNum == linknum) 2462 if (part.LinkNum == linknum)
2113 { 2463 {
2464 lockPartsForRead(false);
2114 return part; 2465 return part;
2115 } 2466 }
2116 } 2467 }
2117 } 2468 }
2469 lockPartsForRead(false);
2118 2470
2119 return null; 2471 return null;
2120 } 2472 }
@@ -2142,17 +2494,19 @@ namespace OpenSim.Region.Framework.Scenes
2142 public SceneObjectPart GetChildPart(uint localID) 2494 public SceneObjectPart GetChildPart(uint localID)
2143 { 2495 {
2144 //m_log.DebugFormat("Entered looking for {0}", localID); 2496 //m_log.DebugFormat("Entered looking for {0}", localID);
2145 lock (m_parts) 2497 lockPartsForRead(true);
2146 { 2498 {
2147 foreach (SceneObjectPart part in m_parts.Values) 2499 foreach (SceneObjectPart part in m_parts.Values)
2148 { 2500 {
2149 //m_log.DebugFormat("Found {0}", part.LocalId); 2501 //m_log.DebugFormat("Found {0}", part.LocalId);
2150 if (part.LocalId == localID) 2502 if (part.LocalId == localID)
2151 { 2503 {
2504 lockPartsForRead(false);
2152 return part; 2505 return part;
2153 } 2506 }
2154 } 2507 }
2155 } 2508 }
2509 lockPartsForRead(false);
2156 2510
2157 return null; 2511 return null;
2158 } 2512 }
@@ -2182,17 +2536,19 @@ namespace OpenSim.Region.Framework.Scenes
2182 public bool HasChildPrim(uint localID) 2536 public bool HasChildPrim(uint localID)
2183 { 2537 {
2184 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2538 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2185 lock (m_parts) 2539 lockPartsForRead(true);
2186 { 2540 {
2187 foreach (SceneObjectPart part in m_parts.Values) 2541 foreach (SceneObjectPart part in m_parts.Values)
2188 { 2542 {
2189 //m_log.DebugFormat("Found {0}", part.LocalId); 2543 //m_log.DebugFormat("Found {0}", part.LocalId);
2190 if (part.LocalId == localID) 2544 if (part.LocalId == localID)
2191 { 2545 {
2546 lockPartsForRead(false);
2192 return true; 2547 return true;
2193 } 2548 }
2194 } 2549 }
2195 } 2550 }
2551 lockPartsForRead(false);
2196 2552
2197 return false; 2553 return false;
2198 } 2554 }
@@ -2242,53 +2598,57 @@ namespace OpenSim.Region.Framework.Scenes
2242 if (m_rootPart.LinkNum == 0) 2598 if (m_rootPart.LinkNum == 0)
2243 m_rootPart.LinkNum = 1; 2599 m_rootPart.LinkNum = 1;
2244 2600
2245 lock (m_parts) 2601 lockPartsForWrite(true);
2246 { 2602
2247 m_parts.Add(linkPart.UUID, linkPart); 2603 m_parts.Add(linkPart.UUID, linkPart);
2604
2605 lockPartsForWrite(false);
2248 2606
2249 // Insert in terms of link numbers, the new links 2607 // Insert in terms of link numbers, the new links
2250 // before the current ones (with the exception of 2608 // before the current ones (with the exception of
2251 // the root prim. Shuffle the old ones up 2609 // the root prim. Shuffle the old ones up
2252 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2610 lockPartsForRead(true);
2611 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2612 {
2613 if (kvp.Value.LinkNum != 1)
2253 { 2614 {
2254 if (kvp.Value.LinkNum != 1) 2615 // Don't update root prim link number
2255 { 2616 kvp.Value.LinkNum += objectGroup.PrimCount;
2256 // Don't update root prim link number
2257 kvp.Value.LinkNum += objectGroup.PrimCount;
2258 }
2259 } 2617 }
2618 }
2619 lockPartsForRead(false);
2260 2620
2261 linkPart.LinkNum = 2; 2621 linkPart.LinkNum = 2;
2262 2622
2263 linkPart.SetParent(this); 2623 linkPart.SetParent(this);
2264 linkPart.CreateSelected = true; 2624 linkPart.CreateSelected = true;
2265 2625
2266 //if (linkPart.PhysActor != null) 2626 //if (linkPart.PhysActor != null)
2267 //{ 2627 //{
2268 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2628 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2269 2629
2270 //linkPart.PhysActor = null; 2630 //linkPart.PhysActor = null;
2271 //} 2631 //}
2272 2632
2273 //TODO: rest of parts 2633 //TODO: rest of parts
2274 int linkNum = 3; 2634 int linkNum = 3;
2275 foreach (SceneObjectPart part in objectGroup.Children.Values) 2635 foreach (SceneObjectPart part in objectGroup.Children.Values)
2636 {
2637 if (part.UUID != objectGroup.m_rootPart.UUID)
2276 { 2638 {
2277 if (part.UUID != objectGroup.m_rootPart.UUID) 2639 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2278 {
2279 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2280 }
2281 part.ClearUndoState();
2282 } 2640 }
2641 part.ClearUndoState();
2283 } 2642 }
2284 2643
2285 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2644 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2286 objectGroup.m_isDeleted = true; 2645 objectGroup.m_isDeleted = true;
2646
2647 objectGroup.lockPartsForWrite(true);
2287 2648
2288 lock (objectGroup.m_parts) 2649 objectGroup.m_parts.Clear();
2289 { 2650
2290 objectGroup.m_parts.Clear(); 2651 objectGroup.lockPartsForWrite(false);
2291 }
2292 2652
2293 // Can't do this yet since backup still makes use of the root part without any synchronization 2653 // Can't do this yet since backup still makes use of the root part without any synchronization
2294// objectGroup.m_rootPart = null; 2654// objectGroup.m_rootPart = null;
@@ -2358,11 +2718,12 @@ namespace OpenSim.Region.Framework.Scenes
2358 Quaternion worldRot = linkPart.GetWorldRotation(); 2718 Quaternion worldRot = linkPart.GetWorldRotation();
2359 2719
2360 // Remove the part from this object 2720 // Remove the part from this object
2361 lock (m_parts) 2721 lockPartsForWrite(true);
2362 { 2722 {
2363 m_parts.Remove(linkPart.UUID); 2723 m_parts.Remove(linkPart.UUID);
2364 } 2724 }
2365 2725 lockPartsForWrite(false);
2726 lockPartsForRead(true);
2366 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2727 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2367 RootPart.LinkNum = 0; 2728 RootPart.LinkNum = 0;
2368 else 2729 else
@@ -2373,6 +2734,7 @@ namespace OpenSim.Region.Framework.Scenes
2373 p.LinkNum--; 2734 p.LinkNum--;
2374 } 2735 }
2375 } 2736 }
2737 lockPartsForRead(false);
2376 2738
2377 linkPart.ParentID = 0; 2739 linkPart.ParentID = 0;
2378 linkPart.LinkNum = 0; 2740 linkPart.LinkNum = 0;
@@ -2416,6 +2778,8 @@ namespace OpenSim.Region.Framework.Scenes
2416 /// <param name="objectGroup"></param> 2778 /// <param name="objectGroup"></param>
2417 public virtual void DetachFromBackup() 2779 public virtual void DetachFromBackup()
2418 { 2780 {
2781 m_scene.SceneGraph.FireDetachFromBackup(this);
2782
2419 if (m_isBackedUp) 2783 if (m_isBackedUp)
2420 m_scene.EventManager.OnBackup -= ProcessBackup; 2784 m_scene.EventManager.OnBackup -= ProcessBackup;
2421 2785
@@ -2694,9 +3058,12 @@ namespace OpenSim.Region.Framework.Scenes
2694 3058
2695 if (selectionPart != null) 3059 if (selectionPart != null)
2696 { 3060 {
2697 lock (m_parts) 3061 lockPartsForRead(true);
3062 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
3063 lockPartsForRead(false);
3064 foreach (SceneObjectPart part in parts)
2698 { 3065 {
2699 foreach (SceneObjectPart part in m_parts.Values) 3066 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2700 { 3067 {
2701 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 3068 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2702 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 3069 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2706,12 +3073,13 @@ namespace OpenSim.Region.Framework.Scenes
2706 break; 3073 break;
2707 } 3074 }
2708 } 3075 }
3076 }
2709 3077
2710 foreach (SceneObjectPart part in m_parts.Values) 3078 foreach (SceneObjectPart part in parts)
2711 { 3079 {
2712 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3080 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2713 }
2714 } 3081 }
3082
2715 } 3083 }
2716 } 3084 }
2717 3085
@@ -2724,6 +3092,17 @@ namespace OpenSim.Region.Framework.Scenes
2724 } 3092 }
2725 } 3093 }
2726 3094
3095
3096
3097 /// <summary>
3098 /// Gets the number of parts
3099 /// </summary>
3100 /// <returns></returns>
3101 public int GetPartCount()
3102 {
3103 return Children.Count;
3104 }
3105
2727 /// <summary> 3106 /// <summary>
2728 /// Get the parts of this scene object 3107 /// Get the parts of this scene object
2729 /// </summary> 3108 /// </summary>
@@ -2797,11 +3176,9 @@ namespace OpenSim.Region.Framework.Scenes
2797 scale.Y = m_scene.m_maxNonphys; 3176 scale.Y = m_scene.m_maxNonphys;
2798 if (scale.Z > m_scene.m_maxNonphys) 3177 if (scale.Z > m_scene.m_maxNonphys)
2799 scale.Z = m_scene.m_maxNonphys; 3178 scale.Z = m_scene.m_maxNonphys;
2800
2801 SceneObjectPart part = GetChildPart(localID); 3179 SceneObjectPart part = GetChildPart(localID);
2802 if (part != null) 3180 if (part != null)
2803 { 3181 {
2804 part.Resize(scale);
2805 if (part.PhysActor != null) 3182 if (part.PhysActor != null)
2806 { 3183 {
2807 if (part.PhysActor.IsPhysical) 3184 if (part.PhysActor.IsPhysical)
@@ -2816,7 +3193,7 @@ namespace OpenSim.Region.Framework.Scenes
2816 part.PhysActor.Size = scale; 3193 part.PhysActor.Size = scale;
2817 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3194 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2818 } 3195 }
2819 //if (part.UUID != m_rootPart.UUID) 3196 part.Resize(scale);
2820 3197
2821 HasGroupChanged = true; 3198 HasGroupChanged = true;
2822 ScheduleGroupForFullUpdate(); 3199 ScheduleGroupForFullUpdate();
@@ -2838,7 +3215,6 @@ namespace OpenSim.Region.Framework.Scenes
2838 SceneObjectPart part = GetChildPart(localID); 3215 SceneObjectPart part = GetChildPart(localID);
2839 if (part != null) 3216 if (part != null)
2840 { 3217 {
2841 part.IgnoreUndoUpdate = true;
2842 if (scale.X > m_scene.m_maxNonphys) 3218 if (scale.X > m_scene.m_maxNonphys)
2843 scale.X = m_scene.m_maxNonphys; 3219 scale.X = m_scene.m_maxNonphys;
2844 if (scale.Y > m_scene.m_maxNonphys) 3220 if (scale.Y > m_scene.m_maxNonphys)
@@ -2858,94 +3234,100 @@ namespace OpenSim.Region.Framework.Scenes
2858 float y = (scale.Y / part.Scale.Y); 3234 float y = (scale.Y / part.Scale.Y);
2859 float z = (scale.Z / part.Scale.Z); 3235 float z = (scale.Z / part.Scale.Z);
2860 3236
2861 lock (m_parts) 3237 lockPartsForRead(true);
3238 if (x > 1.0f || y > 1.0f || z > 1.0f)
2862 { 3239 {
2863 if (x > 1.0f || y > 1.0f || z > 1.0f) 3240 foreach (SceneObjectPart obPart in m_parts.Values)
2864 { 3241 {
2865 foreach (SceneObjectPart obPart in m_parts.Values) 3242 if (obPart.UUID != m_rootPart.UUID)
2866 { 3243 {
2867 if (obPart.UUID != m_rootPart.UUID) 3244 Vector3 oldSize = new Vector3(obPart.Scale);
2868 { 3245 obPart.IgnoreUndoUpdate = true;
2869 obPart.IgnoreUndoUpdate = true;
2870 Vector3 oldSize = new Vector3(obPart.Scale);
2871 3246
2872 float f = 1.0f; 3247 float f = 1.0f;
2873 float a = 1.0f; 3248 float a = 1.0f;
2874 3249
2875 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3250 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3251 {
3252 if (oldSize.X*x > m_scene.m_maxPhys)
2876 { 3253 {
2877 if (oldSize.X*x > m_scene.m_maxPhys) 3254 f = m_scene.m_maxPhys / oldSize.X;
2878 { 3255 a = f / x;
2879 f = m_scene.m_maxPhys / oldSize.X; 3256 x *= a;
2880 a = f / x; 3257 y *= a;
2881 x *= a; 3258 z *= a;
2882 y *= a;
2883 z *= a;
2884 }
2885 if (oldSize.Y*y > m_scene.m_maxPhys)
2886 {
2887 f = m_scene.m_maxPhys / oldSize.Y;
2888 a = f / y;
2889 x *= a;
2890 y *= a;
2891 z *= a;
2892 }
2893 if (oldSize.Z*z > m_scene.m_maxPhys)
2894 {
2895 f = m_scene.m_maxPhys / oldSize.Z;
2896 a = f / z;
2897 x *= a;
2898 y *= a;
2899 z *= a;
2900 }
2901 } 3259 }
2902 else 3260 if (oldSize.Y*y > m_scene.m_maxPhys)
3261 {
3262 f = m_scene.m_maxPhys / oldSize.Y;
3263 a = f / y;
3264 x *= a;
3265 y *= a;
3266 z *= a;
3267 }
3268 if (oldSize.Z*z > m_scene.m_maxPhys)
3269 {
3270 f = m_scene.m_maxPhys / oldSize.Z;
3271 a = f / z;
3272 x *= a;
3273 y *= a;
3274 z *= a;
3275 }
3276 }
3277 else
3278 {
3279 if (oldSize.X*x > m_scene.m_maxNonphys)
3280 {
3281 f = m_scene.m_maxNonphys / oldSize.X;
3282 a = f / x;
3283 x *= a;
3284 y *= a;
3285 z *= a;
3286 }
3287 if (oldSize.Y*y > m_scene.m_maxNonphys)
2903 { 3288 {
2904 if (oldSize.X*x > m_scene.m_maxNonphys) 3289 f = m_scene.m_maxNonphys / oldSize.Y;
2905 { 3290 a = f / y;
2906 f = m_scene.m_maxNonphys / oldSize.X; 3291 x *= a;
2907 a = f / x; 3292 y *= a;
2908 x *= a; 3293 z *= a;
2909 y *= a;
2910 z *= a;
2911 }
2912 if (oldSize.Y*y > m_scene.m_maxNonphys)
2913 {
2914 f = m_scene.m_maxNonphys / oldSize.Y;
2915 a = f / y;
2916 x *= a;
2917 y *= a;
2918 z *= a;
2919 }
2920 if (oldSize.Z*z > m_scene.m_maxNonphys)
2921 {
2922 f = m_scene.m_maxNonphys / oldSize.Z;
2923 a = f / z;
2924 x *= a;
2925 y *= a;
2926 z *= a;
2927 }
2928 } 3294 }
2929 obPart.IgnoreUndoUpdate = false; 3295 if (oldSize.Z*z > m_scene.m_maxNonphys)
2930 obPart.StoreUndoState(); 3296 {
3297 f = m_scene.m_maxNonphys / oldSize.Z;
3298 a = f / z;
3299 x *= a;
3300 y *= a;
3301 z *= a;
3302 }
3303
2931 } 3304 }
2932 } 3305 }
2933 } 3306 }
2934 } 3307 }
3308 lockPartsForRead(false);
2935 3309
2936 Vector3 prevScale = part.Scale; 3310 Vector3 prevScale = part.Scale;
2937 prevScale.X *= x; 3311 prevScale.X *= x;
2938 prevScale.Y *= y; 3312 prevScale.Y *= y;
2939 prevScale.Z *= z; 3313 prevScale.Z *= z;;
3314
3315 part.IgnoreUndoUpdate = false;
3316 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3317 part.IgnoreUndoUpdate = true;
2940 part.Resize(prevScale); 3318 part.Resize(prevScale);
3319 part.IgnoreUndoUpdate = false;
2941 3320
2942 lock (m_parts) 3321 lockPartsForRead(true);
2943 { 3322 {
2944 foreach (SceneObjectPart obPart in m_parts.Values) 3323 foreach (SceneObjectPart obPart in m_parts.Values)
2945 { 3324 {
2946 obPart.IgnoreUndoUpdate = true;
2947 if (obPart.UUID != m_rootPart.UUID) 3325 if (obPart.UUID != m_rootPart.UUID)
2948 { 3326 {
3327 obPart.IgnoreUndoUpdate = false;
3328 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3329 obPart.IgnoreUndoUpdate = true;
3330
2949 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3331 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2950 currentpos.X *= x; 3332 currentpos.X *= x;
2951 currentpos.Y *= y; 3333 currentpos.Y *= y;
@@ -2958,9 +3340,9 @@ namespace OpenSim.Region.Framework.Scenes
2958 obPart.UpdateOffSet(currentpos); 3340 obPart.UpdateOffSet(currentpos);
2959 } 3341 }
2960 obPart.IgnoreUndoUpdate = false; 3342 obPart.IgnoreUndoUpdate = false;
2961 obPart.StoreUndoState();
2962 } 3343 }
2963 } 3344 }
3345 lockPartsForRead(false);
2964 3346
2965 if (part.PhysActor != null) 3347 if (part.PhysActor != null)
2966 { 3348 {
@@ -2969,7 +3351,6 @@ namespace OpenSim.Region.Framework.Scenes
2969 } 3351 }
2970 3352
2971 part.IgnoreUndoUpdate = false; 3353 part.IgnoreUndoUpdate = false;
2972 part.StoreUndoState();
2973 HasGroupChanged = true; 3354 HasGroupChanged = true;
2974 ScheduleGroupForTerseUpdate(); 3355 ScheduleGroupForTerseUpdate();
2975 } 3356 }
@@ -2985,14 +3366,11 @@ namespace OpenSim.Region.Framework.Scenes
2985 /// <param name="pos"></param> 3366 /// <param name="pos"></param>
2986 public void UpdateGroupPosition(Vector3 pos) 3367 public void UpdateGroupPosition(Vector3 pos)
2987 { 3368 {
2988 foreach (SceneObjectPart part in Children.Values)
2989 {
2990 part.StoreUndoState();
2991 }
2992 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3369 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2993 { 3370 {
2994 if (IsAttachment) 3371 if (IsAttachment)
2995 { 3372 {
3373 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2996 m_rootPart.AttachedPos = pos; 3374 m_rootPart.AttachedPos = pos;
2997 } 3375 }
2998 if (RootPart.GetStatusSandbox()) 3376 if (RootPart.GetStatusSandbox())
@@ -3025,7 +3403,7 @@ namespace OpenSim.Region.Framework.Scenes
3025 SceneObjectPart part = GetChildPart(localID); 3403 SceneObjectPart part = GetChildPart(localID);
3026 foreach (SceneObjectPart parts in Children.Values) 3404 foreach (SceneObjectPart parts in Children.Values)
3027 { 3405 {
3028 parts.StoreUndoState(); 3406 parts.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3029 } 3407 }
3030 if (part != null) 3408 if (part != null)
3031 { 3409 {
@@ -3050,7 +3428,7 @@ namespace OpenSim.Region.Framework.Scenes
3050 { 3428 {
3051 foreach (SceneObjectPart part in Children.Values) 3429 foreach (SceneObjectPart part in Children.Values)
3052 { 3430 {
3053 part.StoreUndoState(); 3431 part.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3054 } 3432 }
3055 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3433 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3056 Vector3 oldPos = 3434 Vector3 oldPos =
@@ -3063,7 +3441,7 @@ namespace OpenSim.Region.Framework.Scenes
3063 axDiff *= Quaternion.Inverse(partRotation); 3441 axDiff *= Quaternion.Inverse(partRotation);
3064 diff = axDiff; 3442 diff = axDiff;
3065 3443
3066 lock (m_parts) 3444 lockPartsForRead(true);
3067 { 3445 {
3068 foreach (SceneObjectPart obPart in m_parts.Values) 3446 foreach (SceneObjectPart obPart in m_parts.Values)
3069 { 3447 {
@@ -3073,11 +3451,29 @@ namespace OpenSim.Region.Framework.Scenes
3073 } 3451 }
3074 } 3452 }
3075 } 3453 }
3454 lockPartsForRead(false);
3076 3455
3077 AbsolutePosition = newPos; 3456 //We have to set undoing here because otherwise an undo state will be saved
3457 if (!m_rootPart.Undoing)
3458 {
3459 m_rootPart.Undoing = true;
3460 AbsolutePosition = newPos;
3461 m_rootPart.Undoing = false;
3462 }
3463 else
3464 {
3465 AbsolutePosition = newPos;
3466 }
3078 3467
3079 HasGroupChanged = true; 3468 HasGroupChanged = true;
3080 ScheduleGroupForTerseUpdate(); 3469 if (m_rootPart.Undoing)
3470 {
3471 ScheduleGroupForFullUpdate();
3472 }
3473 else
3474 {
3475 ScheduleGroupForTerseUpdate();
3476 }
3081 } 3477 }
3082 3478
3083 public void OffsetForNewRegion(Vector3 offset) 3479 public void OffsetForNewRegion(Vector3 offset)
@@ -3097,7 +3493,7 @@ namespace OpenSim.Region.Framework.Scenes
3097 { 3493 {
3098 foreach (SceneObjectPart parts in Children.Values) 3494 foreach (SceneObjectPart parts in Children.Values)
3099 { 3495 {
3100 parts.StoreUndoState(); 3496 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3101 } 3497 }
3102 m_rootPart.UpdateRotation(rot); 3498 m_rootPart.UpdateRotation(rot);
3103 3499
@@ -3121,7 +3517,7 @@ namespace OpenSim.Region.Framework.Scenes
3121 { 3517 {
3122 foreach (SceneObjectPart parts in Children.Values) 3518 foreach (SceneObjectPart parts in Children.Values)
3123 { 3519 {
3124 parts.StoreUndoState(); 3520 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3125 } 3521 }
3126 m_rootPart.UpdateRotation(rot); 3522 m_rootPart.UpdateRotation(rot);
3127 3523
@@ -3148,7 +3544,7 @@ namespace OpenSim.Region.Framework.Scenes
3148 SceneObjectPart part = GetChildPart(localID); 3544 SceneObjectPart part = GetChildPart(localID);
3149 foreach (SceneObjectPart parts in Children.Values) 3545 foreach (SceneObjectPart parts in Children.Values)
3150 { 3546 {
3151 parts.StoreUndoState(); 3547 parts.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3152 } 3548 }
3153 if (part != null) 3549 if (part != null)
3154 { 3550 {
@@ -3176,15 +3572,24 @@ namespace OpenSim.Region.Framework.Scenes
3176 if (part.UUID == m_rootPart.UUID) 3572 if (part.UUID == m_rootPart.UUID)
3177 { 3573 {
3178 UpdateRootRotation(rot); 3574 UpdateRootRotation(rot);
3179 AbsolutePosition = pos; 3575 if (!m_rootPart.Undoing)
3576 {
3577 m_rootPart.Undoing = true;
3578 AbsolutePosition = pos;
3579 m_rootPart.Undoing = false;
3580 }
3581 else
3582 {
3583 AbsolutePosition = pos;
3584 }
3180 } 3585 }
3181 else 3586 else
3182 { 3587 {
3588 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3183 part.IgnoreUndoUpdate = true; 3589 part.IgnoreUndoUpdate = true;
3184 part.UpdateRotation(rot); 3590 part.UpdateRotation(rot);
3185 part.OffsetPosition = pos; 3591 part.OffsetPosition = pos;
3186 part.IgnoreUndoUpdate = false; 3592 part.IgnoreUndoUpdate = false;
3187 part.StoreUndoState();
3188 } 3593 }
3189 } 3594 }
3190 } 3595 }
@@ -3198,7 +3603,13 @@ namespace OpenSim.Region.Framework.Scenes
3198 Quaternion axRot = rot; 3603 Quaternion axRot = rot;
3199 Quaternion oldParentRot = m_rootPart.RotationOffset; 3604 Quaternion oldParentRot = m_rootPart.RotationOffset;
3200 3605
3201 m_rootPart.StoreUndoState(); 3606 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3607 bool cancelUndo = false;
3608 if (!m_rootPart.Undoing)
3609 {
3610 m_rootPart.Undoing = true;
3611 cancelUndo = true;
3612 }
3202 m_rootPart.UpdateRotation(rot); 3613 m_rootPart.UpdateRotation(rot);
3203 if (m_rootPart.PhysActor != null) 3614 if (m_rootPart.PhysActor != null)
3204 { 3615 {
@@ -3206,33 +3617,31 @@ namespace OpenSim.Region.Framework.Scenes
3206 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3617 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3207 } 3618 }
3208 3619
3209 lock (m_parts) 3620 lockPartsForRead(true);
3621
3622 foreach (SceneObjectPart prim in m_parts.Values)
3210 { 3623 {
3211 foreach (SceneObjectPart prim in m_parts.Values) 3624 if (prim.UUID != m_rootPart.UUID)
3212 { 3625 {
3213 if (prim.UUID != m_rootPart.UUID) 3626 prim.IgnoreUndoUpdate = true;
3214 { 3627 Vector3 axPos = prim.OffsetPosition;
3215 prim.IgnoreUndoUpdate = true; 3628 axPos *= oldParentRot;
3216 Vector3 axPos = prim.OffsetPosition; 3629 axPos *= Quaternion.Inverse(axRot);
3217 axPos *= oldParentRot; 3630 prim.OffsetPosition = axPos;
3218 axPos *= Quaternion.Inverse(axRot); 3631 Quaternion primsRot = prim.RotationOffset;
3219 prim.OffsetPosition = axPos; 3632 Quaternion newRot = primsRot * oldParentRot;
3220 Quaternion primsRot = prim.RotationOffset; 3633 newRot *= Quaternion.Inverse(axRot);
3221 Quaternion newRot = primsRot * oldParentRot; 3634 prim.RotationOffset = newRot;
3222 newRot *= Quaternion.Inverse(axRot); 3635 prim.ScheduleTerseUpdate();
3223 prim.RotationOffset = newRot; 3636 prim.IgnoreUndoUpdate = false;
3224 prim.ScheduleTerseUpdate();
3225 }
3226 } 3637 }
3227 } 3638 }
3228 foreach (SceneObjectPart childpart in Children.Values) 3639 if (cancelUndo == true)
3229 { 3640 {
3230 if (childpart != m_rootPart) 3641 m_rootPart.Undoing = false;
3231 {
3232 childpart.IgnoreUndoUpdate = false;
3233 childpart.StoreUndoState();
3234 }
3235 } 3642 }
3643 lockPartsForRead(false);
3644
3236 m_rootPart.ScheduleTerseUpdate(); 3645 m_rootPart.ScheduleTerseUpdate();
3237 } 3646 }
3238 3647
@@ -3354,7 +3763,7 @@ namespace OpenSim.Region.Framework.Scenes
3354 if (atTargets.Count > 0) 3763 if (atTargets.Count > 0)
3355 { 3764 {
3356 uint[] localids = new uint[0]; 3765 uint[] localids = new uint[0];
3357 lock (m_parts) 3766 lockPartsForRead(true);
3358 { 3767 {
3359 localids = new uint[m_parts.Count]; 3768 localids = new uint[m_parts.Count];
3360 int cntr = 0; 3769 int cntr = 0;
@@ -3364,6 +3773,7 @@ namespace OpenSim.Region.Framework.Scenes
3364 cntr++; 3773 cntr++;
3365 } 3774 }
3366 } 3775 }
3776 lockPartsForRead(false);
3367 3777
3368 for (int ctr = 0; ctr < localids.Length; ctr++) 3778 for (int ctr = 0; ctr < localids.Length; ctr++)
3369 { 3779 {
@@ -3382,7 +3792,7 @@ namespace OpenSim.Region.Framework.Scenes
3382 { 3792 {
3383 //trigger not_at_target 3793 //trigger not_at_target
3384 uint[] localids = new uint[0]; 3794 uint[] localids = new uint[0];
3385 lock (m_parts) 3795 lockPartsForRead(true);
3386 { 3796 {
3387 localids = new uint[m_parts.Count]; 3797 localids = new uint[m_parts.Count];
3388 int cntr = 0; 3798 int cntr = 0;
@@ -3392,7 +3802,8 @@ namespace OpenSim.Region.Framework.Scenes
3392 cntr++; 3802 cntr++;
3393 } 3803 }
3394 } 3804 }
3395 3805 lockPartsForRead(false);
3806
3396 for (int ctr = 0; ctr < localids.Length; ctr++) 3807 for (int ctr = 0; ctr < localids.Length; ctr++)
3397 { 3808 {
3398 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3809 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3433,7 +3844,8 @@ namespace OpenSim.Region.Framework.Scenes
3433 if (atRotTargets.Count > 0) 3844 if (atRotTargets.Count > 0)
3434 { 3845 {
3435 uint[] localids = new uint[0]; 3846 uint[] localids = new uint[0];
3436 lock (m_parts) 3847 lockPartsForRead(true);
3848 try
3437 { 3849 {
3438 localids = new uint[m_parts.Count]; 3850 localids = new uint[m_parts.Count];
3439 int cntr = 0; 3851 int cntr = 0;
@@ -3443,6 +3855,10 @@ namespace OpenSim.Region.Framework.Scenes
3443 cntr++; 3855 cntr++;
3444 } 3856 }
3445 } 3857 }
3858 finally
3859 {
3860 lockPartsForRead(false);
3861 }
3446 3862
3447 for (int ctr = 0; ctr < localids.Length; ctr++) 3863 for (int ctr = 0; ctr < localids.Length; ctr++)
3448 { 3864 {
@@ -3461,7 +3877,8 @@ namespace OpenSim.Region.Framework.Scenes
3461 { 3877 {
3462 //trigger not_at_target 3878 //trigger not_at_target
3463 uint[] localids = new uint[0]; 3879 uint[] localids = new uint[0];
3464 lock (m_parts) 3880 lockPartsForRead(true);
3881 try
3465 { 3882 {
3466 localids = new uint[m_parts.Count]; 3883 localids = new uint[m_parts.Count];
3467 int cntr = 0; 3884 int cntr = 0;
@@ -3471,6 +3888,10 @@ namespace OpenSim.Region.Framework.Scenes
3471 cntr++; 3888 cntr++;
3472 } 3889 }
3473 } 3890 }
3891 finally
3892 {
3893 lockPartsForRead(false);
3894 }
3474 3895
3475 for (int ctr = 0; ctr < localids.Length; ctr++) 3896 for (int ctr = 0; ctr < localids.Length; ctr++)
3476 { 3897 {
@@ -3484,19 +3905,20 @@ namespace OpenSim.Region.Framework.Scenes
3484 public float GetMass() 3905 public float GetMass()
3485 { 3906 {
3486 float retmass = 0f; 3907 float retmass = 0f;
3487 lock (m_parts) 3908 lockPartsForRead(true);
3488 { 3909 {
3489 foreach (SceneObjectPart part in m_parts.Values) 3910 foreach (SceneObjectPart part in m_parts.Values)
3490 { 3911 {
3491 retmass += part.GetMass(); 3912 retmass += part.GetMass();
3492 } 3913 }
3493 } 3914 }
3915 lockPartsForRead(false);
3494 return retmass; 3916 return retmass;
3495 } 3917 }
3496 3918
3497 public void CheckSculptAndLoad() 3919 public void CheckSculptAndLoad()
3498 { 3920 {
3499 lock (m_parts) 3921 lockPartsForRead(true);
3500 { 3922 {
3501 if (!IsDeleted) 3923 if (!IsDeleted)
3502 { 3924 {
@@ -3521,6 +3943,7 @@ namespace OpenSim.Region.Framework.Scenes
3521 } 3943 }
3522 } 3944 }
3523 } 3945 }
3946 lockPartsForRead(false);
3524 } 3947 }
3525 3948
3526 protected void AssetReceived(string id, Object sender, AssetBase asset) 3949 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3541,7 +3964,7 @@ namespace OpenSim.Region.Framework.Scenes
3541 /// <param name="client"></param> 3964 /// <param name="client"></param>
3542 public void SetGroup(UUID GroupID, IClientAPI client) 3965 public void SetGroup(UUID GroupID, IClientAPI client)
3543 { 3966 {
3544 lock (m_parts) 3967 lockPartsForRead(true);
3545 { 3968 {
3546 foreach (SceneObjectPart part in m_parts.Values) 3969 foreach (SceneObjectPart part in m_parts.Values)
3547 { 3970 {
@@ -3551,6 +3974,7 @@ namespace OpenSim.Region.Framework.Scenes
3551 3974
3552 HasGroupChanged = true; 3975 HasGroupChanged = true;
3553 } 3976 }
3977 lockPartsForRead(false);
3554 3978
3555 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 3979 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3556 // for the same object with very different properties. The caller must schedule the update. 3980 // for the same object with very different properties. The caller must schedule the update.
@@ -3572,11 +3996,12 @@ namespace OpenSim.Region.Framework.Scenes
3572 3996
3573 public void SetAttachmentPoint(byte point) 3997 public void SetAttachmentPoint(byte point)
3574 { 3998 {
3575 lock (m_parts) 3999 lockPartsForRead(true);
3576 { 4000 {
3577 foreach (SceneObjectPart part in m_parts.Values) 4001 foreach (SceneObjectPart part in m_parts.Values)
3578 part.SetAttachmentPoint(point); 4002 part.SetAttachmentPoint(point);
3579 } 4003 }
4004 lockPartsForRead(false);
3580 } 4005 }
3581 4006
3582 #region ISceneObject 4007 #region ISceneObject
@@ -3610,6 +4035,14 @@ namespace OpenSim.Region.Framework.Scenes
3610 SetFromItemID(uuid); 4035 SetFromItemID(uuid);
3611 } 4036 }
3612 4037
4038 public void ResetOwnerChangeFlag()
4039 {
4040 ForEachPart(delegate(SceneObjectPart part)
4041 {
4042 part.ResetOwnerChangeFlag();
4043 });
4044 }
4045
3613 #endregion 4046 #endregion
3614 } 4047 }
3615} 4048}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 2ad4223..9e52b00 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -60,7 +60,8 @@ namespace OpenSim.Region.Framework.Scenes
60 TELEPORT = 512, 60 TELEPORT = 512,
61 REGION_RESTART = 1024, 61 REGION_RESTART = 1024,
62 MEDIA = 2048, 62 MEDIA = 2048,
63 ANIMATION = 16384 63 ANIMATION = 16384,
64 POSITION = 32768
64 } 65 }
65 66
66 // I don't really know where to put this except here. 67 // I don't really know where to put this except here.
@@ -149,8 +150,8 @@ namespace OpenSim.Region.Framework.Scenes
149 150
150 // TODO: This needs to be persisted in next XML version update! 151 // TODO: This needs to be persisted in next XML version update!
151 [XmlIgnore] 152 [XmlIgnore]
152 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 153 public int[] PayPrice = {-2,-2,-2,-2,-2};
153 154
154 [XmlIgnore] 155 [XmlIgnore]
155 public PhysicsActor PhysActor 156 public PhysicsActor PhysActor
156 { 157 {
@@ -193,6 +194,14 @@ namespace OpenSim.Region.Framework.Scenes
193 [XmlIgnore] 194 [XmlIgnore]
194 public UUID FromFolderID; 195 public UUID FromFolderID;
195 196
197 // The following two are to hold the attachment data
198 // while an object is inworld
199 [XmlIgnore]
200 public byte AttachPoint = 0;
201
202 [XmlIgnore]
203 public Vector3 AttachOffset = Vector3.Zero;
204
196 [XmlIgnore] 205 [XmlIgnore]
197 public int STATUS_ROTATE_X; 206 public int STATUS_ROTATE_X;
198 207
@@ -288,6 +297,7 @@ namespace OpenSim.Region.Framework.Scenes
288 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 297 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
289 private Vector3 m_sitTargetPosition; 298 private Vector3 m_sitTargetPosition;
290 private string m_sitAnimation = "SIT"; 299 private string m_sitAnimation = "SIT";
300 private bool m_occupied; // KF if any av is sitting on this prim
291 private string m_text = String.Empty; 301 private string m_text = String.Empty;
292 private string m_touchName = String.Empty; 302 private string m_touchName = String.Empty;
293 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 303 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -377,7 +387,7 @@ namespace OpenSim.Region.Framework.Scenes
377 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 387 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
378 Quaternion rotationOffset, Vector3 offsetPosition) 388 Quaternion rotationOffset, Vector3 offsetPosition)
379 { 389 {
380 m_name = "Primitive"; 390 m_name = "Object";
381 391
382 Rezzed = DateTime.UtcNow; 392 Rezzed = DateTime.UtcNow;
383 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 393 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -473,12 +483,16 @@ namespace OpenSim.Region.Framework.Scenes
473 } 483 }
474 484
475 /// <value> 485 /// <value>
476 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 486 /// Get the inventory list
477 /// </value> 487 /// </value>
478 public TaskInventoryDictionary TaskInventory 488 public TaskInventoryDictionary TaskInventory
479 { 489 {
480 get { return m_inventory.Items; } 490 get {
481 set { m_inventory.Items = value; } 491 return m_inventory.Items;
492 }
493 set {
494 m_inventory.Items = value;
495 }
482 } 496 }
483 497
484 /// <summary> 498 /// <summary>
@@ -611,14 +625,12 @@ namespace OpenSim.Region.Framework.Scenes
611 set { m_LoopSoundSlavePrims = value; } 625 set { m_LoopSoundSlavePrims = value; }
612 } 626 }
613 627
614 [XmlIgnore]
615 public Byte[] TextureAnimation 628 public Byte[] TextureAnimation
616 { 629 {
617 get { return m_TextureAnimation; } 630 get { return m_TextureAnimation; }
618 set { m_TextureAnimation = value; } 631 set { m_TextureAnimation = value; }
619 } 632 }
620 633
621 [XmlIgnore]
622 public Byte[] ParticleSystem 634 public Byte[] ParticleSystem
623 { 635 {
624 get { return m_particleSystem; } 636 get { return m_particleSystem; }
@@ -672,7 +684,6 @@ namespace OpenSim.Region.Framework.Scenes
672 set 684 set
673 { 685 {
674 m_groupPosition = value; 686 m_groupPosition = value;
675
676 PhysicsActor actor = PhysActor; 687 PhysicsActor actor = PhysActor;
677 if (actor != null) 688 if (actor != null)
678 { 689 {
@@ -692,25 +703,13 @@ namespace OpenSim.Region.Framework.Scenes
692 703
693 // Tell the physics engines that this prim changed. 704 // Tell the physics engines that this prim changed.
694 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 705 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
706
695 } 707 }
696 catch (Exception e) 708 catch (Exception e)
697 { 709 {
698 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 710 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
699 } 711 }
700 } 712 }
701
702 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
703 if (m_sitTargetAvatar != UUID.Zero)
704 {
705 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
706 {
707 ScenePresence avatar;
708 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
709 {
710 avatar.ParentPosition = GetWorldPosition();
711 }
712 }
713 }
714 } 713 }
715 } 714 }
716 715
@@ -719,7 +718,8 @@ namespace OpenSim.Region.Framework.Scenes
719 get { return m_offsetPosition; } 718 get { return m_offsetPosition; }
720 set 719 set
721 { 720 {
722 StoreUndoState(); 721 Vector3 oldpos = m_offsetPosition;
722 StoreUndoState(UndoType.STATE_PRIM_POSITION);
723 m_offsetPosition = value; 723 m_offsetPosition = value;
724 724
725 if (ParentGroup != null && !ParentGroup.IsDeleted) 725 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -733,7 +733,22 @@ namespace OpenSim.Region.Framework.Scenes
733 // Tell the physics engines that this prim changed. 733 // Tell the physics engines that this prim changed.
734 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 734 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
735 } 735 }
736
737 if (!m_parentGroup.m_dupeInProgress)
738 {
739 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
740 foreach (ScenePresence av in avs)
741 {
742 if (av.LinkedPrim == m_uuid)
743 {
744 Vector3 offset = (m_offsetPosition - oldpos);
745 av.OffsetPosition += offset;
746 av.SendFullUpdateToAllClients();
747 }
748 }
749 }
736 } 750 }
751 TriggerScriptChangedEvent(Changed.POSITION);
737 } 752 }
738 } 753 }
739 754
@@ -775,7 +790,7 @@ namespace OpenSim.Region.Framework.Scenes
775 790
776 set 791 set
777 { 792 {
778 StoreUndoState(); 793 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
779 m_rotationOffset = value; 794 m_rotationOffset = value;
780 795
781 PhysicsActor actor = PhysActor; 796 PhysicsActor actor = PhysActor;
@@ -859,7 +874,16 @@ namespace OpenSim.Region.Framework.Scenes
859 /// <summary></summary> 874 /// <summary></summary>
860 public Vector3 Acceleration 875 public Vector3 Acceleration
861 { 876 {
862 get { return m_acceleration; } 877 get
878 {
879 PhysicsActor actor = PhysActor;
880 if (actor != null)
881 {
882 m_acceleration = actor.Acceleration;
883 }
884 return m_acceleration;
885 }
886
863 set { m_acceleration = value; } 887 set { m_acceleration = value; }
864 } 888 }
865 889
@@ -964,7 +988,7 @@ namespace OpenSim.Region.Framework.Scenes
964 get { return m_shape.Scale; } 988 get { return m_shape.Scale; }
965 set 989 set
966 { 990 {
967 StoreUndoState(); 991 StoreUndoState(UndoType.STATE_PRIM_SCALE);
968 if (m_shape != null) 992 if (m_shape != null)
969 { 993 {
970 m_shape.Scale = value; 994 m_shape.Scale = value;
@@ -1034,7 +1058,8 @@ namespace OpenSim.Region.Framework.Scenes
1034 if (IsAttachment) 1058 if (IsAttachment)
1035 return GroupPosition; 1059 return GroupPosition;
1036 1060
1037 return m_offsetPosition + m_groupPosition; } 1061// return m_offsetPosition + m_groupPosition; }
1062 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
1038 } 1063 }
1039 1064
1040 public SceneObjectGroup ParentGroup 1065 public SceneObjectGroup ParentGroup
@@ -1193,6 +1218,13 @@ namespace OpenSim.Region.Framework.Scenes
1193 _flags = value; 1218 _flags = value;
1194 } 1219 }
1195 } 1220 }
1221
1222 [XmlIgnore]
1223 public bool IsOccupied // KF If an av is sittingon this prim
1224 {
1225 get { return m_occupied; }
1226 set { m_occupied = value; }
1227 }
1196 1228
1197 [XmlIgnore] 1229 [XmlIgnore]
1198 public UUID SitTargetAvatar 1230 public UUID SitTargetAvatar
@@ -1268,14 +1300,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 } 1300 }
1269 } 1301 }
1270 1302
1271 /// <summary>
1272 /// Clear all pending updates of parts to clients
1273 /// </summary>
1274 private void ClearUpdateSchedule()
1275 {
1276 m_updateFlag = 0;
1277 }
1278
1279 private void SendObjectPropertiesToClient(UUID AgentID) 1303 private void SendObjectPropertiesToClient(UUID AgentID)
1280 { 1304 {
1281 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1305 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1526,14 +1550,21 @@ namespace OpenSim.Region.Framework.Scenes
1526 // or flexible 1550 // or flexible
1527 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1551 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1528 { 1552 {
1529 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1553 try
1530 Name, 1554 {
1531 Shape, 1555 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1532 AbsolutePosition, 1556 Name,
1533 Scale, 1557 Shape,
1534 RotationOffset, 1558 AbsolutePosition,
1535 RigidBody); 1559 Scale,
1536 1560 RotationOffset,
1561 RigidBody);
1562 }
1563 catch
1564 {
1565 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1566 PhysActor = null;
1567 }
1537 // Basic Physics returns null.. joy joy joy. 1568 // Basic Physics returns null.. joy joy joy.
1538 if (PhysActor != null) 1569 if (PhysActor != null)
1539 { 1570 {
@@ -1561,7 +1592,7 @@ namespace OpenSim.Region.Framework.Scenes
1561 { 1592 {
1562 m_redo.Clear(); 1593 m_redo.Clear();
1563 } 1594 }
1564 StoreUndoState(); 1595 StoreUndoState(UndoType.STATE_ALL);
1565 } 1596 }
1566 1597
1567 public byte ConvertScriptUintToByte(uint indata) 1598 public byte ConvertScriptUintToByte(uint indata)
@@ -1673,7 +1704,7 @@ namespace OpenSim.Region.Framework.Scenes
1673 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1704 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1674 part.Shape = shape; 1705 part.Shape = shape;
1675 1706
1676 part.Name = "Primitive"; 1707 part.Name = "Object";
1677 part._ownerID = UUID.Random(); 1708 part._ownerID = UUID.Random();
1678 1709
1679 return part; 1710 return part;
@@ -2033,12 +2064,17 @@ namespace OpenSim.Region.Framework.Scenes
2033 public Vector3 GetWorldPosition() 2064 public Vector3 GetWorldPosition()
2034 { 2065 {
2035 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2066 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2036
2037 Vector3 axPos = OffsetPosition; 2067 Vector3 axPos = OffsetPosition;
2038
2039 axPos *= parentRot; 2068 axPos *= parentRot;
2040 Vector3 translationOffsetPosition = axPos; 2069 Vector3 translationOffsetPosition = axPos;
2041 return GroupPosition + translationOffsetPosition; 2070 if(_parentID == 0)
2071 {
2072 return GroupPosition;
2073 }
2074 else
2075 {
2076 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2077 }
2042 } 2078 }
2043 2079
2044 /// <summary> 2080 /// <summary>
@@ -2049,7 +2085,7 @@ namespace OpenSim.Region.Framework.Scenes
2049 { 2085 {
2050 Quaternion newRot; 2086 Quaternion newRot;
2051 2087
2052 if (this.LinkNum == 0) 2088 if (this.LinkNum < 2) //KF Single or root prim
2053 { 2089 {
2054 newRot = RotationOffset; 2090 newRot = RotationOffset;
2055 } 2091 }
@@ -2695,17 +2731,18 @@ namespace OpenSim.Region.Framework.Scenes
2695 //Trys to fetch sound id from prim's inventory. 2731 //Trys to fetch sound id from prim's inventory.
2696 //Prim's inventory doesn't support non script items yet 2732 //Prim's inventory doesn't support non script items yet
2697 2733
2698 lock (TaskInventory) 2734 TaskInventory.LockItemsForRead(true);
2735
2736 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2699 { 2737 {
2700 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2738 if (item.Value.Name == sound)
2701 { 2739 {
2702 if (item.Value.Name == sound) 2740 soundID = item.Value.ItemID;
2703 { 2741 break;
2704 soundID = item.Value.ItemID;
2705 break;
2706 }
2707 } 2742 }
2708 } 2743 }
2744
2745 TaskInventory.LockItemsForRead(false);
2709 } 2746 }
2710 2747
2711 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2748 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2765,7 +2802,7 @@ namespace OpenSim.Region.Framework.Scenes
2765 /// <param name="scale"></param> 2802 /// <param name="scale"></param>
2766 public void Resize(Vector3 scale) 2803 public void Resize(Vector3 scale)
2767 { 2804 {
2768 StoreUndoState(); 2805 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2769 m_shape.Scale = scale; 2806 m_shape.Scale = scale;
2770 2807
2771 ParentGroup.HasGroupChanged = true; 2808 ParentGroup.HasGroupChanged = true;
@@ -2774,38 +2811,7 @@ namespace OpenSim.Region.Framework.Scenes
2774 2811
2775 public void RotLookAt(Quaternion target, float strength, float damping) 2812 public void RotLookAt(Quaternion target, float strength, float damping)
2776 { 2813 {
2777 rotLookAt(target, strength, damping); 2814 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2778 }
2779
2780 public void rotLookAt(Quaternion target, float strength, float damping)
2781 {
2782 if (IsAttachment)
2783 {
2784 /*
2785 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2786 if (avatar != null)
2787 {
2788 Rotate the Av?
2789 } */
2790 }
2791 else
2792 {
2793 APIDDamp = damping;
2794 APIDStrength = strength;
2795 APIDTarget = target;
2796 }
2797 }
2798
2799 public void startLookAt(Quaternion rot, float damp, float strength)
2800 {
2801 APIDDamp = damp;
2802 APIDStrength = strength;
2803 APIDTarget = rot;
2804 }
2805
2806 public void stopLookAt()
2807 {
2808 APIDTarget = Quaternion.Identity;
2809 } 2815 }
2810 2816
2811 /// <summary> 2817 /// <summary>
@@ -2817,7 +2823,10 @@ namespace OpenSim.Region.Framework.Scenes
2817 2823
2818 if (m_parentGroup != null) 2824 if (m_parentGroup != null)
2819 { 2825 {
2820 m_parentGroup.QueueForUpdateCheck(); 2826 if (!m_parentGroup.areUpdatesSuspended)
2827 {
2828 m_parentGroup.QueueForUpdateCheck();
2829 }
2821 } 2830 }
2822 2831
2823 int timeNow = Util.UnixTimeSinceEpoch(); 2832 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3034,8 +3043,8 @@ namespace OpenSim.Region.Framework.Scenes
3034 { 3043 {
3035 const float ROTATION_TOLERANCE = 0.01f; 3044 const float ROTATION_TOLERANCE = 0.01f;
3036 const float VELOCITY_TOLERANCE = 0.001f; 3045 const float VELOCITY_TOLERANCE = 0.001f;
3037 const float POSITION_TOLERANCE = 0.05f; 3046 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3038 const int TIME_MS_TOLERANCE = 3000; 3047 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3039 3048
3040 if (m_updateFlag == 1) 3049 if (m_updateFlag == 1)
3041 { 3050 {
@@ -3049,7 +3058,7 @@ namespace OpenSim.Region.Framework.Scenes
3049 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3058 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3050 { 3059 {
3051 AddTerseUpdateToAllAvatars(); 3060 AddTerseUpdateToAllAvatars();
3052 ClearUpdateSchedule(); 3061
3053 3062
3054 // This causes the Scene to 'poll' physical objects every couple of frames 3063 // This causes the Scene to 'poll' physical objects every couple of frames
3055 // bad, so it's been replaced by an event driven method. 3064 // bad, so it's been replaced by an event driven method.
@@ -3067,16 +3076,18 @@ namespace OpenSim.Region.Framework.Scenes
3067 m_lastAngularVelocity = AngularVelocity; 3076 m_lastAngularVelocity = AngularVelocity;
3068 m_lastTerseSent = Environment.TickCount; 3077 m_lastTerseSent = Environment.TickCount;
3069 } 3078 }
3079 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3080 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3070 } 3081 }
3071 else 3082 else
3072 { 3083 {
3073 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3084 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3074 { 3085 {
3075 AddFullUpdateToAllAvatars(); 3086 AddFullUpdateToAllAvatars();
3076 ClearUpdateSchedule(); 3087 m_updateFlag = 0; //Same here
3077 } 3088 }
3078 } 3089 }
3079 ClearUpdateSchedule(); 3090 m_updateFlag = 0;
3080 } 3091 }
3081 3092
3082 /// <summary> 3093 /// <summary>
@@ -3096,6 +3107,15 @@ namespace OpenSim.Region.Framework.Scenes
3096 UUID ownerID = _ownerID; 3107 UUID ownerID = _ownerID;
3097 UUID objectID = UUID; 3108 UUID objectID = UUID;
3098 UUID parentID = GetRootPartUUID(); 3109 UUID parentID = GetRootPartUUID();
3110
3111 if (ParentGroup.IsAttachment && ParentGroup.RootPart.Shape.State > 30)
3112 {
3113 // Use the avatar as the parent for HUDs, since the prims
3114 // are not sent to other avatars
3115 objectID = _ownerID;
3116 parentID = _ownerID;
3117 }
3118
3099 UUID soundID = UUID.Zero; 3119 UUID soundID = UUID.Zero;
3100 Vector3 position = AbsolutePosition; // region local 3120 Vector3 position = AbsolutePosition; // region local
3101 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle; 3121 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle;
@@ -3103,17 +3123,16 @@ namespace OpenSim.Region.Framework.Scenes
3103 if (!UUID.TryParse(sound, out soundID)) 3123 if (!UUID.TryParse(sound, out soundID))
3104 { 3124 {
3105 // search sound file from inventory 3125 // search sound file from inventory
3106 lock (TaskInventory) 3126 TaskInventory.LockItemsForRead(true);
3127 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3107 { 3128 {
3108 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3129 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3109 { 3130 {
3110 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3131 soundID = item.Value.ItemID;
3111 { 3132 break;
3112 soundID = item.Value.ItemID;
3113 break;
3114 }
3115 } 3133 }
3116 } 3134 }
3135 TaskInventory.LockItemsForRead(false);
3117 } 3136 }
3118 3137
3119 if (soundID == UUID.Zero) 3138 if (soundID == UUID.Zero)
@@ -3550,7 +3569,7 @@ namespace OpenSim.Region.Framework.Scenes
3550 3569
3551 public void StopLookAt() 3570 public void StopLookAt()
3552 { 3571 {
3553 m_parentGroup.stopLookAt(); 3572 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3554 3573
3555 m_parentGroup.ScheduleGroupForTerseUpdate(); 3574 m_parentGroup.ScheduleGroupForTerseUpdate();
3556 } 3575 }
@@ -3577,10 +3596,9 @@ namespace OpenSim.Region.Framework.Scenes
3577 m_parentGroup.ScheduleGroupForTerseUpdate(); 3596 m_parentGroup.ScheduleGroupForTerseUpdate();
3578 //m_parentGroup.ScheduleGroupForFullUpdate(); 3597 //m_parentGroup.ScheduleGroupForFullUpdate();
3579 } 3598 }
3580 3599 public void StoreUndoState(UndoType type)
3581 public void StoreUndoState()
3582 { 3600 {
3583 if (!Undoing) 3601 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3584 { 3602 {
3585 if (!IgnoreUndoUpdate) 3603 if (!IgnoreUndoUpdate)
3586 { 3604 {
@@ -3591,17 +3609,25 @@ namespace OpenSim.Region.Framework.Scenes
3591 if (m_undo.Count > 0) 3609 if (m_undo.Count > 0)
3592 { 3610 {
3593 UndoState last = m_undo.Peek(); 3611 UndoState last = m_undo.Peek();
3594 if (last != null) 3612
3595 {
3596 if (last.Compare(this))
3597 return;
3598 }
3599 } 3613 }
3600 3614
3601 if (m_parentGroup.GetSceneMaxUndo() > 0) 3615 if (m_parentGroup.GetSceneMaxUndo() > 0)
3602 { 3616 {
3603 UndoState nUndo = new UndoState(this); 3617 UndoState lastUndo = m_undo.Peek();
3618
3619 UndoState nUndo = new UndoState(this, type);
3604 3620
3621 if (lastUndo != null)
3622 {
3623 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3624 if (ts.TotalMilliseconds < 500)
3625 {
3626 //Delete the last entry since it was less than 500 milliseconds ago
3627 nUndo.Merge(lastUndo);
3628 m_undo.Pop();
3629 }
3630 }
3605 m_undo.Push(nUndo); 3631 m_undo.Push(nUndo);
3606 } 3632 }
3607 3633
@@ -4078,11 +4104,13 @@ namespace OpenSim.Region.Framework.Scenes
4078 if (m_undo.Count > 0) 4104 if (m_undo.Count > 0)
4079 { 4105 {
4080 UndoState nUndo = null; 4106 UndoState nUndo = null;
4107 UndoState goback = m_undo.Pop();
4081 if (m_parentGroup.GetSceneMaxUndo() > 0) 4108 if (m_parentGroup.GetSceneMaxUndo() > 0)
4082 { 4109 {
4083 nUndo = new UndoState(this); 4110 nUndo = new UndoState(this, goback.Type);
4084 } 4111 }
4085 UndoState goback = m_undo.Pop(); 4112
4113
4086 if (goback != null) 4114 if (goback != null)
4087 { 4115 {
4088 goback.PlaybackState(this); 4116 goback.PlaybackState(this);
@@ -4097,13 +4125,13 @@ namespace OpenSim.Region.Framework.Scenes
4097 { 4125 {
4098 lock (m_redo) 4126 lock (m_redo)
4099 { 4127 {
4128 UndoState gofwd = m_redo.Pop();
4100 if (m_parentGroup.GetSceneMaxUndo() > 0) 4129 if (m_parentGroup.GetSceneMaxUndo() > 0)
4101 { 4130 {
4102 UndoState nUndo = new UndoState(this); 4131 UndoState nUndo = new UndoState(this, gofwd.Type);
4103 4132
4104 m_undo.Push(nUndo); 4133 m_undo.Push(nUndo);
4105 } 4134 }
4106 UndoState gofwd = m_redo.Pop();
4107 if (gofwd != null) 4135 if (gofwd != null)
4108 gofwd.PlayfwdState(this); 4136 gofwd.PlayfwdState(this);
4109 } 4137 }
@@ -4551,8 +4579,9 @@ namespace OpenSim.Region.Framework.Scenes
4551 { 4579 {
4552 m_shape.TextureEntry = textureEntry; 4580 m_shape.TextureEntry = textureEntry;
4553 TriggerScriptChangedEvent(Changed.TEXTURE); 4581 TriggerScriptChangedEvent(Changed.TEXTURE);
4554 4582 m_updateFlag = 1;
4555 ParentGroup.HasGroupChanged = true; 4583 ParentGroup.HasGroupChanged = true;
4584
4556 //This is madness.. 4585 //This is madness..
4557 //ParentGroup.ScheduleGroupForFullUpdate(); 4586 //ParentGroup.ScheduleGroupForFullUpdate();
4558 //This is sparta 4587 //This is sparta
@@ -4797,5 +4826,17 @@ namespace OpenSim.Region.Framework.Scenes
4797 Color color = Color; 4826 Color color = Color;
4798 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4827 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4799 } 4828 }
4829
4830 public void ResetOwnerChangeFlag()
4831 {
4832 List<UUID> inv = Inventory.GetInventoryList();
4833
4834 foreach (UUID itemID in inv)
4835 {
4836 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4837 item.OwnerChanged = false;
4838 Inventory.UpdateInventoryItem(item);
4839 }
4840 }
4800 } 4841 }
4801} 4842}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 4ae53a2..8b4f0ed 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -46,6 +46,8 @@ namespace OpenSim.Region.Framework.Scenes
46 46
47 private string m_inventoryFileName = String.Empty; 47 private string m_inventoryFileName = String.Empty;
48 private int m_inventoryFileNameSerial = 0; 48 private int m_inventoryFileNameSerial = 0;
49
50 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
49 51
50 /// <value> 52 /// <value>
51 /// The part to which the inventory belongs. 53 /// The part to which the inventory belongs.
@@ -82,7 +84,9 @@ namespace OpenSim.Region.Framework.Scenes
82 /// </value> 84 /// </value>
83 protected internal TaskInventoryDictionary Items 85 protected internal TaskInventoryDictionary Items
84 { 86 {
85 get { return m_items; } 87 get {
88 return m_items;
89 }
86 set 90 set
87 { 91 {
88 m_items = value; 92 m_items = value;
@@ -118,22 +122,25 @@ namespace OpenSim.Region.Framework.Scenes
118 /// <param name="linkNum">Link number for the part</param> 122 /// <param name="linkNum">Link number for the part</param>
119 public void ResetInventoryIDs() 123 public void ResetInventoryIDs()
120 { 124 {
121 lock (m_items) 125 m_items.LockItemsForWrite(true);
126
127 if (0 == Items.Count)
122 { 128 {
123 if (0 == m_items.Count) 129 m_items.LockItemsForWrite(false);
124 return; 130 return;
131 }
125 132
126 HasInventoryChanged = true; 133 HasInventoryChanged = true;
127 m_part.ParentGroup.HasGroupChanged = true; 134 m_part.ParentGroup.HasGroupChanged = true;
128 IList<TaskInventoryItem> items = GetInventoryItems(); 135 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
129 m_items.Clear(); 136 Items.Clear();
130 137
131 foreach (TaskInventoryItem item in items) 138 foreach (TaskInventoryItem item in items)
132 { 139 {
133 item.ResetIDs(m_part.UUID); 140 item.ResetIDs(m_part.UUID);
134 m_items.Add(item.ItemID, item); 141 Items.Add(item.ItemID, item);
135 }
136 } 142 }
143 m_items.LockItemsForWrite(false);
137 } 144 }
138 145
139 /// <summary> 146 /// <summary>
@@ -142,12 +149,11 @@ namespace OpenSim.Region.Framework.Scenes
142 /// <param name="ownerId"></param> 149 /// <param name="ownerId"></param>
143 public void ChangeInventoryOwner(UUID ownerId) 150 public void ChangeInventoryOwner(UUID ownerId)
144 { 151 {
145 lock (Items) 152 m_items.LockItemsForWrite(true);
153 if (0 == Items.Count)
146 { 154 {
147 if (0 == Items.Count) 155 m_items.LockItemsForWrite(false);
148 { 156 return;
149 return;
150 }
151 } 157 }
152 158
153 HasInventoryChanged = true; 159 HasInventoryChanged = true;
@@ -161,6 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
161 item.OwnerID = ownerId; 167 item.OwnerID = ownerId;
162 } 168 }
163 } 169 }
170 m_items.LockItemsForWrite(false);
164 } 171 }
165 172
166 /// <summary> 173 /// <summary>
@@ -169,22 +176,24 @@ namespace OpenSim.Region.Framework.Scenes
169 /// <param name="groupID"></param> 176 /// <param name="groupID"></param>
170 public void ChangeInventoryGroup(UUID groupID) 177 public void ChangeInventoryGroup(UUID groupID)
171 { 178 {
172 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
173 { 181 {
174 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
175 { 183 return;
176 return;
177 }
178 } 184 }
179 185
180 HasInventoryChanged = true; 186 HasInventoryChanged = true;
181 m_part.ParentGroup.HasGroupChanged = true; 187 m_part.ParentGroup.HasGroupChanged = true;
182 List<TaskInventoryItem> items = GetInventoryItems(); 188 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
183 foreach (TaskInventoryItem item in items) 189 foreach (TaskInventoryItem item in items)
184 { 190 {
185 if (groupID != item.GroupID) 191 if (groupID != item.GroupID)
192 {
186 item.GroupID = groupID; 193 item.GroupID = groupID;
194 }
187 } 195 }
196 m_items.LockItemsForWrite(false);
188 } 197 }
189 198
190 /// <summary> 199 /// <summary>
@@ -192,9 +201,14 @@ namespace OpenSim.Region.Framework.Scenes
192 /// </summary> 201 /// </summary>
193 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 202 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
194 { 203 {
195 List<TaskInventoryItem> scripts = GetInventoryScripts(); 204 Items.LockItemsForRead(true);
196 foreach (TaskInventoryItem item in scripts) 205 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
197 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 206 Items.LockItemsForRead(false);
207 foreach (TaskInventoryItem item in items)
208 {
209 if ((int)InventoryType.LSL == item.InvType)
210 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
211 }
198 } 212 }
199 213
200 public ArrayList GetScriptErrors(UUID itemID) 214 public ArrayList GetScriptErrors(UUID itemID)
@@ -227,9 +241,18 @@ namespace OpenSim.Region.Framework.Scenes
227 /// </param> 241 /// </param>
228 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 242 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
229 { 243 {
230 List<TaskInventoryItem> scripts = GetInventoryScripts(); 244 Items.LockItemsForRead(true);
231 foreach (TaskInventoryItem item in scripts) 245 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
232 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 246 Items.LockItemsForRead(false);
247
248 foreach (TaskInventoryItem item in items)
249 {
250 if ((int)InventoryType.LSL == item.InvType)
251 {
252 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
253 m_part.RemoveScriptEvents(item.ItemID);
254 }
255 }
233 } 256 }
234 257
235 /// <summary> 258 /// <summary>
@@ -245,7 +268,10 @@ namespace OpenSim.Region.Framework.Scenes
245 // item.Name, item.ItemID, Name, UUID); 268 // item.Name, item.ItemID, Name, UUID);
246 269
247 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 270 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
271 {
272 StoreScriptError(item.ItemID, "no permission");
248 return; 273 return;
274 }
249 275
250 m_part.AddFlag(PrimFlags.Scripted); 276 m_part.AddFlag(PrimFlags.Scripted);
251 277
@@ -254,14 +280,13 @@ namespace OpenSim.Region.Framework.Scenes
254 if (stateSource == 1 && // Prim crossing 280 if (stateSource == 1 && // Prim crossing
255 m_part.ParentGroup.Scene.m_trustBinaries) 281 m_part.ParentGroup.Scene.m_trustBinaries)
256 { 282 {
257 lock (m_items) 283 m_items.LockItemsForWrite(true);
258 { 284 m_items[item.ItemID].PermsMask = 0;
259 m_items[item.ItemID].PermsMask = 0; 285 m_items[item.ItemID].PermsGranter = UUID.Zero;
260 m_items[item.ItemID].PermsGranter = UUID.Zero; 286 m_items.LockItemsForWrite(false);
261 }
262
263 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 287 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
264 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 288 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
289 StoreScriptErrors(item.ItemID, null);
265 m_part.ParentGroup.AddActiveScriptCount(1); 290 m_part.ParentGroup.AddActiveScriptCount(1);
266 m_part.ScheduleFullUpdate(); 291 m_part.ScheduleFullUpdate();
267 return; 292 return;
@@ -270,6 +295,8 @@ namespace OpenSim.Region.Framework.Scenes
270 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 295 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
271 if (null == asset) 296 if (null == asset)
272 { 297 {
298 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
299 StoreScriptError(item.ItemID, msg);
273 m_log.ErrorFormat( 300 m_log.ErrorFormat(
274 "[PRIM INVENTORY]: " + 301 "[PRIM INVENTORY]: " +
275 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 302 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -281,15 +308,17 @@ namespace OpenSim.Region.Framework.Scenes
281 if (m_part.ParentGroup.m_savedScriptState != null) 308 if (m_part.ParentGroup.m_savedScriptState != null)
282 RestoreSavedScriptState(item.OldItemID, item.ItemID); 309 RestoreSavedScriptState(item.OldItemID, item.ItemID);
283 310
284 lock (m_items) 311 m_items.LockItemsForWrite(true);
285 { 312
286 m_items[item.ItemID].PermsMask = 0; 313 m_items[item.ItemID].PermsMask = 0;
287 m_items[item.ItemID].PermsGranter = UUID.Zero; 314 m_items[item.ItemID].PermsGranter = UUID.Zero;
288 } 315
316 m_items.LockItemsForWrite(false);
289 317
290 string script = Utils.BytesToString(asset.Data); 318 string script = Utils.BytesToString(asset.Data);
291 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 319 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
292 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 320 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
321 StoreScriptErrors(item.ItemID, null);
293 m_part.ParentGroup.AddActiveScriptCount(1); 322 m_part.ParentGroup.AddActiveScriptCount(1);
294 m_part.ScheduleFullUpdate(); 323 m_part.ScheduleFullUpdate();
295 } 324 }
@@ -353,21 +382,145 @@ namespace OpenSim.Region.Framework.Scenes
353 382
354 /// <summary> 383 /// <summary>
355 /// Start a script which is in this prim's inventory. 384 /// Start a script which is in this prim's inventory.
385 /// Some processing may occur in the background, but this routine returns asap.
356 /// </summary> 386 /// </summary>
357 /// <param name="itemId"> 387 /// <param name="itemId">
358 /// A <see cref="UUID"/> 388 /// A <see cref="UUID"/>
359 /// </param> 389 /// </param>
360 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 390 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
361 { 391 {
362 TaskInventoryItem item = GetInventoryItem(itemId); 392 lock (m_scriptErrors)
363 if (item != null) 393 {
364 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 394 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
395 m_scriptErrors.Remove(itemId);
396 }
397 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
398 }
399
400 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
401 {
402 m_items.LockItemsForRead(true);
403 if (m_items.ContainsKey(itemId))
404 {
405 if (m_items.ContainsKey(itemId))
406 {
407 m_items.LockItemsForRead(false);
408 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
409 }
410 else
411 {
412 m_items.LockItemsForRead(false);
413 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
414 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
415 StoreScriptError(itemId, msg);
416 m_log.ErrorFormat(
417 "[PRIM INVENTORY]: " +
418 "Couldn't start script with ID {0} since it {1}", itemId, msg);
419 }
420 }
365 else 421 else
422 {
423 m_items.LockItemsForRead(false);
424 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
425 StoreScriptError(itemId, msg);
366 m_log.ErrorFormat( 426 m_log.ErrorFormat(
367 "[PRIM INVENTORY]: " + 427 "[PRIM INVENTORY]: " +
368 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 428 "Couldn't start script with ID {0} since it {1}", itemId, msg);
369 itemId, m_part.Name, m_part.UUID, 429 }
370 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 430
431 }
432
433 /// <summary>
434 /// Start a script which is in this prim's inventory and return any compilation error messages.
435 /// </summary>
436 /// <param name="itemId">
437 /// A <see cref="UUID"/>
438 /// </param>
439 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
440 {
441 ArrayList errors;
442
443 // Indicate to CreateScriptInstanceInternal() we want it to
444 // post any compilation/loading error messages
445 lock (m_scriptErrors)
446 {
447 m_scriptErrors[itemId] = null;
448 }
449
450 // Perform compilation/loading
451 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
452
453 // Wait for and retrieve any errors
454 lock (m_scriptErrors)
455 {
456 while ((errors = m_scriptErrors[itemId]) == null)
457 {
458 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
459 {
460 m_log.ErrorFormat(
461 "[PRIM INVENTORY]: " +
462 "timedout waiting for script {0} errors", itemId);
463 errors = m_scriptErrors[itemId];
464 if (errors == null)
465 {
466 errors = new ArrayList(1);
467 errors.Add("timedout waiting for errors");
468 }
469 break;
470 }
471 }
472 m_scriptErrors.Remove(itemId);
473 }
474 return errors;
475 }
476
477 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
478 private void StoreScriptErrors(UUID itemId, ArrayList errors)
479 {
480 lock (m_scriptErrors)
481 {
482 // If compilation/loading initiated via CreateScriptInstance(),
483 // it does not want the errors, so just get out
484 if (!m_scriptErrors.ContainsKey(itemId))
485 {
486 return;
487 }
488
489 // Initiated via CreateScriptInstanceEr(), if we know what the
490 // errors are, save them and wake CreateScriptInstanceEr().
491 if (errors != null)
492 {
493 m_scriptErrors[itemId] = errors;
494 System.Threading.Monitor.PulseAll(m_scriptErrors);
495 return;
496 }
497 }
498
499 // Initiated via CreateScriptInstanceEr() but we don't know what
500 // the errors are yet, so retrieve them from the script engine.
501 // This may involve some waiting internal to GetScriptErrors().
502 errors = GetScriptErrors(itemId);
503
504 // Get a default non-null value to indicate success.
505 if (errors == null)
506 {
507 errors = new ArrayList();
508 }
509
510 // Post to CreateScriptInstanceEr() and wake it up
511 lock (m_scriptErrors)
512 {
513 m_scriptErrors[itemId] = errors;
514 System.Threading.Monitor.PulseAll(m_scriptErrors);
515 }
516 }
517
518 // Like StoreScriptErrors(), but just posts a single string message
519 private void StoreScriptError(UUID itemId, string message)
520 {
521 ArrayList errors = new ArrayList(1);
522 errors.Add(message);
523 StoreScriptErrors(itemId, errors);
371 } 524 }
372 525
373 /// <summary> 526 /// <summary>
@@ -380,15 +533,7 @@ namespace OpenSim.Region.Framework.Scenes
380 /// </param> 533 /// </param>
381 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 534 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
382 { 535 {
383 bool scriptPresent = false; 536 if (m_items.ContainsKey(itemId))
384
385 lock (m_items)
386 {
387 if (m_items.ContainsKey(itemId))
388 scriptPresent = true;
389 }
390
391 if (scriptPresent)
392 { 537 {
393 if (!sceneObjectBeingDeleted) 538 if (!sceneObjectBeingDeleted)
394 m_part.RemoveScriptEvents(itemId); 539 m_part.RemoveScriptEvents(itemId);
@@ -413,14 +558,16 @@ namespace OpenSim.Region.Framework.Scenes
413 /// <returns></returns> 558 /// <returns></returns>
414 private bool InventoryContainsName(string name) 559 private bool InventoryContainsName(string name)
415 { 560 {
416 lock (m_items) 561 m_items.LockItemsForRead(true);
562 foreach (TaskInventoryItem item in m_items.Values)
417 { 563 {
418 foreach (TaskInventoryItem item in m_items.Values) 564 if (item.Name == name)
419 { 565 {
420 if (item.Name == name) 566 m_items.LockItemsForRead(false);
421 return true; 567 return true;
422 } 568 }
423 } 569 }
570 m_items.LockItemsForRead(false);
424 return false; 571 return false;
425 } 572 }
426 573
@@ -462,8 +609,9 @@ namespace OpenSim.Region.Framework.Scenes
462 /// <param name="item"></param> 609 /// <param name="item"></param>
463 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 610 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
464 { 611 {
465 List<TaskInventoryItem> il = GetInventoryItems(); 612 m_items.LockItemsForRead(true);
466 613 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
614 m_items.LockItemsForRead(false);
467 foreach (TaskInventoryItem i in il) 615 foreach (TaskInventoryItem i in il)
468 { 616 {
469 if (i.Name == item.Name) 617 if (i.Name == item.Name)
@@ -501,14 +649,14 @@ namespace OpenSim.Region.Framework.Scenes
501 item.Name = name; 649 item.Name = name;
502 item.GroupID = m_part.GroupID; 650 item.GroupID = m_part.GroupID;
503 651
504 lock (m_items) 652 m_items.LockItemsForWrite(true);
505 m_items.Add(item.ItemID, item); 653 m_items.Add(item.ItemID, item);
506 654 m_items.LockItemsForWrite(false);
507 if (allowedDrop) 655 if (allowedDrop)
508 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 656 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
509 else 657 else
510 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 658 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
511 659
512 m_inventorySerial++; 660 m_inventorySerial++;
513 //m_inventorySerial += 2; 661 //m_inventorySerial += 2;
514 HasInventoryChanged = true; 662 HasInventoryChanged = true;
@@ -524,15 +672,15 @@ namespace OpenSim.Region.Framework.Scenes
524 /// <param name="items"></param> 672 /// <param name="items"></param>
525 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 673 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
526 { 674 {
527 lock (m_items) 675 m_items.LockItemsForWrite(true);
676 foreach (TaskInventoryItem item in items)
528 { 677 {
529 foreach (TaskInventoryItem item in items) 678 m_items.Add(item.ItemID, item);
530 { 679// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
531 m_items.Add(item.ItemID, item);
532// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
533 }
534 m_inventorySerial++;
535 } 680 }
681 m_items.LockItemsForWrite(false);
682
683 m_inventorySerial++;
536 } 684 }
537 685
538 /// <summary> 686 /// <summary>
@@ -543,10 +691,9 @@ namespace OpenSim.Region.Framework.Scenes
543 public TaskInventoryItem GetInventoryItem(UUID itemId) 691 public TaskInventoryItem GetInventoryItem(UUID itemId)
544 { 692 {
545 TaskInventoryItem item; 693 TaskInventoryItem item;
546 694 m_items.LockItemsForRead(true);
547 lock (m_items) 695 m_items.TryGetValue(itemId, out item);
548 m_items.TryGetValue(itemId, out item); 696 m_items.LockItemsForRead(false);
549
550 return item; 697 return item;
551 } 698 }
552 699
@@ -562,15 +709,16 @@ namespace OpenSim.Region.Framework.Scenes
562 { 709 {
563 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 710 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
564 711
565 lock (m_items) 712 m_items.LockItemsForRead(true);
713
714 foreach (TaskInventoryItem item in m_items.Values)
566 { 715 {
567 foreach (TaskInventoryItem item in m_items.Values) 716 if (item.Name == name)
568 { 717 items.Add(item);
569 if (item.Name == name)
570 items.Add(item);
571 }
572 } 718 }
573 719
720 m_items.LockItemsForRead(false);
721
574 return items; 722 return items;
575 } 723 }
576 724
@@ -587,8 +735,9 @@ namespace OpenSim.Region.Framework.Scenes
587 735
588 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 736 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
589 { 737 {
590 TaskInventoryItem it = GetInventoryItem(item.ItemID); 738 m_items.LockItemsForWrite(true);
591 if (it != null) 739
740 if (m_items.ContainsKey(item.ItemID))
592 { 741 {
593 item.ParentID = m_part.UUID; 742 item.ParentID = m_part.UUID;
594 item.ParentPartID = m_part.UUID; 743 item.ParentPartID = m_part.UUID;
@@ -600,19 +749,15 @@ namespace OpenSim.Region.Framework.Scenes
600 item.GroupID = m_part.GroupID; 749 item.GroupID = m_part.GroupID;
601 750
602 if (item.AssetID == UUID.Zero) 751 if (item.AssetID == UUID.Zero)
603 item.AssetID = it.AssetID; 752 item.AssetID = m_items[item.ItemID].AssetID;
604
605 lock (m_items)
606 {
607 m_items[item.ItemID] = item;
608 m_inventorySerial++;
609 }
610 753
754 m_items[item.ItemID] = item;
755 m_inventorySerial++;
611 if (fireScriptEvents) 756 if (fireScriptEvents)
612 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 757 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
613
614 HasInventoryChanged = true; 758 HasInventoryChanged = true;
615 m_part.ParentGroup.HasGroupChanged = true; 759 m_part.ParentGroup.HasGroupChanged = true;
760 m_items.LockItemsForWrite(false);
616 return true; 761 return true;
617 } 762 }
618 else 763 else
@@ -623,8 +768,9 @@ namespace OpenSim.Region.Framework.Scenes
623 item.ItemID, m_part.Name, m_part.UUID, 768 item.ItemID, m_part.Name, m_part.UUID,
624 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 769 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
625 } 770 }
626 return false; 771 m_items.LockItemsForWrite(false);
627 772
773 return false;
628 } 774 }
629 775
630 /// <summary> 776 /// <summary>
@@ -635,37 +781,53 @@ namespace OpenSim.Region.Framework.Scenes
635 /// in this prim's inventory.</returns> 781 /// in this prim's inventory.</returns>
636 public int RemoveInventoryItem(UUID itemID) 782 public int RemoveInventoryItem(UUID itemID)
637 { 783 {
638 TaskInventoryItem item = GetInventoryItem(itemID); 784 m_items.LockItemsForRead(true);
639 if (item != null) 785
786 if (m_items.ContainsKey(itemID))
640 { 787 {
641 int type = m_items[itemID].InvType; 788 int type = m_items[itemID].InvType;
789 m_items.LockItemsForRead(false);
642 if (type == 10) // Script 790 if (type == 10) // Script
643 { 791 {
644 m_part.RemoveScriptEvents(itemID);
645 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 792 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
646 } 793 }
794 m_items.LockItemsForWrite(true);
647 m_items.Remove(itemID); 795 m_items.Remove(itemID);
796 m_items.LockItemsForWrite(false);
648 m_inventorySerial++; 797 m_inventorySerial++;
649 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 798 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
650 799
651 HasInventoryChanged = true; 800 HasInventoryChanged = true;
652 m_part.ParentGroup.HasGroupChanged = true; 801 m_part.ParentGroup.HasGroupChanged = true;
653 802
654 if (!ContainsScripts()) 803 int scriptcount = 0;
804 m_items.LockItemsForRead(true);
805 foreach (TaskInventoryItem item in m_items.Values)
806 {
807 if (item.Type == 10)
808 {
809 scriptcount++;
810 }
811 }
812 m_items.LockItemsForRead(false);
813
814
815 if (scriptcount <= 0)
816 {
655 m_part.RemFlag(PrimFlags.Scripted); 817 m_part.RemFlag(PrimFlags.Scripted);
818 }
656 819
657 m_part.ScheduleFullUpdate(); 820 m_part.ScheduleFullUpdate();
658 821
659 return type; 822 return type;
660
661 } 823 }
662 else 824 else
663 { 825 {
826 m_items.LockItemsForRead(false);
664 m_log.ErrorFormat( 827 m_log.ErrorFormat(
665 "[PRIM INVENTORY]: " + 828 "[PRIM INVENTORY]: " +
666 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 829 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
667 itemID, m_part.Name, m_part.UUID, 830 itemID, m_part.Name, m_part.UUID);
668 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
669 } 831 }
670 832
671 return -1; 833 return -1;
@@ -719,8 +881,9 @@ namespace OpenSim.Region.Framework.Scenes
719 // isn't available (such as drag from prim inventory to agent inventory) 881 // isn't available (such as drag from prim inventory to agent inventory)
720 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 882 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
721 883
722 List<TaskInventoryItem> items = GetInventoryItems(); 884 m_items.LockItemsForRead(true);
723 foreach (TaskInventoryItem item in items) 885
886 foreach (TaskInventoryItem item in m_items.Values)
724 { 887 {
725 UUID ownerID = item.OwnerID; 888 UUID ownerID = item.OwnerID;
726 uint everyoneMask = 0; 889 uint everyoneMask = 0;
@@ -764,6 +927,8 @@ namespace OpenSim.Region.Framework.Scenes
764 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 927 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
765 invString.AddSectionEnd(); 928 invString.AddSectionEnd();
766 } 929 }
930 int count = m_items.Count;
931 m_items.LockItemsForRead(false);
767 932
768 fileData = Utils.StringToBytes(invString.BuildString); 933 fileData = Utils.StringToBytes(invString.BuildString);
769 934
@@ -784,10 +949,11 @@ namespace OpenSim.Region.Framework.Scenes
784 { 949 {
785 if (HasInventoryChanged) 950 if (HasInventoryChanged)
786 { 951 {
787 HasInventoryChanged = false; 952 Items.LockItemsForRead(true);
788 List<TaskInventoryItem> items = GetInventoryItems(); 953 datastore.StorePrimInventory(m_part.UUID, Items.Values);
789 datastore.StorePrimInventory(m_part.UUID, items); 954 Items.LockItemsForRead(false);
790 955
956 HasInventoryChanged = false;
791 } 957 }
792 } 958 }
793 959
@@ -854,89 +1020,75 @@ namespace OpenSim.Region.Framework.Scenes
854 { 1020 {
855 uint mask=0x7fffffff; 1021 uint mask=0x7fffffff;
856 1022
857 lock (m_items) 1023 foreach (TaskInventoryItem item in m_items.Values)
858 { 1024 {
859 foreach (TaskInventoryItem item in m_items.Values) 1025 if (item.InvType != (int)InventoryType.Object)
860 { 1026 {
861 if (item.InvType != (int)InventoryType.Object) 1027 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
862 { 1028 mask &= ~((uint)PermissionMask.Copy >> 13);
863 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1029 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
864 mask &= ~((uint)PermissionMask.Copy >> 13); 1030 mask &= ~((uint)PermissionMask.Transfer >> 13);
865 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1031 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
866 mask &= ~((uint)PermissionMask.Transfer >> 13); 1032 mask &= ~((uint)PermissionMask.Modify >> 13);
867 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
868 mask &= ~((uint)PermissionMask.Modify >> 13);
869 }
870 else
871 {
872 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
873 mask &= ~((uint)PermissionMask.Copy >> 13);
874 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
875 mask &= ~((uint)PermissionMask.Transfer >> 13);
876 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
877 mask &= ~((uint)PermissionMask.Modify >> 13);
878 }
879
880 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
881 mask &= ~(uint)PermissionMask.Copy;
882 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
883 mask &= ~(uint)PermissionMask.Transfer;
884 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
885 mask &= ~(uint)PermissionMask.Modify;
886 } 1033 }
1034 else
1035 {
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1037 mask &= ~((uint)PermissionMask.Copy >> 13);
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1039 mask &= ~((uint)PermissionMask.Transfer >> 13);
1040 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1041 mask &= ~((uint)PermissionMask.Modify >> 13);
1042 }
1043
1044 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1045 mask &= ~(uint)PermissionMask.Copy;
1046 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1047 mask &= ~(uint)PermissionMask.Transfer;
1048 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1049 mask &= ~(uint)PermissionMask.Modify;
887 } 1050 }
888
889 return mask; 1051 return mask;
890 } 1052 }
891 1053
892 public void ApplyNextOwnerPermissions() 1054 public void ApplyNextOwnerPermissions()
893 { 1055 {
894 lock (m_items) 1056 foreach (TaskInventoryItem item in m_items.Values)
895 { 1057 {
896 foreach (TaskInventoryItem item in m_items.Values) 1058 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
897 { 1059 {
898 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1060 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
899 { 1061 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
900 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1062 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
901 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1063 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
902 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1064 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
903 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1065 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
904 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
905 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
906 }
907 item.CurrentPermissions &= item.NextPermissions;
908 item.BasePermissions &= item.NextPermissions;
909 item.EveryonePermissions &= item.NextPermissions;
910 item.OwnerChanged = true;
911 } 1066 }
1067 item.OwnerChanged = true;
1068 item.CurrentPermissions &= item.NextPermissions;
1069 item.BasePermissions &= item.NextPermissions;
1070 item.EveryonePermissions &= item.NextPermissions;
912 } 1071 }
913 } 1072 }
914 1073
915 public void ApplyGodPermissions(uint perms) 1074 public void ApplyGodPermissions(uint perms)
916 { 1075 {
917 lock (m_items) 1076 foreach (TaskInventoryItem item in m_items.Values)
918 { 1077 {
919 foreach (TaskInventoryItem item in m_items.Values) 1078 item.CurrentPermissions = perms;
920 { 1079 item.BasePermissions = perms;
921 item.CurrentPermissions = perms;
922 item.BasePermissions = perms;
923 }
924 } 1080 }
925 } 1081 }
926 1082
927 public bool ContainsScripts() 1083 public bool ContainsScripts()
928 { 1084 {
929 lock (m_items) 1085 foreach (TaskInventoryItem item in m_items.Values)
930 { 1086 {
931 foreach (TaskInventoryItem item in m_items.Values) 1087 if (item.InvType == (int)InventoryType.LSL)
932 { 1088 {
933 if (item.InvType == (int)InventoryType.LSL) 1089 return true;
934 {
935 return true;
936 }
937 } 1090 }
938 } 1091 }
939
940 return false; 1092 return false;
941 } 1093 }
942 1094
@@ -944,11 +1096,8 @@ namespace OpenSim.Region.Framework.Scenes
944 { 1096 {
945 List<UUID> ret = new List<UUID>(); 1097 List<UUID> ret = new List<UUID>();
946 1098
947 lock (m_items) 1099 foreach (TaskInventoryItem item in m_items.Values)
948 { 1100 ret.Add(item.ItemID);
949 foreach (TaskInventoryItem item in m_items.Values)
950 ret.Add(item.ItemID);
951 }
952 1101
953 return ret; 1102 return ret;
954 } 1103 }
@@ -979,31 +1128,44 @@ namespace OpenSim.Region.Framework.Scenes
979 1128
980 public Dictionary<UUID, string> GetScriptStates() 1129 public Dictionary<UUID, string> GetScriptStates()
981 { 1130 {
1131 return GetScriptStates(false);
1132 }
1133
1134 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1135 {
982 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1136 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
983 1137
984 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1138 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
985 if (engines == null) // No engine at all 1139 if (engines == null) // No engine at all
986 return ret; 1140 return ret;
987 1141
988 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1142 foreach (TaskInventoryItem item in m_items.Values)
989
990 foreach (TaskInventoryItem item in scripts)
991 { 1143 {
992 foreach (IScriptModule e in engines) 1144 if (item.InvType == (int)InventoryType.LSL)
993 { 1145 {
994 if (e != null) 1146 foreach (IScriptModule e in engines)
995 { 1147 {
996 string n = e.GetXMLState(item.ItemID); 1148 if (e != null)
997 if (n != String.Empty)
998 { 1149 {
999 if (!ret.ContainsKey(item.ItemID)) 1150 string n = e.GetXMLState(item.ItemID);
1000 ret[item.ItemID] = n; 1151 if (n != String.Empty)
1001 break; 1152 {
1153 if (oldIDs)
1154 {
1155 if (!ret.ContainsKey(item.OldItemID))
1156 ret[item.OldItemID] = n;
1157 }
1158 else
1159 {
1160 if (!ret.ContainsKey(item.ItemID))
1161 ret[item.ItemID] = n;
1162 }
1163 break;
1164 }
1002 } 1165 }
1003 } 1166 }
1004 } 1167 }
1005 } 1168 }
1006
1007 return ret; 1169 return ret;
1008 } 1170 }
1009 1171
@@ -1013,21 +1175,27 @@ namespace OpenSim.Region.Framework.Scenes
1013 if (engines == null) 1175 if (engines == null)
1014 return; 1176 return;
1015 1177
1016 List<TaskInventoryItem> scripts = GetInventoryScripts();
1017 1178
1018 foreach (TaskInventoryItem item in scripts) 1179 Items.LockItemsForRead(true);
1180
1181 foreach (TaskInventoryItem item in m_items.Values)
1019 { 1182 {
1020 foreach (IScriptModule engine in engines) 1183 if (item.InvType == (int)InventoryType.LSL)
1021 { 1184 {
1022 if (engine != null) 1185 foreach (IScriptModule engine in engines)
1023 { 1186 {
1024 if (item.OwnerChanged) 1187 if (engine != null)
1025 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1188 {
1026 item.OwnerChanged = false; 1189 if (item.OwnerChanged)
1027 engine.ResumeScript(item.ItemID); 1190 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1191 item.OwnerChanged = false;
1192 engine.ResumeScript(item.ItemID);
1193 }
1028 } 1194 }
1029 } 1195 }
1030 } 1196 }
1197
1198 Items.LockItemsForRead(false);
1031 } 1199 }
1032 1200
1033 } 1201 }
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 08c6e27..02e60f8 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -88,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
89 /// issue #1716 90 /// issue #1716
90 /// </summary> 91 /// </summary>
91 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
92 95
93 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
94 97
@@ -122,8 +125,11 @@ namespace OpenSim.Region.Framework.Scenes
122 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
123 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
124 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
125 128
129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
126 private Vector3 m_lastPosition; 131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition;
127 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
128 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
129 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
@@ -156,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
156 private int m_perfMonMS; 162 private int m_perfMonMS;
157 163
158 private bool m_setAlwaysRun; 164 private bool m_setAlwaysRun;
159
160 private bool m_forceFly; 165 private bool m_forceFly;
161 private bool m_flyDisabled; 166 private bool m_flyDisabled;
162 167
@@ -180,7 +185,8 @@ namespace OpenSim.Region.Framework.Scenes
180 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
181 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
182 187
183 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false;
184 190
185 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
186 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
@@ -205,17 +211,23 @@ namespace OpenSim.Region.Framework.Scenes
205 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
206 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
207 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
208 215
209 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
210 217
211 //PauPaw:Proper PID Controler for autopilot************ 218 //PauPaw:Proper PID Controler for autopilot************
212 private bool m_moveToPositionInProgress; 219 private bool m_moveToPositionInProgress;
213 private Vector3 m_moveToPositionTarget; 220 private Vector3 m_moveToPositionTarget;
221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
214 222
215 private bool m_followCamAuto; 223 private bool m_followCamAuto;
216 224
217 private int m_movementUpdateCount; 225 private int m_movementUpdateCount;
226 private int m_lastColCount = -1; //KF: Look for Collision chnages
227 private int m_updateCount = 0; //KF: Update Anims for a while
228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
218 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
230 private List<uint> m_lastColliders = new List<uint>();
219 231
220 private bool CameraConstraintActive; 232 private bool CameraConstraintActive;
221 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
@@ -242,7 +254,9 @@ namespace OpenSim.Region.Framework.Scenes
242 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
243 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
244 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
245 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
246 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
247 } 261 }
248 262
@@ -449,9 +463,18 @@ namespace OpenSim.Region.Framework.Scenes
449 get 463 get
450 { 464 {
451 PhysicsActor actor = m_physicsActor; 465 PhysicsActor actor = m_physicsActor;
452 if (actor != null) 466// if (actor != null)
467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
453 m_pos = actor.Position; 468 m_pos = actor.Position;
454 469
470 // If we're sitting, we need to update our position
471 if (m_parentID != 0)
472 {
473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 if (part != null)
475 m_parentPosition = part.AbsolutePosition;
476 }
477
455 return m_parentPosition + m_pos; 478 return m_parentPosition + m_pos;
456 } 479 }
457 set 480 set
@@ -470,7 +493,8 @@ namespace OpenSim.Region.Framework.Scenes
470 } 493 }
471 } 494 }
472 495
473 m_pos = value; 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 m_pos = value;
474 m_parentPosition = Vector3.Zero; 498 m_parentPosition = Vector3.Zero;
475 } 499 }
476 } 500 }
@@ -514,10 +538,39 @@ namespace OpenSim.Region.Framework.Scenes
514 } 538 }
515 } 539 }
516 540
541 public Quaternion OffsetRotation
542 {
543 get { return m_offsetRotation; }
544 set { m_offsetRotation = value; }
545 }
546
517 public Quaternion Rotation 547 public Quaternion Rotation
518 { 548 {
519 get { return m_bodyRot; } 549 get {
520 set { m_bodyRot = value; } 550 if (m_parentID != 0)
551 {
552 if (m_offsetRotation != null)
553 {
554 return m_offsetRotation;
555 }
556 else
557 {
558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 }
560
561 }
562 else
563 {
564 return m_bodyRot;
565 }
566 }
567 set {
568 m_bodyRot = value;
569 if (m_parentID != 0)
570 {
571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 }
573 }
521 } 574 }
522 575
523 public Quaternion PreviousRotation 576 public Quaternion PreviousRotation
@@ -542,11 +595,21 @@ namespace OpenSim.Region.Framework.Scenes
542 595
543 private uint m_parentID; 596 private uint m_parentID;
544 597
598
599 private UUID m_linkedPrim;
600
545 public uint ParentID 601 public uint ParentID
546 { 602 {
547 get { return m_parentID; } 603 get { return m_parentID; }
548 set { m_parentID = value; } 604 set { m_parentID = value; }
549 } 605 }
606
607 public UUID LinkedPrim
608 {
609 get { return m_linkedPrim; }
610 set { m_linkedPrim = value; }
611 }
612
550 public float Health 613 public float Health
551 { 614 {
552 get { return m_health; } 615 get { return m_health; }
@@ -668,7 +731,7 @@ namespace OpenSim.Region.Framework.Scenes
668 CreateSceneViewer(); 731 CreateSceneViewer();
669 m_animator = new ScenePresenceAnimator(this); 732 m_animator = new ScenePresenceAnimator(this);
670 } 733 }
671 734
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
673 { 736 {
674 m_rootRegionHandle = reginfo.RegionHandle; 737 m_rootRegionHandle = reginfo.RegionHandle;
@@ -700,16 +763,16 @@ namespace OpenSim.Region.Framework.Scenes
700 m_reprioritization_timer.AutoReset = false; 763 m_reprioritization_timer.AutoReset = false;
701 764
702 AdjustKnownSeeds(); 765 AdjustKnownSeeds();
703
704 // TODO: I think, this won't send anything, as we are still a child here...
705 Animator.TrySetMovementAnimation("STAND"); 766 Animator.TrySetMovementAnimation("STAND");
706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 767 // we created a new ScenePresence (a new child agent) in a fresh region.
708 // Request info about all the (root) agents in this region 768 // Request info about all the (root) agents in this region
709 // Note: This won't send data *to* other clients in that region (children don't send) 769 // Note: This won't send data *to* other clients in that region (children don't send)
710 SendInitialFullUpdateToAllClients(); 770 SendInitialFullUpdateToAllClients();
711
712 RegisterToEvents(); 771 RegisterToEvents();
772 if (m_controllingClient != null)
773 {
774 m_controllingClient.ProcessPendingPackets();
775 }
713 SetDirectionVectors(); 776 SetDirectionVectors();
714 } 777 }
715 778
@@ -759,25 +822,47 @@ namespace OpenSim.Region.Framework.Scenes
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 823 Dir_Vectors[4] = Vector3.UnitZ; //UP
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
765 } 830 }
766 831
767 private Vector3[] GetWalkDirectionVectors() 832 private Vector3[] GetWalkDirectionVectors()
768 { 833 {
769 Vector3[] vector = new Vector3[9]; 834 Vector3[] vector = new Vector3[11];
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
771 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
772 vector[2] = Vector3.UnitY; //LEFT 837 vector[2] = Vector3.UnitY; //LEFT
773 vector[3] = -Vector3.UnitY; //RIGHT 838 vector[3] = -Vector3.UnitY; //RIGHT
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
775 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
776 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
777 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
778 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 843 vector[8] = Vector3.UnitY; //LEFT_NUDGE
844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
779 return vector; 846 return vector;
780 } 847 }
848
849 private bool[] GetDirectionIsNudge()
850 {
851 bool[] isNudge = new bool[11];
852 isNudge[0] = false; //FORWARD
853 isNudge[1] = false; //BACK
854 isNudge[2] = false; //LEFT
855 isNudge[3] = false; //RIGHT
856 isNudge[4] = false; //UP
857 isNudge[5] = false; //DOWN
858 isNudge[6] = true; //FORWARD_NUDGE
859 isNudge[7] = true; //BACK_NUDGE
860 isNudge[8] = true; //LEFT_NUDGE
861 isNudge[9] = true; //RIGHT_NUDGE
862 isNudge[10] = true; //DOWN_Nudge
863 return isNudge;
864 }
865
781 866
782 #endregion 867 #endregion
783 868
@@ -839,6 +924,52 @@ namespace OpenSim.Region.Framework.Scenes
839 pos.Y = crossedBorder.BorderLine.Z - 1; 924 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 925 }
841 926
927 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
928 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
929 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
930 if (KnownChildRegionHandles.Count == 0)
931 {
932 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
933 if (land != null)
934 {
935 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
936 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
937 {
938 pos = land.LandData.UserLocation;
939 }
940 }
941 }
942
943 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
944 {
945 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
946
947 if (pos.X < 0)
948 {
949 emergencyPos.X = (int)Constants.RegionSize + pos.X;
950 if (!(pos.Y < 0))
951 emergencyPos.Y = pos.Y;
952 if (!(pos.Z < 0))
953 emergencyPos.Z = pos.Z;
954 }
955 if (pos.Y < 0)
956 {
957 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
958 if (!(pos.X < 0))
959 emergencyPos.X = pos.X;
960 if (!(pos.Z < 0))
961 emergencyPos.Z = pos.Z;
962 }
963 if (pos.Z < 0)
964 {
965 emergencyPos.Z = 128;
966 if (!(pos.Y < 0))
967 emergencyPos.Y = pos.Y;
968 if (!(pos.X < 0))
969 emergencyPos.X = pos.X;
970 }
971 }
972
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 973 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 974 {
844 m_log.WarnFormat( 975 m_log.WarnFormat(
@@ -960,12 +1091,17 @@ namespace OpenSim.Region.Framework.Scenes
960 { 1091 {
961 if (PhysicsActor != null) 1092 if (PhysicsActor != null)
962 { 1093 {
963 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1094 try
964 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1095 {
965 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1096 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
966 m_physicsActor.UnSubscribeEvents(); 1097 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
967 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1098 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
968 PhysicsActor = null; 1099 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1100 m_physicsActor.UnSubscribeEvents();
1101 PhysicsActor = null;
1102 }
1103 catch
1104 { }
969 } 1105 }
970 } 1106 }
971 1107
@@ -976,9 +1112,10 @@ namespace OpenSim.Region.Framework.Scenes
976 public void Teleport(Vector3 pos) 1112 public void Teleport(Vector3 pos)
977 { 1113 {
978 bool isFlying = false; 1114 bool isFlying = false;
1115
979 if (m_physicsActor != null) 1116 if (m_physicsActor != null)
980 isFlying = m_physicsActor.Flying; 1117 isFlying = m_physicsActor.Flying;
981 1118
982 RemoveFromPhysicalScene(); 1119 RemoveFromPhysicalScene();
983 Velocity = Vector3.Zero; 1120 Velocity = Vector3.Zero;
984 AbsolutePosition = pos; 1121 AbsolutePosition = pos;
@@ -990,6 +1127,7 @@ namespace OpenSim.Region.Framework.Scenes
990 } 1127 }
991 1128
992 SendTerseUpdateToAllClients(); 1129 SendTerseUpdateToAllClients();
1130
993 } 1131 }
994 1132
995 public void TeleportWithMomentum(Vector3 pos) 1133 public void TeleportWithMomentum(Vector3 pos)
@@ -1103,7 +1241,6 @@ namespace OpenSim.Region.Framework.Scenes
1103 pos.Z = ground + 1.5f; 1241 pos.Z = ground + 1.5f;
1104 AbsolutePosition = pos; 1242 AbsolutePosition = pos;
1105 } 1243 }
1106
1107 m_isChildAgent = false; 1244 m_isChildAgent = false;
1108 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1245 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1109 MakeRootAgent(AbsolutePosition, m_flying); 1246 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1202,6 +1339,7 @@ namespace OpenSim.Region.Framework.Scenes
1202 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1339 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1203 1340
1204 m_pos = m_LastFinitePos; 1341 m_pos = m_LastFinitePos;
1342
1205 if (!m_pos.IsFinite()) 1343 if (!m_pos.IsFinite())
1206 { 1344 {
1207 m_pos.X = 127f; 1345 m_pos.X = 127f;
@@ -1268,7 +1406,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1406 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1269 } 1407 }
1270 } 1408 }
1271
1272 lock (scriptedcontrols) 1409 lock (scriptedcontrols)
1273 { 1410 {
1274 if (scriptedcontrols.Count > 0) 1411 if (scriptedcontrols.Count > 0)
@@ -1283,6 +1420,9 @@ namespace OpenSim.Region.Framework.Scenes
1283 1420
1284 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1421 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1285 { 1422 {
1423 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1424 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1425
1286 // TODO: This doesn't prevent the user from walking yet. 1426 // TODO: This doesn't prevent the user from walking yet.
1287 // Setting parent ID would fix this, if we knew what value 1427 // Setting parent ID would fix this, if we knew what value
1288 // to use. Or we could add a m_isSitting variable. 1428 // to use. Or we could add a m_isSitting variable.
@@ -1337,6 +1477,11 @@ namespace OpenSim.Region.Framework.Scenes
1337 update_rotation = true; 1477 update_rotation = true;
1338 } 1478 }
1339 1479
1480 //guilty until proven innocent..
1481 bool Nudging = true;
1482 //Basically, if there is at least one non-nudge control then we don't need
1483 //to worry about stopping the avatar
1484
1340 if (m_parentID == 0) 1485 if (m_parentID == 0)
1341 { 1486 {
1342 bool bAllowUpdateMoveToPosition = false; 1487 bool bAllowUpdateMoveToPosition = false;
@@ -1351,9 +1496,12 @@ namespace OpenSim.Region.Framework.Scenes
1351 else 1496 else
1352 dirVectors = Dir_Vectors; 1497 dirVectors = Dir_Vectors;
1353 1498
1354 // The fact that m_movementflag is a byte needs to be fixed 1499 bool[] isNudge = GetDirectionIsNudge();
1355 // it really should be a uint 1500
1356 uint nudgehack = 250; 1501
1502
1503
1504
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1505 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1358 { 1506 {
1359 if (((uint)flags & (uint)DCF) != 0) 1507 if (((uint)flags & (uint)DCF) != 0)
@@ -1363,40 +1511,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 try 1511 try
1364 { 1512 {
1365 agent_control_v3 += dirVectors[i]; 1513 agent_control_v3 += dirVectors[i];
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1514 if (isNudge[i] == false)
1515 {
1516 Nudging = false;
1517 }
1367 } 1518 }
1368 catch (IndexOutOfRangeException) 1519 catch (IndexOutOfRangeException)
1369 { 1520 {
1370 // Why did I get this? 1521 // Why did I get this?
1371 } 1522 }
1372 1523
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1524 if ((m_movementflag & (uint)DCF) == 0)
1374 { 1525 {
1375 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1376 {
1377 m_movementflag |= (byte)nudgehack;
1378 }
1379 m_movementflag += (byte)(uint)DCF; 1526 m_movementflag += (byte)(uint)DCF;
1380 update_movementflag = true; 1527 update_movementflag = true;
1381 } 1528 }
1382 } 1529 }
1383 else 1530 else
1384 { 1531 {
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1532 if ((m_movementflag & (uint)DCF) != 0)
1386 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1387 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1388 ) // This or is for Nudge forward
1389 { 1533 {
1390 m_movementflag -= ((byte)(uint)DCF); 1534 m_movementflag -= (byte)(uint)DCF;
1391
1392 update_movementflag = true; 1535 update_movementflag = true;
1393 /*
1394 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1395 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1396 {
1397 m_log.Debug("Removed Hack flag");
1398 }
1399 */
1400 } 1536 }
1401 else 1537 else
1402 { 1538 {
@@ -1405,7 +1541,6 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1541 }
1406 i++; 1542 i++;
1407 } 1543 }
1408
1409 //Paupaw:Do Proper PID for Autopilot here 1544 //Paupaw:Do Proper PID for Autopilot here
1410 if (bResetMoveToPosition) 1545 if (bResetMoveToPosition)
1411 { 1546 {
@@ -1440,6 +1575,9 @@ namespace OpenSim.Region.Framework.Scenes
1440 // Ignore z component of vector 1575 // Ignore z component of vector
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1576 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1442 LocalVectorToTarget2D.Normalize(); 1577 LocalVectorToTarget2D.Normalize();
1578
1579 //We're not nudging
1580 Nudging = false;
1443 agent_control_v3 += LocalVectorToTarget2D; 1581 agent_control_v3 += LocalVectorToTarget2D;
1444 1582
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1583 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1528,13 +1666,13 @@ namespace OpenSim.Region.Framework.Scenes
1528 // m_log.DebugFormat( 1666 // m_log.DebugFormat(
1529 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1667 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1530 1668
1531 AddNewMovement(agent_control_v3, q); 1669 AddNewMovement(agent_control_v3, q, Nudging);
1532 1670
1533 1671
1534 } 1672 }
1535 } 1673 }
1536 1674
1537 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1675 if (update_movementflag && !SitGround)
1538 Animator.UpdateMovementAnimations(); 1676 Animator.UpdateMovementAnimations();
1539 1677
1540 m_scene.EventManager.TriggerOnClientMovement(this); 1678 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1549,7 +1687,6 @@ namespace OpenSim.Region.Framework.Scenes
1549 m_sitAtAutoTarget = false; 1687 m_sitAtAutoTarget = false;
1550 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1688 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1551 //proxy.PCode = (byte)PCode.ParticleSystem; 1689 //proxy.PCode = (byte)PCode.ParticleSystem;
1552
1553 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1690 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1554 proxyObjectGroup.AttachToScene(m_scene); 1691 proxyObjectGroup.AttachToScene(m_scene);
1555 1692
@@ -1591,7 +1728,7 @@ namespace OpenSim.Region.Framework.Scenes
1591 } 1728 }
1592 m_moveToPositionInProgress = true; 1729 m_moveToPositionInProgress = true;
1593 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1730 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1594 } 1731 }
1595 catch (Exception ex) 1732 catch (Exception ex)
1596 { 1733 {
1597 //Why did I get this error? 1734 //Why did I get this error?
@@ -1613,7 +1750,7 @@ namespace OpenSim.Region.Framework.Scenes
1613 Velocity = Vector3.Zero; 1750 Velocity = Vector3.Zero;
1614 SendFullUpdateToAllClients(); 1751 SendFullUpdateToAllClients();
1615 1752
1616 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1753 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1617 } 1754 }
1618 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1755 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1619 m_requestedSitTargetUUID = UUID.Zero; 1756 m_requestedSitTargetUUID = UUID.Zero;
@@ -1650,50 +1787,85 @@ namespace OpenSim.Region.Framework.Scenes
1650 1787
1651 if (m_parentID != 0) 1788 if (m_parentID != 0)
1652 { 1789 {
1653 m_log.Debug("StandupCode Executed"); 1790 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1654 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1655 if (part != null) 1791 if (part != null)
1656 { 1792 {
1793 part.TaskInventory.LockItemsForRead(true);
1657 TaskInventoryDictionary taskIDict = part.TaskInventory; 1794 TaskInventoryDictionary taskIDict = part.TaskInventory;
1658 if (taskIDict != null) 1795 if (taskIDict != null)
1659 { 1796 {
1660 lock (taskIDict) 1797 foreach (UUID taskID in taskIDict.Keys)
1661 { 1798 {
1662 foreach (UUID taskID in taskIDict.Keys) 1799 UnRegisterControlEventsToScript(LocalId, taskID);
1663 { 1800 taskIDict[taskID].PermsMask &= ~(
1664 UnRegisterControlEventsToScript(LocalId, taskID); 1801 2048 | //PERMISSION_CONTROL_CAMERA
1665 taskIDict[taskID].PermsMask &= ~( 1802 4); // PERMISSION_TAKE_CONTROLS
1666 2048 | //PERMISSION_CONTROL_CAMERA
1667 4); // PERMISSION_TAKE_CONTROLS
1668 }
1669 } 1803 }
1670
1671 } 1804 }
1805 part.TaskInventory.LockItemsForRead(false);
1672 // Reset sit target. 1806 // Reset sit target.
1673 if (part.GetAvatarOnSitTarget() == UUID) 1807 if (part.GetAvatarOnSitTarget() == UUID)
1674 part.SetAvatarOnSitTarget(UUID.Zero); 1808 part.SetAvatarOnSitTarget(UUID.Zero);
1675
1676 m_parentPosition = part.GetWorldPosition(); 1809 m_parentPosition = part.GetWorldPosition();
1677 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1810 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1678 } 1811 }
1812 // part.GetWorldRotation() is the rotation of the object being sat on
1813 // Rotation is the sittiing Av's rotation
1814
1815 Quaternion partRot;
1816// if (part.LinkNum == 1)
1817// { // Root prim of linkset
1818// partRot = part.ParentGroup.RootPart.RotationOffset;
1819// }
1820// else
1821// { // single or child prim
1822
1823// }
1824 if (part == null) //CW: Part may be gone. llDie() for example.
1825 {
1826 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1827 }
1828 else
1829 {
1830 partRot = part.GetWorldRotation();
1831 }
1832
1833 Quaternion partIRot = Quaternion.Inverse(partRot);
1834
1835 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1836 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1679 1837
1838
1680 if (m_physicsActor == null) 1839 if (m_physicsActor == null)
1681 { 1840 {
1682 AddToPhysicalScene(false); 1841 AddToPhysicalScene(false);
1683 } 1842 }
1684 1843 //CW: If the part isn't null then we can set the current position
1685 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1844 if (part != null)
1686 m_parentPosition = Vector3.Zero; 1845 {
1687 1846 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1688 m_parentID = 0; 1847 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1848 part.IsOccupied = false;
1849 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1850 }
1851 else
1852 {
1853 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1854 AbsolutePosition = m_lastWorldPosition;
1855 }
1856
1857 m_parentPosition = Vector3.Zero;
1858 m_parentID = 0;
1859 m_linkedPrim = UUID.Zero;
1860 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1689 SendFullUpdateToAllClients(); 1861 SendFullUpdateToAllClients();
1690 m_requestedSitTargetID = 0; 1862 m_requestedSitTargetID = 0;
1863
1691 if ((m_physicsActor != null) && (m_avHeight > 0)) 1864 if ((m_physicsActor != null) && (m_avHeight > 0))
1692 { 1865 {
1693 SetHeight(m_avHeight); 1866 SetHeight(m_avHeight);
1694 } 1867 }
1695 } 1868 }
1696
1697 Animator.TrySetMovementAnimation("STAND"); 1869 Animator.TrySetMovementAnimation("STAND");
1698 } 1870 }
1699 1871
@@ -1724,13 +1896,9 @@ namespace OpenSim.Region.Framework.Scenes
1724 Vector3 avSitOffSet = part.SitTargetPosition; 1896 Vector3 avSitOffSet = part.SitTargetPosition;
1725 Quaternion avSitOrientation = part.SitTargetOrientation; 1897 Quaternion avSitOrientation = part.SitTargetOrientation;
1726 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1898 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1727 1899 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1728 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1900 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1729 bool SitTargetisSet = 1901 if (SitTargetisSet && !SitTargetOccupied)
1730 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1731 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1732
1733 if (SitTargetisSet && SitTargetUnOccupied)
1734 { 1902 {
1735 //switch the target to this prim 1903 //switch the target to this prim
1736 return part; 1904 return part;
@@ -1744,84 +1912,164 @@ namespace OpenSim.Region.Framework.Scenes
1744 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1912 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1745 { 1913 {
1746 bool autopilot = true; 1914 bool autopilot = true;
1915 Vector3 autopilotTarget = new Vector3();
1916 Quaternion sitOrientation = Quaternion.Identity;
1747 Vector3 pos = new Vector3(); 1917 Vector3 pos = new Vector3();
1748 Quaternion sitOrientation = pSitOrientation;
1749 Vector3 cameraEyeOffset = Vector3.Zero; 1918 Vector3 cameraEyeOffset = Vector3.Zero;
1750 Vector3 cameraAtOffset = Vector3.Zero; 1919 Vector3 cameraAtOffset = Vector3.Zero;
1751 bool forceMouselook = false; 1920 bool forceMouselook = false;
1752 1921
1753 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1922 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1754 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1923 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1755 if (part != null) 1924 if (part == null) return;
1756 { 1925
1757 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1926 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1758 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1927 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1759 1928
1760 // Is a sit target available? 1929 // part is the prim to sit on
1761 Vector3 avSitOffSet = part.SitTargetPosition; 1930 // offset is the world-ref vector distance from that prim center to the click-spot
1762 Quaternion avSitOrientation = part.SitTargetOrientation; 1931 // UUID is the UUID of the Avatar doing the clicking
1763 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1932
1764 1933 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1765 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1934
1766 bool SitTargetisSet = 1935 // Is a sit target available?
1767 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1936 Vector3 avSitOffSet = part.SitTargetPosition;
1768 ( 1937 Quaternion avSitOrientation = part.SitTargetOrientation;
1769 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1938
1770 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1939 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1771 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1940 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1772 ) 1941 Quaternion partRot;
1773 )); 1942// if (part.LinkNum == 1)
1774 1943// { // Root prim of linkset
1775 if (SitTargetisSet && SitTargetUnOccupied) 1944// partRot = part.ParentGroup.RootPart.RotationOffset;
1776 { 1945// }
1777 part.SetAvatarOnSitTarget(UUID); 1946// else
1778 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1947// { // single or child prim
1779 sitOrientation = avSitOrientation; 1948 partRot = part.GetWorldRotation();
1780 autopilot = false; 1949// }
1781 } 1950 Quaternion partIRot = Quaternion.Inverse(partRot);
1782 1951//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1783 pos = part.AbsolutePosition + offset; 1952 // Sit analysis rewritten by KF 091125
1784 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1953 if (SitTargetisSet) // scipted sit
1785 //{ 1954 {
1786 // offset = pos; 1955 if (!part.IsOccupied)
1787 //autopilot = false; 1956 {
1788 //} 1957//Console.WriteLine("Scripted, unoccupied");
1789 if (m_physicsActor != null) 1958 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1790 { 1959 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1791 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1960
1792 // We can remove the physicsActor until they stand up. 1961 Quaternion nrot = avSitOrientation;
1793 m_sitAvatarHeight = m_physicsActor.Size.Z; 1962 if (!part.IsRoot)
1794
1795 if (autopilot)
1796 { 1963 {
1797 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1964 nrot = part.RotationOffset * avSitOrientation;
1798 {
1799 autopilot = false;
1800
1801 RemoveFromPhysicalScene();
1802 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1803 }
1804 } 1965 }
1805 else 1966 sitOrientation = nrot; // Change rotatione to the scripted one
1967 OffsetRotation = nrot;
1968 autopilot = false; // Jump direct to scripted llSitPos()
1969 }
1970 else
1971 {
1972//Console.WriteLine("Scripted, occupied");
1973 return;
1974 }
1975 }
1976 else // Not Scripted
1977 {
1978 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1979 {
1980 // large prim & offset, ignore if other Avs sitting
1981// offset.Z -= 0.05f;
1982 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1983 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1984
1985//Console.WriteLine(" offset ={0}", offset);
1986//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1987//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1988
1989 }
1990 else // small offset
1991 {
1992//Console.WriteLine("Small offset");
1993 if (!part.IsOccupied)
1994 {
1995 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1996 autopilotTarget = part.AbsolutePosition;
1997//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
1998 }
1999 else return; // occupied small
2000 } // end large/small
2001 } // end Scripted/not
2002 cameraAtOffset = part.GetCameraAtOffset();
2003 cameraEyeOffset = part.GetCameraEyeOffset();
2004 forceMouselook = part.GetForceMouselook();
2005 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2006 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2007
2008 if (m_physicsActor != null)
2009 {
2010 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2011 // We can remove the physicsActor until they stand up.
2012 m_sitAvatarHeight = m_physicsActor.Size.Z;
2013 if (autopilot)
2014 { // its not a scripted sit
2015// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2016 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1806 { 2017 {
2018 autopilot = false; // close enough
2019 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2020 Not using the part's position because returning the AV to the last known standing
2021 position is likely to be more friendly, isn't it? */
1807 RemoveFromPhysicalScene(); 2022 RemoveFromPhysicalScene();
1808 } 2023 Velocity = Vector3.Zero;
2024 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2025 } // else the autopilot will get us close
2026 }
2027 else
2028 { // its a scripted sit
2029 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2030 I *am* using the part's position this time because we have no real idea how far away
2031 the avatar is from the sit target. */
2032 RemoveFromPhysicalScene();
2033 Velocity = Vector3.Zero;
1809 } 2034 }
1810
1811 cameraAtOffset = part.GetCameraAtOffset();
1812 cameraEyeOffset = part.GetCameraEyeOffset();
1813 forceMouselook = part.GetForceMouselook();
1814 } 2035 }
1815 2036 else return; // physactor is null!
1816 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2037
1817 m_requestedSitTargetUUID = targetID; 2038 Vector3 offsetr; // = offset * partIRot;
2039 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2040 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2041 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2042 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2043 //offsetr = offset * partIRot;
2044//
2045 // else
2046 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2047 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2048 // (offset * partRot);
2049 // }
2050
2051//Console.WriteLine(" ");
2052//Console.WriteLine("link number ={0}", part.LinkNum);
2053//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2054//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2055//Console.WriteLine("Click offst ={0}", offset);
2056//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2057//Console.WriteLine("offsetr ={0}", offsetr);
2058//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2059//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2060
2061 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2062 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2063
2064 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1818 // This calls HandleAgentSit twice, once from here, and the client calls 2065 // This calls HandleAgentSit twice, once from here, and the client calls
1819 // HandleAgentSit itself after it gets to the location 2066 // HandleAgentSit itself after it gets to the location
1820 // It doesn't get to the location until we've moved them there though 2067 // It doesn't get to the location until we've moved them there though
1821 // which happens in HandleAgentSit :P 2068 // which happens in HandleAgentSit :P
1822 m_autopilotMoving = autopilot; 2069 m_autopilotMoving = autopilot;
1823 m_autoPilotTarget = pos; 2070 m_autoPilotTarget = autopilotTarget;
1824 m_sitAtAutoTarget = autopilot; 2071 m_sitAtAutoTarget = autopilot;
2072 m_initialSitTarget = autopilotTarget;
1825 if (!autopilot) 2073 if (!autopilot)
1826 HandleAgentSit(remoteClient, UUID); 2074 HandleAgentSit(remoteClient, UUID);
1827 } 2075 }
@@ -2116,47 +2364,130 @@ namespace OpenSim.Region.Framework.Scenes
2116 { 2364 {
2117 if (part != null) 2365 if (part != null)
2118 { 2366 {
2367//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2119 if (part.GetAvatarOnSitTarget() == UUID) 2368 if (part.GetAvatarOnSitTarget() == UUID)
2120 { 2369 {
2370//Console.WriteLine("Scripted Sit");
2371 // Scripted sit
2121 Vector3 sitTargetPos = part.SitTargetPosition; 2372 Vector3 sitTargetPos = part.SitTargetPosition;
2122 Quaternion sitTargetOrient = part.SitTargetOrientation; 2373 Quaternion sitTargetOrient = part.SitTargetOrientation;
2123
2124 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2125 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2126
2127 //Quaternion result = (sitTargetOrient * vq) * nq;
2128
2129 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2374 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2130 m_pos += SIT_TARGET_ADJUSTMENT; 2375 m_pos += SIT_TARGET_ADJUSTMENT;
2376 if (!part.IsRoot)
2377 {
2378 m_pos *= part.RotationOffset;
2379 }
2131 m_bodyRot = sitTargetOrient; 2380 m_bodyRot = sitTargetOrient;
2132 //Rotation = sitTargetOrient;
2133 m_parentPosition = part.AbsolutePosition; 2381 m_parentPosition = part.AbsolutePosition;
2134 2382 part.IsOccupied = true;
2135 //SendTerseUpdateToAllClients(); 2383 part.ParentGroup.AddAvatar(agentID);
2136 } 2384 }
2137 else 2385 else
2138 { 2386 {
2139 m_pos -= part.AbsolutePosition; 2387 // if m_avUnscriptedSitPos is zero then Av sits above center
2388 // Else Av sits at m_avUnscriptedSitPos
2389
2390 // Non-scripted sit by Kitto Flora 21Nov09
2391 // Calculate angle of line from prim to Av
2392 Quaternion partIRot;
2393// if (part.LinkNum == 1)
2394// { // Root prim of linkset
2395// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2396// }
2397// else
2398// { // single or child prim
2399 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2400// }
2401 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2402 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2403 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2404 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2405 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2406 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2407 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2408 // Av sits at world euler <0,0, z>, translated by part rotation
2409 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2410
2140 m_parentPosition = part.AbsolutePosition; 2411 m_parentPosition = part.AbsolutePosition;
2141 } 2412 part.IsOccupied = true;
2413 part.ParentGroup.AddAvatar(agentID);
2414 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2415 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2416 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2417 m_avUnscriptedSitPos; // adds click offset, if any
2418 //Set up raytrace to find top surface of prim
2419 Vector3 size = part.Scale;
2420 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2421 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2422 Vector3 down = new Vector3(0f, 0f, -1f);
2423//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2424 m_scene.PhysicsScene.RaycastWorld(
2425 start, // Vector3 position,
2426 down, // Vector3 direction,
2427 mag, // float length,
2428 SitAltitudeCallback); // retMethod
2429 } // end scripted/not
2142 } 2430 }
2143 else 2431 else // no Av
2144 { 2432 {
2145 return; 2433 return;
2146 } 2434 }
2147 } 2435 }
2148 m_parentID = m_requestedSitTargetID;
2149 2436
2437 //We want our offsets to reference the root prim, not the child we may have sat on
2438 if (!part.IsRoot)
2439 {
2440 m_parentID = part.ParentGroup.RootPart.LocalId;
2441 m_pos += part.OffsetPosition;
2442 }
2443 else
2444 {
2445 m_parentID = m_requestedSitTargetID;
2446 }
2447
2448 m_linkedPrim = part.UUID;
2449 if (part.GetAvatarOnSitTarget() != UUID)
2450 {
2451 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2452 }
2150 Velocity = Vector3.Zero; 2453 Velocity = Vector3.Zero;
2151 RemoveFromPhysicalScene(); 2454 RemoveFromPhysicalScene();
2152
2153 Animator.TrySetMovementAnimation(sitAnimation); 2455 Animator.TrySetMovementAnimation(sitAnimation);
2154 SendFullUpdateToAllClients(); 2456 SendFullUpdateToAllClients();
2155 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2457 SendTerseUpdateToAllClients();
2156 // So we're also sending a terse update (which has avatar rotation)
2157 // [Update] We do now.
2158 //SendTerseUpdateToAllClients();
2159 } 2458 }
2459
2460 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2461 {
2462 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2463 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2464 if(hitYN)
2465 {
2466 // m_pos = Av offset from prim center to make look like on center
2467 // m_parentPosition = Actual center pos of prim
2468 // collisionPoint = spot on prim where we want to sit
2469 // collisionPoint.Z = global sit surface height
2470 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2471 Quaternion partIRot;
2472// if (part.LinkNum == 1)
2473/// { // Root prim of linkset
2474// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2475// }
2476// else
2477// { // single or child prim
2478 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2479// }
2480 if (m_initialSitTarget != null)
2481 {
2482 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2483 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2484 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2485 m_pos += offset;
2486 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2487 }
2488
2489 }
2490 } // End SitAltitudeCallback KF.
2160 2491
2161 /// <summary> 2492 /// <summary>
2162 /// Event handler for the 'Always run' setting on the client 2493 /// Event handler for the 'Always run' setting on the client
@@ -2186,7 +2517,7 @@ namespace OpenSim.Region.Framework.Scenes
2186 /// </summary> 2517 /// </summary>
2187 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2518 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2188 /// <param name="rotation">The direction in which this avatar should now face. 2519 /// <param name="rotation">The direction in which this avatar should now face.
2189 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2520 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2190 { 2521 {
2191 if (m_isChildAgent) 2522 if (m_isChildAgent)
2192 { 2523 {
@@ -2227,10 +2558,11 @@ namespace OpenSim.Region.Framework.Scenes
2227 Rotation = rotation; 2558 Rotation = rotation;
2228 Vector3 direc = vec * rotation; 2559 Vector3 direc = vec * rotation;
2229 direc.Normalize(); 2560 direc.Normalize();
2561 PhysicsActor actor = m_physicsActor;
2562 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2230 2563
2231 direc *= 0.03f * 128f * m_speedModifier; 2564 direc *= 0.03f * 128f * m_speedModifier;
2232 2565
2233 PhysicsActor actor = m_physicsActor;
2234 if (actor != null) 2566 if (actor != null)
2235 { 2567 {
2236 if (actor.Flying) 2568 if (actor.Flying)
@@ -2252,18 +2584,25 @@ namespace OpenSim.Region.Framework.Scenes
2252 { 2584 {
2253 if (direc.Z > 2.0f) 2585 if (direc.Z > 2.0f)
2254 { 2586 {
2255 direc.Z *= 3.0f; 2587 if(m_animator.m_animTickJump == -1)
2256 2588 {
2257 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2589 direc.Z *= 3.0f; // jump
2258 Animator.TrySetMovementAnimation("PREJUMP"); 2590 }
2259 Animator.TrySetMovementAnimation("JUMP"); 2591 else
2592 {
2593 direc.Z *= 0.1f; // prejump
2594 }
2595 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2596 Animator.TrySetMovementAnimation("PREJUMP");
2597 Animator.TrySetMovementAnimation("JUMP");
2598 */
2260 } 2599 }
2261 } 2600 }
2262 } 2601 }
2263 2602
2264 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2603 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2265 m_forceToApply = direc; 2604 m_forceToApply = direc;
2266 2605 m_isNudging = Nudging;
2267 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2606 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2268 } 2607 }
2269 2608
@@ -2278,7 +2617,7 @@ namespace OpenSim.Region.Framework.Scenes
2278 const float POSITION_TOLERANCE = 0.05f; 2617 const float POSITION_TOLERANCE = 0.05f;
2279 //const int TIME_MS_TOLERANCE = 3000; 2618 //const int TIME_MS_TOLERANCE = 3000;
2280 2619
2281 SendPrimUpdates(); 2620
2282 2621
2283 if (m_isChildAgent == false) 2622 if (m_isChildAgent == false)
2284 { 2623 {
@@ -2308,6 +2647,9 @@ namespace OpenSim.Region.Framework.Scenes
2308 CheckForBorderCrossing(); 2647 CheckForBorderCrossing();
2309 CheckForSignificantMovement(); // sends update to the modules. 2648 CheckForSignificantMovement(); // sends update to the modules.
2310 } 2649 }
2650
2651 //Sending prim updates AFTER the avatar terse updates are sent
2652 SendPrimUpdates();
2311 } 2653 }
2312 2654
2313 #endregion 2655 #endregion
@@ -3092,6 +3434,7 @@ namespace OpenSim.Region.Framework.Scenes
3092 m_callbackURI = cAgent.CallbackURI; 3434 m_callbackURI = cAgent.CallbackURI;
3093 3435
3094 m_pos = cAgent.Position; 3436 m_pos = cAgent.Position;
3437
3095 m_velocity = cAgent.Velocity; 3438 m_velocity = cAgent.Velocity;
3096 m_CameraCenter = cAgent.Center; 3439 m_CameraCenter = cAgent.Center;
3097 //m_avHeight = cAgent.Size.Z; 3440 //m_avHeight = cAgent.Size.Z;
@@ -3202,14 +3545,25 @@ namespace OpenSim.Region.Framework.Scenes
3202 { 3545 {
3203 if (m_forceToApply.HasValue) 3546 if (m_forceToApply.HasValue)
3204 { 3547 {
3205 Vector3 force = m_forceToApply.Value;
3206 3548
3549 Vector3 force = m_forceToApply.Value;
3207 m_updateflag = true; 3550 m_updateflag = true;
3208// movementvector = force;
3209 Velocity = force; 3551 Velocity = force;
3210 3552
3211 m_forceToApply = null; 3553 m_forceToApply = null;
3212 } 3554 }
3555 else
3556 {
3557 if (m_isNudging)
3558 {
3559 Vector3 force = Vector3.Zero;
3560
3561 m_updateflag = true;
3562 Velocity = force;
3563 m_isNudging = false;
3564 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3565 }
3566 }
3213 } 3567 }
3214 3568
3215 /// <summary> 3569 /// <summary>
@@ -3255,18 +3609,29 @@ namespace OpenSim.Region.Framework.Scenes
3255 { 3609 {
3256 if (e == null) 3610 if (e == null)
3257 return; 3611 return;
3258 3612
3259 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3613 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3260 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3261 // as of this comment the interval is set in AddToPhysicalScene 3614 // as of this comment the interval is set in AddToPhysicalScene
3262 if (Animator!=null) 3615 if (Animator!=null)
3263 Animator.UpdateMovementAnimations(); 3616 {
3617 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3618 { // else its will lock out other animation changes, like ground sit.
3619 Animator.UpdateMovementAnimations();
3620 m_updateCount--;
3621 }
3622 }
3264 3623
3265 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3624 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3266 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3625 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3267 3626
3268 CollisionPlane = Vector4.UnitW; 3627 CollisionPlane = Vector4.UnitW;
3269 3628
3629 if (m_lastColCount != coldata.Count)
3630 {
3631 m_updateCount = UPDATE_COUNT;
3632 m_lastColCount = coldata.Count;
3633 }
3634
3270 if (coldata.Count != 0 && Animator != null) 3635 if (coldata.Count != 0 && Animator != null)
3271 { 3636 {
3272 switch (Animator.CurrentMovementAnimation) 3637 switch (Animator.CurrentMovementAnimation)
@@ -3296,6 +3661,148 @@ namespace OpenSim.Region.Framework.Scenes
3296 } 3661 }
3297 } 3662 }
3298 3663
3664 List<uint> thisHitColliders = new List<uint>();
3665 List<uint> endedColliders = new List<uint>();
3666 List<uint> startedColliders = new List<uint>();
3667
3668 foreach (uint localid in coldata.Keys)
3669 {
3670 thisHitColliders.Add(localid);
3671 if (!m_lastColliders.Contains(localid))
3672 {
3673 startedColliders.Add(localid);
3674 }
3675 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3676 }
3677
3678 // calculate things that ended colliding
3679 foreach (uint localID in m_lastColliders)
3680 {
3681 if (!thisHitColliders.Contains(localID))
3682 {
3683 endedColliders.Add(localID);
3684 }
3685 }
3686 //add the items that started colliding this time to the last colliders list.
3687 foreach (uint localID in startedColliders)
3688 {
3689 m_lastColliders.Add(localID);
3690 }
3691 // remove things that ended colliding from the last colliders list
3692 foreach (uint localID in endedColliders)
3693 {
3694 m_lastColliders.Remove(localID);
3695 }
3696
3697 // do event notification
3698 if (startedColliders.Count > 0)
3699 {
3700 ColliderArgs StartCollidingMessage = new ColliderArgs();
3701 List<DetectedObject> colliding = new List<DetectedObject>();
3702 foreach (uint localId in startedColliders)
3703 {
3704 if (localId == 0)
3705 continue;
3706
3707 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3708 string data = "";
3709 if (obj != null)
3710 {
3711 DetectedObject detobj = new DetectedObject();
3712 detobj.keyUUID = obj.UUID;
3713 detobj.nameStr = obj.Name;
3714 detobj.ownerUUID = obj.OwnerID;
3715 detobj.posVector = obj.AbsolutePosition;
3716 detobj.rotQuat = obj.GetWorldRotation();
3717 detobj.velVector = obj.Velocity;
3718 detobj.colliderType = 0;
3719 detobj.groupUUID = obj.GroupID;
3720 colliding.Add(detobj);
3721 }
3722 }
3723
3724 if (colliding.Count > 0)
3725 {
3726 StartCollidingMessage.Colliders = colliding;
3727
3728 foreach (SceneObjectGroup att in Attachments)
3729 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3730 }
3731 }
3732
3733 if (endedColliders.Count > 0)
3734 {
3735 ColliderArgs EndCollidingMessage = new ColliderArgs();
3736 List<DetectedObject> colliding = new List<DetectedObject>();
3737 foreach (uint localId in endedColliders)
3738 {
3739 if (localId == 0)
3740 continue;
3741
3742 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3743 string data = "";
3744 if (obj != null)
3745 {
3746 DetectedObject detobj = new DetectedObject();
3747 detobj.keyUUID = obj.UUID;
3748 detobj.nameStr = obj.Name;
3749 detobj.ownerUUID = obj.OwnerID;
3750 detobj.posVector = obj.AbsolutePosition;
3751 detobj.rotQuat = obj.GetWorldRotation();
3752 detobj.velVector = obj.Velocity;
3753 detobj.colliderType = 0;
3754 detobj.groupUUID = obj.GroupID;
3755 colliding.Add(detobj);
3756 }
3757 }
3758
3759 if (colliding.Count > 0)
3760 {
3761 EndCollidingMessage.Colliders = colliding;
3762
3763 foreach (SceneObjectGroup att in Attachments)
3764 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3765 }
3766 }
3767
3768 if (thisHitColliders.Count > 0)
3769 {
3770 ColliderArgs CollidingMessage = new ColliderArgs();
3771 List<DetectedObject> colliding = new List<DetectedObject>();
3772 foreach (uint localId in thisHitColliders)
3773 {
3774 if (localId == 0)
3775 continue;
3776
3777 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3778 string data = "";
3779 if (obj != null)
3780 {
3781 DetectedObject detobj = new DetectedObject();
3782 detobj.keyUUID = obj.UUID;
3783 detobj.nameStr = obj.Name;
3784 detobj.ownerUUID = obj.OwnerID;
3785 detobj.posVector = obj.AbsolutePosition;
3786 detobj.rotQuat = obj.GetWorldRotation();
3787 detobj.velVector = obj.Velocity;
3788 detobj.colliderType = 0;
3789 detobj.groupUUID = obj.GroupID;
3790 colliding.Add(detobj);
3791 }
3792 }
3793
3794 if (colliding.Count > 0)
3795 {
3796 CollidingMessage.Colliders = colliding;
3797
3798 lock (m_attachments)
3799 {
3800 foreach (SceneObjectGroup att in m_attachments)
3801 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3802 }
3803 }
3804 }
3805
3299 if (m_invulnerable) 3806 if (m_invulnerable)
3300 return; 3807 return;
3301 3808
@@ -3470,7 +3977,10 @@ namespace OpenSim.Region.Framework.Scenes
3470 m_scene = scene; 3977 m_scene = scene;
3471 3978
3472 RegisterToEvents(); 3979 RegisterToEvents();
3473 3980 if (m_controllingClient != null)
3981 {
3982 m_controllingClient.ProcessPendingPackets();
3983 }
3474 /* 3984 /*
3475 AbsolutePosition = client.StartPos; 3985 AbsolutePosition = client.StartPos;
3476 3986
@@ -3700,6 +4210,39 @@ namespace OpenSim.Region.Framework.Scenes
3700 return; 4210 return;
3701 } 4211 }
3702 4212
4213 XmlDocument doc = new XmlDocument();
4214 string stateData = String.Empty;
4215
4216 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4217 if (attServ != null)
4218 {
4219 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4220 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4221 if (stateData != String.Empty)
4222 {
4223 try
4224 {
4225 doc.LoadXml(stateData);
4226 }
4227 catch { }
4228 }
4229 }
4230
4231 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4232
4233 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4234 if (nodes.Count > 0)
4235 {
4236 foreach (XmlNode n in nodes)
4237 {
4238 XmlElement elem = (XmlElement)n;
4239 string itemID = elem.GetAttribute("ItemID");
4240 string xml = elem.InnerXml;
4241
4242 itemData[new UUID(itemID)] = xml;
4243 }
4244 }
4245
3703 List<int> attPoints = m_appearance.GetAttachedPoints(); 4246 List<int> attPoints = m_appearance.GetAttachedPoints();
3704 foreach (int p in attPoints) 4247 foreach (int p in attPoints)
3705 { 4248 {
@@ -3719,9 +4262,26 @@ namespace OpenSim.Region.Framework.Scenes
3719 4262
3720 try 4263 try
3721 { 4264 {
3722 // Rez from inventory 4265 string xmlData;
3723 UUID asset 4266 XmlDocument d = new XmlDocument();
3724 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4267 UUID asset;
4268 if (itemData.TryGetValue(itemID, out xmlData))
4269 {
4270 d.LoadXml(xmlData);
4271 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4272
4273 // Rez from inventory
4274 asset
4275 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4276
4277 }
4278 else
4279 {
4280 // Rez from inventory (with a null doc to let
4281 // CHANGED_OWNER happen)
4282 asset
4283 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4284 }
3725 4285
3726 m_log.InfoFormat( 4286 m_log.InfoFormat(
3727 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4287 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
@@ -3758,5 +4318,16 @@ namespace OpenSim.Region.Framework.Scenes
3758 m_reprioritization_called = false; 4318 m_reprioritization_called = false;
3759 } 4319 }
3760 } 4320 }
4321
4322 private Vector3 Quat2Euler(Quaternion rot){
4323 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4324 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4325 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4326 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4327 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4328 return(new Vector3(x,y,z));
4329 }
4330
4331
3761 } 4332 }
3762} 4333}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 5bdaa17..77e477f 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
105 sceneObject.AddPart(part); 105 sceneObject.AddPart(part);
106 part.LinkNum = linkNum; 106 part.LinkNum = linkNum;
107 part.TrimPermissions(); 107 part.TrimPermissions();
108 part.StoreUndoState(); 108 part.StoreUndoState(UndoType.STATE_ALL);
109 reader.Close(); 109 reader.Close();
110 sr.Close(); 110 sr.Close();
111 } 111 }
@@ -231,7 +231,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
231 if (originalLinkNum != 0) 231 if (originalLinkNum != 0)
232 part.LinkNum = originalLinkNum; 232 part.LinkNum = originalLinkNum;
233 233
234 part.StoreUndoState(); 234 part.StoreUndoState(UndoType.STATE_ALL);
235 reader.Close(); 235 reader.Close();
236 sr.Close(); 236 sr.Close();
237 } 237 }
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249