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-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs6
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs4
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEstateModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IScriptModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs344
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs505
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs37
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs230
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs589
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs199
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs808
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs188
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs28
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs87
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
26 files changed, 2385 insertions, 754 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index eb07165..69ce967 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using OpenMetaverse; 31using OpenMetaverse;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -75,6 +76,10 @@ namespace OpenSim.Region.Framework.Interfaces
75 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> 76 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
76 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); 77 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
77 78
79 // Same as above, but also load script states from a separate doc
80 ISceneEntity RezSingleAttachmentFromInventory(
81 IScenePresence presence, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
82
78 /// <summary> 83 /// <summary>
79 /// Rez multiple attachments from a user's inventory 84 /// Rez multiple attachments from a user's inventory
80 /// </summary> 85 /// </summary>
@@ -96,7 +101,6 @@ namespace OpenSim.Region.Framework.Interfaces
96 /// <param name="itemID"></param> 101 /// <param name="itemID"></param>
97 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID); 102 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID);
98 103
99 /// <summary>
100 /// Update the position of an attachment. 104 /// Update the position of an attachment.
101 /// </summary> 105 /// </summary>
102 /// <param name="sog"></param> 106 /// <param name="sog"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 15060fd..4b17b9a 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -115,6 +115,8 @@ namespace OpenSim.Region.Framework.Interfaces
115 /// <param name="stateSource"></param> 115 /// <param name="stateSource"></param>
116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
117 117
118 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
119
118 /// <summary> 120 /// <summary>
119 /// Stop a script which is in this prim's inventory. 121 /// Stop a script which is in this prim's inventory.
120 /// </summary> 122 /// </summary>
@@ -229,5 +231,6 @@ namespace OpenSim.Region.Framework.Interfaces
229 /// A <see cref="Dictionary`2"/> 231 /// A <see cref="Dictionary`2"/>
230 /// </returns> 232 /// </returns>
231 Dictionary<UUID, string> GetScriptStates(); 233 Dictionary<UUID, string> GetScriptStates();
234 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
232 } 235 }
233} 236}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 07e97d5..c38ecd9 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -40,11 +40,11 @@ namespace OpenSim.Region.Framework.Interfaces
40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, 40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position,
41 Vector3 lookAt, uint teleportFlags); 41 Vector3 lookAt, uint teleportFlags);
42 42
43 bool TeleportHome(UUID id, IClientAPI client);
44
43 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination, 45 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
44 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq); 46 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq);
45 47
46 void TeleportHome(UUID id, IClientAPI client);
47
48 bool Cross(ScenePresence agent, bool isFlying); 48 bool Cross(ScenePresence agent, bool isFlying);
49 49
50 void AgentArrivedAtDestination(UUID agent); 50 void AgentArrivedAtDestination(UUID agent);
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
index 721f0ee..72e79ed 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -45,5 +45,7 @@ namespace OpenSim.Region.Framework.Interfaces
45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.). 45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.).
46 /// </summary> 46 /// </summary>
47 void sendRegionHandshakeToAll(); 47 void sendRegionHandshakeToAll();
48 void TriggerEstateInfoChange();
49 void TriggerRegionInfoChange();
48 } 50 }
49} 51}
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/IScriptModule.cs b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
index 18c45dd..2d6758b 100644
--- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
@@ -68,6 +68,8 @@ namespace OpenSim.Region.Framework.Interfaces
68 68
69 ArrayList GetScriptErrors(UUID itemID); 69 ArrayList GetScriptErrors(UUID itemID);
70 70
71 bool HasScript(UUID itemID, out bool running);
72
71 void SaveAllState(); 73 void SaveAllState();
72 74
73 /// <summary> 75 /// <summary>
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
new file mode 100644
index 0000000..d1a4d8e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
@@ -0,0 +1,13 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster Limited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6//
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface IUserAccountCacheModule
11{
12 void Remove(string name);
13}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 14ecd44..32ee674 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -227,7 +227,8 @@ namespace OpenSim.Region.Framework
227 pluginAssembly.FullName, e.Message, e.StackTrace); 227 pluginAssembly.FullName, e.Message, e.StackTrace);
228 228
229 // justincc: Right now this is fatal to really get the user's attention 229 // justincc: Right now this is fatal to really get the user's attention
230 throw e; 230 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
231 //throw e;
231 } 232 }
232 } 233 }
233 234
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index fd35c62..74d9e60 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -791,6 +795,26 @@ namespace OpenSim.Region.Framework.Scenes
791 } 795 }
792 } 796 }
793 } 797 }
798 public void TriggerTerrainUpdate()
799 {
800 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
801 if (handlerTerrainUpdate != null)
802 {
803 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
804 {
805 try
806 {
807 d();
808 }
809 catch (Exception e)
810 {
811 m_log.ErrorFormat(
812 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
813 e.Message, e.StackTrace);
814 }
815 }
816 }
817 }
794 818
795 public void TriggerTerrainTick() 819 public void TriggerTerrainTick()
796 { 820 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index dd3208a..817736f 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -117,34 +117,22 @@ namespace OpenSim.Region.Framework.Scenes
117 /// <param name="item"></param> 117 /// <param name="item"></param>
118 public bool AddInventoryItem(InventoryItemBase item) 118 public bool AddInventoryItem(InventoryItemBase item)
119 { 119 {
120 if (UUID.Zero == item.Folder) 120 InventoryFolderBase folder;
121
122 if (item.Folder == UUID.Zero)
121 { 123 {
122 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 124 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
123 if (f != null) 125 if (folder == null)
124 {
125// m_log.DebugFormat(
126// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}",
127// f.Name, (AssetType)f.Type, item.Name);
128
129 item.Folder = f.ID;
130 }
131 else
132 { 126 {
133 f = InventoryService.GetRootFolder(item.Owner); 127 folder = InventoryService.GetRootFolder(item.Owner);
134 if (f != null) 128
135 { 129 if (folder == null)
136 item.Folder = f.ID;
137 }
138 else
139 {
140 m_log.WarnFormat(
141 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
142 item.Owner, item.Name);
143 return false; 130 return false;
144 }
145 } 131 }
132
133 item.Folder = folder.ID;
146 } 134 }
147 135
148 if (InventoryService.AddItem(item)) 136 if (InventoryService.AddItem(item))
149 { 137 {
150 int userlevel = 0; 138 int userlevel = 0;
@@ -264,8 +252,7 @@ namespace OpenSim.Region.Framework.Scenes
264 252
265 // Update item with new asset 253 // Update item with new asset
266 item.AssetID = asset.FullID; 254 item.AssetID = asset.FullID;
267 if (group.UpdateInventoryItem(item)) 255 group.UpdateInventoryItem(item);
268 remoteClient.SendAgentAlertMessage("Script saved", false);
269 256
270 part.SendPropertiesToClient(remoteClient); 257 part.SendPropertiesToClient(remoteClient);
271 258
@@ -276,12 +263,7 @@ namespace OpenSim.Region.Framework.Scenes
276 { 263 {
277 // Needs to determine which engine was running it and use that 264 // Needs to determine which engine was running it and use that
278 // 265 //
279 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 266 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
280 errors = part.Inventory.GetScriptErrors(item.ItemID);
281 }
282 else
283 {
284 remoteClient.SendAgentAlertMessage("Script saved", false);
285 } 267 }
286 part.ParentGroup.ResumeScripts(); 268 part.ParentGroup.ResumeScripts();
287 return errors; 269 return errors;
@@ -345,6 +327,7 @@ namespace OpenSim.Region.Framework.Scenes
345 327
346 if (UUID.Zero == transactionID) 328 if (UUID.Zero == transactionID)
347 { 329 {
330 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
348 item.Name = itemUpd.Name; 331 item.Name = itemUpd.Name;
349 item.Description = itemUpd.Description; 332 item.Description = itemUpd.Description;
350 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) 333 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
@@ -723,6 +706,8 @@ namespace OpenSim.Region.Framework.Scenes
723 return; 706 return;
724 } 707 }
725 708
709 if (newName == null) newName = item.Name;
710
726 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 711 AssetBase asset = AssetService.Get(item.AssetID.ToString());
727 712
728 if (asset != null) 713 if (asset != null)
@@ -779,6 +764,24 @@ namespace OpenSim.Region.Framework.Scenes
779 } 764 }
780 765
781 /// <summary> 766 /// <summary>
767 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
768 /// </summary>
769 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
770 {
771 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
772 foreach (InventoryItemBase b in items)
773 {
774 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
775 InventoryItemBase n = InventoryService.GetItem(b);
776 n.Folder = destfolder;
777 moveitems.Add(n);
778 remoteClient.SendInventoryItemCreateUpdate(n, 0);
779 }
780
781 MoveInventoryItem(remoteClient, moveitems);
782 }
783
784 /// <summary>
782 /// Move an item within the agent's inventory. 785 /// Move an item within the agent's inventory.
783 /// </summary> 786 /// </summary>
784 /// <param name="remoteClient"></param> 787 /// <param name="remoteClient"></param>
@@ -1121,6 +1124,10 @@ namespace OpenSim.Region.Framework.Scenes
1121 { 1124 {
1122 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1125 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1123 1126
1127 // Can't move a null item
1128 if (itemId == UUID.Zero)
1129 return;
1130
1124 if (null == part) 1131 if (null == part)
1125 { 1132 {
1126 m_log.WarnFormat( 1133 m_log.WarnFormat(
@@ -1231,6 +1238,10 @@ namespace OpenSim.Region.Framework.Scenes
1231 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) 1238 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
1232 return; 1239 return;
1233 1240
1241 bool overrideNoMod = false;
1242 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1243 overrideNoMod = true;
1244
1234 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) 1245 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1235 { 1246 {
1236 // object cannot copy items to an object owned by a different owner 1247 // object cannot copy items to an object owned by a different owner
@@ -1240,7 +1251,7 @@ namespace OpenSim.Region.Framework.Scenes
1240 } 1251 }
1241 1252
1242 // must have both move and modify permission to put an item in an object 1253 // must have both move and modify permission to put an item in an object
1243 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1254 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1244 { 1255 {
1245 return; 1256 return;
1246 } 1257 }
@@ -1299,6 +1310,14 @@ namespace OpenSim.Region.Framework.Scenes
1299 1310
1300 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1311 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1301 { 1312 {
1313 SceneObjectPart destPart = GetSceneObjectPart(destID);
1314 if (destPart != null) // Move into a prim
1315 {
1316 foreach(UUID itemID in items)
1317 MoveTaskInventoryItem(destID, host, itemID);
1318 return destID; // Prim folder ID == prim ID
1319 }
1320
1302 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1321 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1303 1322
1304 UUID newFolderID = UUID.Random(); 1323 UUID newFolderID = UUID.Random();
@@ -1472,28 +1491,12 @@ namespace OpenSim.Region.Framework.Scenes
1472// m_log.DebugFormat( 1491// m_log.DebugFormat(
1473// "[PRIM INVENTORY]: Updating item {0} in {1} for UpdateTaskInventory()", 1492// "[PRIM INVENTORY]: Updating item {0} in {1} for UpdateTaskInventory()",
1474// currentItem.Name, part.Name); 1493// currentItem.Name, part.Name);
1475 1494 IAgentAssetTransactions agentTransactions = this.RequestModuleInterface<IAgentAssetTransactions>();
1476 // Viewers from at least Linden Lab 1.23 onwards use a capability to update script contents rather 1495 if (agentTransactions != null)
1477 // than UDP. With viewers from at least 1.23 onwards, changing properties on scripts (e.g. renaming) causes 1496 {
1478 // this to spew spurious errors and "thing saved" messages. 1497 agentTransactions.HandleTaskItemUpdateFromTransaction(
1479 // Rather than retaining complexity in the code and removing useful error messages, I'm going to 1498 remoteClient, part, transactionID, currentItem);
1480 // comment this section out. If this was still working for very old viewers and there is 1499 }
1481 // a large population using them which cannot upgrade to 1.23 or derivatives then we can revisit
1482 // this - justincc
1483// IAgentAssetTransactions agentTransactions = this.RequestModuleInterface<IAgentAssetTransactions>();
1484// if (agentTransactions != null)
1485// {
1486// agentTransactions.HandleTaskItemUpdateFromTransaction(
1487// remoteClient, part, transactionID, currentItem);
1488//
1489// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1490// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1491// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1492// remoteClient.SendAgentAlertMessage("Script saved", false);
1493// else
1494// remoteClient.SendAgentAlertMessage("Item saved", false);
1495// }
1496
1497 // Base ALWAYS has move 1500 // Base ALWAYS has move
1498 currentItem.BasePermissions |= (uint)PermissionMask.Move; 1501 currentItem.BasePermissions |= (uint)PermissionMask.Move;
1499 1502
@@ -1670,7 +1673,7 @@ namespace OpenSim.Region.Framework.Scenes
1670 } 1673 }
1671 1674
1672 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1675 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1673 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1676 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1674 agentID); 1677 agentID);
1675 AssetService.Store(asset); 1678 AssetService.Store(asset);
1676 1679
@@ -1822,23 +1825,32 @@ namespace OpenSim.Region.Framework.Scenes
1822 // build a list of eligible objects 1825 // build a list of eligible objects
1823 List<uint> deleteIDs = new List<uint>(); 1826 List<uint> deleteIDs = new List<uint>();
1824 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1827 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1825 1828 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1826 // Start with true for both, then remove the flags if objects
1827 // that we can't derez are part of the selection
1828 bool permissionToTake = true;
1829 bool permissionToTakeCopy = true;
1830 bool permissionToDelete = true;
1831 1829
1832 foreach (uint localID in localIDs) 1830 foreach (uint localID in localIDs)
1833 { 1831 {
1832 // Start with true for both, then remove the flags if objects
1833 // that we can't derez are part of the selection
1834 bool permissionToTake = true;
1835 bool permissionToTakeCopy = true;
1836 bool permissionToDelete = true;
1837
1834 // Invalid id 1838 // Invalid id
1835 SceneObjectPart part = GetSceneObjectPart(localID); 1839 SceneObjectPart part = GetSceneObjectPart(localID);
1836 if (part == null) 1840 if (part == null)
1841 {
1842 //Client still thinks the object exists, kill it
1843 deleteIDs.Add(localID);
1837 continue; 1844 continue;
1845 }
1838 1846
1839 // Already deleted by someone else 1847 // Already deleted by someone else
1840 if (part.ParentGroup.IsDeleted) 1848 if (part.ParentGroup.IsDeleted)
1849 {
1850 //Client still thinks the object exists, kill it
1851 deleteIDs.Add(localID);
1841 continue; 1852 continue;
1853 }
1842 1854
1843 // Can't delete child prims 1855 // Can't delete child prims
1844 if (part != part.ParentGroup.RootPart) 1856 if (part != part.ParentGroup.RootPart)
@@ -1846,9 +1858,6 @@ namespace OpenSim.Region.Framework.Scenes
1846 1858
1847 SceneObjectGroup grp = part.ParentGroup; 1859 SceneObjectGroup grp = part.ParentGroup;
1848 1860
1849 deleteIDs.Add(localID);
1850 deleteGroups.Add(grp);
1851
1852 if (remoteClient == null) 1861 if (remoteClient == null)
1853 { 1862 {
1854 // Autoreturn has a null client. Nothing else does. So 1863 // Autoreturn has a null client. Nothing else does. So
@@ -1865,81 +1874,193 @@ namespace OpenSim.Region.Framework.Scenes
1865 } 1874 }
1866 else 1875 else
1867 { 1876 {
1868 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1877 if (action == DeRezAction.TakeCopy)
1878 {
1879 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1880 permissionToTakeCopy = false;
1881 }
1882 else
1883 {
1869 permissionToTakeCopy = false; 1884 permissionToTakeCopy = false;
1870 1885 }
1871 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1886 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1872 permissionToTake = false; 1887 permissionToTake = false;
1873 1888
1874 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1889 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1875 permissionToDelete = false; 1890 permissionToDelete = false;
1876 } 1891 }
1877 }
1878 1892
1879 // Handle god perms 1893 // Handle god perms
1880 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1894 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1881 { 1895 {
1882 permissionToTake = true; 1896 permissionToTake = true;
1883 permissionToTakeCopy = true; 1897 permissionToTakeCopy = true;
1884 permissionToDelete = true; 1898 permissionToDelete = true;
1885 } 1899 }
1886 1900
1887 // If we're re-saving, we don't even want to delete 1901 // If we're re-saving, we don't even want to delete
1888 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1902 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1889 permissionToDelete = false; 1903 permissionToDelete = false;
1890 1904
1891 // if we want to take a copy, we also don't want to delete 1905 // if we want to take a copy, we also don't want to delete
1892 // Note: after this point, the permissionToTakeCopy flag 1906 // Note: after this point, the permissionToTakeCopy flag
1893 // becomes irrelevant. It already includes the permissionToTake 1907 // becomes irrelevant. It already includes the permissionToTake
1894 // permission and after excluding no copy items here, we can 1908 // permission and after excluding no copy items here, we can
1895 // just use that. 1909 // just use that.
1896 if (action == DeRezAction.TakeCopy) 1910 if (action == DeRezAction.TakeCopy)
1897 { 1911 {
1898 // If we don't have permission, stop right here 1912 // If we don't have permission, stop right here
1899 if (!permissionToTakeCopy) 1913 if (!permissionToTakeCopy)
1900 return; 1914 return;
1901 1915
1902 permissionToTake = true; 1916 permissionToTake = true;
1903 // Don't delete 1917 // Don't delete
1904 permissionToDelete = false; 1918 permissionToDelete = false;
1905 } 1919 }
1906 1920
1907 if (action == DeRezAction.Return) 1921 if (action == DeRezAction.Return)
1908 {
1909 if (remoteClient != null)
1910 { 1922 {
1911 if (Permissions.CanReturnObjects( 1923 if (remoteClient != null)
1912 null,
1913 remoteClient.AgentId,
1914 deleteGroups))
1915 { 1924 {
1916 permissionToTake = true; 1925 if (Permissions.CanReturnObjects(
1917 permissionToDelete = true; 1926 null,
1918 1927 remoteClient.AgentId,
1919 foreach (SceneObjectGroup g in deleteGroups) 1928 deleteGroups))
1920 { 1929 {
1921 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1930 permissionToTake = true;
1931 permissionToDelete = true;
1932
1933 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1922 } 1934 }
1923 } 1935 }
1936 else // Auto return passes through here with null agent
1937 {
1938 permissionToTake = true;
1939 permissionToDelete = true;
1940 }
1924 } 1941 }
1925 else // Auto return passes through here with null agent 1942
1943 if (permissionToTake && (!permissionToDelete))
1944 takeGroups.Add(grp);
1945
1946 if (permissionToDelete)
1926 { 1947 {
1927 permissionToTake = true; 1948 if (permissionToTake)
1928 permissionToDelete = true; 1949 deleteGroups.Add(grp);
1950 deleteIDs.Add(grp.LocalId);
1929 } 1951 }
1930 } 1952 }
1931 1953
1932 if (permissionToTake) 1954 SendKillObject(deleteIDs);
1955
1956 if (deleteGroups.Count > 0)
1933 { 1957 {
1958 foreach (SceneObjectGroup g in deleteGroups)
1959 deleteIDs.Remove(g.LocalId);
1960
1934 m_asyncSceneObjectDeleter.DeleteToInventory( 1961 m_asyncSceneObjectDeleter.DeleteToInventory(
1935 action, destinationID, deleteGroups, remoteClient, 1962 action, destinationID, deleteGroups, remoteClient,
1936 permissionToDelete); 1963 true);
1937 } 1964 }
1938 else if (permissionToDelete) 1965 if (takeGroups.Count > 0)
1966 {
1967 m_asyncSceneObjectDeleter.DeleteToInventory(
1968 action, destinationID, takeGroups, remoteClient,
1969 false);
1970 }
1971 if (deleteIDs.Count > 0)
1939 { 1972 {
1940 foreach (SceneObjectGroup g in deleteGroups) 1973 foreach (SceneObjectGroup g in deleteGroups)
1941 DeleteSceneObject(g, false); 1974 DeleteSceneObject(g, true);
1975 }
1976 }
1977
1978 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
1979 {
1980 itemID = UUID.Zero;
1981 if (grp != null)
1982 {
1983 Vector3 inventoryStoredPosition = new Vector3
1984 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
1985 ? 250
1986 : grp.AbsolutePosition.X)
1987 ,
1988 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
1989 ? 250
1990 : grp.AbsolutePosition.X,
1991 grp.AbsolutePosition.Z);
1992
1993 Vector3 originalPosition = grp.AbsolutePosition;
1994
1995 grp.AbsolutePosition = inventoryStoredPosition;
1996
1997 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
1998
1999 grp.AbsolutePosition = originalPosition;
2000
2001 AssetBase asset = CreateAsset(
2002 grp.GetPartName(grp.LocalId),
2003 grp.GetPartDescription(grp.LocalId),
2004 (sbyte)AssetType.Object,
2005 Utils.StringToBytes(sceneObjectXml),
2006 remoteClient.AgentId);
2007 AssetService.Store(asset);
2008
2009 InventoryItemBase item = new InventoryItemBase();
2010 item.CreatorId = grp.RootPart.CreatorID.ToString();
2011 item.CreatorData = grp.RootPart.CreatorData;
2012 item.Owner = remoteClient.AgentId;
2013 item.ID = UUID.Random();
2014 item.AssetID = asset.FullID;
2015 item.Description = asset.Description;
2016 item.Name = asset.Name;
2017 item.AssetType = asset.Type;
2018 item.InvType = (int)InventoryType.Object;
2019
2020 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2021 if (folder != null)
2022 item.Folder = folder.ID;
2023 else // oopsies
2024 item.Folder = UUID.Zero;
2025
2026 // Set up base perms properly
2027 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2028 permsBase &= grp.RootPart.BaseMask;
2029 permsBase |= (uint)PermissionMask.Move;
2030
2031 // Make sure we don't lock it
2032 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2033
2034 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2035 {
2036 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2037 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2038 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2039 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2040 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2041 }
2042 else
2043 {
2044 item.BasePermissions = permsBase;
2045 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2046 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2047 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2048 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2049 }
2050 item.CreationDate = Util.UnixTimeSinceEpoch();
2051
2052 // sets itemID so client can show item as 'attached' in inventory
2053 grp.SetFromItemID(item.ID);
2054
2055 if (AddInventoryItem(item))
2056 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2057 else
2058 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2059
2060 itemID = item.ID;
2061 return item.AssetID;
1942 } 2062 }
2063 return UUID.Zero;
1943 } 2064 }
1944 2065
1945 /// <summary> 2066 /// <summary>
@@ -2068,6 +2189,9 @@ namespace OpenSim.Region.Framework.Scenes
2068 2189
2069 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2190 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2070 { 2191 {
2192 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2193 return;
2194
2071 SceneObjectPart part = GetSceneObjectPart(objectID); 2195 SceneObjectPart part = GetSceneObjectPart(objectID);
2072 if (part == null) 2196 if (part == null)
2073 return; 2197 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 3355ebe..bf2e775 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -346,7 +346,10 @@ namespace OpenSim.Region.Framework.Scenes
346 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query); 346 List<UserAccount> accounts = UserAccountService.GetUserAccounts(RegionInfo.ScopeID, query);
347 347
348 if (accounts == null) 348 if (accounts == null)
349 {
350 m_log.DebugFormat("[LLCIENT]: ProcessAvatarPickerRequest: returned null result");
349 return; 351 return;
352 }
350 353
351 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply); 354 AvatarPickerReplyPacket replyPacket = (AvatarPickerReplyPacket) PacketPool.Instance.GetPacket(PacketType.AvatarPickerReply);
352 // TODO: don't create new blocks if recycling an old packet 355 // TODO: don't create new blocks if recycling an old packet
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 23fee4e..128954f 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -104,6 +104,7 @@ namespace OpenSim.Region.Framework.Scenes
104 // TODO: need to figure out how allow client agents but deny 104 // TODO: need to figure out how allow client agents but deny
105 // root agents when ACL denies access to root agent 105 // root agents when ACL denies access to root agent
106 public bool m_strictAccessControl = true; 106 public bool m_strictAccessControl = true;
107 public bool m_seeIntoBannedRegion = false;
107 public int MaxUndoCount = 5; 108 public int MaxUndoCount = 5;
108 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 109 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
109 public bool LoginLock = false; 110 public bool LoginLock = false;
@@ -119,12 +120,14 @@ namespace OpenSim.Region.Framework.Scenes
119 120
120 protected int m_splitRegionID; 121 protected int m_splitRegionID;
121 protected Timer m_restartWaitTimer = new Timer(); 122 protected Timer m_restartWaitTimer = new Timer();
123 protected Timer m_timerWatchdog = new Timer();
122 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 124 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
123 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 125 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
124 protected string m_simulatorVersion = "OpenSimulator Server"; 126 protected string m_simulatorVersion = "OpenSimulator Server";
125 protected ModuleLoader m_moduleLoader; 127 protected ModuleLoader m_moduleLoader;
126 protected AgentCircuitManager m_authenticateHandler; 128 protected AgentCircuitManager m_authenticateHandler;
127 protected SceneCommunicationService m_sceneGridService; 129 protected SceneCommunicationService m_sceneGridService;
130 protected ISnmpModule m_snmpService = null;
128 131
129 protected ISimulationDataService m_SimulationDataService; 132 protected ISimulationDataService m_SimulationDataService;
130 protected IEstateDataService m_EstateDataService; 133 protected IEstateDataService m_EstateDataService;
@@ -177,7 +180,7 @@ namespace OpenSim.Region.Framework.Scenes
177 private int m_update_events = 1; 180 private int m_update_events = 1;
178 private int m_update_backup = 200; 181 private int m_update_backup = 200;
179 private int m_update_terrain = 50; 182 private int m_update_terrain = 50;
180// private int m_update_land = 1; 183 private int m_update_land = 10;
181 private int m_update_coarse_locations = 50; 184 private int m_update_coarse_locations = 50;
182 185
183 private int agentMS; 186 private int agentMS;
@@ -192,6 +195,7 @@ namespace OpenSim.Region.Framework.Scenes
192 private int landMS; 195 private int landMS;
193 private int lastCompletedFrame; 196 private int lastCompletedFrame;
194 197
198 public bool CombineRegions = false;
195 /// <summary> 199 /// <summary>
196 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched 200 /// Signals whether temporary objects are currently being cleaned up. Needed because this is launched
197 /// asynchronously from the update loop. 201 /// asynchronously from the update loop.
@@ -214,11 +218,14 @@ namespace OpenSim.Region.Framework.Scenes
214 private bool m_scripts_enabled = true; 218 private bool m_scripts_enabled = true;
215 private string m_defaultScriptEngine; 219 private string m_defaultScriptEngine;
216 private int m_LastLogin; 220 private int m_LastLogin;
217 private Thread HeartbeatThread; 221 private Thread HeartbeatThread = null;
218 private volatile bool shuttingdown; 222 private volatile bool shuttingdown;
219 223
220 private int m_lastUpdate; 224 private int m_lastUpdate;
225 private int m_lastIncoming;
226 private int m_lastOutgoing;
221 private bool m_firstHeartbeat = true; 227 private bool m_firstHeartbeat = true;
228 private int m_hbRestarts = 0;
222 229
223 private object m_deleting_scene_object = new object(); 230 private object m_deleting_scene_object = new object();
224 231
@@ -265,6 +272,19 @@ namespace OpenSim.Region.Framework.Scenes
265 get { return m_sceneGridService; } 272 get { return m_sceneGridService; }
266 } 273 }
267 274
275 public ISnmpModule SnmpService
276 {
277 get
278 {
279 if (m_snmpService == null)
280 {
281 m_snmpService = RequestModuleInterface<ISnmpModule>();
282 }
283
284 return m_snmpService;
285 }
286 }
287
268 public ISimulationDataService SimulationDataService 288 public ISimulationDataService SimulationDataService
269 { 289 {
270 get 290 get
@@ -546,6 +566,9 @@ namespace OpenSim.Region.Framework.Scenes
546 m_EstateDataService = estateDataService; 566 m_EstateDataService = estateDataService;
547 m_regionHandle = m_regInfo.RegionHandle; 567 m_regionHandle = m_regInfo.RegionHandle;
548 m_regionName = m_regInfo.RegionName; 568 m_regionName = m_regInfo.RegionName;
569 m_lastUpdate = Util.EnvironmentTickCount();
570 m_lastIncoming = 0;
571 m_lastOutgoing = 0;
549 572
550 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 573 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
551 m_asyncSceneObjectDeleter.Enabled = true; 574 m_asyncSceneObjectDeleter.Enabled = true;
@@ -646,6 +669,7 @@ namespace OpenSim.Region.Framework.Scenes
646 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true); 669 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
647 670
648 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 671 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
672
649 if (RegionInfo.NonphysPrimMax > 0) 673 if (RegionInfo.NonphysPrimMax > 0)
650 { 674 {
651 m_maxNonphys = RegionInfo.NonphysPrimMax; 675 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -677,6 +701,7 @@ namespace OpenSim.Region.Framework.Scenes
677 m_persistAfter *= 10000000; 701 m_persistAfter *= 10000000;
678 702
679 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 703 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
704 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
680 705
681 IConfig packetConfig = m_config.Configs["PacketPool"]; 706 IConfig packetConfig = m_config.Configs["PacketPool"];
682 if (packetConfig != null) 707 if (packetConfig != null)
@@ -686,6 +711,8 @@ namespace OpenSim.Region.Framework.Scenes
686 } 711 }
687 712
688 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 713 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
714 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
715 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
689 716
690 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 717 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
691 if (m_generateMaptiles) 718 if (m_generateMaptiles)
@@ -721,9 +748,9 @@ namespace OpenSim.Region.Framework.Scenes
721 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain); 748 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
722 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning); 749 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
723 } 750 }
724 catch 751 catch (Exception e)
725 { 752 {
726 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 753 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
727 } 754 }
728 755
729 #endregion Region Config 756 #endregion Region Config
@@ -1134,7 +1161,22 @@ namespace OpenSim.Region.Framework.Scenes
1134 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1161 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1135 if (HeartbeatThread != null) 1162 if (HeartbeatThread != null)
1136 { 1163 {
1164 m_hbRestarts++;
1165 if(m_hbRestarts > 10)
1166 Environment.Exit(1);
1167 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1168
1169//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1170//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1171//proc.EnableRaisingEvents=false;
1172//proc.StartInfo.FileName = "/bin/kill";
1173//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1174//proc.Start();
1175//proc.WaitForExit();
1176//Thread.Sleep(1000);
1177//Environment.Exit(1);
1137 HeartbeatThread.Abort(); 1178 HeartbeatThread.Abort();
1179 Watchdog.AbortThread(HeartbeatThread.ManagedThreadId);
1138 HeartbeatThread = null; 1180 HeartbeatThread = null;
1139 } 1181 }
1140 m_lastUpdate = Util.EnvironmentTickCount(); 1182 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1181,9 +1223,6 @@ namespace OpenSim.Region.Framework.Scenes
1181 m_eventManager.TriggerOnRegionStarted(this); 1223 m_eventManager.TriggerOnRegionStarted(this);
1182 while (!shuttingdown) 1224 while (!shuttingdown)
1183 Update(); 1225 Update();
1184
1185 m_lastUpdate = Util.EnvironmentTickCount();
1186 m_firstHeartbeat = false;
1187 } 1226 }
1188 catch (ThreadAbortException) 1227 catch (ThreadAbortException)
1189 { 1228 {
@@ -1281,6 +1320,13 @@ namespace OpenSim.Region.Framework.Scenes
1281 eventMS = Util.EnvironmentTickCountSubtract(evMS); ; 1320 eventMS = Util.EnvironmentTickCountSubtract(evMS); ;
1282 } 1321 }
1283 1322
1323 // if (Frame % m_update_land == 0)
1324 // {
1325 // int ldMS = Util.EnvironmentTickCount();
1326 // UpdateLand();
1327 // landMS = Util.EnvironmentTickCountSubtract(ldMS);
1328 // }
1329
1284 if (Frame % m_update_backup == 0) 1330 if (Frame % m_update_backup == 0)
1285 { 1331 {
1286 int backMS = Util.EnvironmentTickCount(); 1332 int backMS = Util.EnvironmentTickCount();
@@ -1388,12 +1434,16 @@ namespace OpenSim.Region.Framework.Scenes
1388 maintc = Util.EnvironmentTickCountSubtract(maintc); 1434 maintc = Util.EnvironmentTickCountSubtract(maintc);
1389 maintc = (int)(MinFrameTime * 1000) - maintc; 1435 maintc = (int)(MinFrameTime * 1000) - maintc;
1390 1436
1437
1438 m_lastUpdate = Util.EnvironmentTickCount();
1439 m_firstHeartbeat = false;
1440
1391 if (maintc > 0) 1441 if (maintc > 0)
1392 Thread.Sleep(maintc); 1442 Thread.Sleep(maintc);
1393 1443
1394 // Tell the watchdog that this thread is still alive 1444 // Tell the watchdog that this thread is still alive
1395 Watchdog.UpdateThread(); 1445 Watchdog.UpdateThread();
1396 } 1446 }
1397 1447
1398 public void AddGroupTarget(SceneObjectGroup grp) 1448 public void AddGroupTarget(SceneObjectGroup grp)
1399 { 1449 {
@@ -1409,9 +1459,9 @@ namespace OpenSim.Region.Framework.Scenes
1409 1459
1410 private void CheckAtTargets() 1460 private void CheckAtTargets()
1411 { 1461 {
1412 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1462 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1413 lock (m_groupsWithTargets) 1463 lock (m_groupsWithTargets)
1414 objs = m_groupsWithTargets.Values; 1464 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1415 1465
1416 foreach (SceneObjectGroup entry in objs) 1466 foreach (SceneObjectGroup entry in objs)
1417 entry.checkAtTargets(); 1467 entry.checkAtTargets();
@@ -1493,7 +1543,7 @@ namespace OpenSim.Region.Framework.Scenes
1493 msg.fromAgentName = "Server"; 1543 msg.fromAgentName = "Server";
1494 msg.dialog = (byte)19; // Object msg 1544 msg.dialog = (byte)19; // Object msg
1495 msg.fromGroup = false; 1545 msg.fromGroup = false;
1496 msg.offline = (byte)0; 1546 msg.offline = (byte)1;
1497 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1547 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1498 msg.Position = Vector3.Zero; 1548 msg.Position = Vector3.Zero;
1499 msg.RegionID = RegionInfo.RegionID.Guid; 1549 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1724,14 +1774,24 @@ namespace OpenSim.Region.Framework.Scenes
1724 /// <returns></returns> 1774 /// <returns></returns>
1725 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1775 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1726 { 1776 {
1777
1778 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1779 Vector3 wpos = Vector3.Zero;
1780 // Check for water surface intersection from above
1781 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1782 {
1783 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1784 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1785 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1786 wpos.Z = wheight;
1787 }
1788
1727 Vector3 pos = Vector3.Zero; 1789 Vector3 pos = Vector3.Zero;
1728 if (RayEndIsIntersection == (byte)1) 1790 if (RayEndIsIntersection == (byte)1)
1729 { 1791 {
1730 pos = RayEnd; 1792 pos = RayEnd;
1731 return pos;
1732 } 1793 }
1733 1794 else if (RayTargetID != UUID.Zero)
1734 if (RayTargetID != UUID.Zero)
1735 { 1795 {
1736 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1796 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1737 1797
@@ -1753,7 +1813,7 @@ namespace OpenSim.Region.Framework.Scenes
1753 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1813 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1754 1814
1755 // Un-comment out the following line to Get Raytrace results printed to the console. 1815 // Un-comment out the following line to Get Raytrace results printed to the console.
1756 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1816 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1757 float ScaleOffset = 0.5f; 1817 float ScaleOffset = 0.5f;
1758 1818
1759 // If we hit something 1819 // If we hit something
@@ -1776,13 +1836,10 @@ namespace OpenSim.Region.Framework.Scenes
1776 //pos.Z -= 0.25F; 1836 //pos.Z -= 0.25F;
1777 1837
1778 } 1838 }
1779
1780 return pos;
1781 } 1839 }
1782 else 1840 else
1783 { 1841 {
1784 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1842 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1785
1786 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1843 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1787 1844
1788 // Un-comment the following line to print the raytrace results to the console. 1845 // Un-comment the following line to print the raytrace results to the console.
@@ -1791,13 +1848,12 @@ namespace OpenSim.Region.Framework.Scenes
1791 if (ei.HitTF) 1848 if (ei.HitTF)
1792 { 1849 {
1793 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1850 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1794 } else 1851 }
1852 else
1795 { 1853 {
1796 // fall back to our stupid functionality 1854 // fall back to our stupid functionality
1797 pos = RayEnd; 1855 pos = RayEnd;
1798 } 1856 }
1799
1800 return pos;
1801 } 1857 }
1802 } 1858 }
1803 else 1859 else
@@ -1808,8 +1864,12 @@ namespace OpenSim.Region.Framework.Scenes
1808 //increase height so its above the ground. 1864 //increase height so its above the ground.
1809 //should be getting the normal of the ground at the rez point and using that? 1865 //should be getting the normal of the ground at the rez point and using that?
1810 pos.Z += scale.Z / 2f; 1866 pos.Z += scale.Z / 2f;
1811 return pos; 1867// return pos;
1812 } 1868 }
1869
1870 // check against posible water intercept
1871 if (wpos.Z > pos.Z) pos = wpos;
1872 return pos;
1813 } 1873 }
1814 1874
1815 1875
@@ -1893,7 +1953,10 @@ namespace OpenSim.Region.Framework.Scenes
1893 public bool AddRestoredSceneObject( 1953 public bool AddRestoredSceneObject(
1894 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1954 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1895 { 1955 {
1896 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1956 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1957 if (result)
1958 sceneObject.IsDeleted = false;
1959 return result;
1897 } 1960 }
1898 1961
1899 /// <summary> 1962 /// <summary>
@@ -1985,6 +2048,15 @@ namespace OpenSim.Region.Framework.Scenes
1985 /// </summary> 2048 /// </summary>
1986 public void DeleteAllSceneObjects() 2049 public void DeleteAllSceneObjects()
1987 { 2050 {
2051 DeleteAllSceneObjects(false);
2052 }
2053
2054 /// <summary>
2055 /// Delete every object from the scene. This does not include attachments worn by avatars.
2056 /// </summary>
2057 public void DeleteAllSceneObjects(bool exceptNoCopy)
2058 {
2059 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
1988 lock (Entities) 2060 lock (Entities)
1989 { 2061 {
1990 EntityBase[] entities = Entities.GetEntities(); 2062 EntityBase[] entities = Entities.GetEntities();
@@ -1993,11 +2065,24 @@ namespace OpenSim.Region.Framework.Scenes
1993 if (e is SceneObjectGroup) 2065 if (e is SceneObjectGroup)
1994 { 2066 {
1995 SceneObjectGroup sog = (SceneObjectGroup)e; 2067 SceneObjectGroup sog = (SceneObjectGroup)e;
1996 if (!sog.IsAttachment) 2068 if (sog != null && !sog.IsAttachment)
1997 DeleteSceneObject((SceneObjectGroup)e, false); 2069 {
2070 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2071 {
2072 DeleteSceneObject((SceneObjectGroup)e, false);
2073 }
2074 else
2075 {
2076 toReturn.Add((SceneObjectGroup)e);
2077 }
2078 }
1998 } 2079 }
1999 } 2080 }
2000 } 2081 }
2082 if (toReturn.Count > 0)
2083 {
2084 returnObjects(toReturn.ToArray(), UUID.Zero);
2085 }
2001 } 2086 }
2002 2087
2003 /// <summary> 2088 /// <summary>
@@ -2045,6 +2130,8 @@ namespace OpenSim.Region.Framework.Scenes
2045 } 2130 }
2046 2131
2047 group.DeleteGroupFromScene(silent); 2132 group.DeleteGroupFromScene(silent);
2133 if (!silent)
2134 SendKillObject(new List<uint>() { group.LocalId });
2048 2135
2049// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2136// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2050 } 2137 }
@@ -2399,10 +2486,17 @@ namespace OpenSim.Region.Framework.Scenes
2399 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2486 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2400 public bool AddSceneObject(SceneObjectGroup sceneObject) 2487 public bool AddSceneObject(SceneObjectGroup sceneObject)
2401 { 2488 {
2489 if (sceneObject.OwnerID == UUID.Zero)
2490 {
2491 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2492 return false;
2493 }
2494
2402 // If the user is banned, we won't let any of their objects 2495 // If the user is banned, we won't let any of their objects
2403 // enter. Period. 2496 // enter. Period.
2404 // 2497 //
2405 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2498 int flags = GetUserFlags(sceneObject.OwnerID);
2499 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2406 { 2500 {
2407 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2501 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2408 2502
@@ -2448,12 +2542,23 @@ namespace OpenSim.Region.Framework.Scenes
2448 } 2542 }
2449 else 2543 else
2450 { 2544 {
2545 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2451 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2546 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2452 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2547 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2453 } 2548 }
2549 if (sceneObject.OwnerID == UUID.Zero)
2550 {
2551 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2552 return false;
2553 }
2454 } 2554 }
2455 else 2555 else
2456 { 2556 {
2557 if (sceneObject.OwnerID == UUID.Zero)
2558 {
2559 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2560 return false;
2561 }
2457 AddRestoredSceneObject(sceneObject, true, false); 2562 AddRestoredSceneObject(sceneObject, true, false);
2458 2563
2459 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2564 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2482,6 +2587,24 @@ namespace OpenSim.Region.Framework.Scenes
2482 return 2; // StateSource.PrimCrossing 2587 return 2; // StateSource.PrimCrossing
2483 } 2588 }
2484 2589
2590 public int GetUserFlags(UUID user)
2591 {
2592 //Unfortunately the SP approach means that the value is cached until region is restarted
2593 /*
2594 ScenePresence sp;
2595 if (TryGetScenePresence(user, out sp))
2596 {
2597 return sp.UserFlags;
2598 }
2599 else
2600 {
2601 */
2602 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2603 if (uac == null)
2604 return 0;
2605 return uac.UserFlags;
2606 //}
2607 }
2485 #endregion 2608 #endregion
2486 2609
2487 #region Add/Remove Avatar Methods 2610 #region Add/Remove Avatar Methods
@@ -2496,6 +2619,7 @@ namespace OpenSim.Region.Framework.Scenes
2496 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2619 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2497 2620
2498 CheckHeartbeat(); 2621 CheckHeartbeat();
2622 ScenePresence presence;
2499 2623
2500 ScenePresence sp = GetScenePresence(client.AgentId); 2624 ScenePresence sp = GetScenePresence(client.AgentId);
2501 2625
@@ -2544,7 +2668,13 @@ namespace OpenSim.Region.Framework.Scenes
2544 2668
2545 EventManager.TriggerOnNewClient(client); 2669 EventManager.TriggerOnNewClient(client);
2546 if (vialogin) 2670 if (vialogin)
2671 {
2547 EventManager.TriggerOnClientLogin(client); 2672 EventManager.TriggerOnClientLogin(client);
2673 // Send initial parcel data
2674 Vector3 pos = sp.AbsolutePosition;
2675 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2676 land.SendLandUpdateToClient(client);
2677 }
2548 2678
2549 return sp; 2679 return sp;
2550 } 2680 }
@@ -2634,19 +2764,12 @@ namespace OpenSim.Region.Framework.Scenes
2634 // and the scene presence and the client, if they exist 2764 // and the scene presence and the client, if they exist
2635 try 2765 try
2636 { 2766 {
2637 // We need to wait for the client to make UDP contact first. 2767 ScenePresence sp = GetScenePresence(agentID);
2638 // It's the UDP contact that creates the scene presence 2768 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2639 ScenePresence sp = WaitGetScenePresence(agentID); 2769
2640 if (sp != null) 2770 if (sp != null)
2641 {
2642 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2643
2644 sp.ControllingClient.Close(); 2771 sp.ControllingClient.Close();
2645 } 2772
2646 else
2647 {
2648 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2649 }
2650 // BANG! SLASH! 2773 // BANG! SLASH!
2651 m_authenticateHandler.RemoveCircuit(agentID); 2774 m_authenticateHandler.RemoveCircuit(agentID);
2652 2775
@@ -2747,6 +2870,7 @@ namespace OpenSim.Region.Framework.Scenes
2747 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 2870 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2748 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2871 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2749 client.OnCopyInventoryItem += CopyInventoryItem; 2872 client.OnCopyInventoryItem += CopyInventoryItem;
2873 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2750 client.OnMoveInventoryItem += MoveInventoryItem; 2874 client.OnMoveInventoryItem += MoveInventoryItem;
2751 client.OnRemoveInventoryItem += RemoveInventoryItem; 2875 client.OnRemoveInventoryItem += RemoveInventoryItem;
2752 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2876 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2922,15 +3046,16 @@ namespace OpenSim.Region.Framework.Scenes
2922 /// </summary> 3046 /// </summary>
2923 /// <param name="agentId">The avatar's Unique ID</param> 3047 /// <param name="agentId">The avatar's Unique ID</param>
2924 /// <param name="client">The IClientAPI for the client</param> 3048 /// <param name="client">The IClientAPI for the client</param>
2925 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3049 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2926 { 3050 {
2927 if (m_teleportModule != null) 3051 if (m_teleportModule != null)
2928 m_teleportModule.TeleportHome(agentId, client); 3052 return m_teleportModule.TeleportHome(agentId, client);
2929 else 3053 else
2930 { 3054 {
2931 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3055 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2932 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3056 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2933 } 3057 }
3058 return false;
2934 } 3059 }
2935 3060
2936 /// <summary> 3061 /// <summary>
@@ -3022,6 +3147,16 @@ namespace OpenSim.Region.Framework.Scenes
3022 /// <param name="flags"></param> 3147 /// <param name="flags"></param>
3023 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3148 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3024 { 3149 {
3150 //Add half the avatar's height so that the user doesn't fall through prims
3151 ScenePresence presence;
3152 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3153 {
3154 if (presence.Appearance != null)
3155 {
3156 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3157 }
3158 }
3159
3025 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3160 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3026 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3161 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3027 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3162 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3090,8 +3225,9 @@ namespace OpenSim.Region.Framework.Scenes
3090 regions.Remove(RegionInfo.RegionHandle); 3225 regions.Remove(RegionInfo.RegionHandle);
3091 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3226 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3092 } 3227 }
3093 3228 m_log.Debug("[Scene] Beginning ClientClosed");
3094 m_eventManager.TriggerClientClosed(agentID, this); 3229 m_eventManager.TriggerClientClosed(agentID, this);
3230 m_log.Debug("[Scene] Finished ClientClosed");
3095 } 3231 }
3096 catch (NullReferenceException) 3232 catch (NullReferenceException)
3097 { 3233 {
@@ -3153,9 +3289,10 @@ namespace OpenSim.Region.Framework.Scenes
3153 { 3289 {
3154 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace); 3290 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3155 } 3291 }
3156 3292 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3157 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3293 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3158// CleanDroppedAttachments(); 3294// CleanDroppedAttachments();
3295 m_log.Debug("[Scene] The avatar has left the building");
3159 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3296 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3160 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3297 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3161 } 3298 }
@@ -3274,13 +3411,16 @@ namespace OpenSim.Region.Framework.Scenes
3274 sp = null; 3411 sp = null;
3275 } 3412 }
3276 3413
3277 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3278 3414
3279 //On login test land permisions 3415 //On login test land permisions
3280 if (vialogin) 3416 if (vialogin)
3281 { 3417 {
3282 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3418 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3419 if (cache != null)
3420 cache.Remove(agent.firstname + " " + agent.lastname);
3421 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3283 { 3422 {
3423 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3284 return false; 3424 return false;
3285 } 3425 }
3286 } 3426 }
@@ -3304,8 +3444,13 @@ namespace OpenSim.Region.Framework.Scenes
3304 3444
3305 try 3445 try
3306 { 3446 {
3307 if (!AuthorizeUser(agent, out reason)) 3447 // Always check estate if this is a login. Always
3308 return false; 3448 // check if banned regions are to be blacked out.
3449 if (vialogin || (!m_seeIntoBannedRegion))
3450 {
3451 if (!AuthorizeUser(agent, out reason))
3452 return false;
3453 }
3309 } 3454 }
3310 catch (Exception e) 3455 catch (Exception e)
3311 { 3456 {
@@ -3408,6 +3553,8 @@ namespace OpenSim.Region.Framework.Scenes
3408 } 3553 }
3409 } 3554 }
3410 // Honor parcel landing type and position. 3555 // Honor parcel landing type and position.
3556 /*
3557 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3411 if (land != null) 3558 if (land != null)
3412 { 3559 {
3413 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3560 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3415,26 +3562,34 @@ namespace OpenSim.Region.Framework.Scenes
3415 agent.startpos = land.LandData.UserLocation; 3562 agent.startpos = land.LandData.UserLocation;
3416 } 3563 }
3417 } 3564 }
3565 */// This is now handled properly in ScenePresence.MakeRootAgent
3418 } 3566 }
3419 3567
3420 return true; 3568 return true;
3421 } 3569 }
3422 3570
3423 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3571 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3424 { 3572 {
3425 3573 reason = String.Empty;
3426 bool banned = land.IsBannedFromLand(agent.AgentID); 3574 if (Permissions.IsGod(agentID))
3427 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3575 return true;
3576
3577 ILandObject land = LandChannel.GetLandObject(posX, posY);
3578 if (land == null)
3579 return false;
3580
3581 bool banned = land.IsBannedFromLand(agentID);
3582 bool restricted = land.IsRestrictedFromLand(agentID);
3428 3583
3429 if (banned || restricted) 3584 if (banned || restricted)
3430 { 3585 {
3431 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3586 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3432 if (nearestParcel != null) 3587 if (nearestParcel != null)
3433 { 3588 {
3434 //Move agent to nearest allowed 3589 //Move agent to nearest allowed
3435 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3590 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3436 agent.startpos.X = newPosition.X; 3591 posX = newPosition.X;
3437 agent.startpos.Y = newPosition.Y; 3592 posY = newPosition.Y;
3438 } 3593 }
3439 else 3594 else
3440 { 3595 {
@@ -3496,7 +3651,7 @@ namespace OpenSim.Region.Framework.Scenes
3496 3651
3497 if (!m_strictAccessControl) return true; 3652 if (!m_strictAccessControl) return true;
3498 if (Permissions.IsGod(agent.AgentID)) return true; 3653 if (Permissions.IsGod(agent.AgentID)) return true;
3499 3654
3500 if (AuthorizationService != null) 3655 if (AuthorizationService != null)
3501 { 3656 {
3502 if (!AuthorizationService.IsAuthorizedForRegion( 3657 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3504,14 +3659,14 @@ namespace OpenSim.Region.Framework.Scenes
3504 { 3659 {
3505 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3660 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3506 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3661 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3507 3662
3508 return false; 3663 return false;
3509 } 3664 }
3510 } 3665 }
3511 3666
3512 if (m_regInfo.EstateSettings != null) 3667 if (m_regInfo.EstateSettings != null)
3513 { 3668 {
3514 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3669 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3515 { 3670 {
3516 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3671 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3517 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3672 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3703,6 +3858,13 @@ namespace OpenSim.Region.Framework.Scenes
3703 3858
3704 // We have to wait until the viewer contacts this region after receiving EAC. 3859 // We have to wait until the viewer contacts this region after receiving EAC.
3705 // That calls AddNewClient, which finally creates the ScenePresence 3860 // That calls AddNewClient, which finally creates the ScenePresence
3861 int flags = GetUserFlags(cAgentData.AgentID);
3862 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3863 {
3864 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3865 return false;
3866 }
3867
3706 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3868 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3707 if (nearestParcel == null) 3869 if (nearestParcel == null)
3708 { 3870 {
@@ -3784,12 +3946,22 @@ namespace OpenSim.Region.Framework.Scenes
3784 return false; 3946 return false;
3785 } 3947 }
3786 3948
3949 public bool IncomingCloseAgent(UUID agentID)
3950 {
3951 return IncomingCloseAgent(agentID, false);
3952 }
3953
3954 public bool IncomingCloseChildAgent(UUID agentID)
3955 {
3956 return IncomingCloseAgent(agentID, true);
3957 }
3958
3787 /// <summary> 3959 /// <summary>
3788 /// Tell a single agent to disconnect from the region. 3960 /// Tell a single agent to disconnect from the region.
3789 /// </summary> 3961 /// </summary>
3790 /// <param name="regionHandle"></param>
3791 /// <param name="agentID"></param> 3962 /// <param name="agentID"></param>
3792 public bool IncomingCloseAgent(UUID agentID) 3963 /// <param name="childOnly"></param>
3964 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3793 { 3965 {
3794 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3966 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3795 3967
@@ -3801,7 +3973,7 @@ namespace OpenSim.Region.Framework.Scenes
3801 { 3973 {
3802 m_sceneGraph.removeUserCount(false); 3974 m_sceneGraph.removeUserCount(false);
3803 } 3975 }
3804 else 3976 else if (!childOnly)
3805 { 3977 {
3806 m_sceneGraph.removeUserCount(true); 3978 m_sceneGraph.removeUserCount(true);
3807 } 3979 }
@@ -3817,9 +3989,12 @@ namespace OpenSim.Region.Framework.Scenes
3817 } 3989 }
3818 else 3990 else
3819 presence.ControllingClient.SendShutdownConnectionNotice(); 3991 presence.ControllingClient.SendShutdownConnectionNotice();
3992 presence.ControllingClient.Close(false);
3993 }
3994 else if (!childOnly)
3995 {
3996 presence.ControllingClient.Close(true);
3820 } 3997 }
3821
3822 presence.ControllingClient.Close();
3823 return true; 3998 return true;
3824 } 3999 }
3825 4000
@@ -4402,34 +4577,78 @@ namespace OpenSim.Region.Framework.Scenes
4402 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4577 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4403 } 4578 }
4404 4579
4405 public int GetHealth() 4580 public int GetHealth(out int flags, out string message)
4406 { 4581 {
4407 // Returns: 4582 // Returns:
4408 // 1 = sim is up and accepting http requests. The heartbeat has 4583 // 1 = sim is up and accepting http requests. The heartbeat has
4409 // stopped and the sim is probably locked up, but a remote 4584 // stopped and the sim is probably locked up, but a remote
4410 // admin restart may succeed 4585 // admin restart may succeed
4411 // 4586 //
4412 // 2 = Sim is up and the heartbeat is running. The sim is likely 4587 // 2 = Sim is up and the heartbeat is running. The sim is likely
4413 // usable for people within and logins _may_ work 4588 // usable for people within
4589 //
4590 // 3 = Sim is up and one packet thread is running. Sim is
4591 // unstable and will not accept new logins
4592 //
4593 // 4 = Sim is up and both packet threads are running. Sim is
4594 // likely usable
4414 // 4595 //
4415 // 3 = We have seen a new user enter within the past 4 minutes 4596 // 5 = We have seen a new user enter within the past 4 minutes
4416 // which can be seen as positive confirmation of sim health 4597 // which can be seen as positive confirmation of sim health
4417 // 4598 //
4599
4600 flags = 0;
4601 message = String.Empty;
4602
4603 CheckHeartbeat();
4604
4605 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4606 {
4607 // We're still starting
4608 // 0 means "in startup", it can't happen another way, since
4609 // to get here, we must be able to accept http connections
4610 return 0;
4611 }
4612
4418 int health=1; // Start at 1, means we're up 4613 int health=1; // Start at 1, means we're up
4419 4614
4420 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4615 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4616 {
4617 health+=1;
4618 flags |= 1;
4619 }
4620
4621 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4622 {
4421 health+=1; 4623 health+=1;
4624 flags |= 2;
4625 }
4626
4627 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4628 {
4629 health+=1;
4630 flags |= 4;
4631 }
4422 else 4632 else
4633 {
4634int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4635System.Diagnostics.Process proc = new System.Diagnostics.Process();
4636proc.EnableRaisingEvents=false;
4637proc.StartInfo.FileName = "/bin/kill";
4638proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4639proc.Start();
4640proc.WaitForExit();
4641Thread.Sleep(1000);
4642Environment.Exit(1);
4643 }
4644
4645 if (flags != 7)
4423 return health; 4646 return health;
4424 4647
4425 // A login in the last 4 mins? We can't be doing too badly 4648 // A login in the last 4 mins? We can't be doing too badly
4426 // 4649 //
4427 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4650 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4428 health++; 4651 health++;
4429 else
4430 return health;
4431
4432 CheckHeartbeat();
4433 4652
4434 return health; 4653 return health;
4435 } 4654 }
@@ -4622,7 +4841,7 @@ namespace OpenSim.Region.Framework.Scenes
4622 if (m_firstHeartbeat) 4841 if (m_firstHeartbeat)
4623 return; 4842 return;
4624 4843
4625 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4844 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 5000)
4626 StartTimer(); 4845 StartTimer();
4627 } 4846 }
4628 4847
@@ -4636,9 +4855,14 @@ namespace OpenSim.Region.Framework.Scenes
4636 get { return m_allowScriptCrossings; } 4855 get { return m_allowScriptCrossings; }
4637 } 4856 }
4638 4857
4639 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 4858 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
4859 {
4860 return GetNearestAllowedPosition(avatar, null);
4861 }
4862
4863 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
4640 { 4864 {
4641 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 4865 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4642 4866
4643 if (nearestParcel != null) 4867 if (nearestParcel != null)
4644 { 4868 {
@@ -4697,13 +4921,18 @@ namespace OpenSim.Region.Framework.Scenes
4697 4921
4698 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 4922 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
4699 { 4923 {
4924 return GetNearestAllowedParcel(avatarId, x, y, null);
4925 }
4926
4927 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
4928 {
4700 List<ILandObject> all = AllParcels(); 4929 List<ILandObject> all = AllParcels();
4701 float minParcelDistance = float.MaxValue; 4930 float minParcelDistance = float.MaxValue;
4702 ILandObject nearestParcel = null; 4931 ILandObject nearestParcel = null;
4703 4932
4704 foreach (var parcel in all) 4933 foreach (var parcel in all)
4705 { 4934 {
4706 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 4935 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
4707 { 4936 {
4708 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 4937 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
4709 if (parcelDistance < minParcelDistance) 4938 if (parcelDistance < minParcelDistance)
@@ -4945,7 +5174,55 @@ namespace OpenSim.Region.Framework.Scenes
4945 mapModule.GenerateMaptile(); 5174 mapModule.GenerateMaptile();
4946 } 5175 }
4947 5176
4948 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5177// public void CleanDroppedAttachments()
5178// {
5179// List<SceneObjectGroup> objectsToDelete =
5180// new List<SceneObjectGroup>();
5181//
5182// lock (m_cleaningAttachments)
5183// {
5184// ForEachSOG(delegate (SceneObjectGroup grp)
5185// {
5186// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5187// {
5188// UUID agentID = grp.OwnerID;
5189// if (agentID == UUID.Zero)
5190// {
5191// objectsToDelete.Add(grp);
5192// return;
5193// }
5194//
5195// ScenePresence sp = GetScenePresence(agentID);
5196// if (sp == null)
5197// {
5198// objectsToDelete.Add(grp);
5199// return;
5200// }
5201// }
5202// });
5203// }
5204//
5205// foreach (SceneObjectGroup grp in objectsToDelete)
5206// {
5207// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5208// DeleteSceneObject(grp, true);
5209// }
5210// }
5211
5212 public void ThreadAlive(int threadCode)
5213 {
5214 switch(threadCode)
5215 {
5216 case 1: // Incoming
5217 m_lastIncoming = Util.EnvironmentTickCount();
5218 break;
5219 case 2: // Incoming
5220 m_lastOutgoing = Util.EnvironmentTickCount();
5221 break;
5222 }
5223 }
5224
5225 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
4949 { 5226 {
4950 RegenerateMaptile(); 5227 RegenerateMaptile();
4951 5228
@@ -4964,6 +5241,14 @@ namespace OpenSim.Region.Framework.Scenes
4964 // child agent creation, thereby emulating the SL behavior. 5241 // child agent creation, thereby emulating the SL behavior.
4965 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5242 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
4966 { 5243 {
5244 reason = "You are banned from the region";
5245
5246 if (Permissions.IsGod(agentID))
5247 {
5248 reason = String.Empty;
5249 return true;
5250 }
5251
4967 int num = m_sceneGraph.GetNumberOfScenePresences(); 5252 int num = m_sceneGraph.GetNumberOfScenePresences();
4968 5253
4969 if (num >= RegionInfo.RegionSettings.AgentLimit) 5254 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -4975,6 +5260,41 @@ namespace OpenSim.Region.Framework.Scenes
4975 } 5260 }
4976 } 5261 }
4977 5262
5263 ScenePresence presence = GetScenePresence(agentID);
5264 IClientAPI client = null;
5265 AgentCircuitData aCircuit = null;
5266
5267 if (presence != null)
5268 {
5269 client = presence.ControllingClient;
5270 if (client != null)
5271 aCircuit = client.RequestClientInfo();
5272 }
5273
5274 // We may be called before there is a presence or a client.
5275 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5276 if (client == null)
5277 {
5278 aCircuit = new AgentCircuitData();
5279 aCircuit.AgentID = agentID;
5280 aCircuit.firstname = String.Empty;
5281 aCircuit.lastname = String.Empty;
5282 }
5283
5284 try
5285 {
5286 if (!AuthorizeUser(aCircuit, out reason))
5287 {
5288 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5289 return false;
5290 }
5291 }
5292 catch (Exception e)
5293 {
5294 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5295 return false;
5296 }
5297
4978 if (position == Vector3.Zero) // Teleport 5298 if (position == Vector3.Zero) // Teleport
4979 { 5299 {
4980 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5300 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5003,13 +5323,46 @@ namespace OpenSim.Region.Framework.Scenes
5003 } 5323 }
5004 } 5324 }
5005 } 5325 }
5326
5327 float posX = 128.0f;
5328 float posY = 128.0f;
5329
5330 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5331 {
5332 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5333 return false;
5334 }
5335 }
5336 else // Walking
5337 {
5338 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5339 if (land == null)
5340 return false;
5341
5342 bool banned = land.IsBannedFromLand(agentID);
5343 bool restricted = land.IsRestrictedFromLand(agentID);
5344
5345 if (banned || restricted)
5346 return false;
5006 } 5347 }
5007 5348
5008 reason = String.Empty; 5349 reason = String.Empty;
5009 return true; 5350 return true;
5010 } 5351 }
5011 5352
5012 /// <summary> 5353 public void StartTimerWatchdog()
5354 {
5355 m_timerWatchdog.Interval = 1000;
5356 m_timerWatchdog.Elapsed += TimerWatchdog;
5357 m_timerWatchdog.AutoReset = true;
5358 m_timerWatchdog.Start();
5359 }
5360
5361 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5362 {
5363 CheckHeartbeat();
5364 }
5365
5013 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5366 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5014 /// autopilot that moves an avatar to a sit target!. 5367 /// autopilot that moves an avatar to a sit target!.
5015 /// </summary> 5368 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 712e094..da3b4dd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 58a7b20..27833e8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes
88 88
89 if (neighbour != null) 89 if (neighbour != null)
90 { 90 {
91 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 91 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
92 m_scene.EventManager.TriggerOnRegionUp(neighbour); 92 m_scene.EventManager.TriggerOnRegionUp(neighbour);
93 } 93 }
94 else 94 else
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
103 103
104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
105 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 105 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
106 foreach (GridRegion n in neighbours) 106 foreach (GridRegion n in neighbours)
107 { 107 {
108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -176,10 +176,13 @@ namespace OpenSim.Region.Framework.Scenes
176 } 176 }
177 } 177 }
178 178
179 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
180
179 /// <summary> 181 /// <summary>
180 /// Closes a child agent on a given region 182 /// This Closes child agents on neighboring regions
183 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
181 /// </summary> 184 /// </summary>
182 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 185 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
183 { 186 {
184 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 187 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
185 188
@@ -188,31 +191,29 @@ namespace OpenSim.Region.Framework.Scenes
188 Utils.LongToUInts(regionHandle, out x, out y); 191 Utils.LongToUInts(regionHandle, out x, out y);
189 192
190 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 193 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
194 m_scene.SimulationService.CloseChildAgent(destination, agentID);
195 }
191 196
192 m_log.DebugFormat( 197 private void SendCloseChildAgentCompleted(IAsyncResult iar)
193 "[INTERGRID]: Sending close agent {0} to region at {1}-{2}", 198 {
194 agentID, destination.RegionCoordX, destination.RegionCoordY); 199 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
195 200 icon.EndInvoke(iar);
196 m_scene.SimulationService.CloseAgent(destination, agentID);
197 } 201 }
198 202
199 /// <summary>
200 /// Closes a child agents in a collection of regions. Does so asynchronously
201 /// so that the caller doesn't wait.
202 /// </summary>
203 /// <param name="agentID"></param>
204 /// <param name="regionslst"></param>
205 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 203 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
206 { 204 {
207 foreach (ulong handle in regionslst) 205 foreach (ulong handle in regionslst)
208 { 206 {
209 SendCloseChildAgent(agentID, handle); 207 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
208 d.BeginInvoke(agentID, handle,
209 SendCloseChildAgentCompleted,
210 d);
210 } 211 }
211 } 212 }
212 213
213 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 214 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
214 { 215 {
215 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 216 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
216 } 217 }
217 } 218 }
218} \ No newline at end of file 219}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 06de72f..aecca27 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -120,13 +130,18 @@ namespace OpenSim.Region.Framework.Scenes
120 130
121 protected internal void Close() 131 protected internal void Close()
122 { 132 {
123 lock (m_presenceLock) 133 m_scenePresencesLock.EnterWriteLock();
134 try
124 { 135 {
125 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 136 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
126 List<ScenePresence> newlist = new List<ScenePresence>(); 137 List<ScenePresence> newlist = new List<ScenePresence>();
127 m_scenePresenceMap = newmap; 138 m_scenePresenceMap = newmap;
128 m_scenePresenceArray = newlist; 139 m_scenePresenceArray = newlist;
129 } 140 }
141 finally
142 {
143 m_scenePresencesLock.ExitWriteLock();
144 }
130 145
131 lock (SceneObjectGroupsByFullID) 146 lock (SceneObjectGroupsByFullID)
132 SceneObjectGroupsByFullID.Clear(); 147 SceneObjectGroupsByFullID.Clear();
@@ -265,6 +280,33 @@ namespace OpenSim.Region.Framework.Scenes
265 protected internal bool AddRestoredSceneObject( 280 protected internal bool AddRestoredSceneObject(
266 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 281 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
267 { 282 {
283 if (!m_parentScene.CombineRegions)
284 {
285 // KF: Check for out-of-region, move inside and make static.
286 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
287 sceneObject.RootPart.GroupPosition.Y,
288 sceneObject.RootPart.GroupPosition.Z);
289 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 ||
290 npos.X > Constants.RegionSize ||
291 npos.Y > Constants.RegionSize))
292 {
293 if (npos.X < 0.0) npos.X = 1.0f;
294 if (npos.Y < 0.0) npos.Y = 1.0f;
295 if (npos.Z < 0.0) npos.Z = 0.0f;
296 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
297 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
298
299 foreach (SceneObjectPart part in sceneObject.Parts)
300 {
301 part.GroupPosition = npos;
302 }
303 sceneObject.RootPart.Velocity = Vector3.Zero;
304 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
305 sceneObject.RootPart.Acceleration = Vector3.Zero;
306 sceneObject.RootPart.Velocity = Vector3.Zero;
307 }
308 }
309
268 if (attachToBackup && (!alreadyPersisted)) 310 if (attachToBackup && (!alreadyPersisted))
269 { 311 {
270 sceneObject.ForceInventoryPersistence(); 312 sceneObject.ForceInventoryPersistence();
@@ -353,6 +395,11 @@ namespace OpenSim.Region.Framework.Scenes
353 /// </returns> 395 /// </returns>
354 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 396 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
355 { 397 {
398 if (sceneObject == null)
399 {
400 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
401 return false;
402 }
356 if (sceneObject.UUID == UUID.Zero) 403 if (sceneObject.UUID == UUID.Zero)
357 { 404 {
358 m_log.ErrorFormat( 405 m_log.ErrorFormat(
@@ -487,6 +534,30 @@ namespace OpenSim.Region.Framework.Scenes
487 m_updateList[obj.UUID] = obj; 534 m_updateList[obj.UUID] = obj;
488 } 535 }
489 536
537 public void FireAttachToBackup(SceneObjectGroup obj)
538 {
539 if (OnAttachToBackup != null)
540 {
541 OnAttachToBackup(obj);
542 }
543 }
544
545 public void FireDetachFromBackup(SceneObjectGroup obj)
546 {
547 if (OnDetachFromBackup != null)
548 {
549 OnDetachFromBackup(obj);
550 }
551 }
552
553 public void FireChangeBackup(SceneObjectGroup obj)
554 {
555 if (OnChangeBackup != null)
556 {
557 OnChangeBackup(obj);
558 }
559 }
560
490 /// <summary> 561 /// <summary>
491 /// Process all pending updates 562 /// Process all pending updates
492 /// </summary> 563 /// </summary>
@@ -604,7 +675,8 @@ namespace OpenSim.Region.Framework.Scenes
604 675
605 Entities[presence.UUID] = presence; 676 Entities[presence.UUID] = presence;
606 677
607 lock (m_presenceLock) 678 m_scenePresencesLock.EnterWriteLock();
679 try
608 { 680 {
609 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 681 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
610 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 682 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -628,6 +700,10 @@ namespace OpenSim.Region.Framework.Scenes
628 m_scenePresenceMap = newmap; 700 m_scenePresenceMap = newmap;
629 m_scenePresenceArray = newlist; 701 m_scenePresenceArray = newlist;
630 } 702 }
703 finally
704 {
705 m_scenePresencesLock.ExitWriteLock();
706 }
631 } 707 }
632 708
633 /// <summary> 709 /// <summary>
@@ -642,7 +718,8 @@ namespace OpenSim.Region.Framework.Scenes
642 agentID); 718 agentID);
643 } 719 }
644 720
645 lock (m_presenceLock) 721 m_scenePresencesLock.EnterWriteLock();
722 try
646 { 723 {
647 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 724 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
648 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 725 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -664,6 +741,10 @@ namespace OpenSim.Region.Framework.Scenes
664 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 741 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
665 } 742 }
666 } 743 }
744 finally
745 {
746 m_scenePresencesLock.ExitWriteLock();
747 }
667 } 748 }
668 749
669 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 750 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1379,8 +1460,13 @@ namespace OpenSim.Region.Framework.Scenes
1379 { 1460 {
1380 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1461 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1381 { 1462 {
1382 if (m_parentScene.AttachmentsModule != null) 1463 // Set the new attachment point data in the object
1383 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1464 byte attachmentPoint = group.GetAttachmentPoint();
1465 group.UpdateGroupPosition(pos);
1466 group.IsAttachment = false;
1467 group.AbsolutePosition = group.RootPart.AttachedPos;
1468 group.AttachmentPoint = attachmentPoint;
1469 group.HasGroupChanged = true;
1384 } 1470 }
1385 else 1471 else
1386 { 1472 {
@@ -1652,8 +1738,11 @@ namespace OpenSim.Region.Framework.Scenes
1652 return; 1738 return;
1653 1739
1654 Monitor.Enter(m_updateLock); 1740 Monitor.Enter(m_updateLock);
1741
1655 try 1742 try
1656 { 1743 {
1744 parentGroup.areUpdatesSuspended = true;
1745
1657 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1746 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1658 1747
1659 // We do this in reverse to get the link order of the prims correct 1748 // We do this in reverse to get the link order of the prims correct
@@ -1664,9 +1753,13 @@ namespace OpenSim.Region.Framework.Scenes
1664 // Make sure no child prim is set for sale 1753 // Make sure no child prim is set for sale
1665 // So that, on delink, no prims are unwittingly 1754 // So that, on delink, no prims are unwittingly
1666 // left for sale and sold off 1755 // left for sale and sold off
1667 child.RootPart.ObjectSaleType = 0; 1756
1668 child.RootPart.SalePrice = 10; 1757 if (child != null)
1669 childGroups.Add(child); 1758 {
1759 child.RootPart.ObjectSaleType = 0;
1760 child.RootPart.SalePrice = 10;
1761 childGroups.Add(child);
1762 }
1670 } 1763 }
1671 1764
1672 foreach (SceneObjectGroup child in childGroups) 1765 foreach (SceneObjectGroup child in childGroups)
@@ -1685,12 +1778,19 @@ namespace OpenSim.Region.Framework.Scenes
1685 // occur on link to invoke this elsewhere (such as object selection) 1778 // occur on link to invoke this elsewhere (such as object selection)
1686 parentGroup.RootPart.CreateSelected = true; 1779 parentGroup.RootPart.CreateSelected = true;
1687 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1780 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1688 parentGroup.HasGroupChanged = true;
1689 parentGroup.ScheduleGroupForFullUpdate();
1690
1691 } 1781 }
1692 finally 1782 finally
1693 { 1783 {
1784 lock (SceneObjectGroupsByLocalPartID)
1785 {
1786 foreach (SceneObjectPart part in parentGroup.Parts)
1787 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1788 }
1789
1790 parentGroup.areUpdatesSuspended = false;
1791 parentGroup.HasGroupChanged = true;
1792 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1793 parentGroup.ScheduleGroupForFullUpdate();
1694 Monitor.Exit(m_updateLock); 1794 Monitor.Exit(m_updateLock);
1695 } 1795 }
1696 } 1796 }
@@ -1727,21 +1827,24 @@ namespace OpenSim.Region.Framework.Scenes
1727 1827
1728 SceneObjectGroup group = part.ParentGroup; 1828 SceneObjectGroup group = part.ParentGroup;
1729 if (!affectedGroups.Contains(group)) 1829 if (!affectedGroups.Contains(group))
1830 {
1831 group.areUpdatesSuspended = true;
1730 affectedGroups.Add(group); 1832 affectedGroups.Add(group);
1833 }
1731 } 1834 }
1732 } 1835 }
1733 } 1836 }
1734 1837
1735 foreach (SceneObjectPart child in childParts) 1838 if (childParts.Count > 0)
1736 { 1839 {
1737 // Unlink all child parts from their groups 1840 foreach (SceneObjectPart child in childParts)
1738 // 1841 {
1739 child.ParentGroup.DelinkFromGroup(child, true); 1842 // Unlink all child parts from their groups
1740 1843 //
1741 // These are not in affected groups and will not be 1844 child.ParentGroup.DelinkFromGroup(child, true);
1742 // handled further. Do the honors here. 1845 child.ParentGroup.HasGroupChanged = true;
1743 child.ParentGroup.HasGroupChanged = true; 1846 child.ParentGroup.ScheduleGroupForFullUpdate();
1744 child.ParentGroup.ScheduleGroupForFullUpdate(); 1847 }
1745 } 1848 }
1746 1849
1747 foreach (SceneObjectPart root in rootParts) 1850 foreach (SceneObjectPart root in rootParts)
@@ -1751,56 +1854,68 @@ namespace OpenSim.Region.Framework.Scenes
1751 // However, editing linked parts and unlinking may be different 1854 // However, editing linked parts and unlinking may be different
1752 // 1855 //
1753 SceneObjectGroup group = root.ParentGroup; 1856 SceneObjectGroup group = root.ParentGroup;
1857 group.areUpdatesSuspended = true;
1754 1858
1755 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1859 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1756 int numChildren = newSet.Count; 1860 int numChildren = newSet.Count;
1757 1861
1862 if (numChildren == 1)
1863 break;
1864
1758 // If there are prims left in a link set, but the root is 1865 // If there are prims left in a link set, but the root is
1759 // slated for unlink, we need to do this 1866 // slated for unlink, we need to do this
1867 // Unlink the remaining set
1760 // 1868 //
1761 if (numChildren != 1) 1869 bool sendEventsToRemainder = true;
1762 { 1870 if (numChildren > 1)
1763 // Unlink the remaining set 1871 sendEventsToRemainder = false;
1764 //
1765 bool sendEventsToRemainder = true;
1766 if (numChildren > 1)
1767 sendEventsToRemainder = false;
1768 1872
1769 foreach (SceneObjectPart p in newSet) 1873 foreach (SceneObjectPart p in newSet)
1874 {
1875 if (p != group.RootPart)
1770 { 1876 {
1771 if (p != group.RootPart) 1877 group.DelinkFromGroup(p, sendEventsToRemainder);
1772 group.DelinkFromGroup(p, sendEventsToRemainder); 1878 if (numChildren > 2)
1879 {
1880 p.ParentGroup.areUpdatesSuspended = true;
1881 }
1882 else
1883 {
1884 p.ParentGroup.HasGroupChanged = true;
1885 p.ParentGroup.ScheduleGroupForFullUpdate();
1886 }
1773 } 1887 }
1888 }
1889
1890 // If there is more than one prim remaining, we
1891 // need to re-link
1892 //
1893 if (numChildren > 2)
1894 {
1895 // Remove old root
1896 //
1897 if (newSet.Contains(root))
1898 newSet.Remove(root);
1774 1899
1775 // If there is more than one prim remaining, we 1900 // Preserve link ordering
1776 // need to re-link
1777 // 1901 //
1778 if (numChildren > 2) 1902 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1779 { 1903 {
1780 // Remove old root 1904 return a.LinkNum.CompareTo(b.LinkNum);
1781 // 1905 });
1782 if (newSet.Contains(root))
1783 newSet.Remove(root);
1784
1785 // Preserve link ordering
1786 //
1787 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1788 {
1789 return a.LinkNum.CompareTo(b.LinkNum);
1790 });
1791 1906
1792 // Determine new root 1907 // Determine new root
1793 // 1908 //
1794 SceneObjectPart newRoot = newSet[0]; 1909 SceneObjectPart newRoot = newSet[0];
1795 newSet.RemoveAt(0); 1910 newSet.RemoveAt(0);
1796 1911
1797 foreach (SceneObjectPart newChild in newSet) 1912 foreach (SceneObjectPart newChild in newSet)
1798 newChild.ClearUpdateSchedule(); 1913 newChild.ClearUpdateSchedule();
1799 1914
1800 LinkObjects(newRoot, newSet); 1915 newRoot.ParentGroup.areUpdatesSuspended = true;
1801 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1916 LinkObjects(newRoot, newSet);
1802 affectedGroups.Add(newRoot.ParentGroup); 1917 if (!affectedGroups.Contains(newRoot.ParentGroup))
1803 } 1918 affectedGroups.Add(newRoot.ParentGroup);
1804 } 1919 }
1805 } 1920 }
1806 1921
@@ -1808,8 +1923,14 @@ namespace OpenSim.Region.Framework.Scenes
1808 // 1923 //
1809 foreach (SceneObjectGroup g in affectedGroups) 1924 foreach (SceneObjectGroup g in affectedGroups)
1810 { 1925 {
1926 // Child prims that have been unlinked and deleted will
1927 // return unless the root is deleted. This will remove them
1928 // from the database. They will be rewritten immediately,
1929 // minus the rows for the unlinked child prims.
1930 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1811 g.TriggerScriptChangedEvent(Changed.LINK); 1931 g.TriggerScriptChangedEvent(Changed.LINK);
1812 g.HasGroupChanged = true; // Persist 1932 g.HasGroupChanged = true; // Persist
1933 g.areUpdatesSuspended = false;
1813 g.ScheduleGroupForFullUpdate(); 1934 g.ScheduleGroupForFullUpdate();
1814 } 1935 }
1815 } 1936 }
@@ -1927,9 +2048,6 @@ namespace OpenSim.Region.Framework.Scenes
1927 child.ApplyNextOwnerPermissions(); 2048 child.ApplyNextOwnerPermissions();
1928 } 2049 }
1929 } 2050 }
1930
1931 copy.RootPart.ObjectSaleType = 0;
1932 copy.RootPart.SalePrice = 10;
1933 } 2051 }
1934 2052
1935 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2053 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index d73a959..e4eaf3a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -356,7 +356,7 @@ namespace OpenSim.Region.Framework.Scenes
356 356
357 public bool TrySetCurrentScene(UUID regionID) 357 public bool TrySetCurrentScene(UUID regionID)
358 { 358 {
359 m_log.Debug("Searching for Region: '" + regionID + "'"); 359// m_log.Debug("Searching for Region: '" + regionID + "'");
360 360
361 lock (m_localScenes) 361 lock (m_localScenes)
362 { 362 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index f173c95..b56d3fc 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -227,6 +223,11 @@ namespace OpenSim.Region.Framework.Scenes
227 223
228 public uint GetEffectivePermissions() 224 public uint GetEffectivePermissions()
229 { 225 {
226 return GetEffectivePermissions(false);
227 }
228
229 public uint GetEffectivePermissions(bool useBase)
230 {
230 uint perms=(uint)(PermissionMask.Modify | 231 uint perms=(uint)(PermissionMask.Modify |
231 PermissionMask.Copy | 232 PermissionMask.Copy |
232 PermissionMask.Move | 233 PermissionMask.Move |
@@ -238,7 +239,10 @@ namespace OpenSim.Region.Framework.Scenes
238 for (int i = 0; i < parts.Length; i++) 239 for (int i = 0; i < parts.Length; i++)
239 { 240 {
240 SceneObjectPart part = parts[i]; 241 SceneObjectPart part = parts[i];
241 ownerMask &= part.OwnerMask; 242 if (useBase)
243 ownerMask &= part.BaseMask;
244 else
245 ownerMask &= part.OwnerMask;
242 perms &= part.Inventory.MaskEffectivePermissions(); 246 perms &= part.Inventory.MaskEffectivePermissions();
243 } 247 }
244 248
@@ -378,6 +382,9 @@ namespace OpenSim.Region.Framework.Scenes
378 382
379 public void ResumeScripts() 383 public void ResumeScripts()
380 { 384 {
385 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
386 return;
387
381 SceneObjectPart[] parts = m_parts.GetArray(); 388 SceneObjectPart[] parts = m_parts.GetArray();
382 for (int i = 0; i < parts.Length; i++) 389 for (int i = 0; i < parts.Length; i++)
383 parts[i].Inventory.ResumeScripts(); 390 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index e7f2fdb..6485710 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -105,8 +106,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 106 /// since the group's last persistent backup
106 /// </summary> 107 /// </summary>
107 private bool m_hasGroupChanged = false; 108 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 109 private long timeFirstChanged = 0;
109 private long timeLastChanged; 110 private long timeLastChanged = 0;
111 private long m_maxPersistTime = 0;
112 private long m_minPersistTime = 0;
113 private Random m_rand;
114 private bool m_suspendUpdates;
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
110 132
111 public bool HasGroupChanged 133 public bool HasGroupChanged
112 { 134 {
@@ -114,9 +136,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 136 {
115 if (value) 137 if (value)
116 { 138 {
139 if (m_isBackedUp)
140 {
141 m_scene.SceneGraph.FireChangeBackup(this);
142 }
117 timeLastChanged = DateTime.Now.Ticks; 143 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 144 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 145 timeFirstChanged = DateTime.Now.Ticks;
146 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
147 {
148 if (m_rand == null)
149 {
150 byte[] val = new byte[16];
151 m_rootPart.UUID.ToBytes(val, 0);
152 m_rand = new Random(BitConverter.ToInt32(val, 0));
153 }
154
155 if (m_scene.GetRootAgentCount() == 0)
156 {
157 //If the region is empty, this change has been made by an automated process
158 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
159
160 float factor = 1.5f + (float)(m_rand.NextDouble());
161 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
162 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
163 }
164 else
165 {
166 //If the region is not empty, we want to obey the minimum and maximum persist times
167 //but add a random factor so we stagger the object persistance a little
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
170 }
171 }
120 } 172 }
121 m_hasGroupChanged = value; 173 m_hasGroupChanged = value;
122 174
@@ -131,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 183 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 184 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 185 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 186 public bool HasGroupChangedDueToDelink { get; set; }
135 187
136 private bool isTimeToPersist() 188 private bool isTimeToPersist()
137 { 189 {
@@ -141,8 +193,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 193 return false;
142 if (m_scene.ShuttingDown) 194 if (m_scene.ShuttingDown)
143 return true; 195 return true;
196
197 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
198 {
199 m_maxPersistTime = m_scene.m_persistAfter;
200 m_minPersistTime = m_scene.m_dontPersistBefore;
201 }
202
144 long currentTime = DateTime.Now.Ticks; 203 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 204
205 if (timeLastChanged == 0) timeLastChanged = currentTime;
206 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
207
208 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 209 return true;
147 return false; 210 return false;
148 } 211 }
@@ -247,10 +310,10 @@ namespace OpenSim.Region.Framework.Scenes
247 310
248 private bool m_scriptListens_atTarget; 311 private bool m_scriptListens_atTarget;
249 private bool m_scriptListens_notAtTarget; 312 private bool m_scriptListens_notAtTarget;
250
251 private bool m_scriptListens_atRotTarget; 313 private bool m_scriptListens_atRotTarget;
252 private bool m_scriptListens_notAtRotTarget; 314 private bool m_scriptListens_notAtRotTarget;
253 315
316 public bool m_dupeInProgress = false;
254 internal Dictionary<UUID, string> m_savedScriptState; 317 internal Dictionary<UUID, string> m_savedScriptState;
255 318
256 #region Properties 319 #region Properties
@@ -287,6 +350,16 @@ namespace OpenSim.Region.Framework.Scenes
287 get { return m_parts.Count; } 350 get { return m_parts.Count; }
288 } 351 }
289 352
353// protected Quaternion m_rotation = Quaternion.Identity;
354//
355// public virtual Quaternion Rotation
356// {
357// get { return m_rotation; }
358// set {
359// m_rotation = value;
360// }
361// }
362
290 public Quaternion GroupRotation 363 public Quaternion GroupRotation
291 { 364 {
292 get { return m_rootPart.RotationOffset; } 365 get { return m_rootPart.RotationOffset; }
@@ -395,7 +468,11 @@ namespace OpenSim.Region.Framework.Scenes
395 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 468 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
396 } 469 }
397 } 470 }
398 471
472 foreach (SceneObjectPart part in m_parts.GetArray())
473 {
474 part.IgnoreUndoUpdate = true;
475 }
399 if (RootPart.GetStatusSandbox()) 476 if (RootPart.GetStatusSandbox())
400 { 477 {
401 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 478 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -409,10 +486,30 @@ namespace OpenSim.Region.Framework.Scenes
409 return; 486 return;
410 } 487 }
411 } 488 }
412
413 SceneObjectPart[] parts = m_parts.GetArray(); 489 SceneObjectPart[] parts = m_parts.GetArray();
414 for (int i = 0; i < parts.Length; i++) 490 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
415 parts[i].GroupPosition = val; 491 if (m_dupeInProgress)
492 triggerScriptEvent = false;
493 foreach (SceneObjectPart part in parts)
494 {
495 part.GroupPosition = val;
496 if (triggerScriptEvent)
497 part.TriggerScriptChangedEvent(Changed.POSITION);
498 }
499 if (!m_dupeInProgress)
500 {
501 foreach (ScenePresence av in m_linkedAvatars)
502 {
503 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
504 if (m_parts.TryGetValue(p.UUID, out p))
505 {
506 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
507 av.AbsolutePosition += offset;
508 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
509 av.SendAvatarDataToAllAgents();
510 }
511 }
512 }
416 513
417 //if (m_rootPart.PhysActor != null) 514 //if (m_rootPart.PhysActor != null)
418 //{ 515 //{
@@ -577,6 +674,7 @@ namespace OpenSim.Region.Framework.Scenes
577 /// </summary> 674 /// </summary>
578 public SceneObjectGroup() 675 public SceneObjectGroup()
579 { 676 {
677
580 } 678 }
581 679
582 /// <summary> 680 /// <summary>
@@ -593,7 +691,7 @@ namespace OpenSim.Region.Framework.Scenes
593 /// Constructor. This object is added to the scene later via AttachToScene() 691 /// Constructor. This object is added to the scene later via AttachToScene()
594 /// </summary> 692 /// </summary>
595 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 693 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
596 { 694 {
597 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 695 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
598 } 696 }
599 697
@@ -641,6 +739,9 @@ namespace OpenSim.Region.Framework.Scenes
641 /// </summary> 739 /// </summary>
642 public virtual void AttachToBackup() 740 public virtual void AttachToBackup()
643 { 741 {
742 if (IsAttachment) return;
743 m_scene.SceneGraph.FireAttachToBackup(this);
744
644 if (InSceneBackup) 745 if (InSceneBackup)
645 { 746 {
646 //m_log.DebugFormat( 747 //m_log.DebugFormat(
@@ -683,6 +784,9 @@ namespace OpenSim.Region.Framework.Scenes
683 784
684 ApplyPhysics(); 785 ApplyPhysics();
685 786
787 if (RootPart.PhysActor != null)
788 RootPart.Buoyancy = RootPart.Buoyancy;
789
686 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 790 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
687 // for the same object with very different properties. The caller must schedule the update. 791 // for the same object with very different properties. The caller must schedule the update.
688 //ScheduleGroupForFullUpdate(); 792 //ScheduleGroupForFullUpdate();
@@ -698,6 +802,10 @@ namespace OpenSim.Region.Framework.Scenes
698 EntityIntersection result = new EntityIntersection(); 802 EntityIntersection result = new EntityIntersection();
699 803
700 SceneObjectPart[] parts = m_parts.GetArray(); 804 SceneObjectPart[] parts = m_parts.GetArray();
805
806 // Find closest hit here
807 float idist = float.MaxValue;
808
701 for (int i = 0; i < parts.Length; i++) 809 for (int i = 0; i < parts.Length; i++)
702 { 810 {
703 SceneObjectPart part = parts[i]; 811 SceneObjectPart part = parts[i];
@@ -712,11 +820,6 @@ namespace OpenSim.Region.Framework.Scenes
712 820
713 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 821 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
714 822
715 // This may need to be updated to the maximum draw distance possible..
716 // We might (and probably will) be checking for prim creation from other sims
717 // when the camera crosses the border.
718 float idist = Constants.RegionSize;
719
720 if (inter.HitTF) 823 if (inter.HitTF)
721 { 824 {
722 // We need to find the closest prim to return to the testcaller along the ray 825 // We need to find the closest prim to return to the testcaller along the ray
@@ -727,10 +830,11 @@ namespace OpenSim.Region.Framework.Scenes
727 result.obj = part; 830 result.obj = part;
728 result.normal = inter.normal; 831 result.normal = inter.normal;
729 result.distance = inter.distance; 832 result.distance = inter.distance;
833
834 idist = inter.distance;
730 } 835 }
731 } 836 }
732 } 837 }
733
734 return result; 838 return result;
735 } 839 }
736 840
@@ -750,17 +854,19 @@ namespace OpenSim.Region.Framework.Scenes
750 minZ = 8192f; 854 minZ = 8192f;
751 855
752 SceneObjectPart[] parts = m_parts.GetArray(); 856 SceneObjectPart[] parts = m_parts.GetArray();
753 for (int i = 0; i < parts.Length; i++) 857 foreach (SceneObjectPart part in parts)
754 { 858 {
755 SceneObjectPart part = parts[i];
756
757 Vector3 worldPos = part.GetWorldPosition(); 859 Vector3 worldPos = part.GetWorldPosition();
758 Vector3 offset = worldPos - AbsolutePosition; 860 Vector3 offset = worldPos - AbsolutePosition;
759 Quaternion worldRot; 861 Quaternion worldRot;
760 if (part.ParentID == 0) 862 if (part.ParentID == 0)
863 {
761 worldRot = part.RotationOffset; 864 worldRot = part.RotationOffset;
865 }
762 else 866 else
867 {
763 worldRot = part.GetWorldRotation(); 868 worldRot = part.GetWorldRotation();
869 }
764 870
765 Vector3 frontTopLeft; 871 Vector3 frontTopLeft;
766 Vector3 frontTopRight; 872 Vector3 frontTopRight;
@@ -772,6 +878,8 @@ namespace OpenSim.Region.Framework.Scenes
772 Vector3 backBottomLeft; 878 Vector3 backBottomLeft;
773 Vector3 backBottomRight; 879 Vector3 backBottomRight;
774 880
881 // Vector3[] corners = new Vector3[8];
882
775 Vector3 orig = Vector3.Zero; 883 Vector3 orig = Vector3.Zero;
776 884
777 frontTopLeft.X = orig.X - (part.Scale.X / 2); 885 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -806,6 +914,38 @@ namespace OpenSim.Region.Framework.Scenes
806 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 914 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
807 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 915 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
808 916
917
918
919 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
920 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
921 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
922 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
923 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
924 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
925 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
926 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
927
928 //for (int i = 0; i < 8; i++)
929 //{
930 // corners[i] = corners[i] * worldRot;
931 // corners[i] += offset;
932
933 // if (corners[i].X > maxX)
934 // maxX = corners[i].X;
935 // if (corners[i].X < minX)
936 // minX = corners[i].X;
937
938 // if (corners[i].Y > maxY)
939 // maxY = corners[i].Y;
940 // if (corners[i].Y < minY)
941 // minY = corners[i].Y;
942
943 // if (corners[i].Z > maxZ)
944 // maxZ = corners[i].Y;
945 // if (corners[i].Z < minZ)
946 // minZ = corners[i].Z;
947 //}
948
809 frontTopLeft = frontTopLeft * worldRot; 949 frontTopLeft = frontTopLeft * worldRot;
810 frontTopRight = frontTopRight * worldRot; 950 frontTopRight = frontTopRight * worldRot;
811 frontBottomLeft = frontBottomLeft * worldRot; 951 frontBottomLeft = frontBottomLeft * worldRot;
@@ -827,6 +967,15 @@ namespace OpenSim.Region.Framework.Scenes
827 backTopLeft += offset; 967 backTopLeft += offset;
828 backTopRight += offset; 968 backTopRight += offset;
829 969
970 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
971 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
972 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
973 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
974 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
975 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
976 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
977 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
978
830 if (frontTopRight.X > maxX) 979 if (frontTopRight.X > maxX)
831 maxX = frontTopRight.X; 980 maxX = frontTopRight.X;
832 if (frontTopLeft.X > maxX) 981 if (frontTopLeft.X > maxX)
@@ -972,15 +1121,20 @@ namespace OpenSim.Region.Framework.Scenes
972 1121
973 public void SaveScriptedState(XmlTextWriter writer) 1122 public void SaveScriptedState(XmlTextWriter writer)
974 { 1123 {
1124 SaveScriptedState(writer, false);
1125 }
1126
1127 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1128 {
975 XmlDocument doc = new XmlDocument(); 1129 XmlDocument doc = new XmlDocument();
976 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1130 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
977 1131
978 SceneObjectPart[] parts = m_parts.GetArray(); 1132 SceneObjectPart[] parts = m_parts.GetArray();
979 for (int i = 0; i < parts.Length; i++) 1133 for (int i = 0; i < parts.Length; i++)
980 { 1134 {
981 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1135 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
982 foreach (KeyValuePair<UUID, string> kvp in pstates) 1136 foreach (KeyValuePair<UUID, string> kvp in pstates)
983 states.Add(kvp.Key, kvp.Value); 1137 states[kvp.Key] = kvp.Value;
984 } 1138 }
985 1139
986 if (states.Count > 0) 1140 if (states.Count > 0)
@@ -1000,6 +1154,168 @@ namespace OpenSim.Region.Framework.Scenes
1000 } 1154 }
1001 1155
1002 /// <summary> 1156 /// <summary>
1157 /// Add the avatar to this linkset (avatar is sat).
1158 /// </summary>
1159 /// <param name="agentID"></param>
1160 public void AddAvatar(UUID agentID)
1161 {
1162 ScenePresence presence;
1163 if (m_scene.TryGetScenePresence(agentID, out presence))
1164 {
1165 if (!m_linkedAvatars.Contains(presence))
1166 {
1167 m_linkedAvatars.Add(presence);
1168 }
1169 }
1170 }
1171
1172 /// <summary>
1173 /// Delete the avatar from this linkset (avatar is unsat).
1174 /// </summary>
1175 /// <param name="agentID"></param>
1176 public void DeleteAvatar(UUID agentID)
1177 {
1178 ScenePresence presence;
1179 if (m_scene.TryGetScenePresence(agentID, out presence))
1180 {
1181 if (m_linkedAvatars.Contains(presence))
1182 {
1183 m_linkedAvatars.Remove(presence);
1184 }
1185 }
1186 }
1187
1188 /// <summary>
1189 /// Returns the list of linked presences (avatars sat on this group)
1190 /// </summary>
1191 /// <param name="agentID"></param>
1192 public List<ScenePresence> GetLinkedAvatars()
1193 {
1194 return m_linkedAvatars;
1195 }
1196
1197 /// <summary>
1198 /// Attach this scene object to the given avatar.
1199 /// </summary>
1200 /// <param name="agentID"></param>
1201 /// <param name="attachmentpoint"></param>
1202 /// <param name="AttachOffset"></param>
1203 private void AttachToAgent(
1204 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1205 {
1206 if (avatar != null)
1207 {
1208 // don't attach attachments to child agents
1209 if (avatar.IsChildAgent) return;
1210
1211 // Remove from database and parcel prim count
1212 m_scene.DeleteFromStorage(so.UUID);
1213 m_scene.EventManager.TriggerParcelPrimCountTainted();
1214
1215 so.AttachedAvatar = avatar.UUID;
1216
1217 if (so.RootPart.PhysActor != null)
1218 {
1219 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1220 so.RootPart.PhysActor = null;
1221 }
1222
1223 so.AbsolutePosition = attachOffset;
1224 so.RootPart.AttachedPos = attachOffset;
1225 so.IsAttachment = true;
1226 so.RootPart.SetParentLocalId(avatar.LocalId);
1227 so.AttachmentPoint = attachmentpoint;
1228
1229 avatar.AddAttachment(this);
1230
1231 if (!silent)
1232 {
1233 // Killing it here will cause the client to deselect it
1234 // It then reappears on the avatar, deselected
1235 // through the full update below
1236 //
1237 if (IsSelected)
1238 {
1239 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1240 }
1241
1242 IsSelected = false; // fudge....
1243 ScheduleGroupForFullUpdate();
1244 }
1245 }
1246 else
1247 {
1248 m_log.WarnFormat(
1249 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1250 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1251 }
1252 }
1253
1254 public byte GetAttachmentPoint()
1255 {
1256 return m_rootPart.Shape.State;
1257 }
1258
1259 public void DetachToGround()
1260 {
1261 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1262 if (avatar == null)
1263 return;
1264
1265 avatar.RemoveAttachment(this);
1266
1267 Vector3 detachedpos = new Vector3(127f,127f,127f);
1268 if (avatar == null)
1269 return;
1270
1271 detachedpos = avatar.AbsolutePosition;
1272 RootPart.FromItemID = UUID.Zero;
1273
1274 AbsolutePosition = detachedpos;
1275 AttachedAvatar = UUID.Zero;
1276
1277 //SceneObjectPart[] parts = m_parts.GetArray();
1278 //for (int i = 0; i < parts.Length; i++)
1279 // parts[i].AttachedAvatar = UUID.Zero;
1280
1281 m_rootPart.SetParentLocalId(0);
1282 AttachmentPoint = (byte)0;
1283 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1284 HasGroupChanged = true;
1285 RootPart.Rezzed = DateTime.Now;
1286 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1287 AttachToBackup();
1288 m_scene.EventManager.TriggerParcelPrimCountTainted();
1289 m_rootPart.ScheduleFullUpdate();
1290 m_rootPart.ClearUndoState();
1291 }
1292
1293 public void DetachToInventoryPrep()
1294 {
1295 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1296 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1297 if (avatar != null)
1298 {
1299 //detachedpos = avatar.AbsolutePosition;
1300 avatar.RemoveAttachment(this);
1301 }
1302
1303 AttachedAvatar = UUID.Zero;
1304
1305 /*SceneObjectPart[] parts = m_parts.GetArray();
1306 for (int i = 0; i < parts.Length; i++)
1307 parts[i].AttachedAvatar = UUID.Zero;*/
1308
1309 m_rootPart.SetParentLocalId(0);
1310 //m_rootPart.SetAttachmentPoint((byte)0);
1311 IsAttachment = false;
1312 AbsolutePosition = m_rootPart.AttachedPos;
1313 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1314 //AttachToBackup();
1315 //m_rootPart.ScheduleFullUpdate();
1316 }
1317
1318 /// <summary>
1003 /// 1319 ///
1004 /// </summary> 1320 /// </summary>
1005 /// <param name="part"></param> 1321 /// <param name="part"></param>
@@ -1049,7 +1365,10 @@ namespace OpenSim.Region.Framework.Scenes
1049 public void AddPart(SceneObjectPart part) 1365 public void AddPart(SceneObjectPart part)
1050 { 1366 {
1051 part.SetParent(this); 1367 part.SetParent(this);
1052 part.LinkNum = m_parts.Add(part.UUID, part); 1368 m_parts.Add(part.UUID, part);
1369
1370 part.LinkNum = m_parts.Count;
1371
1053 if (part.LinkNum == 2) 1372 if (part.LinkNum == 2)
1054 RootPart.LinkNum = 1; 1373 RootPart.LinkNum = 1;
1055 } 1374 }
@@ -1157,6 +1476,11 @@ namespace OpenSim.Region.Framework.Scenes
1157 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1476 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1158 public void DeleteGroupFromScene(bool silent) 1477 public void DeleteGroupFromScene(bool silent)
1159 { 1478 {
1479 // We need to keep track of this state in case this group is still queued for backup.
1480 IsDeleted = true;
1481
1482 DetachFromBackup();
1483
1160 SceneObjectPart[] parts = m_parts.GetArray(); 1484 SceneObjectPart[] parts = m_parts.GetArray();
1161 for (int i = 0; i < parts.Length; i++) 1485 for (int i = 0; i < parts.Length; i++)
1162 { 1486 {
@@ -1179,6 +1503,8 @@ namespace OpenSim.Region.Framework.Scenes
1179 } 1503 }
1180 }); 1504 });
1181 } 1505 }
1506
1507
1182 } 1508 }
1183 1509
1184 public void AddScriptLPS(int count) 1510 public void AddScriptLPS(int count)
@@ -1274,7 +1600,12 @@ namespace OpenSim.Region.Framework.Scenes
1274 1600
1275 public void SetOwnerId(UUID userId) 1601 public void SetOwnerId(UUID userId)
1276 { 1602 {
1277 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1603 ForEachPart(delegate(SceneObjectPart part)
1604 {
1605
1606 part.OwnerID = userId;
1607
1608 });
1278 } 1609 }
1279 1610
1280 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1611 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1306,11 +1637,17 @@ namespace OpenSim.Region.Framework.Scenes
1306 return; 1637 return;
1307 } 1638 }
1308 1639
1640 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1641 return;
1642
1309 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1643 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1310 // any exception propogate upwards. 1644 // any exception propogate upwards.
1311 try 1645 try
1312 { 1646 {
1313 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1647 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1648 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1649 m_scene.LoadingPrims) // Land may not be valid yet
1650
1314 { 1651 {
1315 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1652 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1316 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1653 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1337,6 +1674,7 @@ namespace OpenSim.Region.Framework.Scenes
1337 } 1674 }
1338 } 1675 }
1339 } 1676 }
1677
1340 } 1678 }
1341 1679
1342 if (m_scene.UseBackup && HasGroupChanged) 1680 if (m_scene.UseBackup && HasGroupChanged)
@@ -1344,6 +1682,20 @@ namespace OpenSim.Region.Framework.Scenes
1344 // don't backup while it's selected or you're asking for changes mid stream. 1682 // don't backup while it's selected or you're asking for changes mid stream.
1345 if (isTimeToPersist() || forcedBackup) 1683 if (isTimeToPersist() || forcedBackup)
1346 { 1684 {
1685 if (m_rootPart.PhysActor != null &&
1686 (!m_rootPart.PhysActor.IsPhysical))
1687 {
1688 // Possible ghost prim
1689 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1690 {
1691 foreach (SceneObjectPart part in m_parts.GetArray())
1692 {
1693 // Re-set physics actor positions and
1694 // orientations
1695 part.GroupPosition = m_rootPart.GroupPosition;
1696 }
1697 }
1698 }
1347// m_log.DebugFormat( 1699// m_log.DebugFormat(
1348// "[SCENE]: Storing {0}, {1} in {2}", 1700// "[SCENE]: Storing {0}, {1} in {2}",
1349// Name, UUID, m_scene.RegionInfo.RegionName); 1701// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1427,7 +1779,7 @@ namespace OpenSim.Region.Framework.Scenes
1427 // This is only necessary when userExposed is false! 1779 // This is only necessary when userExposed is false!
1428 1780
1429 bool previousAttachmentStatus = dupe.IsAttachment; 1781 bool previousAttachmentStatus = dupe.IsAttachment;
1430 1782
1431 if (!userExposed) 1783 if (!userExposed)
1432 dupe.IsAttachment = true; 1784 dupe.IsAttachment = true;
1433 1785
@@ -1445,11 +1797,11 @@ namespace OpenSim.Region.Framework.Scenes
1445 dupe.m_rootPart.TrimPermissions(); 1797 dupe.m_rootPart.TrimPermissions();
1446 1798
1447 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1799 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1448 1800
1449 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1801 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1450 { 1802 {
1451 return p1.LinkNum.CompareTo(p2.LinkNum); 1803 return p1.LinkNum.CompareTo(p2.LinkNum);
1452 } 1804 }
1453 ); 1805 );
1454 1806
1455 foreach (SceneObjectPart part in partList) 1807 foreach (SceneObjectPart part in partList)
@@ -1469,7 +1821,7 @@ namespace OpenSim.Region.Framework.Scenes
1469 if (part.PhysActor != null && userExposed) 1821 if (part.PhysActor != null && userExposed)
1470 { 1822 {
1471 PrimitiveBaseShape pbs = newPart.Shape; 1823 PrimitiveBaseShape pbs = newPart.Shape;
1472 1824
1473 newPart.PhysActor 1825 newPart.PhysActor
1474 = m_scene.PhysicsScene.AddPrimShape( 1826 = m_scene.PhysicsScene.AddPrimShape(
1475 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 1827 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
@@ -1479,11 +1831,11 @@ namespace OpenSim.Region.Framework.Scenes
1479 newPart.RotationOffset, 1831 newPart.RotationOffset,
1480 part.PhysActor.IsPhysical, 1832 part.PhysActor.IsPhysical,
1481 newPart.LocalId); 1833 newPart.LocalId);
1482 1834
1483 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1835 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1484 } 1836 }
1485 } 1837 }
1486 1838
1487 if (userExposed) 1839 if (userExposed)
1488 { 1840 {
1489 dupe.UpdateParentIDs(); 1841 dupe.UpdateParentIDs();
@@ -1598,6 +1950,7 @@ namespace OpenSim.Region.Framework.Scenes
1598 return Vector3.Zero; 1950 return Vector3.Zero;
1599 } 1951 }
1600 1952
1953 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1601 public void moveToTarget(Vector3 target, float tau) 1954 public void moveToTarget(Vector3 target, float tau)
1602 { 1955 {
1603 if (IsAttachment) 1956 if (IsAttachment)
@@ -1625,6 +1978,46 @@ namespace OpenSim.Region.Framework.Scenes
1625 RootPart.PhysActor.PIDActive = false; 1978 RootPart.PhysActor.PIDActive = false;
1626 } 1979 }
1627 1980
1981 public void rotLookAt(Quaternion target, float strength, float damping)
1982 {
1983 SceneObjectPart rootpart = m_rootPart;
1984 if (rootpart != null)
1985 {
1986 if (IsAttachment)
1987 {
1988 /*
1989 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1990 if (avatar != null)
1991 {
1992 Rotate the Av?
1993 } */
1994 }
1995 else
1996 {
1997 if (rootpart.PhysActor != null)
1998 { // APID must be implemented in your physics system for this to function.
1999 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2000 rootpart.PhysActor.APIDStrength = strength;
2001 rootpart.PhysActor.APIDDamping = damping;
2002 rootpart.PhysActor.APIDActive = true;
2003 }
2004 }
2005 }
2006 }
2007
2008 public void stopLookAt()
2009 {
2010 SceneObjectPart rootpart = m_rootPart;
2011 if (rootpart != null)
2012 {
2013 if (rootpart.PhysActor != null)
2014 { // APID must be implemented in your physics system for this to function.
2015 rootpart.PhysActor.APIDActive = false;
2016 }
2017 }
2018
2019 }
2020
1628 /// <summary> 2021 /// <summary>
1629 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2022 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1630 /// </summary> 2023 /// </summary>
@@ -1680,6 +2073,8 @@ namespace OpenSim.Region.Framework.Scenes
1680 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2073 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1681 { 2074 {
1682 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2075 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2076 newPart.SetParent(this);
2077
1683 AddPart(newPart); 2078 AddPart(newPart);
1684 2079
1685 SetPartAsNonRoot(newPart); 2080 SetPartAsNonRoot(newPart);
@@ -1808,11 +2203,11 @@ namespace OpenSim.Region.Framework.Scenes
1808 /// Immediately send a full update for this scene object. 2203 /// Immediately send a full update for this scene object.
1809 /// </summary> 2204 /// </summary>
1810 public void SendGroupFullUpdate() 2205 public void SendGroupFullUpdate()
1811 { 2206 {
1812 if (IsDeleted) 2207 if (IsDeleted)
1813 return; 2208 return;
1814 2209
1815// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2210// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1816 2211
1817 RootPart.SendFullUpdateToAllClients(); 2212 RootPart.SendFullUpdateToAllClients();
1818 2213
@@ -1956,6 +2351,11 @@ namespace OpenSim.Region.Framework.Scenes
1956 /// <param name="objectGroup">The group of prims which should be linked to this group</param> 2351 /// <param name="objectGroup">The group of prims which should be linked to this group</param>
1957 public void LinkToGroup(SceneObjectGroup objectGroup) 2352 public void LinkToGroup(SceneObjectGroup objectGroup)
1958 { 2353 {
2354 LinkToGroup(objectGroup, false);
2355 }
2356
2357 public void LinkToGroup(SceneObjectGroup objectGroup, bool insert)
2358 {
1959// m_log.DebugFormat( 2359// m_log.DebugFormat(
1960// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", 2360// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
1961// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); 2361// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
@@ -1985,7 +2385,20 @@ namespace OpenSim.Region.Framework.Scenes
1985 2385
1986 lock (m_parts.SyncRoot) 2386 lock (m_parts.SyncRoot)
1987 { 2387 {
1988 int linkNum = PrimCount + 1; 2388 int linkNum;
2389 if (insert)
2390 {
2391 linkNum = 2;
2392 foreach (SceneObjectPart part in Parts)
2393 {
2394 if (part.LinkNum > 1)
2395 part.LinkNum++;
2396 }
2397 }
2398 else
2399 {
2400 linkNum = PrimCount + 1;
2401 }
1989 2402
1990 m_parts.Add(linkPart.UUID, linkPart); 2403 m_parts.Add(linkPart.UUID, linkPart);
1991 2404
@@ -2013,7 +2426,7 @@ namespace OpenSim.Region.Framework.Scenes
2013 objectGroup.IsDeleted = true; 2426 objectGroup.IsDeleted = true;
2014 2427
2015 objectGroup.m_parts.Clear(); 2428 objectGroup.m_parts.Clear();
2016 2429
2017 // Can't do this yet since backup still makes use of the root part without any synchronization 2430 // Can't do this yet since backup still makes use of the root part without any synchronization
2018// objectGroup.m_rootPart = null; 2431// objectGroup.m_rootPart = null;
2019 2432
@@ -2147,6 +2560,7 @@ namespace OpenSim.Region.Framework.Scenes
2147 /// <param name="objectGroup"></param> 2560 /// <param name="objectGroup"></param>
2148 public virtual void DetachFromBackup() 2561 public virtual void DetachFromBackup()
2149 { 2562 {
2563 m_scene.SceneGraph.FireDetachFromBackup(this);
2150 if (m_isBackedUp && Scene != null) 2564 if (m_isBackedUp && Scene != null)
2151 m_scene.EventManager.OnBackup -= ProcessBackup; 2565 m_scene.EventManager.OnBackup -= ProcessBackup;
2152 2566
@@ -2165,7 +2579,8 @@ namespace OpenSim.Region.Framework.Scenes
2165 2579
2166 axPos *= parentRot; 2580 axPos *= parentRot;
2167 part.OffsetPosition = axPos; 2581 part.OffsetPosition = axPos;
2168 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2582 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2583 part.GroupPosition = newPos;
2169 part.OffsetPosition = Vector3.Zero; 2584 part.OffsetPosition = Vector3.Zero;
2170 part.RotationOffset = worldRot; 2585 part.RotationOffset = worldRot;
2171 2586
@@ -2176,7 +2591,7 @@ namespace OpenSim.Region.Framework.Scenes
2176 2591
2177 part.LinkNum = linkNum; 2592 part.LinkNum = linkNum;
2178 2593
2179 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2594 part.OffsetPosition = newPos - AbsolutePosition;
2180 2595
2181 Quaternion rootRotation = m_rootPart.RotationOffset; 2596 Quaternion rootRotation = m_rootPart.RotationOffset;
2182 2597
@@ -2186,7 +2601,7 @@ namespace OpenSim.Region.Framework.Scenes
2186 2601
2187 parentRot = m_rootPart.RotationOffset; 2602 parentRot = m_rootPart.RotationOffset;
2188 oldRot = part.RotationOffset; 2603 oldRot = part.RotationOffset;
2189 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2604 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2190 part.RotationOffset = newRot; 2605 part.RotationOffset = newRot;
2191 } 2606 }
2192 2607
@@ -2433,8 +2848,12 @@ namespace OpenSim.Region.Framework.Scenes
2433 } 2848 }
2434 } 2849 }
2435 2850
2851 RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2436 for (int i = 0; i < parts.Length; i++) 2852 for (int i = 0; i < parts.Length; i++)
2437 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 2853 {
2854 if (parts[i] != RootPart)
2855 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2856 }
2438 } 2857 }
2439 } 2858 }
2440 2859
@@ -2447,6 +2866,17 @@ namespace OpenSim.Region.Framework.Scenes
2447 } 2866 }
2448 } 2867 }
2449 2868
2869
2870
2871 /// <summary>
2872 /// Gets the number of parts
2873 /// </summary>
2874 /// <returns></returns>
2875 public int GetPartCount()
2876 {
2877 return Parts.Count();
2878 }
2879
2450 /// <summary> 2880 /// <summary>
2451 /// Update the texture entry for this part 2881 /// Update the texture entry for this part
2452 /// </summary> 2882 /// </summary>
@@ -2508,7 +2938,6 @@ namespace OpenSim.Region.Framework.Scenes
2508 { 2938 {
2509// m_log.DebugFormat( 2939// m_log.DebugFormat(
2510// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 2940// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2511
2512 RootPart.StoreUndoState(true); 2941 RootPart.StoreUndoState(true);
2513 2942
2514 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 2943 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
@@ -2609,7 +3038,6 @@ namespace OpenSim.Region.Framework.Scenes
2609 prevScale.X *= x; 3038 prevScale.X *= x;
2610 prevScale.Y *= y; 3039 prevScale.Y *= y;
2611 prevScale.Z *= z; 3040 prevScale.Z *= z;
2612
2613// RootPart.IgnoreUndoUpdate = true; 3041// RootPart.IgnoreUndoUpdate = true;
2614 RootPart.Resize(prevScale); 3042 RootPart.Resize(prevScale);
2615// RootPart.IgnoreUndoUpdate = false; 3043// RootPart.IgnoreUndoUpdate = false;
@@ -2640,7 +3068,9 @@ namespace OpenSim.Region.Framework.Scenes
2640 } 3068 }
2641 3069
2642// obPart.IgnoreUndoUpdate = false; 3070// obPart.IgnoreUndoUpdate = false;
2643// obPart.StoreUndoState(); 3071 HasGroupChanged = true;
3072 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3073 ScheduleGroupForTerseUpdate();
2644 } 3074 }
2645 3075
2646// m_log.DebugFormat( 3076// m_log.DebugFormat(
@@ -2700,9 +3130,9 @@ namespace OpenSim.Region.Framework.Scenes
2700 { 3130 {
2701 SceneObjectPart part = GetChildPart(localID); 3131 SceneObjectPart part = GetChildPart(localID);
2702 3132
2703// SceneObjectPart[] parts = m_parts.GetArray(); 3133 SceneObjectPart[] parts = m_parts.GetArray();
2704// for (int i = 0; i < parts.Length; i++) 3134 for (int i = 0; i < parts.Length; i++)
2705// parts[i].StoreUndoState(); 3135 parts[i].StoreUndoState();
2706 3136
2707 if (part != null) 3137 if (part != null)
2708 { 3138 {
@@ -2758,10 +3188,27 @@ namespace OpenSim.Region.Framework.Scenes
2758 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3188 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2759 } 3189 }
2760 3190
2761 AbsolutePosition = newPos; 3191 //We have to set undoing here because otherwise an undo state will be saved
3192 if (!m_rootPart.Undoing)
3193 {
3194 m_rootPart.Undoing = true;
3195 AbsolutePosition = newPos;
3196 m_rootPart.Undoing = false;
3197 }
3198 else
3199 {
3200 AbsolutePosition = newPos;
3201 }
2762 3202
2763 HasGroupChanged = true; 3203 HasGroupChanged = true;
2764 ScheduleGroupForTerseUpdate(); 3204 if (m_rootPart.Undoing)
3205 {
3206 ScheduleGroupForFullUpdate();
3207 }
3208 else
3209 {
3210 ScheduleGroupForTerseUpdate();
3211 }
2765 } 3212 }
2766 3213
2767 #endregion 3214 #endregion
@@ -2838,10 +3285,7 @@ namespace OpenSim.Region.Framework.Scenes
2838 public void UpdateSingleRotation(Quaternion rot, uint localID) 3285 public void UpdateSingleRotation(Quaternion rot, uint localID)
2839 { 3286 {
2840 SceneObjectPart part = GetChildPart(localID); 3287 SceneObjectPart part = GetChildPart(localID);
2841
2842 SceneObjectPart[] parts = m_parts.GetArray(); 3288 SceneObjectPart[] parts = m_parts.GetArray();
2843 for (int i = 0; i < parts.Length; i++)
2844 parts[i].StoreUndoState();
2845 3289
2846 if (part != null) 3290 if (part != null)
2847 { 3291 {
@@ -2879,7 +3323,16 @@ namespace OpenSim.Region.Framework.Scenes
2879 if (part.UUID == m_rootPart.UUID) 3323 if (part.UUID == m_rootPart.UUID)
2880 { 3324 {
2881 UpdateRootRotation(rot); 3325 UpdateRootRotation(rot);
2882 AbsolutePosition = pos; 3326 if (!m_rootPart.Undoing)
3327 {
3328 m_rootPart.Undoing = true;
3329 AbsolutePosition = pos;
3330 m_rootPart.Undoing = false;
3331 }
3332 else
3333 {
3334 AbsolutePosition = pos;
3335 }
2883 } 3336 }
2884 else 3337 else
2885 { 3338 {
@@ -2903,9 +3356,10 @@ namespace OpenSim.Region.Framework.Scenes
2903 3356
2904 Quaternion axRot = rot; 3357 Quaternion axRot = rot;
2905 Quaternion oldParentRot = m_rootPart.RotationOffset; 3358 Quaternion oldParentRot = m_rootPart.RotationOffset;
2906
2907 m_rootPart.StoreUndoState(); 3359 m_rootPart.StoreUndoState();
2908 m_rootPart.UpdateRotation(rot); 3360
3361 //Don't use UpdateRotation because it schedules an update prematurely
3362 m_rootPart.RotationOffset = rot;
2909 if (m_rootPart.PhysActor != null) 3363 if (m_rootPart.PhysActor != null)
2910 { 3364 {
2911 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3365 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -2919,15 +3373,17 @@ namespace OpenSim.Region.Framework.Scenes
2919 if (prim.UUID != m_rootPart.UUID) 3373 if (prim.UUID != m_rootPart.UUID)
2920 { 3374 {
2921 prim.IgnoreUndoUpdate = true; 3375 prim.IgnoreUndoUpdate = true;
3376
3377 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3378 NewRot = Quaternion.Inverse(axRot) * NewRot;
3379 prim.RotationOffset = NewRot;
3380
2922 Vector3 axPos = prim.OffsetPosition; 3381 Vector3 axPos = prim.OffsetPosition;
3382
2923 axPos *= oldParentRot; 3383 axPos *= oldParentRot;
2924 axPos *= Quaternion.Inverse(axRot); 3384 axPos *= Quaternion.Inverse(axRot);
2925 prim.OffsetPosition = axPos; 3385 prim.OffsetPosition = axPos;
2926 Quaternion primsRot = prim.RotationOffset; 3386
2927 Quaternion newRot = oldParentRot * primsRot;
2928 newRot = Quaternion.Inverse(axRot) * newRot;
2929 prim.RotationOffset = newRot;
2930 prim.ScheduleTerseUpdate();
2931 prim.IgnoreUndoUpdate = false; 3387 prim.IgnoreUndoUpdate = false;
2932 } 3388 }
2933 } 3389 }
@@ -2941,8 +3397,8 @@ namespace OpenSim.Region.Framework.Scenes
2941//// childpart.StoreUndoState(); 3397//// childpart.StoreUndoState();
2942// } 3398// }
2943// } 3399// }
2944 3400 HasGroupChanged = true;
2945 m_rootPart.ScheduleTerseUpdate(); 3401 ScheduleGroupForFullUpdate();
2946 3402
2947// m_log.DebugFormat( 3403// m_log.DebugFormat(
2948// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3404// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
@@ -3170,7 +3626,6 @@ namespace OpenSim.Region.Framework.Scenes
3170 public float GetMass() 3626 public float GetMass()
3171 { 3627 {
3172 float retmass = 0f; 3628 float retmass = 0f;
3173
3174 SceneObjectPart[] parts = m_parts.GetArray(); 3629 SceneObjectPart[] parts = m_parts.GetArray();
3175 for (int i = 0; i < parts.Length; i++) 3630 for (int i = 0; i < parts.Length; i++)
3176 retmass += parts[i].GetMass(); 3631 retmass += parts[i].GetMass();
@@ -3266,6 +3721,14 @@ namespace OpenSim.Region.Framework.Scenes
3266 SetFromItemID(uuid); 3721 SetFromItemID(uuid);
3267 } 3722 }
3268 3723
3724 public void ResetOwnerChangeFlag()
3725 {
3726 ForEachPart(delegate(SceneObjectPart part)
3727 {
3728 part.ResetOwnerChangeFlag();
3729 });
3730 }
3731
3269 #endregion 3732 #endregion
3270 } 3733 }
3271} 3734}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 36d3588..5576ec9 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -184,6 +185,15 @@ namespace OpenSim.Region.Framework.Scenes
184 185
185 public UUID FromFolderID; 186 public UUID FromFolderID;
186 187
188 // The following two are to hold the attachment data
189 // while an object is inworld
190 [XmlIgnore]
191 public byte AttachPoint = 0;
192
193 [XmlIgnore]
194 public Vector3 AttachOffset = Vector3.Zero;
195
196 [XmlIgnore]
187 public int STATUS_ROTATE_X; 197 public int STATUS_ROTATE_X;
188 198
189 public int STATUS_ROTATE_Y; 199 public int STATUS_ROTATE_Y;
@@ -210,8 +220,7 @@ namespace OpenSim.Region.Framework.Scenes
210 220
211 public Vector3 RotationAxis = Vector3.One; 221 public Vector3 RotationAxis = Vector3.One;
212 222
213 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 223 public bool VolumeDetectActive;
214 // Certainly this must be a persistant setting finally
215 224
216 public bool IsWaitingForFirstSpinUpdatePacket; 225 public bool IsWaitingForFirstSpinUpdatePacket;
217 226
@@ -251,6 +260,7 @@ namespace OpenSim.Region.Framework.Scenes
251 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 260 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
252 private Vector3 m_sitTargetPosition; 261 private Vector3 m_sitTargetPosition;
253 private string m_sitAnimation = "SIT"; 262 private string m_sitAnimation = "SIT";
263 private bool m_occupied; // KF if any av is sitting on this prim
254 private string m_text = String.Empty; 264 private string m_text = String.Empty;
255 private string m_touchName = String.Empty; 265 private string m_touchName = String.Empty;
256 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 266 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5);
@@ -283,6 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
283 protected Vector3 m_lastAcceleration; 293 protected Vector3 m_lastAcceleration;
284 protected Vector3 m_lastAngularVelocity; 294 protected Vector3 m_lastAngularVelocity;
285 protected int m_lastTerseSent; 295 protected int m_lastTerseSent;
296 protected float m_buoyancy = 0.0f;
286 297
287 /// <summary> 298 /// <summary>
288 /// Stores media texture data 299 /// Stores media texture data
@@ -338,7 +349,7 @@ namespace OpenSim.Region.Framework.Scenes
338 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 349 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
339 Quaternion rotationOffset, Vector3 offsetPosition) : this() 350 Quaternion rotationOffset, Vector3 offsetPosition) : this()
340 { 351 {
341 m_name = "Primitive"; 352 m_name = "Object";
342 353
343 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 354 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
344 LastOwnerID = CreatorID = OwnerID = ownerID; 355 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -378,7 +389,7 @@ namespace OpenSim.Region.Framework.Scenes
378 private uint _ownerMask = (uint)PermissionMask.All; 389 private uint _ownerMask = (uint)PermissionMask.All;
379 private uint _groupMask = (uint)PermissionMask.None; 390 private uint _groupMask = (uint)PermissionMask.None;
380 private uint _everyoneMask = (uint)PermissionMask.None; 391 private uint _everyoneMask = (uint)PermissionMask.None;
381 private uint _nextOwnerMask = (uint)PermissionMask.All; 392 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
382 private PrimFlags _flags = PrimFlags.None; 393 private PrimFlags _flags = PrimFlags.None;
383 private DateTime m_expires; 394 private DateTime m_expires;
384 private DateTime m_rezzed; 395 private DateTime m_rezzed;
@@ -472,12 +483,16 @@ namespace OpenSim.Region.Framework.Scenes
472 } 483 }
473 484
474 /// <value> 485 /// <value>
475 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 486 /// Get the inventory list
476 /// </value> 487 /// </value>
477 public TaskInventoryDictionary TaskInventory 488 public TaskInventoryDictionary TaskInventory
478 { 489 {
479 get { return m_inventory.Items; } 490 get {
480 set { m_inventory.Items = value; } 491 return m_inventory.Items;
492 }
493 set {
494 m_inventory.Items = value;
495 }
481 } 496 }
482 497
483 /// <summary> 498 /// <summary>
@@ -621,14 +636,12 @@ namespace OpenSim.Region.Framework.Scenes
621 set { m_LoopSoundSlavePrims = value; } 636 set { m_LoopSoundSlavePrims = value; }
622 } 637 }
623 638
624
625 public Byte[] TextureAnimation 639 public Byte[] TextureAnimation
626 { 640 {
627 get { return m_TextureAnimation; } 641 get { return m_TextureAnimation; }
628 set { m_TextureAnimation = value; } 642 set { m_TextureAnimation = value; }
629 } 643 }
630 644
631
632 public Byte[] ParticleSystem 645 public Byte[] ParticleSystem
633 { 646 {
634 get { return m_particleSystem; } 647 get { return m_particleSystem; }
@@ -665,9 +678,11 @@ namespace OpenSim.Region.Framework.Scenes
665 { 678 {
666 // If this is a linkset, we don't want the physics engine mucking up our group position here. 679 // If this is a linkset, we don't want the physics engine mucking up our group position here.
667 PhysicsActor actor = PhysActor; 680 PhysicsActor actor = PhysActor;
668 if (actor != null && ParentID == 0) 681 if (ParentID == 0)
669 { 682 {
670 m_groupPosition = actor.Position; 683 if (actor != null)
684 m_groupPosition = actor.Position;
685 return m_groupPosition;
671 } 686 }
672 687
673 if (ParentGroup.IsAttachment) 688 if (ParentGroup.IsAttachment)
@@ -677,12 +692,14 @@ namespace OpenSim.Region.Framework.Scenes
677 return sp.AbsolutePosition; 692 return sp.AbsolutePosition;
678 } 693 }
679 694
695 // use root prim's group position. Physics may have updated it
696 if (ParentGroup.RootPart != this)
697 m_groupPosition = ParentGroup.RootPart.GroupPosition;
680 return m_groupPosition; 698 return m_groupPosition;
681 } 699 }
682 set 700 set
683 { 701 {
684 m_groupPosition = value; 702 m_groupPosition = value;
685
686 PhysicsActor actor = PhysActor; 703 PhysicsActor actor = PhysActor;
687 if (actor != null) 704 if (actor != null)
688 { 705 {
@@ -708,16 +725,6 @@ namespace OpenSim.Region.Framework.Scenes
708 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 725 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
709 } 726 }
710 } 727 }
711
712 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
713 if (SitTargetAvatar != UUID.Zero)
714 {
715 ScenePresence avatar;
716 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
717 {
718 avatar.ParentPosition = GetWorldPosition();
719 }
720 }
721 } 728 }
722 } 729 }
723 730
@@ -726,7 +733,7 @@ namespace OpenSim.Region.Framework.Scenes
726 get { return m_offsetPosition; } 733 get { return m_offsetPosition; }
727 set 734 set
728 { 735 {
729// StoreUndoState(); 736 Vector3 oldpos = m_offsetPosition;
730 m_offsetPosition = value; 737 m_offsetPosition = value;
731 738
732 if (ParentGroup != null && !ParentGroup.IsDeleted) 739 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -741,7 +748,22 @@ namespace OpenSim.Region.Framework.Scenes
741 if (ParentGroup.Scene != null) 748 if (ParentGroup.Scene != null)
742 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 749 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
743 } 750 }
751
752 if (!m_parentGroup.m_dupeInProgress)
753 {
754 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
755 foreach (ScenePresence av in avs)
756 {
757 if (av.ParentID == m_localId)
758 {
759 Vector3 offset = (m_offsetPosition - oldpos);
760 av.AbsolutePosition += offset;
761 av.SendAvatarDataToAllAgents();
762 }
763 }
764 }
744 } 765 }
766 TriggerScriptChangedEvent(Changed.POSITION);
745 } 767 }
746 } 768 }
747 769
@@ -890,7 +912,16 @@ namespace OpenSim.Region.Framework.Scenes
890 /// <summary></summary> 912 /// <summary></summary>
891 public Vector3 Acceleration 913 public Vector3 Acceleration
892 { 914 {
893 get { return m_acceleration; } 915 get
916 {
917 PhysicsActor actor = PhysActor;
918 if (actor != null)
919 {
920 m_acceleration = actor.Acceleration;
921 }
922 return m_acceleration;
923 }
924
894 set { m_acceleration = value; } 925 set { m_acceleration = value; }
895 } 926 }
896 927
@@ -1041,10 +1072,7 @@ namespace OpenSim.Region.Framework.Scenes
1041 { 1072 {
1042 get 1073 get
1043 { 1074 {
1044 if (ParentGroup.IsAttachment) 1075 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1045 return GroupPosition;
1046
1047 return m_offsetPosition + m_groupPosition;
1048 } 1076 }
1049 } 1077 }
1050 1078
@@ -1214,6 +1242,13 @@ namespace OpenSim.Region.Framework.Scenes
1214 _flags = value; 1242 _flags = value;
1215 } 1243 }
1216 } 1244 }
1245
1246 [XmlIgnore]
1247 public bool IsOccupied // KF If an av is sittingon this prim
1248 {
1249 get { return m_occupied; }
1250 set { m_occupied = value; }
1251 }
1217 1252
1218 /// <summary> 1253 /// <summary>
1219 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1254 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1273,6 +1308,19 @@ namespace OpenSim.Region.Framework.Scenes
1273 set { m_collisionSoundVolume = value; } 1308 set { m_collisionSoundVolume = value; }
1274 } 1309 }
1275 1310
1311 public float Buoyancy
1312 {
1313 get { return m_buoyancy; }
1314 set
1315 {
1316 m_buoyancy = value;
1317 if (PhysActor != null)
1318 {
1319 PhysActor.Buoyancy = value;
1320 }
1321 }
1322 }
1323
1276 #endregion Public Properties with only Get 1324 #endregion Public Properties with only Get
1277 1325
1278 private uint ApplyMask(uint val, bool set, uint mask) 1326 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1597,6 +1645,9 @@ namespace OpenSim.Region.Framework.Scenes
1597 1645
1598 // Move afterwards ResetIDs as it clears the localID 1646 // Move afterwards ResetIDs as it clears the localID
1599 dupe.LocalId = localID; 1647 dupe.LocalId = localID;
1648 if(dupe.PhysActor != null)
1649 dupe.PhysActor.LocalID = localID;
1650
1600 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1651 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1601 dupe.LastOwnerID = OwnerID; 1652 dupe.LastOwnerID = OwnerID;
1602 1653
@@ -2602,17 +2653,18 @@ namespace OpenSim.Region.Framework.Scenes
2602 //Trys to fetch sound id from prim's inventory. 2653 //Trys to fetch sound id from prim's inventory.
2603 //Prim's inventory doesn't support non script items yet 2654 //Prim's inventory doesn't support non script items yet
2604 2655
2605 lock (TaskInventory) 2656 TaskInventory.LockItemsForRead(true);
2657
2658 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2606 { 2659 {
2607 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2660 if (item.Value.Name == sound)
2608 { 2661 {
2609 if (item.Value.Name == sound) 2662 soundID = item.Value.ItemID;
2610 { 2663 break;
2611 soundID = item.Value.ItemID;
2612 break;
2613 }
2614 } 2664 }
2615 } 2665 }
2666
2667 TaskInventory.LockItemsForRead(false);
2616 } 2668 }
2617 2669
2618 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2670 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2925,8 +2977,8 @@ namespace OpenSim.Region.Framework.Scenes
2925 { 2977 {
2926 const float ROTATION_TOLERANCE = 0.01f; 2978 const float ROTATION_TOLERANCE = 0.01f;
2927 const float VELOCITY_TOLERANCE = 0.001f; 2979 const float VELOCITY_TOLERANCE = 0.001f;
2928 const float POSITION_TOLERANCE = 0.05f; 2980 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2929 const int TIME_MS_TOLERANCE = 3000; 2981 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2930 2982
2931 switch (UpdateFlag) 2983 switch (UpdateFlag)
2932 { 2984 {
@@ -2988,17 +3040,16 @@ namespace OpenSim.Region.Framework.Scenes
2988 if (!UUID.TryParse(sound, out soundID)) 3040 if (!UUID.TryParse(sound, out soundID))
2989 { 3041 {
2990 // search sound file from inventory 3042 // search sound file from inventory
2991 lock (TaskInventory) 3043 TaskInventory.LockItemsForRead(true);
3044 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2992 { 3045 {
2993 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3046 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2994 { 3047 {
2995 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3048 soundID = item.Value.ItemID;
2996 { 3049 break;
2997 soundID = item.Value.ItemID;
2998 break;
2999 }
3000 } 3050 }
3001 } 3051 }
3052 TaskInventory.LockItemsForRead(false);
3002 } 3053 }
3003 3054
3004 if (soundID == UUID.Zero) 3055 if (soundID == UUID.Zero)
@@ -3465,10 +3516,10 @@ namespace OpenSim.Region.Framework.Scenes
3465 // TODO: May need to fix for group comparison 3516 // TODO: May need to fix for group comparison
3466 if (last.Compare(this)) 3517 if (last.Compare(this))
3467 { 3518 {
3468 // m_log.DebugFormat( 3519 // m_log.DebugFormat(
3469 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", 3520 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3470 // Name, LocalId, m_undo.Count); 3521 // Name, LocalId, m_undo.Count);
3471 3522
3472 return; 3523 return;
3473 } 3524 }
3474 } 3525 }
@@ -3481,29 +3532,29 @@ namespace OpenSim.Region.Framework.Scenes
3481 if (ParentGroup.GetSceneMaxUndo() > 0) 3532 if (ParentGroup.GetSceneMaxUndo() > 0)
3482 { 3533 {
3483 UndoState nUndo = new UndoState(this, forGroup); 3534 UndoState nUndo = new UndoState(this, forGroup);
3484 3535
3485 m_undo.Push(nUndo); 3536 m_undo.Push(nUndo);
3486 3537
3487 if (m_redo.Count > 0) 3538 if (m_redo.Count > 0)
3488 m_redo.Clear(); 3539 m_redo.Clear();
3489 3540
3490 // m_log.DebugFormat( 3541 // m_log.DebugFormat(
3491 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", 3542 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3492 // Name, LocalId, forGroup, m_undo.Count); 3543 // Name, LocalId, forGroup, m_undo.Count);
3493 } 3544 }
3494 } 3545 }
3495 } 3546 }
3496 } 3547 }
3497// else 3548 // else
3498// { 3549 // {
3499// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); 3550 // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3500// } 3551 // }
3501 } 3552 }
3502// else 3553 // else
3503// { 3554 // {
3504// m_log.DebugFormat( 3555 // m_log.DebugFormat(
3505// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); 3556 // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3506// } 3557 // }
3507 } 3558 }
3508 3559
3509 /// <summary> 3560 /// <summary>
@@ -4234,6 +4285,9 @@ namespace OpenSim.Region.Framework.Scenes
4234 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); 4285 bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0);
4235 bool wasVD = VolumeDetectActive; 4286 bool wasVD = VolumeDetectActive;
4236 4287
4288// m_log.DebugFormat("[SOP]: Old states: phys: {0} temp: {1} phan: {2} vd: {3}", wasUsingPhysics, wasTemporary, wasPhantom, wasVD);
4289// m_log.DebugFormat("[SOP]: New states: phys: {0} temp: {1} phan: {2} vd: {3}", UsePhysics, SetTemporary, SetPhantom, SetVD);
4290
4237 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4291 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4238 return; 4292 return;
4239 4293
@@ -4263,6 +4317,11 @@ namespace OpenSim.Region.Framework.Scenes
4263 SetPhantom = false; 4317 SetPhantom = false;
4264 } 4318 }
4265 } 4319 }
4320 else if (wasVD)
4321 {
4322 // Correspondingly, if VD is turned off, also turn off phantom
4323 SetPhantom = false;
4324 }
4266 4325
4267 if (UsePhysics && IsJoint()) 4326 if (UsePhysics && IsJoint())
4268 { 4327 {
@@ -4761,5 +4820,17 @@ namespace OpenSim.Region.Framework.Scenes
4761 Color color = Color; 4820 Color color = Color;
4762 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4821 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4763 } 4822 }
4823
4824 public void ResetOwnerChangeFlag()
4825 {
4826 List<UUID> inv = Inventory.GetInventoryList();
4827
4828 foreach (UUID itemID in inv)
4829 {
4830 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4831 item.OwnerChanged = false;
4832 Inventory.UpdateInventoryItem(item, false, false);
4833 }
4834 }
4764 } 4835 }
4765} 4836}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 0c36dcd..dc64281 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -123,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
123 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
124 { 130 {
125 if (null == m_part) 131 if (null == m_part)
126 return; 132 m_items.LockItemsForWrite(true);
127 133
128 lock (m_items) 134 if (Items.Count == 0)
129 { 135 {
130 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
131 return; 137 return;
138 }
132 139
133 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
134 m_items.Clear(); 141 Items.Clear();
135 142
136 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
137 { 144 {
138 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
139 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
140 }
141 } 147 }
148 m_items.LockItemsForWrite(false);
142 } 149 }
143 150
144 public void ResetObjectID() 151 public void ResetObjectID()
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
147 { 156 {
148 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
149 Items.Clear(); 158 return;
150
151 foreach (TaskInventoryItem item in items)
152 {
153 item.ParentPartID = m_part.UUID;
154 item.ParentID = m_part.UUID;
155 Items.Add(item.ItemID, item);
156 }
157 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
158 } 171 }
159 172
160 /// <summary> 173 /// <summary>
@@ -163,12 +176,11 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
164 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
165 { 178 {
166 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
167 { 181 {
168 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
169 { 183 return;
170 return;
171 }
172 } 184 }
173 185
174 HasInventoryChanged = true; 186 HasInventoryChanged = true;
@@ -184,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 196 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 197 item.OwnerChanged = true;
186 } 198 }
199 m_items.LockItemsForWrite(false);
187 } 200 }
188 201
189 /// <summary> 202 /// <summary>
@@ -192,12 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 205 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 206 public void ChangeInventoryGroup(UUID groupID)
194 { 207 {
195 lock (Items) 208 m_items.LockItemsForWrite(true);
209 if (0 == Items.Count)
196 { 210 {
197 if (0 == Items.Count) 211 m_items.LockItemsForWrite(false);
198 { 212 return;
199 return;
200 }
201 } 213 }
202 214
203 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +221,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
210 } 222 }
211 223
212 List<TaskInventoryItem> items = GetInventoryItems(); 224 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 225 foreach (TaskInventoryItem item in items)
214 { 226 {
215 if (groupID != item.GroupID) 227 if (groupID != item.GroupID)
228 {
216 item.GroupID = groupID; 229 item.GroupID = groupID;
230 }
231 }
232 m_items.LockItemsForWrite(false);
233 }
234
235 private void QueryScriptStates()
236 {
237 if (m_part == null || m_part.ParentGroup == null)
238 return;
239
240 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
241 if (engines == null) // No engine at all
242 return;
243
244 Items.LockItemsForRead(true);
245 foreach (TaskInventoryItem item in Items.Values)
246 {
247 if (item.InvType == (int)InventoryType.LSL)
248 {
249 foreach (IScriptModule e in engines)
250 {
251 bool running;
252
253 if (e.HasScript(item.ItemID, out running))
254 {
255 item.ScriptRunning = running;
256 break;
257 }
258 }
259 }
217 } 260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -222,9 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
222 /// </summary> 267 /// </summary>
223 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 268 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
224 { 269 {
225 List<TaskInventoryItem> scripts = GetInventoryScripts(); 270 Items.LockItemsForRead(true);
226 foreach (TaskInventoryItem item in scripts) 271 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
227 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 272 Items.LockItemsForRead(false);
273 foreach (TaskInventoryItem item in items)
274 {
275 if ((int)InventoryType.LSL == item.InvType)
276 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
277 }
228 } 278 }
229 279
230 public ArrayList GetScriptErrors(UUID itemID) 280 public ArrayList GetScriptErrors(UUID itemID)
@@ -255,9 +305,18 @@ namespace OpenSim.Region.Framework.Scenes
255 /// </param> 305 /// </param>
256 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 306 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
257 { 307 {
258 List<TaskInventoryItem> scripts = GetInventoryScripts(); 308 Items.LockItemsForRead(true);
259 foreach (TaskInventoryItem item in scripts) 309 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 310 Items.LockItemsForRead(false);
311
312 foreach (TaskInventoryItem item in items)
313 {
314 if ((int)InventoryType.LSL == item.InvType)
315 {
316 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
317 m_part.RemoveScriptEvents(item.ItemID);
318 }
319 }
261 } 320 }
262 321
263 /// <summary> 322 /// <summary>
@@ -273,7 +332,10 @@ namespace OpenSim.Region.Framework.Scenes
273 // item.Name, item.ItemID, Name, UUID); 332 // item.Name, item.ItemID, Name, UUID);
274 333
275 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 334 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
335 {
336 StoreScriptError(item.ItemID, "no permission");
276 return; 337 return;
338 }
277 339
278 m_part.AddFlag(PrimFlags.Scripted); 340 m_part.AddFlag(PrimFlags.Scripted);
279 341
@@ -282,14 +344,13 @@ namespace OpenSim.Region.Framework.Scenes
282 if (stateSource == 2 && // Prim crossing 344 if (stateSource == 2 && // Prim crossing
283 m_part.ParentGroup.Scene.m_trustBinaries) 345 m_part.ParentGroup.Scene.m_trustBinaries)
284 { 346 {
285 lock (m_items) 347 m_items.LockItemsForWrite(true);
286 { 348 m_items[item.ItemID].PermsMask = 0;
287 m_items[item.ItemID].PermsMask = 0; 349 m_items[item.ItemID].PermsGranter = UUID.Zero;
288 m_items[item.ItemID].PermsGranter = UUID.Zero; 350 m_items.LockItemsForWrite(false);
289 }
290
291 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 351 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
292 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 352 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
353 StoreScriptErrors(item.ItemID, null);
293 m_part.ParentGroup.AddActiveScriptCount(1); 354 m_part.ParentGroup.AddActiveScriptCount(1);
294 m_part.ScheduleFullUpdate(); 355 m_part.ScheduleFullUpdate();
295 return; 356 return;
@@ -298,6 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
298 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 359 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
299 if (null == asset) 360 if (null == asset)
300 { 361 {
362 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
363 StoreScriptError(item.ItemID, msg);
301 m_log.ErrorFormat( 364 m_log.ErrorFormat(
302 "[PRIM INVENTORY]: " + 365 "[PRIM INVENTORY]: " +
303 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 366 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -309,16 +372,21 @@ namespace OpenSim.Region.Framework.Scenes
309 if (m_part.ParentGroup.m_savedScriptState != null) 372 if (m_part.ParentGroup.m_savedScriptState != null)
310 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 373 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
311 374
312 lock (m_items) 375 m_items.LockItemsForWrite(true);
313 { 376
314 m_items[item.ItemID].OldItemID = item.OldItemID; 377 m_items[item.ItemID].OldItemID = item.OldItemID;
315 m_items[item.ItemID].PermsMask = 0; 378 m_items[item.ItemID].PermsMask = 0;
316 m_items[item.ItemID].PermsGranter = UUID.Zero; 379 m_items[item.ItemID].PermsGranter = UUID.Zero;
317 }
318 380
381 m_items.LockItemsForWrite(false);
382
319 string script = Utils.BytesToString(asset.Data); 383 string script = Utils.BytesToString(asset.Data);
320 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 384 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
321 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 385 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
386 StoreScriptErrors(item.ItemID, null);
387 if (!item.ScriptRunning)
388 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
389 m_part.LocalId, item.ItemID);
322 m_part.ParentGroup.AddActiveScriptCount(1); 390 m_part.ParentGroup.AddActiveScriptCount(1);
323 m_part.ScheduleFullUpdate(); 391 m_part.ScheduleFullUpdate();
324 } 392 }
@@ -389,21 +457,145 @@ namespace OpenSim.Region.Framework.Scenes
389 457
390 /// <summary> 458 /// <summary>
391 /// Start a script which is in this prim's inventory. 459 /// Start a script which is in this prim's inventory.
460 /// Some processing may occur in the background, but this routine returns asap.
392 /// </summary> 461 /// </summary>
393 /// <param name="itemId"> 462 /// <param name="itemId">
394 /// A <see cref="UUID"/> 463 /// A <see cref="UUID"/>
395 /// </param> 464 /// </param>
396 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 465 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
397 { 466 {
398 TaskInventoryItem item = GetInventoryItem(itemId); 467 lock (m_scriptErrors)
399 if (item != null) 468 {
400 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 469 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
470 m_scriptErrors.Remove(itemId);
471 }
472 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
473 }
474
475 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
476 {
477 m_items.LockItemsForRead(true);
478 if (m_items.ContainsKey(itemId))
479 {
480 if (m_items.ContainsKey(itemId))
481 {
482 m_items.LockItemsForRead(false);
483 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
484 }
485 else
486 {
487 m_items.LockItemsForRead(false);
488 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
489 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
490 StoreScriptError(itemId, msg);
491 m_log.ErrorFormat(
492 "[PRIM INVENTORY]: " +
493 "Couldn't start script with ID {0} since it {1}", itemId, msg);
494 }
495 }
401 else 496 else
497 {
498 m_items.LockItemsForRead(false);
499 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
500 StoreScriptError(itemId, msg);
402 m_log.ErrorFormat( 501 m_log.ErrorFormat(
403 "[PRIM INVENTORY]: " + 502 "[PRIM INVENTORY]: " +
404 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 503 "Couldn't start script with ID {0} since it {1}", itemId, msg);
405 itemId, m_part.Name, m_part.UUID, 504 }
406 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 505
506 }
507
508 /// <summary>
509 /// Start a script which is in this prim's inventory and return any compilation error messages.
510 /// </summary>
511 /// <param name="itemId">
512 /// A <see cref="UUID"/>
513 /// </param>
514 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
515 {
516 ArrayList errors;
517
518 // Indicate to CreateScriptInstanceInternal() we want it to
519 // post any compilation/loading error messages
520 lock (m_scriptErrors)
521 {
522 m_scriptErrors[itemId] = null;
523 }
524
525 // Perform compilation/loading
526 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
527
528 // Wait for and retrieve any errors
529 lock (m_scriptErrors)
530 {
531 while ((errors = m_scriptErrors[itemId]) == null)
532 {
533 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
534 {
535 m_log.ErrorFormat(
536 "[PRIM INVENTORY]: " +
537 "timedout waiting for script {0} errors", itemId);
538 errors = m_scriptErrors[itemId];
539 if (errors == null)
540 {
541 errors = new ArrayList(1);
542 errors.Add("timedout waiting for errors");
543 }
544 break;
545 }
546 }
547 m_scriptErrors.Remove(itemId);
548 }
549 return errors;
550 }
551
552 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
553 private void StoreScriptErrors(UUID itemId, ArrayList errors)
554 {
555 lock (m_scriptErrors)
556 {
557 // If compilation/loading initiated via CreateScriptInstance(),
558 // it does not want the errors, so just get out
559 if (!m_scriptErrors.ContainsKey(itemId))
560 {
561 return;
562 }
563
564 // Initiated via CreateScriptInstanceEr(), if we know what the
565 // errors are, save them and wake CreateScriptInstanceEr().
566 if (errors != null)
567 {
568 m_scriptErrors[itemId] = errors;
569 System.Threading.Monitor.PulseAll(m_scriptErrors);
570 return;
571 }
572 }
573
574 // Initiated via CreateScriptInstanceEr() but we don't know what
575 // the errors are yet, so retrieve them from the script engine.
576 // This may involve some waiting internal to GetScriptErrors().
577 errors = GetScriptErrors(itemId);
578
579 // Get a default non-null value to indicate success.
580 if (errors == null)
581 {
582 errors = new ArrayList();
583 }
584
585 // Post to CreateScriptInstanceEr() and wake it up
586 lock (m_scriptErrors)
587 {
588 m_scriptErrors[itemId] = errors;
589 System.Threading.Monitor.PulseAll(m_scriptErrors);
590 }
591 }
592
593 // Like StoreScriptErrors(), but just posts a single string message
594 private void StoreScriptError(UUID itemId, string message)
595 {
596 ArrayList errors = new ArrayList(1);
597 errors.Add(message);
598 StoreScriptErrors(itemId, errors);
407 } 599 }
408 600
409 /// <summary> 601 /// <summary>
@@ -416,15 +608,7 @@ namespace OpenSim.Region.Framework.Scenes
416 /// </param> 608 /// </param>
417 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 609 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
418 { 610 {
419 bool scriptPresent = false; 611 if (m_items.ContainsKey(itemId))
420
421 lock (m_items)
422 {
423 if (m_items.ContainsKey(itemId))
424 scriptPresent = true;
425 }
426
427 if (scriptPresent)
428 { 612 {
429 if (!sceneObjectBeingDeleted) 613 if (!sceneObjectBeingDeleted)
430 m_part.RemoveScriptEvents(itemId); 614 m_part.RemoveScriptEvents(itemId);
@@ -449,14 +633,16 @@ namespace OpenSim.Region.Framework.Scenes
449 /// <returns></returns> 633 /// <returns></returns>
450 private bool InventoryContainsName(string name) 634 private bool InventoryContainsName(string name)
451 { 635 {
452 lock (m_items) 636 m_items.LockItemsForRead(true);
637 foreach (TaskInventoryItem item in m_items.Values)
453 { 638 {
454 foreach (TaskInventoryItem item in m_items.Values) 639 if (item.Name == name)
455 { 640 {
456 if (item.Name == name) 641 m_items.LockItemsForRead(false);
457 return true; 642 return true;
458 } 643 }
459 } 644 }
645 m_items.LockItemsForRead(false);
460 return false; 646 return false;
461 } 647 }
462 648
@@ -498,8 +684,9 @@ namespace OpenSim.Region.Framework.Scenes
498 /// <param name="item"></param> 684 /// <param name="item"></param>
499 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 685 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
500 { 686 {
501 List<TaskInventoryItem> il = GetInventoryItems(); 687 m_items.LockItemsForRead(true);
502 688 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
689 m_items.LockItemsForRead(false);
503 foreach (TaskInventoryItem i in il) 690 foreach (TaskInventoryItem i in il)
504 { 691 {
505 if (i.Name == item.Name) 692 if (i.Name == item.Name)
@@ -537,14 +724,14 @@ namespace OpenSim.Region.Framework.Scenes
537 item.Name = name; 724 item.Name = name;
538 item.GroupID = m_part.GroupID; 725 item.GroupID = m_part.GroupID;
539 726
540 lock (m_items) 727 m_items.LockItemsForWrite(true);
541 m_items.Add(item.ItemID, item); 728 m_items.Add(item.ItemID, item);
542 729 m_items.LockItemsForWrite(false);
543 if (allowedDrop) 730 if (allowedDrop)
544 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 731 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
545 else 732 else
546 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 733 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
547 734
548 m_inventorySerial++; 735 m_inventorySerial++;
549 //m_inventorySerial += 2; 736 //m_inventorySerial += 2;
550 HasInventoryChanged = true; 737 HasInventoryChanged = true;
@@ -560,15 +747,15 @@ namespace OpenSim.Region.Framework.Scenes
560 /// <param name="items"></param> 747 /// <param name="items"></param>
561 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 748 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
562 { 749 {
563 lock (m_items) 750 m_items.LockItemsForWrite(true);
751 foreach (TaskInventoryItem item in items)
564 { 752 {
565 foreach (TaskInventoryItem item in items) 753 m_items.Add(item.ItemID, item);
566 { 754// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
567 m_items.Add(item.ItemID, item);
568// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
569 }
570 m_inventorySerial++;
571 } 755 }
756 m_items.LockItemsForWrite(false);
757
758 m_inventorySerial++;
572 } 759 }
573 760
574 /// <summary> 761 /// <summary>
@@ -579,10 +766,9 @@ namespace OpenSim.Region.Framework.Scenes
579 public TaskInventoryItem GetInventoryItem(UUID itemId) 766 public TaskInventoryItem GetInventoryItem(UUID itemId)
580 { 767 {
581 TaskInventoryItem item; 768 TaskInventoryItem item;
582 769 m_items.LockItemsForRead(true);
583 lock (m_items) 770 m_items.TryGetValue(itemId, out item);
584 m_items.TryGetValue(itemId, out item); 771 m_items.LockItemsForRead(false);
585
586 return item; 772 return item;
587 } 773 }
588 774
@@ -598,15 +784,16 @@ namespace OpenSim.Region.Framework.Scenes
598 { 784 {
599 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 785 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
600 786
601 lock (m_items) 787 m_items.LockItemsForRead(true);
788
789 foreach (TaskInventoryItem item in m_items.Values)
602 { 790 {
603 foreach (TaskInventoryItem item in m_items.Values) 791 if (item.Name == name)
604 { 792 items.Add(item);
605 if (item.Name == name)
606 items.Add(item);
607 }
608 } 793 }
609 794
795 m_items.LockItemsForRead(false);
796
610 return items; 797 return items;
611 } 798 }
612 799
@@ -625,6 +812,9 @@ namespace OpenSim.Region.Framework.Scenes
625 string xmlData = Utils.BytesToString(rezAsset.Data); 812 string xmlData = Utils.BytesToString(rezAsset.Data);
626 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 813 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
627 814
815 group.RootPart.AttachPoint = group.RootPart.Shape.State;
816 group.RootPart.AttachOffset = group.AbsolutePosition;
817
628 group.ResetIDs(); 818 group.ResetIDs();
629 819
630 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 820 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
@@ -699,8 +889,9 @@ namespace OpenSim.Region.Framework.Scenes
699 889
700 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 890 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
701 { 891 {
702 TaskInventoryItem it = GetInventoryItem(item.ItemID); 892 m_items.LockItemsForWrite(true);
703 if (it != null) 893
894 if (m_items.ContainsKey(item.ItemID))
704 { 895 {
705// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 896// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
706 897
@@ -713,14 +904,10 @@ namespace OpenSim.Region.Framework.Scenes
713 item.GroupID = m_part.GroupID; 904 item.GroupID = m_part.GroupID;
714 905
715 if (item.AssetID == UUID.Zero) 906 if (item.AssetID == UUID.Zero)
716 item.AssetID = it.AssetID; 907 item.AssetID = m_items[item.ItemID].AssetID;
717 908
718 lock (m_items) 909 m_items[item.ItemID] = item;
719 { 910 m_inventorySerial++;
720 m_items[item.ItemID] = item;
721 m_inventorySerial++;
722 }
723
724 if (fireScriptEvents) 911 if (fireScriptEvents)
725 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 912 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
726 913
@@ -729,7 +916,7 @@ namespace OpenSim.Region.Framework.Scenes
729 HasInventoryChanged = true; 916 HasInventoryChanged = true;
730 m_part.ParentGroup.HasGroupChanged = true; 917 m_part.ParentGroup.HasGroupChanged = true;
731 } 918 }
732 919 m_items.LockItemsForWrite(false);
733 return true; 920 return true;
734 } 921 }
735 else 922 else
@@ -740,8 +927,9 @@ namespace OpenSim.Region.Framework.Scenes
740 item.ItemID, m_part.Name, m_part.UUID, 927 item.ItemID, m_part.Name, m_part.UUID,
741 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 928 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
742 } 929 }
743 return false; 930 m_items.LockItemsForWrite(false);
744 931
932 return false;
745 } 933 }
746 934
747 /// <summary> 935 /// <summary>
@@ -752,43 +940,59 @@ namespace OpenSim.Region.Framework.Scenes
752 /// in this prim's inventory.</returns> 940 /// in this prim's inventory.</returns>
753 public int RemoveInventoryItem(UUID itemID) 941 public int RemoveInventoryItem(UUID itemID)
754 { 942 {
755 TaskInventoryItem item = GetInventoryItem(itemID); 943 m_items.LockItemsForRead(true);
756 if (item != null) 944
945 if (m_items.ContainsKey(itemID))
757 { 946 {
758 int type = m_items[itemID].InvType; 947 int type = m_items[itemID].InvType;
948 m_items.LockItemsForRead(false);
759 if (type == 10) // Script 949 if (type == 10) // Script
760 { 950 {
761 m_part.RemoveScriptEvents(itemID);
762 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 951 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
763 } 952 }
953 m_items.LockItemsForWrite(true);
764 m_items.Remove(itemID); 954 m_items.Remove(itemID);
955 m_items.LockItemsForWrite(false);
765 m_inventorySerial++; 956 m_inventorySerial++;
766 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 957 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
767 958
768 HasInventoryChanged = true; 959 HasInventoryChanged = true;
769 m_part.ParentGroup.HasGroupChanged = true; 960 m_part.ParentGroup.HasGroupChanged = true;
770 961
771 if (!ContainsScripts()) 962 int scriptcount = 0;
963 m_items.LockItemsForRead(true);
964 foreach (TaskInventoryItem item in m_items.Values)
965 {
966 if (item.Type == 10)
967 {
968 scriptcount++;
969 }
970 }
971 m_items.LockItemsForRead(false);
972
973
974 if (scriptcount <= 0)
975 {
772 m_part.RemFlag(PrimFlags.Scripted); 976 m_part.RemFlag(PrimFlags.Scripted);
977 }
773 978
774 m_part.ScheduleFullUpdate(); 979 m_part.ScheduleFullUpdate();
775 980
776 return type; 981 return type;
777
778 } 982 }
779 else 983 else
780 { 984 {
985 m_items.LockItemsForRead(false);
781 m_log.ErrorFormat( 986 m_log.ErrorFormat(
782 "[PRIM INVENTORY]: " + 987 "[PRIM INVENTORY]: " +
783 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 988 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
784 itemID, m_part.Name, m_part.UUID, 989 itemID, m_part.Name, m_part.UUID);
785 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
786 } 990 }
787 991
788 return -1; 992 return -1;
789 } 993 }
790 994
791 private bool CreateInventoryFile() 995 private bool CreateInventoryFileName()
792 { 996 {
793// m_log.DebugFormat( 997// m_log.DebugFormat(
794// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 998// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -797,116 +1001,125 @@ namespace OpenSim.Region.Framework.Scenes
797 if (m_inventoryFileName == String.Empty || 1001 if (m_inventoryFileName == String.Empty ||
798 m_inventoryFileNameSerial < m_inventorySerial) 1002 m_inventoryFileNameSerial < m_inventorySerial)
799 { 1003 {
800 // Something changed, we need to create a new file
801 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1004 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
802 m_inventoryFileNameSerial = m_inventorySerial; 1005 m_inventoryFileNameSerial = m_inventorySerial;
803 1006
804 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 1007 return true;
1008 }
1009
1010 return false;
1011 }
1012
1013 /// <summary>
1014 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1015 /// </summary>
1016 /// <param name="xferManager"></param>
1017 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1018 {
1019 bool changed = CreateInventoryFileName();
1020
1021 bool includeAssets = false;
1022 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1023 includeAssets = true;
1024
1025 if (m_inventoryPrivileged != includeAssets)
1026 changed = true;
1027
1028 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1029
1030 Items.LockItemsForRead(true);
1031
1032 if (m_inventorySerial == 0) // No inventory
1033 {
1034 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1035 Items.LockItemsForRead(false);
1036 return;
1037 }
805 1038
806 lock (m_items) 1039 if (m_items.Count == 0) // No inventory
1040 {
1041 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1042 Items.LockItemsForRead(false);
1043 return;
1044 }
1045
1046 if (!changed)
1047 {
1048 if (m_inventoryFileData.Length > 2)
807 { 1049 {
808 foreach (TaskInventoryItem item in m_items.Values) 1050 xferManager.AddNewFile(m_inventoryFileName,
809 { 1051 m_inventoryFileData);
810// m_log.DebugFormat( 1052 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
811// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1053 Util.StringToBytes256(m_inventoryFileName));
812// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
813 1054
814 UUID ownerID = item.OwnerID; 1055 Items.LockItemsForRead(false);
815 uint everyoneMask = 0; 1056 return;
816 uint baseMask = item.BasePermissions; 1057 }
817 uint ownerMask = item.CurrentPermissions; 1058 }
818 uint groupMask = item.GroupPermissions;
819 1059
820 invString.AddItemStart(); 1060 m_inventoryPrivileged = includeAssets;
821 invString.AddNameValueLine("item_id", item.ItemID.ToString());
822 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
823 1061
824 invString.AddPermissionsStart(); 1062 foreach (TaskInventoryItem item in m_items.Values)
1063 {
1064 UUID ownerID = item.OwnerID;
1065 uint everyoneMask = 0;
1066 uint baseMask = item.BasePermissions;
1067 uint ownerMask = item.CurrentPermissions;
1068 uint groupMask = item.GroupPermissions;
825 1069
826 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1070 invString.AddItemStart();
827 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1071 invString.AddNameValueLine("item_id", item.ItemID.ToString());
828 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1072 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
829 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
830 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
831 1073
832 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1074 invString.AddPermissionsStart();
833 invString.AddNameValueLine("owner_id", ownerID.ToString());
834 1075
835 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1076 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1077 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1078 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1079 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1080 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
836 1081
837 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1082 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
838 invString.AddSectionEnd(); 1083 invString.AddNameValueLine("owner_id", ownerID.ToString());
839 1084
840 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1085 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
841 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
842 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
843 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
844 1086
845 invString.AddSaleStart(); 1087 invString.AddNameValueLine("group_id", item.GroupID.ToString());
846 invString.AddNameValueLine("sale_type", "not"); 1088 invString.AddSectionEnd();
847 invString.AddNameValueLine("sale_price", "0");
848 invString.AddSectionEnd();
849 1089
850 invString.AddNameValueLine("name", item.Name + "|"); 1090 if (includeAssets)
851 invString.AddNameValueLine("desc", item.Description + "|"); 1091 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1092 else
1093 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1094 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1095 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1096 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
852 1097
853 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1098 invString.AddSaleStart();
854 invString.AddSectionEnd(); 1099 invString.AddNameValueLine("sale_type", "not");
855 } 1100 invString.AddNameValueLine("sale_price", "0");
856 } 1101 invString.AddSectionEnd();
857 1102
858 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1103 invString.AddNameValueLine("name", item.Name + "|");
1104 invString.AddNameValueLine("desc", item.Description + "|");
859 1105
860 return true; 1106 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1107 invString.AddSectionEnd();
861 } 1108 }
862 1109
863 // No need to recreate, the existing file is fine 1110 Items.LockItemsForRead(false);
864 return false;
865 }
866 1111
867 /// <summary> 1112 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
868 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
869 /// </summary>
870 /// <param name="xferManager"></param>
871 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
872 {
873 lock (m_items)
874 {
875 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
876 // a new script if any previous deletion has left the prim inventory empty.
877 if (m_items.Count == 0) // No inventory
878 {
879// m_log.DebugFormat(
880// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
881// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
882 1113
883 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1114 if (m_inventoryFileData.Length > 2)
884 return; 1115 {
885 } 1116 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
886 1117 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
887 CreateInventoryFile(); 1118 Util.StringToBytes256(m_inventoryFileName));
888 1119 return;
889 // In principle, we should only do the rest if the inventory changed;
890 // by sending m_inventorySerial to the client, it ought to know
891 // that nothing changed and that it doesn't need to request the file.
892 // Unfortunately, it doesn't look like the client optimizes this;
893 // the client seems to always come back and request the Xfer,
894 // no matter what value m_inventorySerial has.
895 // FIXME: Could probably be > 0 here rather than > 2
896 if (m_inventoryFileData.Length > 2)
897 {
898 // Add the file for Xfer
899 // m_log.DebugFormat(
900 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
901 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
902
903 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
904 }
905
906 // Tell the client we're ready to Xfer the file
907 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
908 Util.StringToBytes256(m_inventoryFileName));
909 } 1120 }
1121
1122 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
910 } 1123 }
911 1124
912 /// <summary> 1125 /// <summary>
@@ -915,13 +1128,19 @@ namespace OpenSim.Region.Framework.Scenes
915 /// <param name="datastore"></param> 1128 /// <param name="datastore"></param>
916 public void ProcessInventoryBackup(ISimulationDataService datastore) 1129 public void ProcessInventoryBackup(ISimulationDataService datastore)
917 { 1130 {
918 if (HasInventoryChanged) 1131// Removed this because linking will cause an immediate delete of the new
919 { 1132// child prim from the database and the subsequent storing of the prim sees
920 HasInventoryChanged = false; 1133// the inventory of it as unchanged and doesn't store it at all. The overhead
921 List<TaskInventoryItem> items = GetInventoryItems(); 1134// of storing prim inventory needlessly is much less than the aggravation
922 datastore.StorePrimInventory(m_part.UUID, items); 1135// of prim inventory loss.
1136// if (HasInventoryChanged)
1137// {
1138 Items.LockItemsForRead(true);
1139 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1140 Items.LockItemsForRead(false);
923 1141
924 } 1142 HasInventoryChanged = false;
1143// }
925 } 1144 }
926 1145
927 public class InventoryStringBuilder 1146 public class InventoryStringBuilder
@@ -987,82 +1206,63 @@ namespace OpenSim.Region.Framework.Scenes
987 { 1206 {
988 uint mask=0x7fffffff; 1207 uint mask=0x7fffffff;
989 1208
990 lock (m_items) 1209 foreach (TaskInventoryItem item in m_items.Values)
991 { 1210 {
992 foreach (TaskInventoryItem item in m_items.Values) 1211 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1212 mask &= ~((uint)PermissionMask.Copy >> 13);
1213 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1214 mask &= ~((uint)PermissionMask.Transfer >> 13);
1215 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1216 mask &= ~((uint)PermissionMask.Modify >> 13);
1217
1218 if (item.InvType == (int)InventoryType.Object)
993 { 1219 {
994 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1220 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
995 mask &= ~((uint)PermissionMask.Copy >> 13); 1221 mask &= ~((uint)PermissionMask.Copy >> 13);
996 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1222 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
997 mask &= ~((uint)PermissionMask.Transfer >> 13); 1223 mask &= ~((uint)PermissionMask.Transfer >> 13);
998 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1224 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
999 mask &= ~((uint)PermissionMask.Modify >> 13); 1225 mask &= ~((uint)PermissionMask.Modify >> 13);
1000
1001 if (item.InvType != (int)InventoryType.Object)
1002 {
1003 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1004 mask &= ~((uint)PermissionMask.Copy >> 13);
1005 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1006 mask &= ~((uint)PermissionMask.Transfer >> 13);
1007 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1008 mask &= ~((uint)PermissionMask.Modify >> 13);
1009 }
1010 else
1011 {
1012 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1013 mask &= ~((uint)PermissionMask.Copy >> 13);
1014 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1015 mask &= ~((uint)PermissionMask.Transfer >> 13);
1016 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1017 mask &= ~((uint)PermissionMask.Modify >> 13);
1018 }
1019
1020 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1021 mask &= ~(uint)PermissionMask.Copy;
1022 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1023 mask &= ~(uint)PermissionMask.Transfer;
1024 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1025 mask &= ~(uint)PermissionMask.Modify;
1026 } 1226 }
1227
1228 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1229 mask &= ~(uint)PermissionMask.Copy;
1230 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1231 mask &= ~(uint)PermissionMask.Transfer;
1232 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1233 mask &= ~(uint)PermissionMask.Modify;
1027 } 1234 }
1028
1029 return mask; 1235 return mask;
1030 } 1236 }
1031 1237
1032 public void ApplyNextOwnerPermissions() 1238 public void ApplyNextOwnerPermissions()
1033 { 1239 {
1034 lock (m_items) 1240 foreach (TaskInventoryItem item in m_items.Values)
1035 { 1241 {
1036 foreach (TaskInventoryItem item in m_items.Values) 1242 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1037 { 1243 {
1038 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1244 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1039 { 1245 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1040 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1246 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1041 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1247 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1042 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1248 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1043 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1249 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1044 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1045 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1046 }
1047 item.CurrentPermissions &= item.NextPermissions;
1048 item.BasePermissions &= item.NextPermissions;
1049 item.EveryonePermissions &= item.NextPermissions;
1050 item.OwnerChanged = true;
1051 item.PermsMask = 0;
1052 item.PermsGranter = UUID.Zero;
1053 } 1250 }
1251 item.OwnerChanged = true;
1252 item.CurrentPermissions &= item.NextPermissions;
1253 item.BasePermissions &= item.NextPermissions;
1254 item.EveryonePermissions &= item.NextPermissions;
1255 item.PermsMask = 0;
1256 item.PermsGranter = UUID.Zero;
1054 } 1257 }
1055 } 1258 }
1056 1259
1057 public void ApplyGodPermissions(uint perms) 1260 public void ApplyGodPermissions(uint perms)
1058 { 1261 {
1059 lock (m_items) 1262 foreach (TaskInventoryItem item in m_items.Values)
1060 { 1263 {
1061 foreach (TaskInventoryItem item in m_items.Values) 1264 item.CurrentPermissions = perms;
1062 { 1265 item.BasePermissions = perms;
1063 item.CurrentPermissions = perms;
1064 item.BasePermissions = perms;
1065 }
1066 } 1266 }
1067 1267
1068 m_inventorySerial++; 1268 m_inventorySerial++;
@@ -1075,17 +1275,13 @@ namespace OpenSim.Region.Framework.Scenes
1075 /// <returns></returns> 1275 /// <returns></returns>
1076 public bool ContainsScripts() 1276 public bool ContainsScripts()
1077 { 1277 {
1078 lock (m_items) 1278 foreach (TaskInventoryItem item in m_items.Values)
1079 { 1279 {
1080 foreach (TaskInventoryItem item in m_items.Values) 1280 if (item.InvType == (int)InventoryType.LSL)
1081 { 1281 {
1082 if (item.InvType == (int)InventoryType.LSL) 1282 return true;
1083 {
1084 return true;
1085 }
1086 } 1283 }
1087 } 1284 }
1088
1089 return false; 1285 return false;
1090 } 1286 }
1091 1287
@@ -1093,11 +1289,8 @@ namespace OpenSim.Region.Framework.Scenes
1093 { 1289 {
1094 List<UUID> ret = new List<UUID>(); 1290 List<UUID> ret = new List<UUID>();
1095 1291
1096 lock (m_items) 1292 foreach (TaskInventoryItem item in m_items.Values)
1097 { 1293 ret.Add(item.ItemID);
1098 foreach (TaskInventoryItem item in m_items.Values)
1099 ret.Add(item.ItemID);
1100 }
1101 1294
1102 return ret; 1295 return ret;
1103 } 1296 }
@@ -1128,6 +1321,11 @@ namespace OpenSim.Region.Framework.Scenes
1128 1321
1129 public Dictionary<UUID, string> GetScriptStates() 1322 public Dictionary<UUID, string> GetScriptStates()
1130 { 1323 {
1324 return GetScriptStates(false);
1325 }
1326
1327 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1328 {
1131 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1329 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1132 1330
1133 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1331 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1138,25 +1336,35 @@ namespace OpenSim.Region.Framework.Scenes
1138 if (engines.Length == 0) // No engine at all 1336 if (engines.Length == 0) // No engine at all
1139 return ret; 1337 return ret;
1140 1338
1141 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1339 Items.LockItemsForRead(true);
1142 1340 foreach (TaskInventoryItem item in m_items.Values)
1143 foreach (TaskInventoryItem item in scripts)
1144 { 1341 {
1145 foreach (IScriptModule e in engines) 1342 if (item.InvType == (int)InventoryType.LSL)
1146 { 1343 {
1147 if (e != null) 1344 foreach (IScriptModule e in engines)
1148 { 1345 {
1149 string n = e.GetXMLState(item.ItemID); 1346 if (e != null)
1150 if (n != String.Empty)
1151 { 1347 {
1152 if (!ret.ContainsKey(item.ItemID)) 1348 string n = e.GetXMLState(item.ItemID);
1153 ret[item.ItemID] = n; 1349 if (n != String.Empty)
1154 break; 1350 {
1351 if (oldIDs)
1352 {
1353 if (!ret.ContainsKey(item.OldItemID))
1354 ret[item.OldItemID] = n;
1355 }
1356 else
1357 {
1358 if (!ret.ContainsKey(item.ItemID))
1359 ret[item.ItemID] = n;
1360 }
1361 break;
1362 }
1155 } 1363 }
1156 } 1364 }
1157 } 1365 }
1158 } 1366 }
1159 1367 Items.LockItemsForRead(false);
1160 return ret; 1368 return ret;
1161 } 1369 }
1162 1370
@@ -1166,21 +1374,27 @@ namespace OpenSim.Region.Framework.Scenes
1166 if (engines.Length == 0) 1374 if (engines.Length == 0)
1167 return; 1375 return;
1168 1376
1169 List<TaskInventoryItem> scripts = GetInventoryScripts();
1170 1377
1171 foreach (TaskInventoryItem item in scripts) 1378 Items.LockItemsForRead(true);
1379
1380 foreach (TaskInventoryItem item in m_items.Values)
1172 { 1381 {
1173 foreach (IScriptModule engine in engines) 1382 if (item.InvType == (int)InventoryType.LSL)
1174 { 1383 {
1175 if (engine != null) 1384 foreach (IScriptModule engine in engines)
1176 { 1385 {
1177 if (item.OwnerChanged) 1386 if (engine != null)
1178 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1387 {
1179 item.OwnerChanged = false; 1388 if (item.OwnerChanged)
1180 engine.ResumeScript(item.ItemID); 1389 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1390 item.OwnerChanged = false;
1391 engine.ResumeScript(item.ItemID);
1392 }
1181 } 1393 }
1182 } 1394 }
1183 } 1395 }
1396
1397 Items.LockItemsForRead(false);
1184 } 1398 }
1185 } 1399 }
1186} 1400}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 5c56150..c7c90da 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -168,6 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
168// private int m_lastColCount = -1; //KF: Look for Collision chnages 168// private int m_lastColCount = -1; //KF: Look for Collision chnages
169// private int m_updateCount = 0; //KF: Update Anims for a while 169// private int m_updateCount = 0; //KF: Update Anims for a while
170// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 170// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
171 private List<uint> m_lastColliders = new List<uint>();
171 172
172 private TeleportFlags m_teleportFlags; 173 private TeleportFlags m_teleportFlags;
173 public TeleportFlags TeleportFlags 174 public TeleportFlags TeleportFlags
@@ -229,6 +230,9 @@ namespace OpenSim.Region.Framework.Scenes
229 //private int m_moveToPositionStateStatus; 230 //private int m_moveToPositionStateStatus;
230 //***************************************************** 231 //*****************************************************
231 232
233 private bool m_collisionEventFlag = false;
234 private object m_collisionEventLock = new Object();
235
232 protected AvatarAppearance m_appearance; 236 protected AvatarAppearance m_appearance;
233 237
234 public AvatarAppearance Appearance 238 public AvatarAppearance Appearance
@@ -1751,9 +1755,9 @@ namespace OpenSim.Region.Framework.Scenes
1751 if (pos.Z - terrainHeight < 0.2) 1755 if (pos.Z - terrainHeight < 0.2)
1752 pos.Z = terrainHeight; 1756 pos.Z = terrainHeight;
1753 1757
1754 m_log.DebugFormat( 1758// m_log.DebugFormat(
1755 "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", 1759// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
1756 Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); 1760// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
1757 1761
1758 if (noFly) 1762 if (noFly)
1759 Flying = false; 1763 Flying = false;
@@ -1837,6 +1841,7 @@ namespace OpenSim.Region.Framework.Scenes
1837 if (part.SitTargetAvatar == UUID) 1841 if (part.SitTargetAvatar == UUID)
1838 part.SitTargetAvatar = UUID.Zero; 1842 part.SitTargetAvatar = UUID.Zero;
1839 1843
1844 part.ParentGroup.DeleteAvatar(UUID);
1840 ParentPosition = part.GetWorldPosition(); 1845 ParentPosition = part.GetWorldPosition();
1841 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1846 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1842 } 1847 }
@@ -1975,7 +1980,7 @@ namespace OpenSim.Region.Framework.Scenes
1975 forceMouselook = part.GetForceMouselook(); 1980 forceMouselook = part.GetForceMouselook();
1976 1981
1977 ControllingClient.SendSitResponse( 1982 ControllingClient.SendSitResponse(
1978 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 1983 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1979 1984
1980 m_requestedSitTargetUUID = targetID; 1985 m_requestedSitTargetUUID = targetID;
1981 1986
@@ -2260,11 +2265,13 @@ namespace OpenSim.Region.Framework.Scenes
2260 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2265 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT;
2261 Rotation = sitTargetOrient; 2266 Rotation = sitTargetOrient;
2262 ParentPosition = part.AbsolutePosition; 2267 ParentPosition = part.AbsolutePosition;
2268 part.ParentGroup.AddAvatar(UUID);
2263 } 2269 }
2264 else 2270 else
2265 { 2271 {
2266 m_pos -= part.AbsolutePosition; 2272 m_pos -= part.AbsolutePosition;
2267 ParentPosition = part.AbsolutePosition; 2273 ParentPosition = part.AbsolutePosition;
2274 part.ParentGroup.AddAvatar(UUID);
2268 2275
2269// m_log.DebugFormat( 2276// m_log.DebugFormat(
2270// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2277// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -3370,6 +3377,8 @@ namespace OpenSim.Region.Framework.Scenes
3370 } 3377 }
3371 } 3378 }
3372 3379
3380 RaiseCollisionScriptEvents(coldata);
3381
3373 if (Invulnerable) 3382 if (Invulnerable)
3374 return; 3383 return;
3375 3384
@@ -3881,6 +3890,12 @@ namespace OpenSim.Region.Framework.Scenes
3881 3890
3882 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 3891 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3883 { 3892 {
3893 string reason;
3894
3895 // Honor bans
3896 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
3897 return;
3898
3884 SceneObjectGroup telehub = null; 3899 SceneObjectGroup telehub = null;
3885 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 3900 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3886 { 3901 {
@@ -3920,11 +3935,173 @@ namespace OpenSim.Region.Framework.Scenes
3920 pos = land.LandData.UserLocation; 3935 pos = land.LandData.UserLocation;
3921 } 3936 }
3922 } 3937 }
3923 3938
3924 land.SendLandUpdateToClient(ControllingClient); 3939 land.SendLandUpdateToClient(ControllingClient);
3925 } 3940 }
3926 } 3941 }
3927 3942
3943 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
3944 {
3945 lock(m_collisionEventLock)
3946 {
3947 if (m_collisionEventFlag)
3948 return;
3949 m_collisionEventFlag = true;
3950 }
3951
3952 Util.FireAndForget(delegate(object x)
3953 {
3954 try
3955 {
3956 List<uint> thisHitColliders = new List<uint>();
3957 List<uint> endedColliders = new List<uint>();
3958 List<uint> startedColliders = new List<uint>();
3959
3960 foreach (uint localid in coldata.Keys)
3961 {
3962 thisHitColliders.Add(localid);
3963 if (!m_lastColliders.Contains(localid))
3964 {
3965 startedColliders.Add(localid);
3966 }
3967 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3968 }
3969
3970 // calculate things that ended colliding
3971 foreach (uint localID in m_lastColliders)
3972 {
3973 if (!thisHitColliders.Contains(localID))
3974 {
3975 endedColliders.Add(localID);
3976 }
3977 }
3978 //add the items that started colliding this time to the last colliders list.
3979 foreach (uint localID in startedColliders)
3980 {
3981 m_lastColliders.Add(localID);
3982 }
3983 // remove things that ended colliding from the last colliders list
3984 foreach (uint localID in endedColliders)
3985 {
3986 m_lastColliders.Remove(localID);
3987 }
3988
3989 // do event notification
3990 if (startedColliders.Count > 0)
3991 {
3992 ColliderArgs StartCollidingMessage = new ColliderArgs();
3993 List<DetectedObject> colliding = new List<DetectedObject>();
3994 foreach (uint localId in startedColliders)
3995 {
3996 if (localId == 0)
3997 continue;
3998
3999 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4000 string data = "";
4001 if (obj != null)
4002 {
4003 DetectedObject detobj = new DetectedObject();
4004 detobj.keyUUID = obj.UUID;
4005 detobj.nameStr = obj.Name;
4006 detobj.ownerUUID = obj.OwnerID;
4007 detobj.posVector = obj.AbsolutePosition;
4008 detobj.rotQuat = obj.GetWorldRotation();
4009 detobj.velVector = obj.Velocity;
4010 detobj.colliderType = 0;
4011 detobj.groupUUID = obj.GroupID;
4012 colliding.Add(detobj);
4013 }
4014 }
4015
4016 if (colliding.Count > 0)
4017 {
4018 StartCollidingMessage.Colliders = colliding;
4019
4020 foreach (SceneObjectGroup att in GetAttachments())
4021 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
4022 }
4023 }
4024
4025 if (endedColliders.Count > 0)
4026 {
4027 ColliderArgs EndCollidingMessage = new ColliderArgs();
4028 List<DetectedObject> colliding = new List<DetectedObject>();
4029 foreach (uint localId in endedColliders)
4030 {
4031 if (localId == 0)
4032 continue;
4033
4034 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4035 string data = "";
4036 if (obj != null)
4037 {
4038 DetectedObject detobj = new DetectedObject();
4039 detobj.keyUUID = obj.UUID;
4040 detobj.nameStr = obj.Name;
4041 detobj.ownerUUID = obj.OwnerID;
4042 detobj.posVector = obj.AbsolutePosition;
4043 detobj.rotQuat = obj.GetWorldRotation();
4044 detobj.velVector = obj.Velocity;
4045 detobj.colliderType = 0;
4046 detobj.groupUUID = obj.GroupID;
4047 colliding.Add(detobj);
4048 }
4049 }
4050
4051 if (colliding.Count > 0)
4052 {
4053 EndCollidingMessage.Colliders = colliding;
4054
4055 foreach (SceneObjectGroup att in GetAttachments())
4056 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
4057 }
4058 }
4059
4060 if (thisHitColliders.Count > 0)
4061 {
4062 ColliderArgs CollidingMessage = new ColliderArgs();
4063 List<DetectedObject> colliding = new List<DetectedObject>();
4064 foreach (uint localId in thisHitColliders)
4065 {
4066 if (localId == 0)
4067 continue;
4068
4069 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4070 string data = "";
4071 if (obj != null)
4072 {
4073 DetectedObject detobj = new DetectedObject();
4074 detobj.keyUUID = obj.UUID;
4075 detobj.nameStr = obj.Name;
4076 detobj.ownerUUID = obj.OwnerID;
4077 detobj.posVector = obj.AbsolutePosition;
4078 detobj.rotQuat = obj.GetWorldRotation();
4079 detobj.velVector = obj.Velocity;
4080 detobj.colliderType = 0;
4081 detobj.groupUUID = obj.GroupID;
4082 colliding.Add(detobj);
4083 }
4084 }
4085
4086 if (colliding.Count > 0)
4087 {
4088 CollidingMessage.Colliders = colliding;
4089
4090 lock (m_attachments)
4091 {
4092 foreach (SceneObjectGroup att in m_attachments)
4093 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4094 }
4095 }
4096 }
4097 }
4098 finally
4099 {
4100 m_collisionEventFlag = false;
4101 }
4102 });
4103 }
4104
3928 private void TeleportFlagsDebug() { 4105 private void TeleportFlagsDebug() {
3929 4106
3930 // Some temporary debugging help to show all the TeleportFlags we have... 4107 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -3949,6 +4126,5 @@ namespace OpenSim.Region.Framework.Scenes
3949 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4126 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3950 4127
3951 } 4128 }
3952
3953 } 4129 }
3954} 4130}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index b54fcb7..6303cb1 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -345,6 +345,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
345 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 345 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
346 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 346 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
347 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 347 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
348
349 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
350 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
348 #endregion 351 #endregion
349 352
350 #region TaskInventoryXmlProcessors initialization 353 #region TaskInventoryXmlProcessors initialization
@@ -729,6 +732,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
729 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 732 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
730 } 733 }
731 734
735 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
736 {
737 obj.Buoyancy = (int)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
738 }
739
740 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
741 {
742 obj.VolumeDetectActive = Util.ReadBoolean(reader);
743 }
744
732 #endregion 745 #endregion
733 746
734 #region TaskInventoryXmlProcessors 747 #region TaskInventoryXmlProcessors
@@ -1214,6 +1227,9 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1214 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1227 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1215 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1228 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1216 1229
1230 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1231 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1232
1217 writer.WriteEndElement(); 1233 writer.WriteEndElement();
1218 } 1234 }
1219 1235
@@ -1503,12 +1519,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1503 { 1519 {
1504 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1520 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1505 1521
1506 if (reader.IsEmptyElement)
1507 {
1508 reader.Read();
1509 return tinv;
1510 }
1511
1512 reader.ReadStartElement(name, String.Empty); 1522 reader.ReadStartElement(name, String.Empty);
1513 1523
1514 while (reader.Name == "TaskInventoryItem") 1524 while (reader.Name == "TaskInventoryItem")
@@ -1551,12 +1561,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1551 1561
1552 PrimitiveBaseShape shape = new PrimitiveBaseShape(); 1562 PrimitiveBaseShape shape = new PrimitiveBaseShape();
1553 1563
1554 if (reader.IsEmptyElement)
1555 {
1556 reader.Read();
1557 return shape;
1558 }
1559
1560 reader.ReadStartElement(name, String.Empty); // Shape 1564 reader.ReadStartElement(name, String.Empty); // Shape
1561 1565
1562 string nodeName = string.Empty; 1566 string nodeName = string.Empty;
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..5ed3c79 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -30,12 +30,27 @@ using System.Reflection;
30using log4net; 30using log4net;
31using OpenMetaverse; 31using OpenMetaverse;
32using OpenSim.Region.Framework.Interfaces; 32using OpenSim.Region.Framework.Interfaces;
33using System;
33 34
34namespace OpenSim.Region.Framework.Scenes 35namespace OpenSim.Region.Framework.Scenes
35{ 36{
37 [Flags]
38 public enum UndoType
39 {
40 STATE_PRIM_POSITION = 1,
41 STATE_PRIM_ROTATION = 2,
42 STATE_PRIM_SCALE = 4,
43 STATE_PRIM_ALL = 7,
44 STATE_GROUP_POSITION = 8,
45 STATE_GROUP_ROTATION = 16,
46 STATE_GROUP_SCALE = 32,
47 STATE_GROUP_ALL = 56,
48 STATE_ALL = 63
49 }
50
36 public class UndoState 51 public class UndoState
37 { 52 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 53 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
39 54
40 public Vector3 Position = Vector3.Zero; 55 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero; 56 public Vector3 Scale = Vector3.Zero;
@@ -57,37 +72,37 @@ namespace OpenSim.Region.Framework.Scenes
57 { 72 {
58 ForGroup = forGroup; 73 ForGroup = forGroup;
59 74
60// if (ForGroup) 75 // if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition; 76 Position = part.ParentGroup.AbsolutePosition;
62// else 77 // else
63// Position = part.OffsetPosition; 78 // Position = part.OffsetPosition;
64 79
65// m_log.DebugFormat( 80 // m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position); 81 // "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 82
68 Rotation = part.RotationOffset; 83 Rotation = part.RotationOffset;
69 84
70// m_log.DebugFormat( 85 // m_log.DebugFormat(
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 86 // "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
72 87
73 Scale = part.Shape.Scale; 88 Scale = part.Shape.Scale;
74 89
75// m_log.DebugFormat( 90 // m_log.DebugFormat(
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale); 91 // "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 92 }
78 else 93 else
79 { 94 {
80 Position = part.OffsetPosition; 95 Position = part.OffsetPosition;
81// m_log.DebugFormat( 96 // m_log.DebugFormat(
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 97 // "[UNDO STATE]: Storing undo position {0} for child part", Position);
83 98
84 Rotation = part.RotationOffset; 99 Rotation = part.RotationOffset;
85// m_log.DebugFormat( 100 // m_log.DebugFormat(
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 101 // "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
87 102
88 Scale = part.Shape.Scale; 103 Scale = part.Shape.Scale;
89// m_log.DebugFormat( 104 // m_log.DebugFormat(
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 105 // "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
91 } 106 }
92 } 107 }
93 108
@@ -121,9 +136,9 @@ namespace OpenSim.Region.Framework.Scenes
121 136
122 if (part.ParentID == 0) 137 if (part.ParentID == 0)
123 { 138 {
124// m_log.DebugFormat( 139 // m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}", 140 // "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId); 141 // Position, part.Name, part.LocalId);
127 142
128 if (Position != Vector3.Zero) 143 if (Position != Vector3.Zero)
129 { 144 {
@@ -133,9 +148,9 @@ namespace OpenSim.Region.Framework.Scenes
133 part.ParentGroup.UpdateRootPosition(Position); 148 part.ParentGroup.UpdateRootPosition(Position);
134 } 149 }
135 150
136// m_log.DebugFormat( 151 // m_log.DebugFormat(
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 152 // "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 153 // part.RotationOffset, Rotation, part.Name, part.LocalId);
139 154
140 if (ForGroup) 155 if (ForGroup)
141 part.UpdateRotation(Rotation); 156 part.UpdateRotation(Rotation);
@@ -144,9 +159,9 @@ namespace OpenSim.Region.Framework.Scenes
144 159
145 if (Scale != Vector3.Zero) 160 if (Scale != Vector3.Zero)
146 { 161 {
147// m_log.DebugFormat( 162 // m_log.DebugFormat(
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 163 // "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}",
149// part.Shape.Scale, Scale, part.Name, part.LocalId); 164 // part.Shape.Scale, Scale, part.Name, part.LocalId);
150 165
151 if (ForGroup) 166 if (ForGroup)
152 part.ParentGroup.GroupResize(Scale); 167 part.ParentGroup.GroupResize(Scale);
@@ -161,24 +176,24 @@ namespace OpenSim.Region.Framework.Scenes
161 // Note: Updating these properties on sop automatically schedules an update if needed 176 // Note: Updating these properties on sop automatically schedules an update if needed
162 if (Position != Vector3.Zero) 177 if (Position != Vector3.Zero)
163 { 178 {
164// m_log.DebugFormat( 179 // m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}", 180 // "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId); 181 // part.OffsetPosition, Position, part.Name, part.LocalId);
167 182
168 part.OffsetPosition = Position; 183 part.OffsetPosition = Position;
169 } 184 }
170 185
171// m_log.DebugFormat( 186 // m_log.DebugFormat(
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 187 // "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}",
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 188 // part.RotationOffset, Rotation, part.Name, part.LocalId);
174 189
175 part.UpdateRotation(Rotation); 190 part.UpdateRotation(Rotation);
176 191
177 if (Scale != Vector3.Zero) 192 if (Scale != Vector3.Zero)
178 { 193 {
179// m_log.DebugFormat( 194 // m_log.DebugFormat(
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 195 // "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}",
181// part.Shape.Scale, Scale, part.Name, part.LocalId); 196 // part.Shape.Scale, Scale, part.Name, part.LocalId);
182 197
183 part.Resize(Scale); 198 part.Resize(Scale);
184 } 199 }
@@ -247,4 +262,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 262 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 263 }
249 } 264 }
250} \ No newline at end of file 265}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;