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-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs20
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.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/Animation/ScenePresenceAnimator.cs226
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs11
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs34
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs261
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Permissions.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs511
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs50
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs230
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs670
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs294
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs754
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs1027
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneViewer.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
26 files changed, 3172 insertions, 1212 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 6cc64c6..788f42b 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using OpenMetaverse; 30using OpenMetaverse;
30using OpenMetaverse.Packets; 31using OpenMetaverse.Packets;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -82,6 +83,10 @@ namespace OpenSim.Region.Framework.Interfaces
82 UUID RezSingleAttachmentFromInventory( 83 UUID RezSingleAttachmentFromInventory(
83 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus); 84 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
84 85
86 // Same as above, but also load script states from a separate doc
87 UUID RezSingleAttachmentFromInventory(
88 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
89
85 /// <summary> 90 /// <summary>
86 /// Rez multiple attachments from a user's inventory 91 /// Rez multiple attachments from a user's inventory
87 /// </summary> 92 /// </summary>
@@ -113,18 +118,15 @@ namespace OpenSim.Region.Framework.Interfaces
113 /// <summary> 118 /// <summary>
114 /// Update the user inventory to show a detach. 119 /// Update the user inventory to show a detach.
115 /// </summary> 120 /// </summary>
116 /// <param name="itemID">/param> 121 /// <param name="itemID">
117 /// <param name="remoteClient"></param> 122 /// A <see cref="UUID"/>
123 /// </param>
124 /// <param name="remoteClient">
125 /// A <see cref="IClientAPI"/>
126 /// </param>
118 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient); 127 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient);
119 128
120 /// <summary> 129 /// <summary>
121 /// Update the position of an attachment.
122 /// </summary>
123 /// <param name="sog"></param>
124 /// <param name="pos"></param>
125 void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos);
126
127 /// <summary>
128 /// Update the user inventory with a changed attachment 130 /// Update the user inventory with a changed attachment
129 /// </summary> 131 /// </summary>
130 /// <param name="remoteClient"> 132 /// <param name="remoteClient">
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 8b96de4..3eb38b8 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -40,7 +40,7 @@ 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 void TeleportHome(UUID id, IClientAPI client); 43 bool TeleportHome(UUID id, IClientAPI client);
44 44
45 bool Cross(ScenePresence agent, bool isFlying); 45 bool Cross(ScenePresence agent, bool isFlying);
46 46
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 fecdd1b..4a3c634 100644
--- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
@@ -50,5 +50,7 @@ namespace OpenSim.Region.Framework.Interfaces
50 void ResumeScript(UUID itemID); 50 void ResumeScript(UUID itemID);
51 51
52 ArrayList GetScriptErrors(UUID itemID); 52 ArrayList GetScriptErrors(UUID itemID);
53
54 bool HasScript(UUID itemID, out bool running);
53 } 55 }
54} 56}
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 23be9c2..69ba2042 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -226,7 +226,8 @@ namespace OpenSim.Region.Framework
226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e); 226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e);
227 227
228 // justincc: Right now this is fatal to really get the user's attention 228 // justincc: Right now this is fatal to really get the user's attention
229 throw e; 229 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
230 //throw e;
230 } 231 }
231 } 232 }
232 233
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 4865481..9c103cb 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,11 +53,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59// private int m_animTickJump;
60 60 public int m_animTickJump; // ScenePresence has to see this to control +Z force
61 public bool m_jumping = false; // Add for jumping
62 public float m_jumpVelocity = 0f; // Add for jumping
63 private int m_landing = 0; // Add for jumping
64 public bool m_falling = false; // Add for falling
65 private float m_fallHeight; // Add for falling
66
61 /// <value> 67 /// <value>
62 /// The scene presence that this animator applies to 68 /// The scene presence that this animator applies to
63 /// </value> 69 /// </value>
@@ -114,7 +120,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
114 120
115 public void ResetAnimations() 121 public void ResetAnimations()
116 { 122 {
123Console.WriteLine("ResetA.............");
117 m_animations.Clear(); 124 m_animations.Clear();
125TrySetMovementAnimation("STAND");
118 } 126 }
119 127
120 /// <summary> 128 /// <summary>
@@ -123,8 +131,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 131 /// </summary>
124 public void TrySetMovementAnimation(string anim) 132 public void TrySetMovementAnimation(string anim)
125 { 133 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 134 if (!m_scenePresence.IsChildAgent)
129 { 135 {
130 if (m_animations.TrySetDefaultAnimation( 136 if (m_animations.TrySetDefaultAnimation(
@@ -142,14 +148,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
142 /// </summary> 148 /// </summary>
143 public string GetMovementAnimation() 149 public string GetMovementAnimation()
144 { 150 {
145 const float FALL_DELAY = 0.33f; 151//Console.WriteLine("GMA-------"); //##
146 const float PREJUMP_DELAY = 0.25f; 152//#@ const float FALL_DELAY = 0.33f;
147 153 const float FALL_DELAY = 800f; //## mS
154//rm for jumping const float PREJUMP_DELAY = 0.25f;
155 const float PREJUMP_DELAY = 200f; // mS add for jumping
156 const float JUMP_PERIOD = 800f; // mS add for jumping
148 #region Inputs 157 #region Inputs
149 if (m_scenePresence.SitGround) 158
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 159 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 160 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 161
@@ -159,11 +165,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 165 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 166
161 // Check control flags 167 // Check control flags
162 bool heldForward = 168 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 169 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 170 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 171 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 172 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 173 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 174 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -182,8 +187,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
182 187
183 // Is the avatar trying to move? 188 // Is the avatar trying to move?
184// bool moving = (move != Vector3.Zero); 189// bool moving = (move != Vector3.Zero);
185 bool jumping = m_animTickJump != 0; 190// rm for jumping bool jumping = m_animTickJump != 0;
186
187 #endregion Inputs 191 #endregion Inputs
188 192
189 #region Flying 193 #region Flying
@@ -192,6 +196,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
192 { 196 {
193 m_animTickFall = 0; 197 m_animTickFall = 0;
194 m_animTickJump = 0; 198 m_animTickJump = 0;
199 m_jumping = false; //add for jumping
200 m_falling = true; //add for falling
201 m_jumpVelocity = 0f; //add for jumping
202 actor.Selected = false; //add for jumping flag
203 m_fallHeight = actor.Position.Z; // save latest flying height
195 204
196 if (move.X != 0f || move.Y != 0f) 205 if (move.X != 0f || move.Y != 0f)
197 { 206 {
@@ -203,8 +212,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
203 } 212 }
204 else if (move.Z < 0f) 213 else if (move.Z < 0f)
205 { 214 {
206 if (actor != null && actor.IsColliding) 215 if (actor != null && actor.IsColliding)
216 { //##
217//Console.WriteLine("LAND FLYING"); // ##
207 return "LAND"; 218 return "LAND";
219 } //#
208 else 220 else
209 return "HOVER_DOWN"; 221 return "HOVER_DOWN";
210 } 222 }
@@ -218,48 +230,127 @@ namespace OpenSim.Region.Framework.Scenes.Animation
218 230
219 #region Falling/Floating/Landing 231 #region Falling/Floating/Landing
220 232
221 if (actor == null || !actor.IsColliding) 233// rm for jumping if (actor == null || !actor.IsColliding)
234 if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping
222 { 235 {
223 float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 236// rm float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
237 float fallElapsed = (float)(Environment.TickCount - m_animTickFall); // add, in mS
224 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; 238 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
239//Console.WriteLine("falling t={0} v={1}", fallElapsed, fallVelocity); //##
240
241// rm for fall if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
242 if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true; // add for falling and jumping
225 243
226 if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) 244 if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) // add for jumping
245 // not falling yet or going up
227 { 246 {
228 // Just started falling 247 // reset start of fall time
229 m_animTickFall = Environment.TickCount; 248 m_animTickFall = Environment.TickCount;
230 } 249 }
231 else if (!jumping && fallElapsed > FALL_DELAY) 250// else if (!jumping && fallElapsed > FALL_DELAY)
251 else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.m_wasFlying)) // add for falling and jumping
232 { 252 {
233 // Falling long enough to trigger the animation 253 // Falling long enough to trigger the animation
254//Console.WriteLine("FALLDOWN"); //##
234 return "FALLDOWN"; 255 return "FALLDOWN";
235 } 256 }
236 else if (m_animTickJump == -1)
237 {
238 m_animTickJump = 0;
239 return "STAND";
240 }
241 257
242 return m_movementAnimation; 258 return m_movementAnimation;
243 } 259 }
244 260
245 #endregion Falling/Floating/Landing 261 #endregion Falling/Floating/Landing
246 262
263
264 #region Jumping // section added for jumping...
265
266 int jumptime;
267 jumptime = Environment.TickCount - m_animTickJump;
268
269
270 if ((move.Z > 0f) && (!m_jumping))
271 {
272//Console.WriteLine("PJ {0}", jumptime); //##
273 // Start jumping, prejump
274 m_animTickFall = 0;
275 m_jumping = true;
276 m_falling = false;
277 actor.Selected = true; // borrowed for jmping flag
278 m_animTickJump = Environment.TickCount;
279 m_jumpVelocity = 0.35f;
280 return "PREJUMP";
281 }
282
283 if(m_jumping)
284 {
285 if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
286 {
287//Console.WriteLine("LA {0}", jumptime); //##
288 // end jumping
289 m_jumping = false;
290 m_falling = false;
291 actor.Selected = false; // borrowed for jumping flag
292 m_jumpVelocity = 0f;
293 m_animTickFall = Environment.TickCount;
294 return "LAND";
295 }
296 else if (jumptime > JUMP_PERIOD)
297 {
298//Console.WriteLine("JD {0}", jumptime); //##
299 // jump down
300 m_jumpVelocity = 0f;
301 return "JUMP";
302 }
303 else if (jumptime > PREJUMP_DELAY)
304 {
305//Console.WriteLine("JU {0}", jumptime); //##
306 // jump up
307 m_jumping = true;
308 m_jumpVelocity = 10f;
309 return "JUMP";
310 }
311 }
312
313 #endregion Jumping // end added section
314
247 #region Ground Movement 315 #region Ground Movement
248 316
249 if (m_movementAnimation == "FALLDOWN") 317 if (m_movementAnimation == "FALLDOWN")
250 { 318 {
319 m_falling = false;
251 m_animTickFall = Environment.TickCount; 320 m_animTickFall = Environment.TickCount;
252
253 // TODO: SOFT_LAND support 321 // TODO: SOFT_LAND support
254 return "LAND"; 322 float fallHeight = m_fallHeight - actor.Position.Z;
323//Console.WriteLine("Hit from {0}", fallHeight); //##
324 if (fallHeight > 15.0f) // add for falling
325 return "STANDUP";
326 else if (fallHeight > 8.0f) // add for falling
327 return "SOFT_LAND"; // add for falling
328 else // add for falling
329 return "LAND"; // add for falling
255 } 330 }
256 else if (m_movementAnimation == "LAND") 331// rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
332// rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
333// rm for landing return "LAND";
334 else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
257 { 335 {
258 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 336 int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
259 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) 337 int limit = 1000; // add for jumping
260 return "LAND"; 338 if(m_movementAnimation == "LAND") limit = 350; // add for jumping
261 } 339 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
262 340
341 if ((m_animTickFall != 0) && (landElapsed <= limit)) // add for jumping
342 {
343//Console.WriteLine("Lelapse {0}", m_movementAnimation); //##
344 return m_movementAnimation;
345 }
346 else
347 {
348//Console.WriteLine("end/STAND"); //##
349 m_fallHeight = actor.Position.Z; // save latest flying height
350 return "STAND";
351 }
352 }
353/* This section removed, replaced by jumping section
263 m_animTickFall = 0; 354 m_animTickFall = 0;
264 355
265 if (move.Z > 0f) 356 if (move.Z > 0f)
@@ -271,7 +362,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
271 m_animTickJump = Environment.TickCount; 362 m_animTickJump = Environment.TickCount;
272 return "PREJUMP"; 363 return "PREJUMP";
273 } 364 }
274 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 365 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
275 { 366 {
276 // Start actual jump 367 // Start actual jump
277 if (m_animTickJump == -1) 368 if (m_animTickJump == -1)
@@ -284,37 +375,40 @@ namespace OpenSim.Region.Framework.Scenes.Animation
284 m_animTickJump = -1; 375 m_animTickJump = -1;
285 return "JUMP"; 376 return "JUMP";
286 } 377 }
287 else
288 return "JUMP";
289 } 378 }
290 else 379 else
291 { 380 {
292 // Not jumping 381 // Not jumping
293 m_animTickJump = 0; 382 m_animTickJump = 0;
294 383 */
295 if (move.X != 0f || move.Y != 0f) 384 // next section moved outside paren. and realigned for jumping
296 { 385 if (move.X != 0f || move.Y != 0f)
297 // Walking / crouchwalking / running 386 {
298 if (move.Z < 0f) 387 m_fallHeight = actor.Position.Z; // save latest flying height
299 return "CROUCHWALK"; 388 m_falling = false; // Add for falling
300 else if (m_scenePresence.SetAlwaysRun) 389 // Walking / crouchwalking / running
301 return "RUN"; 390 if (move.Z < 0f)
302 else 391 return "CROUCHWALK";
303 return "WALK"; 392 else if (m_scenePresence.SetAlwaysRun)
304 } 393 return "RUN";
305 else 394 else
306 { 395 return "WALK";
307 // Not walking
308 if (move.Z < 0f)
309 return "CROUCH";
310 else
311 return "STAND";
312 }
313 } 396 }
314 397// rm for jumping else
398 else if (!m_jumping) // add for jumping
399 {
400 m_falling = false; // Add for falling
401 // Not walking
402 if (move.Z < 0f)
403 return "CROUCH";
404 else
405 return "STAND";
406 }
407 // end section realign for jumping
315 #endregion Ground Movement 408 #endregion Ground Movement
316 409
317 //return m_movementAnimation; 410 m_falling = false; // Add for falling
411 return m_movementAnimation;
318 } 412 }
319 413
320 /// <summary> 414 /// <summary>
@@ -323,7 +417,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
323 public void UpdateMovementAnimations() 417 public void UpdateMovementAnimations()
324 { 418 {
325 m_movementAnimation = GetMovementAnimation(); 419 m_movementAnimation = GetMovementAnimation();
326 TrySetMovementAnimation(m_movementAnimation); 420/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
421 {
422 // This was the previous behavior before PREJUMP
423 TrySetMovementAnimation("JUMP");
424 }
425 else
426 { removed for jumping */
427 TrySetMovementAnimation(m_movementAnimation);
428// rm for jumping }
327 } 429 }
328 430
329 public UUID[] GetAnimationArray() 431 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index 64567db..a8d24fd 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -104,8 +104,15 @@ namespace OpenSim.Region.Framework.Scenes
104 // better than losing the object for now. 104 // better than losing the object for now.
105 if (permissionToDelete) 105 if (permissionToDelete)
106 { 106 {
107 List<uint> killIDs = new List<uint>();
108
107 foreach (SceneObjectGroup g in objectGroups) 109 foreach (SceneObjectGroup g in objectGroups)
110 {
111 killIDs.Add(g.LocalId);
108 g.DeleteGroupFromScene(false); 112 g.DeleteGroupFromScene(false);
113 }
114
115 m_scene.SendKillObject(killIDs);
109 } 116 }
110 } 117 }
111 118
@@ -137,7 +144,7 @@ namespace OpenSim.Region.Framework.Scenes
137 x = m_inventoryDeletes.Dequeue(); 144 x = m_inventoryDeletes.Dequeue();
138 145
139 m_log.DebugFormat( 146 m_log.DebugFormat(
140 "[ASYNC DELETER]: Sending object to user's inventory, {0} item(s) remaining.", left); 147 "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.", left, x.action, x.objectGroups.Count);
141 148
142 try 149 try
143 { 150 {
@@ -177,4 +184,4 @@ namespace OpenSim.Region.Framework.Scenes
177 return false; 184 return false;
178 } 185 }
179 } 186 }
180} \ No newline at end of file 187}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index c321a15..f24c53c 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;
@@ -757,6 +761,26 @@ namespace OpenSim.Region.Framework.Scenes
757 } 761 }
758 } 762 }
759 } 763 }
764 public void TriggerTerrainUpdate()
765 {
766 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
767 if (handlerTerrainUpdate != null)
768 {
769 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
770 {
771 try
772 {
773 d();
774 }
775 catch (Exception e)
776 {
777 m_log.ErrorFormat(
778 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
779 e.Message, e.StackTrace);
780 }
781 }
782 }
783 }
760 784
761 public void TriggerTerrainTick() 785 public void TriggerTerrainTick()
762 { 786 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index f9599f5..cde8d3f 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -167,6 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
167 167
168 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) 168 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
169 { 169 {
170 if (entity == null) return double.NaN;
170 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 171 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
171 if (presence != null) 172 if (presence != null)
172 { 173 {
@@ -224,22 +225,16 @@ namespace OpenSim.Region.Framework.Scenes
224 if (entity == null) 225 if (entity == null)
225 return double.NaN; 226 return double.NaN;
226 227
227 // Use group position for child prims 228 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
228 Vector3 entityPos = entity.AbsolutePosition; 229 if (presence != null)
229 if (entity is SceneObjectPart)
230 { 230 {
231 SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup; 231 // Use group position for child prims
232 if (group != null) 232 Vector3 entityPos;
233 entityPos = group.AbsolutePosition; 233 if (entity is SceneObjectPart)
234 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
234 else 235 else
235 entityPos = entity.AbsolutePosition; 236 entityPos = entity.AbsolutePosition;
236 }
237 else
238 entityPos = entity.AbsolutePosition;
239 237
240 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
241 if (presence != null)
242 {
243 if (!presence.IsChildAgent) 238 if (!presence.IsChildAgent)
244 { 239 {
245 if (entity is ScenePresence) 240 if (entity is ScenePresence)
@@ -259,12 +254,19 @@ namespace OpenSim.Region.Framework.Scenes
259 254
260 if (entity is SceneObjectPart) 255 if (entity is SceneObjectPart)
261 { 256 {
262 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
263 if (physActor == null || !physActor.IsPhysical)
264 priority += 100;
265
266 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 257 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
258 {
267 priority = 1.0; 259 priority = 1.0;
260 }
261 else
262 {
263 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
264 if (physActor == null || !physActor.IsPhysical)
265 priority += 100;
266 }
267
268 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
269 priority +=1;
268 } 270 }
269 return priority; 271 return priority;
270 } 272 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index e2d96d9..bc892e0 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -99,34 +99,22 @@ namespace OpenSim.Region.Framework.Scenes
99 /// <param name="item"></param> 99 /// <param name="item"></param>
100 public bool AddInventoryItem(InventoryItemBase item) 100 public bool AddInventoryItem(InventoryItemBase item)
101 { 101 {
102 if (UUID.Zero == item.Folder) 102 InventoryFolderBase folder;
103
104 if (item.Folder == UUID.Zero)
103 { 105 {
104 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 106 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
105 if (f != null) 107 if (folder == null)
106 {
107// m_log.DebugFormat(
108// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}",
109// f.Name, (AssetType)f.Type, item.Name);
110
111 item.Folder = f.ID;
112 }
113 else
114 { 108 {
115 f = InventoryService.GetRootFolder(item.Owner); 109 folder = InventoryService.GetRootFolder(item.Owner);
116 if (f != null) 110
117 { 111 if (folder == null)
118 item.Folder = f.ID;
119 }
120 else
121 {
122 m_log.WarnFormat(
123 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
124 item.Owner, item.Name);
125 return false; 112 return false;
126 }
127 } 113 }
114
115 item.Folder = folder.ID;
128 } 116 }
129 117
130 if (InventoryService.AddItem(item)) 118 if (InventoryService.AddItem(item))
131 { 119 {
132 int userlevel = 0; 120 int userlevel = 0;
@@ -252,8 +240,7 @@ namespace OpenSim.Region.Framework.Scenes
252 240
253 // Update item with new asset 241 // Update item with new asset
254 item.AssetID = asset.FullID; 242 item.AssetID = asset.FullID;
255 if (group.UpdateInventoryItem(item)) 243 group.UpdateInventoryItem(item);
256 remoteClient.SendAgentAlertMessage("Script saved", false);
257 244
258 part.GetProperties(remoteClient); 245 part.GetProperties(remoteClient);
259 246
@@ -264,12 +251,7 @@ namespace OpenSim.Region.Framework.Scenes
264 { 251 {
265 // Needs to determine which engine was running it and use that 252 // Needs to determine which engine was running it and use that
266 // 253 //
267 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 254 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
268 errors = part.Inventory.GetScriptErrors(item.ItemID);
269 }
270 else
271 {
272 remoteClient.SendAgentAlertMessage("Script saved", false);
273 } 255 }
274 part.ParentGroup.ResumeScripts(); 256 part.ParentGroup.ResumeScripts();
275 return errors; 257 return errors;
@@ -321,11 +303,14 @@ namespace OpenSim.Region.Framework.Scenes
321 // Passing something to another avatar or a an object will already 303 // Passing something to another avatar or a an object will already
322 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 304 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
323 item = InventoryService.GetItem(item); 305 item = InventoryService.GetItem(item);
306 if (item.Owner != remoteClient.AgentId)
307 return;
324 308
325 if (item != null) 309 if (item != null)
326 { 310 {
327 if (UUID.Zero == transactionID) 311 if (UUID.Zero == transactionID)
328 { 312 {
313 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
329 item.Name = itemUpd.Name; 314 item.Name = itemUpd.Name;
330 item.Description = itemUpd.Description; 315 item.Description = itemUpd.Description;
331 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) 316 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
@@ -698,6 +683,8 @@ namespace OpenSim.Region.Framework.Scenes
698 return; 683 return;
699 } 684 }
700 685
686 if (newName == null) newName = item.Name;
687
701 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 688 AssetBase asset = AssetService.Get(item.AssetID.ToString());
702 689
703 if (asset != null) 690 if (asset != null)
@@ -751,6 +738,24 @@ namespace OpenSim.Region.Framework.Scenes
751 } 738 }
752 739
753 /// <summary> 740 /// <summary>
741 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
742 /// </summary>
743 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
744 {
745 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
746 foreach (InventoryItemBase b in items)
747 {
748 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
749 InventoryItemBase n = InventoryService.GetItem(b);
750 n.Folder = destfolder;
751 moveitems.Add(n);
752 remoteClient.SendInventoryItemCreateUpdate(n, 0);
753 }
754
755 MoveInventoryItem(remoteClient, moveitems);
756 }
757
758 /// <summary>
754 /// Move an item within the agent's inventory. 759 /// Move an item within the agent's inventory.
755 /// </summary> 760 /// </summary>
756 /// <param name="remoteClient"></param> 761 /// <param name="remoteClient"></param>
@@ -983,8 +988,12 @@ namespace OpenSim.Region.Framework.Scenes
983 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 988 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
984 { 989 {
985 SceneObjectPart part = GetSceneObjectPart(localID); 990 SceneObjectPart part = GetSceneObjectPart(localID);
986 SceneObjectGroup group = part.ParentGroup; 991 SceneObjectGroup group = null;
987 if (group != null) 992 if (part != null)
993 {
994 group = part.ParentGroup;
995 }
996 if (part != null && group != null)
988 { 997 {
989 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 998 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
990 return; 999 return;
@@ -1220,6 +1229,10 @@ namespace OpenSim.Region.Framework.Scenes
1220 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)) 1229 if ((part.OwnerID != destPart.OwnerID) && ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0))
1221 return; 1230 return;
1222 1231
1232 bool overrideNoMod = false;
1233 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1234 overrideNoMod = true;
1235
1223 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0) 1236 if (part.OwnerID != destPart.OwnerID && (part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1224 { 1237 {
1225 // object cannot copy items to an object owned by a different owner 1238 // object cannot copy items to an object owned by a different owner
@@ -1229,7 +1242,7 @@ namespace OpenSim.Region.Framework.Scenes
1229 } 1242 }
1230 1243
1231 // must have both move and modify permission to put an item in an object 1244 // must have both move and modify permission to put an item in an object
1232 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1245 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1233 { 1246 {
1234 return; 1247 return;
1235 } 1248 }
@@ -1433,13 +1446,6 @@ namespace OpenSim.Region.Framework.Scenes
1433 { 1446 {
1434 agentTransactions.HandleTaskItemUpdateFromTransaction( 1447 agentTransactions.HandleTaskItemUpdateFromTransaction(
1435 remoteClient, part, transactionID, currentItem); 1448 remoteClient, part, transactionID, currentItem);
1436
1437 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1438 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1439 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1440 remoteClient.SendAgentAlertMessage("Script saved", false);
1441 else
1442 remoteClient.SendAgentAlertMessage("Item saved", false);
1443 } 1449 }
1444 1450
1445 // Base ALWAYS has move 1451 // Base ALWAYS has move
@@ -1580,7 +1586,7 @@ namespace OpenSim.Region.Framework.Scenes
1580 return; 1586 return;
1581 1587
1582 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1588 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1583 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1589 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1584 remoteClient.AgentId); 1590 remoteClient.AgentId);
1585 AssetService.Store(asset); 1591 AssetService.Store(asset);
1586 1592
@@ -1733,23 +1739,32 @@ namespace OpenSim.Region.Framework.Scenes
1733 // build a list of eligible objects 1739 // build a list of eligible objects
1734 List<uint> deleteIDs = new List<uint>(); 1740 List<uint> deleteIDs = new List<uint>();
1735 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1741 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1736 1742 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1737 // Start with true for both, then remove the flags if objects
1738 // that we can't derez are part of the selection
1739 bool permissionToTake = true;
1740 bool permissionToTakeCopy = true;
1741 bool permissionToDelete = true;
1742 1743
1743 foreach (uint localID in localIDs) 1744 foreach (uint localID in localIDs)
1744 { 1745 {
1746 // Start with true for both, then remove the flags if objects
1747 // that we can't derez are part of the selection
1748 bool permissionToTake = true;
1749 bool permissionToTakeCopy = true;
1750 bool permissionToDelete = true;
1751
1745 // Invalid id 1752 // Invalid id
1746 SceneObjectPart part = GetSceneObjectPart(localID); 1753 SceneObjectPart part = GetSceneObjectPart(localID);
1747 if (part == null) 1754 if (part == null)
1755 {
1756 //Client still thinks the object exists, kill it
1757 deleteIDs.Add(localID);
1748 continue; 1758 continue;
1759 }
1749 1760
1750 // Already deleted by someone else 1761 // Already deleted by someone else
1751 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1762 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1763 {
1764 //Client still thinks the object exists, kill it
1765 deleteIDs.Add(localID);
1752 continue; 1766 continue;
1767 }
1753 1768
1754 // Can't delete child prims 1769 // Can't delete child prims
1755 if (part != part.ParentGroup.RootPart) 1770 if (part != part.ParentGroup.RootPart)
@@ -1757,9 +1772,6 @@ namespace OpenSim.Region.Framework.Scenes
1757 1772
1758 SceneObjectGroup grp = part.ParentGroup; 1773 SceneObjectGroup grp = part.ParentGroup;
1759 1774
1760 deleteIDs.Add(localID);
1761 deleteGroups.Add(grp);
1762
1763 if (remoteClient == null) 1775 if (remoteClient == null)
1764 { 1776 {
1765 // Autoreturn has a null client. Nothing else does. So 1777 // Autoreturn has a null client. Nothing else does. So
@@ -1776,80 +1788,104 @@ namespace OpenSim.Region.Framework.Scenes
1776 } 1788 }
1777 else 1789 else
1778 { 1790 {
1779 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1791 if (action == DeRezAction.TakeCopy)
1792 {
1793 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1794 permissionToTakeCopy = false;
1795 }
1796 else
1797 {
1780 permissionToTakeCopy = false; 1798 permissionToTakeCopy = false;
1781 1799 }
1782 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1800 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1783 permissionToTake = false; 1801 permissionToTake = false;
1784 1802
1785 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1803 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1786 permissionToDelete = false; 1804 permissionToDelete = false;
1787 } 1805 }
1788 }
1789 1806
1790 // Handle god perms 1807 // Handle god perms
1791 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1808 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1792 { 1809 {
1793 permissionToTake = true; 1810 permissionToTake = true;
1794 permissionToTakeCopy = true; 1811 permissionToTakeCopy = true;
1795 permissionToDelete = true; 1812 permissionToDelete = true;
1796 } 1813 }
1797 1814
1798 // If we're re-saving, we don't even want to delete 1815 // If we're re-saving, we don't even want to delete
1799 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1816 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1800 permissionToDelete = false; 1817 permissionToDelete = false;
1801 1818
1802 // if we want to take a copy, we also don't want to delete 1819 // if we want to take a copy, we also don't want to delete
1803 // Note: after this point, the permissionToTakeCopy flag 1820 // Note: after this point, the permissionToTakeCopy flag
1804 // becomes irrelevant. It already includes the permissionToTake 1821 // becomes irrelevant. It already includes the permissionToTake
1805 // permission and after excluding no copy items here, we can 1822 // permission and after excluding no copy items here, we can
1806 // just use that. 1823 // just use that.
1807 if (action == DeRezAction.TakeCopy) 1824 if (action == DeRezAction.TakeCopy)
1808 { 1825 {
1809 // If we don't have permission, stop right here 1826 // If we don't have permission, stop right here
1810 if (!permissionToTakeCopy) 1827 if (!permissionToTakeCopy)
1811 return; 1828 return;
1812 1829
1813 permissionToTake = true; 1830 permissionToTake = true;
1814 // Don't delete 1831 // Don't delete
1815 permissionToDelete = false; 1832 permissionToDelete = false;
1816 } 1833 }
1817 1834
1818 if (action == DeRezAction.Return) 1835 if (action == DeRezAction.Return)
1819 {
1820 if (remoteClient != null)
1821 { 1836 {
1822 if (Permissions.CanReturnObjects( 1837 if (remoteClient != null)
1823 null,
1824 remoteClient.AgentId,
1825 deleteGroups))
1826 { 1838 {
1827 permissionToTake = true; 1839 if (Permissions.CanReturnObjects(
1828 permissionToDelete = true; 1840 null,
1829 1841 remoteClient.AgentId,
1830 foreach (SceneObjectGroup g in deleteGroups) 1842 deleteGroups))
1831 { 1843 {
1832 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1844 permissionToTake = true;
1845 permissionToDelete = true;
1846
1847 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1833 } 1848 }
1834 } 1849 }
1850 else // Auto return passes through here with null agent
1851 {
1852 permissionToTake = true;
1853 permissionToDelete = true;
1854 }
1835 } 1855 }
1836 else // Auto return passes through here with null agent 1856
1857 if (permissionToTake && (!permissionToDelete))
1858 takeGroups.Add(grp);
1859
1860 if (permissionToDelete)
1837 { 1861 {
1838 permissionToTake = true; 1862 if (permissionToTake)
1839 permissionToDelete = true; 1863 deleteGroups.Add(grp);
1864 deleteIDs.Add(grp.LocalId);
1840 } 1865 }
1841 } 1866 }
1842 1867
1843 if (permissionToTake) 1868 SendKillObject(deleteIDs);
1869
1870 if (deleteGroups.Count > 0)
1844 { 1871 {
1872 foreach (SceneObjectGroup g in deleteGroups)
1873 deleteIDs.Remove(g.LocalId);
1874
1845 m_asyncSceneObjectDeleter.DeleteToInventory( 1875 m_asyncSceneObjectDeleter.DeleteToInventory(
1846 action, destinationID, deleteGroups, remoteClient, 1876 action, destinationID, deleteGroups, remoteClient,
1847 permissionToDelete); 1877 true);
1878 }
1879 if (takeGroups.Count > 0)
1880 {
1881 m_asyncSceneObjectDeleter.DeleteToInventory(
1882 action, destinationID, takeGroups, remoteClient,
1883 false);
1848 } 1884 }
1849 else if (permissionToDelete) 1885 if (deleteIDs.Count > 0)
1850 { 1886 {
1851 foreach (SceneObjectGroup g in deleteGroups) 1887 foreach (SceneObjectGroup g in deleteGroups)
1852 DeleteSceneObject(g, false); 1888 DeleteSceneObject(g, true);
1853 } 1889 }
1854 } 1890 }
1855 1891
@@ -1901,21 +1937,29 @@ namespace OpenSim.Region.Framework.Scenes
1901 else // oopsies 1937 else // oopsies
1902 item.Folder = UUID.Zero; 1938 item.Folder = UUID.Zero;
1903 1939
1940 // Set up base perms properly
1941 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
1942 permsBase &= grp.RootPart.BaseMask;
1943 permsBase |= (uint)PermissionMask.Move;
1944
1945 // Make sure we don't lock it
1946 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
1947
1904 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions()) 1948 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
1905 { 1949 {
1906 item.BasePermissions = grp.RootPart.NextOwnerMask; 1950 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
1907 item.CurrentPermissions = grp.RootPart.NextOwnerMask; 1951 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
1908 item.NextPermissions = grp.RootPart.NextOwnerMask; 1952 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1909 item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask; 1953 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
1910 item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask; 1954 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
1911 } 1955 }
1912 else 1956 else
1913 { 1957 {
1914 item.BasePermissions = grp.RootPart.BaseMask; 1958 item.BasePermissions = permsBase;
1915 item.CurrentPermissions = grp.RootPart.OwnerMask; 1959 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
1916 item.NextPermissions = grp.RootPart.NextOwnerMask; 1960 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1917 item.EveryOnePermissions = grp.RootPart.EveryoneMask; 1961 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
1918 item.GroupPermissions = grp.RootPart.GroupMask; 1962 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
1919 } 1963 }
1920 item.CreationDate = Util.UnixTimeSinceEpoch(); 1964 item.CreationDate = Util.UnixTimeSinceEpoch();
1921 1965
@@ -2021,6 +2065,9 @@ namespace OpenSim.Region.Framework.Scenes
2021 2065
2022 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2066 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2023 { 2067 {
2068 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2069 return;
2070
2024 SceneObjectPart part = GetSceneObjectPart(objectID); 2071 SceneObjectPart part = GetSceneObjectPart(objectID);
2025 if (part == null) 2072 if (part == null)
2026 return; 2073 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index e1fedf4..48beb9c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -49,6 +49,7 @@ namespace OpenSim.Region.Framework.Scenes
49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition); 49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition);
50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene); 50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene);
51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene); 51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool ViewObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene); 53 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene);
53 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene); 54 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene);
54 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene); 55 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene);
@@ -116,6 +117,7 @@ namespace OpenSim.Region.Framework.Scenes
116 public event DuplicateObjectHandler OnDuplicateObject; 117 public event DuplicateObjectHandler OnDuplicateObject;
117 public event EditObjectHandler OnEditObject; 118 public event EditObjectHandler OnEditObject;
118 public event EditObjectInventoryHandler OnEditObjectInventory; 119 public event EditObjectInventoryHandler OnEditObjectInventory;
120 public event ViewObjectInventoryHandler OnViewObjectInventory;
119 public event MoveObjectHandler OnMoveObject; 121 public event MoveObjectHandler OnMoveObject;
120 public event ObjectEntryHandler OnObjectEntry; 122 public event ObjectEntryHandler OnObjectEntry;
121 public event ReturnObjectsHandler OnReturnObjects; 123 public event ReturnObjectsHandler OnReturnObjects;
@@ -401,6 +403,21 @@ namespace OpenSim.Region.Framework.Scenes
401 return true; 403 return true;
402 } 404 }
403 405
406 public bool CanViewObjectInventory(UUID objectID, UUID editorID)
407 {
408 ViewObjectInventoryHandler handler = OnViewObjectInventory;
409 if (handler != null)
410 {
411 Delegate[] list = handler.GetInvocationList();
412 foreach (ViewObjectInventoryHandler h in list)
413 {
414 if (h(objectID, editorID, m_scene) == false)
415 return false;
416 }
417 }
418 return true;
419 }
420
404 #endregion 421 #endregion
405 422
406 #region MOVE OBJECT 423 #region MOVE OBJECT
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 1a6a70b..fe111ff 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -93,6 +93,7 @@ namespace OpenSim.Region.Framework.Scenes
93 // TODO: need to figure out how allow client agents but deny 93 // TODO: need to figure out how allow client agents but deny
94 // root agents when ACL denies access to root agent 94 // root agents when ACL denies access to root agent
95 public bool m_strictAccessControl = true; 95 public bool m_strictAccessControl = true;
96 public bool m_seeIntoBannedRegion = false;
96 public int MaxUndoCount = 5; 97 public int MaxUndoCount = 5;
97 public bool LoginsDisabled = true; 98 public bool LoginsDisabled = true;
98 public bool LoadingPrims; 99 public bool LoadingPrims;
@@ -111,6 +112,7 @@ namespace OpenSim.Region.Framework.Scenes
111 protected ModuleLoader m_moduleLoader; 112 protected ModuleLoader m_moduleLoader;
112 protected AgentCircuitManager m_authenticateHandler; 113 protected AgentCircuitManager m_authenticateHandler;
113 protected SceneCommunicationService m_sceneGridService; 114 protected SceneCommunicationService m_sceneGridService;
115 protected ISnmpModule m_snmpService = null;
114 116
115 protected ISimulationDataService m_SimulationDataService; 117 protected ISimulationDataService m_SimulationDataService;
116 protected IEstateDataService m_EstateDataService; 118 protected IEstateDataService m_EstateDataService;
@@ -167,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
167 private int m_update_events = 1; 169 private int m_update_events = 1;
168 private int m_update_backup = 200; 170 private int m_update_backup = 200;
169 private int m_update_terrain = 50; 171 private int m_update_terrain = 50;
170// private int m_update_land = 1; 172 private int m_update_land = 10;
171 private int m_update_coarse_locations = 50; 173 private int m_update_coarse_locations = 50;
172 174
173 private int frameMS; 175 private int frameMS;
@@ -181,6 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
181 private int landMS; 183 private int landMS;
182 private int lastCompletedFrame; 184 private int lastCompletedFrame;
183 185
186 public bool CombineRegions = false;
184 private bool m_physics_enabled = true; 187 private bool m_physics_enabled = true;
185 private bool m_scripts_enabled = true; 188 private bool m_scripts_enabled = true;
186 private string m_defaultScriptEngine; 189 private string m_defaultScriptEngine;
@@ -189,6 +192,8 @@ namespace OpenSim.Region.Framework.Scenes
189 private volatile bool shuttingdown; 192 private volatile bool shuttingdown;
190 193
191 private int m_lastUpdate; 194 private int m_lastUpdate;
195 private int m_lastIncoming;
196 private int m_lastOutgoing;
192 private bool m_firstHeartbeat = true; 197 private bool m_firstHeartbeat = true;
193 198
194 private object m_deleting_scene_object = new object(); 199 private object m_deleting_scene_object = new object();
@@ -240,6 +245,19 @@ namespace OpenSim.Region.Framework.Scenes
240 get { return m_sceneGridService; } 245 get { return m_sceneGridService; }
241 } 246 }
242 247
248 public ISnmpModule SnmpService
249 {
250 get
251 {
252 if (m_snmpService == null)
253 {
254 m_snmpService = RequestModuleInterface<ISnmpModule>();
255 }
256
257 return m_snmpService;
258 }
259 }
260
243 public ISimulationDataService SimulationDataService 261 public ISimulationDataService SimulationDataService
244 { 262 {
245 get 263 get
@@ -565,6 +583,8 @@ namespace OpenSim.Region.Framework.Scenes
565 m_regionName = m_regInfo.RegionName; 583 m_regionName = m_regInfo.RegionName;
566 m_datastore = m_regInfo.DataStore; 584 m_datastore = m_regInfo.DataStore;
567 m_lastUpdate = Util.EnvironmentTickCount(); 585 m_lastUpdate = Util.EnvironmentTickCount();
586 m_lastIncoming = 0;
587 m_lastOutgoing = 0;
568 588
569 m_physicalPrim = physicalPrim; 589 m_physicalPrim = physicalPrim;
570 m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor; 590 m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
@@ -578,6 +598,8 @@ namespace OpenSim.Region.Framework.Scenes
578 #region Region Settings 598 #region Region Settings
579 599
580 // Load region settings 600 // Load region settings
601 m_regInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(m_regInfo.RegionID);
602
581 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID); 603 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID);
582 if (estateDataService != null) 604 if (estateDataService != null)
583 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); 605 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -639,9 +661,10 @@ namespace OpenSim.Region.Framework.Scenes
639 //Animation states 661 //Animation states
640 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 662 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
641 // TODO: Change default to true once the feature is supported 663 // TODO: Change default to true once the feature is supported
642 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 664 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
643
644 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 665 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
666
667 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
645 if (RegionInfo.NonphysPrimMax > 0) 668 if (RegionInfo.NonphysPrimMax > 0)
646 { 669 {
647 m_maxNonphys = RegionInfo.NonphysPrimMax; 670 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -673,6 +696,7 @@ namespace OpenSim.Region.Framework.Scenes
673 m_persistAfter *= 10000000; 696 m_persistAfter *= 10000000;
674 697
675 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 698 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
699 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
676 700
677 IConfig packetConfig = m_config.Configs["PacketPool"]; 701 IConfig packetConfig = m_config.Configs["PacketPool"];
678 if (packetConfig != null) 702 if (packetConfig != null)
@@ -682,6 +706,8 @@ namespace OpenSim.Region.Framework.Scenes
682 } 706 }
683 707
684 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 708 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
709 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
710 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
685 711
686 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 712 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
687 if (m_generateMaptiles) 713 if (m_generateMaptiles)
@@ -706,9 +732,9 @@ namespace OpenSim.Region.Framework.Scenes
706 } 732 }
707 } 733 }
708 } 734 }
709 catch 735 catch (Exception e)
710 { 736 {
711 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 737 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
712 } 738 }
713 739
714 #endregion Region Config 740 #endregion Region Config
@@ -1079,7 +1105,9 @@ namespace OpenSim.Region.Framework.Scenes
1079 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1105 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1080 if (HeartbeatThread != null) 1106 if (HeartbeatThread != null)
1081 { 1107 {
1108 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1082 HeartbeatThread.Abort(); 1109 HeartbeatThread.Abort();
1110 Watchdog.RemoveThread(HeartbeatThread.ManagedThreadId);
1083 HeartbeatThread = null; 1111 HeartbeatThread = null;
1084 } 1112 }
1085 m_lastUpdate = Util.EnvironmentTickCount(); 1113 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1203,9 +1231,6 @@ namespace OpenSim.Region.Framework.Scenes
1203 { 1231 {
1204 while (!shuttingdown) 1232 while (!shuttingdown)
1205 Update(); 1233 Update();
1206
1207 m_lastUpdate = Util.EnvironmentTickCount();
1208 m_firstHeartbeat = false;
1209 } 1234 }
1210 catch (ThreadAbortException) 1235 catch (ThreadAbortException)
1211 { 1236 {
@@ -1312,12 +1337,12 @@ namespace OpenSim.Region.Framework.Scenes
1312 terrainMS = Util.EnvironmentTickCountSubtract(terMS); 1337 terrainMS = Util.EnvironmentTickCountSubtract(terMS);
1313 } 1338 }
1314 1339
1315 //if (Frame % m_update_land == 0) 1340 if (Frame % m_update_land == 0)
1316 //{ 1341 {
1317 // int ldMS = Util.EnvironmentTickCount(); 1342 int ldMS = Util.EnvironmentTickCount();
1318 // UpdateLand(); 1343 UpdateLand();
1319 // landMS = Util.EnvironmentTickCountSubtract(ldMS); 1344 landMS = Util.EnvironmentTickCountSubtract(ldMS);
1320 //} 1345 }
1321 1346
1322 frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS); 1347 frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
1323 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1348 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
@@ -1383,12 +1408,16 @@ namespace OpenSim.Region.Framework.Scenes
1383 maintc = Util.EnvironmentTickCountSubtract(maintc); 1408 maintc = Util.EnvironmentTickCountSubtract(maintc);
1384 maintc = (int)(m_timespan * 1000) - maintc; 1409 maintc = (int)(m_timespan * 1000) - maintc;
1385 1410
1411
1412 m_lastUpdate = Util.EnvironmentTickCount();
1413 m_firstHeartbeat = false;
1414
1386 if (maintc > 0) 1415 if (maintc > 0)
1387 Thread.Sleep(maintc); 1416 Thread.Sleep(maintc);
1388 1417
1389 // Tell the watchdog that this thread is still alive 1418 // Tell the watchdog that this thread is still alive
1390 Watchdog.UpdateThread(); 1419 Watchdog.UpdateThread();
1391 } 1420 }
1392 1421
1393 public void AddGroupTarget(SceneObjectGroup grp) 1422 public void AddGroupTarget(SceneObjectGroup grp)
1394 { 1423 {
@@ -1404,9 +1433,9 @@ namespace OpenSim.Region.Framework.Scenes
1404 1433
1405 private void CheckAtTargets() 1434 private void CheckAtTargets()
1406 { 1435 {
1407 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1436 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1408 lock (m_groupsWithTargets) 1437 lock (m_groupsWithTargets)
1409 objs = m_groupsWithTargets.Values; 1438 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1410 1439
1411 foreach (SceneObjectGroup entry in objs) 1440 foreach (SceneObjectGroup entry in objs)
1412 entry.checkAtTargets(); 1441 entry.checkAtTargets();
@@ -1740,14 +1769,24 @@ namespace OpenSim.Region.Framework.Scenes
1740 /// <returns></returns> 1769 /// <returns></returns>
1741 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1770 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1742 { 1771 {
1772
1773 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1774 Vector3 wpos = Vector3.Zero;
1775 // Check for water surface intersection from above
1776 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1777 {
1778 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1779 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1780 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1781 wpos.Z = wheight;
1782 }
1783
1743 Vector3 pos = Vector3.Zero; 1784 Vector3 pos = Vector3.Zero;
1744 if (RayEndIsIntersection == (byte)1) 1785 if (RayEndIsIntersection == (byte)1)
1745 { 1786 {
1746 pos = RayEnd; 1787 pos = RayEnd;
1747 return pos;
1748 } 1788 }
1749 1789 else if (RayTargetID != UUID.Zero)
1750 if (RayTargetID != UUID.Zero)
1751 { 1790 {
1752 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1791 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1753 1792
@@ -1769,7 +1808,7 @@ namespace OpenSim.Region.Framework.Scenes
1769 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1808 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1770 1809
1771 // Un-comment out the following line to Get Raytrace results printed to the console. 1810 // Un-comment out the following line to Get Raytrace results printed to the console.
1772 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1811 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1773 float ScaleOffset = 0.5f; 1812 float ScaleOffset = 0.5f;
1774 1813
1775 // If we hit something 1814 // If we hit something
@@ -1792,13 +1831,10 @@ namespace OpenSim.Region.Framework.Scenes
1792 //pos.Z -= 0.25F; 1831 //pos.Z -= 0.25F;
1793 1832
1794 } 1833 }
1795
1796 return pos;
1797 } 1834 }
1798 else 1835 else
1799 { 1836 {
1800 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1837 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1801
1802 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1838 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1803 1839
1804 // Un-comment the following line to print the raytrace results to the console. 1840 // Un-comment the following line to print the raytrace results to the console.
@@ -1807,13 +1843,12 @@ namespace OpenSim.Region.Framework.Scenes
1807 if (ei.HitTF) 1843 if (ei.HitTF)
1808 { 1844 {
1809 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1845 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1810 } else 1846 }
1847 else
1811 { 1848 {
1812 // fall back to our stupid functionality 1849 // fall back to our stupid functionality
1813 pos = RayEnd; 1850 pos = RayEnd;
1814 } 1851 }
1815
1816 return pos;
1817 } 1852 }
1818 } 1853 }
1819 else 1854 else
@@ -1824,8 +1859,12 @@ namespace OpenSim.Region.Framework.Scenes
1824 //increase height so its above the ground. 1859 //increase height so its above the ground.
1825 //should be getting the normal of the ground at the rez point and using that? 1860 //should be getting the normal of the ground at the rez point and using that?
1826 pos.Z += scale.Z / 2f; 1861 pos.Z += scale.Z / 2f;
1827 return pos; 1862// return pos;
1828 } 1863 }
1864
1865 // check against posible water intercept
1866 if (wpos.Z > pos.Z) pos = wpos;
1867 return pos;
1829 } 1868 }
1830 1869
1831 1870
@@ -1905,7 +1944,10 @@ namespace OpenSim.Region.Framework.Scenes
1905 public bool AddRestoredSceneObject( 1944 public bool AddRestoredSceneObject(
1906 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1945 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1907 { 1946 {
1908 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1947 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1948 if (result)
1949 sceneObject.IsDeleted = false;
1950 return result;
1909 } 1951 }
1910 1952
1911 /// <summary> 1953 /// <summary>
@@ -1982,6 +2024,15 @@ namespace OpenSim.Region.Framework.Scenes
1982 /// </summary> 2024 /// </summary>
1983 public void DeleteAllSceneObjects() 2025 public void DeleteAllSceneObjects()
1984 { 2026 {
2027 DeleteAllSceneObjects(false);
2028 }
2029
2030 /// <summary>
2031 /// Delete every object from the scene. This does not include attachments worn by avatars.
2032 /// </summary>
2033 public void DeleteAllSceneObjects(bool exceptNoCopy)
2034 {
2035 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
1985 lock (Entities) 2036 lock (Entities)
1986 { 2037 {
1987 EntityBase[] entities = Entities.GetEntities(); 2038 EntityBase[] entities = Entities.GetEntities();
@@ -1990,11 +2041,24 @@ namespace OpenSim.Region.Framework.Scenes
1990 if (e is SceneObjectGroup) 2041 if (e is SceneObjectGroup)
1991 { 2042 {
1992 SceneObjectGroup sog = (SceneObjectGroup)e; 2043 SceneObjectGroup sog = (SceneObjectGroup)e;
1993 if (!sog.IsAttachment) 2044 if (sog != null && !sog.IsAttachment)
1994 DeleteSceneObject((SceneObjectGroup)e, false); 2045 {
2046 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2047 {
2048 DeleteSceneObject((SceneObjectGroup)e, false);
2049 }
2050 else
2051 {
2052 toReturn.Add((SceneObjectGroup)e);
2053 }
2054 }
1995 } 2055 }
1996 } 2056 }
1997 } 2057 }
2058 if (toReturn.Count > 0)
2059 {
2060 returnObjects(toReturn.ToArray(), UUID.Zero);
2061 }
1998 } 2062 }
1999 2063
2000 /// <summary> 2064 /// <summary>
@@ -2043,6 +2107,8 @@ namespace OpenSim.Region.Framework.Scenes
2043 } 2107 }
2044 2108
2045 group.DeleteGroupFromScene(silent); 2109 group.DeleteGroupFromScene(silent);
2110 if (!silent)
2111 SendKillObject(new List<uint>() { group.LocalId });
2046 2112
2047// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2113// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2048 } 2114 }
@@ -2373,10 +2439,17 @@ namespace OpenSim.Region.Framework.Scenes
2373 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2439 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2374 public bool AddSceneObject(SceneObjectGroup sceneObject) 2440 public bool AddSceneObject(SceneObjectGroup sceneObject)
2375 { 2441 {
2442 if (sceneObject.OwnerID == UUID.Zero)
2443 {
2444 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2445 return false;
2446 }
2447
2376 // If the user is banned, we won't let any of their objects 2448 // If the user is banned, we won't let any of their objects
2377 // enter. Period. 2449 // enter. Period.
2378 // 2450 //
2379 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2451 int flags = GetUserFlags(sceneObject.OwnerID);
2452 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2380 { 2453 {
2381 m_log.Info("[INTERREGION]: Denied prim crossing for " + 2454 m_log.Info("[INTERREGION]: Denied prim crossing for " +
2382 "banned avatar"); 2455 "banned avatar");
@@ -2420,15 +2493,28 @@ namespace OpenSim.Region.Framework.Scenes
2420 2493
2421 if (AttachmentsModule != null) 2494 if (AttachmentsModule != null)
2422 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2495 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2496
2497 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2423 } 2498 }
2424 else 2499 else
2425 { 2500 {
2501 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2426 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2502 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2427 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2503 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2428 } 2504 }
2505 if (sceneObject.OwnerID == UUID.Zero)
2506 {
2507 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2508 return false;
2509 }
2429 } 2510 }
2430 else 2511 else
2431 { 2512 {
2513 if (sceneObject.OwnerID == UUID.Zero)
2514 {
2515 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2516 return false;
2517 }
2432 AddRestoredSceneObject(sceneObject, true, false); 2518 AddRestoredSceneObject(sceneObject, true, false);
2433 2519
2434 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2520 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2467,6 +2553,24 @@ namespace OpenSim.Region.Framework.Scenes
2467 return 2; // StateSource.PrimCrossing 2553 return 2; // StateSource.PrimCrossing
2468 } 2554 }
2469 2555
2556 public int GetUserFlags(UUID user)
2557 {
2558 //Unfortunately the SP approach means that the value is cached until region is restarted
2559 /*
2560 ScenePresence sp;
2561 if (TryGetScenePresence(user, out sp))
2562 {
2563 return sp.UserFlags;
2564 }
2565 else
2566 {
2567 */
2568 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2569 if (uac == null)
2570 return 0;
2571 return uac.UserFlags;
2572 //}
2573 }
2470 #endregion 2574 #endregion
2471 2575
2472 #region Add/Remove Avatar Methods 2576 #region Add/Remove Avatar Methods
@@ -2487,6 +2591,7 @@ namespace OpenSim.Region.Framework.Scenes
2487 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2591 (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2488 2592
2489 CheckHeartbeat(); 2593 CheckHeartbeat();
2594 ScenePresence presence;
2490 2595
2491 if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here 2596 if (GetScenePresence(client.AgentId) == null) // ensure there is no SP here
2492 { 2597 {
@@ -2510,12 +2615,19 @@ namespace OpenSim.Region.Framework.Scenes
2510 } 2615 }
2511 } 2616 }
2512 2617
2513 if (GetScenePresence(client.AgentId) != null) 2618 if (TryGetScenePresence(client.AgentId, out presence))
2514 { 2619 {
2515 m_LastLogin = Util.EnvironmentTickCount(); 2620 m_LastLogin = Util.EnvironmentTickCount();
2516 EventManager.TriggerOnNewClient(client); 2621 EventManager.TriggerOnNewClient(client);
2517 if (vialogin) 2622 if (vialogin)
2623 {
2518 EventManager.TriggerOnClientLogin(client); 2624 EventManager.TriggerOnClientLogin(client);
2625
2626 // Send initial parcel data
2627 Vector3 pos = presence.AbsolutePosition;
2628 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2629 land.SendLandUpdateToClient(presence.ControllingClient);
2630 }
2519 } 2631 }
2520 } 2632 }
2521 2633
@@ -2566,19 +2678,12 @@ namespace OpenSim.Region.Framework.Scenes
2566 // and the scene presence and the client, if they exist 2678 // and the scene presence and the client, if they exist
2567 try 2679 try
2568 { 2680 {
2569 // We need to wait for the client to make UDP contact first. 2681 ScenePresence sp = GetScenePresence(agentID);
2570 // It's the UDP contact that creates the scene presence 2682 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2571 ScenePresence sp = WaitGetScenePresence(agentID); 2683
2572 if (sp != null) 2684 if (sp != null)
2573 {
2574 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2575
2576 sp.ControllingClient.Close(); 2685 sp.ControllingClient.Close();
2577 } 2686
2578 else
2579 {
2580 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2581 }
2582 // BANG! SLASH! 2687 // BANG! SLASH!
2583 m_authenticateHandler.RemoveCircuit(agentID); 2688 m_authenticateHandler.RemoveCircuit(agentID);
2584 2689
@@ -2678,6 +2783,7 @@ namespace OpenSim.Region.Framework.Scenes
2678 client.OnFetchInventory += HandleFetchInventory; 2783 client.OnFetchInventory += HandleFetchInventory;
2679 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2784 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2680 client.OnCopyInventoryItem += CopyInventoryItem; 2785 client.OnCopyInventoryItem += CopyInventoryItem;
2786 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2681 client.OnMoveInventoryItem += MoveInventoryItem; 2787 client.OnMoveInventoryItem += MoveInventoryItem;
2682 client.OnRemoveInventoryItem += RemoveInventoryItem; 2788 client.OnRemoveInventoryItem += RemoveInventoryItem;
2683 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2789 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2856,15 +2962,16 @@ namespace OpenSim.Region.Framework.Scenes
2856 /// </summary> 2962 /// </summary>
2857 /// <param name="agentId">The avatar's Unique ID</param> 2963 /// <param name="agentId">The avatar's Unique ID</param>
2858 /// <param name="client">The IClientAPI for the client</param> 2964 /// <param name="client">The IClientAPI for the client</param>
2859 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 2965 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2860 { 2966 {
2861 if (m_teleportModule != null) 2967 if (m_teleportModule != null)
2862 m_teleportModule.TeleportHome(agentId, client); 2968 return m_teleportModule.TeleportHome(agentId, client);
2863 else 2969 else
2864 { 2970 {
2865 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 2971 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2866 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 2972 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2867 } 2973 }
2974 return false;
2868 } 2975 }
2869 2976
2870 /// <summary> 2977 /// <summary>
@@ -2963,6 +3070,16 @@ namespace OpenSim.Region.Framework.Scenes
2963 /// <param name="flags"></param> 3070 /// <param name="flags"></param>
2964 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3071 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
2965 { 3072 {
3073 //Add half the avatar's height so that the user doesn't fall through prims
3074 ScenePresence presence;
3075 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3076 {
3077 if (presence.Appearance != null)
3078 {
3079 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3080 }
3081 }
3082
2966 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3083 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
2967 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3084 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
2968 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3085 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3039,7 +3156,9 @@ namespace OpenSim.Region.Framework.Scenes
3039 regions.Remove(RegionInfo.RegionHandle); 3156 regions.Remove(RegionInfo.RegionHandle);
3040 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3157 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3041 } 3158 }
3159 m_log.Debug("[Scene] Beginning ClientClosed");
3042 m_eventManager.TriggerClientClosed(agentID, this); 3160 m_eventManager.TriggerClientClosed(agentID, this);
3161 m_log.Debug("[Scene] Finished ClientClosed");
3043 } 3162 }
3044 catch (NullReferenceException) 3163 catch (NullReferenceException)
3045 { 3164 {
@@ -3047,7 +3166,12 @@ namespace OpenSim.Region.Framework.Scenes
3047 // Avatar is already disposed :/ 3166 // Avatar is already disposed :/
3048 } 3167 }
3049 3168
3169 m_log.Debug("[Scene] Beginning OnRemovePresence");
3050 m_eventManager.TriggerOnRemovePresence(agentID); 3170 m_eventManager.TriggerOnRemovePresence(agentID);
3171 m_log.Debug("[Scene] Finished OnRemovePresence");
3172
3173 if (avatar != null && (!avatar.IsChildAgent))
3174 avatar.SaveChangedAttachments();
3051 3175
3052 if (avatar != null && (!avatar.IsChildAgent)) 3176 if (avatar != null && (!avatar.IsChildAgent))
3053 avatar.SaveChangedAttachments(); 3177 avatar.SaveChangedAttachments();
@@ -3056,7 +3180,7 @@ namespace OpenSim.Region.Framework.Scenes
3056 delegate(IClientAPI client) 3180 delegate(IClientAPI client)
3057 { 3181 {
3058 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway 3182 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
3059 try { client.SendKillObject(avatar.RegionHandle, avatar.LocalId); } 3183 try { client.SendKillObject(avatar.RegionHandle, new List<uint>() { avatar.LocalId}); }
3060 catch (NullReferenceException) { } 3184 catch (NullReferenceException) { }
3061 }); 3185 });
3062 3186
@@ -3067,8 +3191,11 @@ namespace OpenSim.Region.Framework.Scenes
3067 } 3191 }
3068 3192
3069 // Remove the avatar from the scene 3193 // Remove the avatar from the scene
3194 m_log.Debug("[Scene] Begin RemoveScenePresence");
3070 m_sceneGraph.RemoveScenePresence(agentID); 3195 m_sceneGraph.RemoveScenePresence(agentID);
3196 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3071 m_clientManager.Remove(agentID); 3197 m_clientManager.Remove(agentID);
3198 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3072 3199
3073 try 3200 try
3074 { 3201 {
@@ -3082,9 +3209,10 @@ namespace OpenSim.Region.Framework.Scenes
3082 { 3209 {
3083 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3210 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3084 } 3211 }
3085 3212 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3086 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3213 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3087 CleanDroppedAttachments(); 3214 CleanDroppedAttachments();
3215 m_log.Debug("[Scene] The avatar has left the building");
3088 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3216 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3089 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3217 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3090 } 3218 }
@@ -3115,18 +3243,24 @@ namespace OpenSim.Region.Framework.Scenes
3115 3243
3116 #region Entities 3244 #region Entities
3117 3245
3118 public void SendKillObject(uint localID) 3246 public void SendKillObject(List<uint> localIDs)
3119 { 3247 {
3120 SceneObjectPart part = GetSceneObjectPart(localID); 3248 List<uint> deleteIDs = new List<uint>();
3121 if (part != null) // It is a prim 3249
3250 foreach (uint localID in localIDs)
3122 { 3251 {
3123 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid 3252 SceneObjectPart part = GetSceneObjectPart(localID);
3253 if (part != null) // It is a prim
3124 { 3254 {
3125 if (part.ParentGroup.RootPart != part) // Child part 3255 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid
3126 return; 3256 {
3257 if (part.ParentGroup.RootPart != part) // Child part
3258 continue;
3259 }
3127 } 3260 }
3261 deleteIDs.Add(localID);
3128 } 3262 }
3129 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); }); 3263 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, deleteIDs); });
3130 } 3264 }
3131 3265
3132 #endregion 3266 #endregion
@@ -3144,7 +3278,6 @@ namespace OpenSim.Region.Framework.Scenes
3144 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate; 3278 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
3145 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar; 3279 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
3146 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid; 3280 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid;
3147 m_sceneGridService.KiPrimitive += SendKillObject;
3148 m_sceneGridService.OnGetLandData += GetLandData; 3281 m_sceneGridService.OnGetLandData += GetLandData;
3149 } 3282 }
3150 3283
@@ -3153,7 +3286,6 @@ namespace OpenSim.Region.Framework.Scenes
3153 /// </summary> 3286 /// </summary>
3154 public void UnRegisterRegionWithComms() 3287 public void UnRegisterRegionWithComms()
3155 { 3288 {
3156 m_sceneGridService.KiPrimitive -= SendKillObject;
3157 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid; 3289 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid;
3158 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar; 3290 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
3159 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate; 3291 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
@@ -3233,13 +3365,16 @@ namespace OpenSim.Region.Framework.Scenes
3233 sp = null; 3365 sp = null;
3234 } 3366 }
3235 3367
3236 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3237 3368
3238 //On login test land permisions 3369 //On login test land permisions
3239 if (vialogin) 3370 if (vialogin)
3240 { 3371 {
3241 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3372 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3373 if (cache != null)
3374 cache.Remove(agent.firstname + " " + agent.lastname);
3375 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3242 { 3376 {
3377 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3243 return false; 3378 return false;
3244 } 3379 }
3245 } 3380 }
@@ -3262,8 +3397,13 @@ namespace OpenSim.Region.Framework.Scenes
3262 3397
3263 try 3398 try
3264 { 3399 {
3265 if (!AuthorizeUser(agent, out reason)) 3400 // Always check estate if this is a login. Always
3266 return false; 3401 // check if banned regions are to be blacked out.
3402 if (vialogin || (!m_seeIntoBannedRegion))
3403 {
3404 if (!AuthorizeUser(agent.AgentID, out reason))
3405 return false;
3406 }
3267 } 3407 }
3268 catch (Exception e) 3408 catch (Exception e)
3269 { 3409 {
@@ -3366,6 +3506,8 @@ namespace OpenSim.Region.Framework.Scenes
3366 } 3506 }
3367 } 3507 }
3368 // Honor parcel landing type and position. 3508 // Honor parcel landing type and position.
3509 /*
3510 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3369 if (land != null) 3511 if (land != null)
3370 { 3512 {
3371 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3513 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3373,26 +3515,32 @@ namespace OpenSim.Region.Framework.Scenes
3373 agent.startpos = land.LandData.UserLocation; 3515 agent.startpos = land.LandData.UserLocation;
3374 } 3516 }
3375 } 3517 }
3518 */// This is now handled properly in ScenePresence.MakeRootAgent
3376 } 3519 }
3377 3520
3378 return true; 3521 return true;
3379 } 3522 }
3380 3523
3381 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3524 private bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3382 { 3525 {
3383 3526 reason = String.Empty;
3384 bool banned = land.IsBannedFromLand(agent.AgentID); 3527
3385 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3528 ILandObject land = LandChannel.GetLandObject(posX, posY);
3529 if (land == null)
3530 return false;
3531
3532 bool banned = land.IsBannedFromLand(agentID);
3533 bool restricted = land.IsRestrictedFromLand(agentID);
3386 3534
3387 if (banned || restricted) 3535 if (banned || restricted)
3388 { 3536 {
3389 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3537 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3390 if (nearestParcel != null) 3538 if (nearestParcel != null)
3391 { 3539 {
3392 //Move agent to nearest allowed 3540 //Move agent to nearest allowed
3393 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3541 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3394 agent.startpos.X = newPosition.X; 3542 posX = newPosition.X;
3395 agent.startpos.Y = newPosition.Y; 3543 posY = newPosition.Y;
3396 } 3544 }
3397 else 3545 else
3398 { 3546 {
@@ -3448,19 +3596,19 @@ namespace OpenSim.Region.Framework.Scenes
3448 /// <param name="reason">outputs the reason to this string</param> 3596 /// <param name="reason">outputs the reason to this string</param>
3449 /// <returns>True if the region accepts this agent. False if it does not. False will 3597 /// <returns>True if the region accepts this agent. False if it does not. False will
3450 /// also return a reason.</returns> 3598 /// also return a reason.</returns>
3451 protected virtual bool AuthorizeUser(AgentCircuitData agent, out string reason) 3599 protected virtual bool AuthorizeUser(UUID agentID, out string reason)
3452 { 3600 {
3453 reason = String.Empty; 3601 reason = String.Empty;
3454 3602
3455 if (!m_strictAccessControl) return true; 3603 if (!m_strictAccessControl) return true;
3456 if (Permissions.IsGod(agent.AgentID)) return true; 3604 if (Permissions.IsGod(agentID)) return true;
3457 3605
3458 if (AuthorizationService != null) 3606 if (AuthorizationService != null)
3459 { 3607 {
3460 if (!AuthorizationService.IsAuthorizedForRegion(agent.AgentID.ToString(), RegionInfo.RegionID.ToString(),out reason)) 3608 if (!AuthorizationService.IsAuthorizedForRegion(agentID.ToString(), RegionInfo.RegionID.ToString(),out reason))
3461 { 3609 {
3462 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region", 3610 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} at {1} because the user does not have access to the region",
3463 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3611 agentID, RegionInfo.RegionName);
3464 //reason = String.Format("You are not currently on the access list for {0}",RegionInfo.RegionName); 3612 //reason = String.Format("You are not currently on the access list for {0}",RegionInfo.RegionName);
3465 return false; 3613 return false;
3466 } 3614 }
@@ -3468,10 +3616,26 @@ namespace OpenSim.Region.Framework.Scenes
3468 3616
3469 if (m_regInfo.EstateSettings != null) 3617 if (m_regInfo.EstateSettings != null)
3470 { 3618 {
3471 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3619 int flags = GetUserFlags(agentID);
3620 if (m_regInfo.EstateSettings.IsBanned(agentID, flags))
3472 { 3621 {
3473 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3622 //Add some more info to help users
3474 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3623 if (!m_regInfo.EstateSettings.IsBanned(agentID, 32))
3624 {
3625 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} at {1} because the region requires age verification",
3626 agentID, RegionInfo.RegionName);
3627 reason = String.Format("Denied access to region {0}: Region requires age verification", RegionInfo.RegionName);
3628 return false;
3629 }
3630 if (!m_regInfo.EstateSettings.IsBanned(agentID, 4))
3631 {
3632 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} {1} because the region requires payment info on file",
3633 agentID, RegionInfo.RegionName);
3634 reason = String.Format("Denied access to region {0}: Region requires payment info on file", RegionInfo.RegionName);
3635 return false;
3636 }
3637 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} at {3} because the user is on the banlist",
3638 agentID, RegionInfo.RegionName);
3475 reason = String.Format("Denied access to region {0}: You have been banned from that region.", 3639 reason = String.Format("Denied access to region {0}: You have been banned from that region.",
3476 RegionInfo.RegionName); 3640 RegionInfo.RegionName);
3477 return false; 3641 return false;
@@ -3488,7 +3652,7 @@ namespace OpenSim.Region.Framework.Scenes
3488 if (groupsModule != null) 3652 if (groupsModule != null)
3489 { 3653 {
3490 GroupMembershipData[] GroupMembership = 3654 GroupMembershipData[] GroupMembership =
3491 groupsModule.GetMembershipData(agent.AgentID); 3655 groupsModule.GetMembershipData(agentID);
3492 3656
3493 if (GroupMembership != null) 3657 if (GroupMembership != null)
3494 { 3658 {
@@ -3517,44 +3681,16 @@ namespace OpenSim.Region.Framework.Scenes
3517 m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!"); 3681 m_log.ErrorFormat("[CONNECTION BEGIN]: EstateGroups is null!");
3518 3682
3519 if (!m_regInfo.EstateSettings.PublicAccess && 3683 if (!m_regInfo.EstateSettings.PublicAccess &&
3520 !m_regInfo.EstateSettings.HasAccess(agent.AgentID) && 3684 !m_regInfo.EstateSettings.HasAccess(agentID) &&
3521 !groupAccess) 3685 !groupAccess)
3522 { 3686 {
3523 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the estate", 3687 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} at {1} because the user does not have access to the estate",
3524 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3688 agentID, RegionInfo.RegionName);
3525 reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.", 3689 reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
3526 RegionInfo.RegionName); 3690 RegionInfo.RegionName);
3527 return false; 3691 return false;
3528 } 3692 }
3529 3693
3530 // TODO: estate/region settings are not properly hooked up
3531 // to ILandObject.isRestrictedFromLand()
3532 // if (null != LandChannel)
3533 // {
3534 // // region seems to have local Id of 1
3535 // ILandObject land = LandChannel.GetLandObject(1);
3536 // if (null != land)
3537 // {
3538 // if (land.isBannedFromLand(agent.AgentID))
3539 // {
3540 // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user has been banned from land",
3541 // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3542 // reason = String.Format("Denied access to private region {0}: You are banned from that region.",
3543 // RegionInfo.RegionName);
3544 // return false;
3545 // }
3546
3547 // if (land.isRestrictedFromLand(agent.AgentID))
3548 // {
3549 // m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user does not have access to the region",
3550 // agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
3551 // reason = String.Format("Denied access to private region {0}: You are not on the access list for that region.",
3552 // RegionInfo.RegionName);
3553 // return false;
3554 // }
3555 // }
3556 // }
3557
3558 return true; 3694 return true;
3559 } 3695 }
3560 3696
@@ -3658,6 +3794,13 @@ namespace OpenSim.Region.Framework.Scenes
3658 3794
3659 // We have to wait until the viewer contacts this region after receiving EAC. 3795 // We have to wait until the viewer contacts this region after receiving EAC.
3660 // That calls AddNewClient, which finally creates the ScenePresence 3796 // That calls AddNewClient, which finally creates the ScenePresence
3797 int flags = GetUserFlags(cAgentData.AgentID);
3798 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
3799 {
3800 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3801 return false;
3802 }
3803
3661 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3804 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3662 if (nearestParcel == null) 3805 if (nearestParcel == null)
3663 { 3806 {
@@ -3665,6 +3808,14 @@ namespace OpenSim.Region.Framework.Scenes
3665 return false; 3808 return false;
3666 } 3809 }
3667 3810
3811 int num = m_sceneGraph.GetNumberOfScenePresences();
3812
3813 if (num >= RegionInfo.RegionSettings.AgentLimit)
3814 {
3815 if (!Permissions.IsAdministrator(cAgentData.AgentID))
3816 return false;
3817 }
3818
3668 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); 3819 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
3669 3820
3670 if (childAgentUpdate != null) 3821 if (childAgentUpdate != null)
@@ -3731,12 +3882,22 @@ namespace OpenSim.Region.Framework.Scenes
3731 return false; 3882 return false;
3732 } 3883 }
3733 3884
3885 public bool IncomingCloseAgent(UUID agentID)
3886 {
3887 return IncomingCloseAgent(agentID, false);
3888 }
3889
3890 public bool IncomingCloseChildAgent(UUID agentID)
3891 {
3892 return IncomingCloseAgent(agentID, true);
3893 }
3894
3734 /// <summary> 3895 /// <summary>
3735 /// Tell a single agent to disconnect from the region. 3896 /// Tell a single agent to disconnect from the region.
3736 /// </summary> 3897 /// </summary>
3737 /// <param name="regionHandle"></param>
3738 /// <param name="agentID"></param> 3898 /// <param name="agentID"></param>
3739 public bool IncomingCloseAgent(UUID agentID) 3899 /// <param name="childOnly"></param>
3900 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3740 { 3901 {
3741 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3902 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3742 3903
@@ -3748,7 +3909,7 @@ namespace OpenSim.Region.Framework.Scenes
3748 { 3909 {
3749 m_sceneGraph.removeUserCount(false); 3910 m_sceneGraph.removeUserCount(false);
3750 } 3911 }
3751 else 3912 else if (!childOnly)
3752 { 3913 {
3753 m_sceneGraph.removeUserCount(true); 3914 m_sceneGraph.removeUserCount(true);
3754 } 3915 }
@@ -3764,9 +3925,12 @@ namespace OpenSim.Region.Framework.Scenes
3764 } 3925 }
3765 else 3926 else
3766 presence.ControllingClient.SendShutdownConnectionNotice(); 3927 presence.ControllingClient.SendShutdownConnectionNotice();
3928 presence.ControllingClient.Close(false);
3929 }
3930 else if (!childOnly)
3931 {
3932 presence.ControllingClient.Close(true);
3767 } 3933 }
3768
3769 presence.ControllingClient.Close();
3770 return true; 3934 return true;
3771 } 3935 }
3772 3936
@@ -4376,34 +4540,66 @@ namespace OpenSim.Region.Framework.Scenes
4376 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4540 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4377 } 4541 }
4378 4542
4379 public int GetHealth() 4543 public int GetHealth(out int flags, out string message)
4380 { 4544 {
4381 // Returns: 4545 // Returns:
4382 // 1 = sim is up and accepting http requests. The heartbeat has 4546 // 1 = sim is up and accepting http requests. The heartbeat has
4383 // stopped and the sim is probably locked up, but a remote 4547 // stopped and the sim is probably locked up, but a remote
4384 // admin restart may succeed 4548 // admin restart may succeed
4385 // 4549 //
4386 // 2 = Sim is up and the heartbeat is running. The sim is likely 4550 // 2 = Sim is up and the heartbeat is running. The sim is likely
4387 // usable for people within and logins _may_ work 4551 // usable for people within
4552 //
4553 // 3 = Sim is up and one packet thread is running. Sim is
4554 // unstable and will not accept new logins
4555 //
4556 // 4 = Sim is up and both packet threads are running. Sim is
4557 // likely usable
4388 // 4558 //
4389 // 3 = We have seen a new user enter within the past 4 minutes 4559 // 5 = We have seen a new user enter within the past 4 minutes
4390 // which can be seen as positive confirmation of sim health 4560 // which can be seen as positive confirmation of sim health
4391 // 4561 //
4562
4563 flags = 0;
4564 message = String.Empty;
4565
4566 CheckHeartbeat();
4567
4568 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4569 {
4570 // We're still starting
4571 // 0 means "in startup", it can't happen another way, since
4572 // to get here, we must be able to accept http connections
4573 return 0;
4574 }
4575
4392 int health=1; // Start at 1, means we're up 4576 int health=1; // Start at 1, means we're up
4393 4577
4394 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4578 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4579 {
4580 health+=1;
4581 flags |= 1;
4582 }
4583
4584 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4585 {
4395 health+=1; 4586 health+=1;
4396 else 4587 flags |= 2;
4588 }
4589
4590 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4591 {
4592 health+=1;
4593 flags |= 4;
4594 }
4595
4596 if (flags != 7)
4397 return health; 4597 return health;
4398 4598
4399 // A login in the last 4 mins? We can't be doing too badly 4599 // A login in the last 4 mins? We can't be doing too badly
4400 // 4600 //
4401 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4601 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4402 health++; 4602 health++;
4403 else
4404 return health;
4405
4406 CheckHeartbeat();
4407 4603
4408 return health; 4604 return health;
4409 } 4605 }
@@ -4596,7 +4792,7 @@ namespace OpenSim.Region.Framework.Scenes
4596 if (m_firstHeartbeat) 4792 if (m_firstHeartbeat)
4597 return; 4793 return;
4598 4794
4599 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4795 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 10000)
4600 StartTimer(); 4796 StartTimer();
4601 } 4797 }
4602 4798
@@ -4854,8 +5050,17 @@ namespace OpenSim.Region.Framework.Scenes
4854 { 5050 {
4855 float ominX, ominY, ominZ, omaxX, omaxY, omaxZ; 5051 float ominX, ominY, ominZ, omaxX, omaxY, omaxZ;
4856 5052
5053 Vector3 vec = g.AbsolutePosition;
5054
4857 g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ); 5055 g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
4858 5056
5057 ominX += vec.X;
5058 omaxX += vec.X;
5059 ominY += vec.Y;
5060 omaxY += vec.Y;
5061 ominZ += vec.Z;
5062 omaxZ += vec.Z;
5063
4859 if (minX > ominX) 5064 if (minX > ominX)
4860 minX = ominX; 5065 minX = ominX;
4861 if (minY > ominY) 5066 if (minY > ominY)
@@ -4925,10 +5130,28 @@ namespace OpenSim.Region.Framework.Scenes
4925 }); 5130 });
4926 } 5131 }
4927 5132
4928 foreach (SceneObjectGroup grp in objectsToDelete) 5133 if (objectsToDelete.Count > 0)
4929 { 5134 {
4930 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID); 5135 m_log.DebugFormat("[SCENE]: Starting delete of {0} dropped attachments", objectsToDelete.Count);
4931 DeleteSceneObject(grp, true); 5136 foreach (SceneObjectGroup grp in objectsToDelete)
5137 {
5138 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5139 DeleteSceneObject(grp, true);
5140 }
5141 m_log.Debug("[SCENE]: Finished dropped attachment deletion");
5142 }
5143 }
5144
5145 public void ThreadAlive(int threadCode)
5146 {
5147 switch(threadCode)
5148 {
5149 case 1: // Incoming
5150 m_lastIncoming = Util.EnvironmentTickCount();
5151 break;
5152 case 2: // Incoming
5153 m_lastOutgoing = Util.EnvironmentTickCount();
5154 break;
4932 } 5155 }
4933 } 5156 }
4934 5157
@@ -4940,6 +5163,38 @@ namespace OpenSim.Region.Framework.Scenes
4940 // child agent creation, thereby emulating the SL behavior. 5163 // child agent creation, thereby emulating the SL behavior.
4941 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5164 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
4942 { 5165 {
5166 reason = "You are banned from the region";
5167
5168 if (!AuthorizeUser(agentID, out reason))
5169 {
5170 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5171 return false;
5172 }
5173
5174 if (position == Vector3.Zero) // Teleport
5175 {
5176 float posX = 128.0f;
5177 float posY = 128.0f;
5178
5179 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5180 {
5181 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5182 return false;
5183 }
5184 }
5185 else // Walking
5186 {
5187 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5188 if (land == null)
5189 return false;
5190
5191 bool banned = land.IsBannedFromLand(agentID);
5192 bool restricted = land.IsRestrictedFromLand(agentID);
5193
5194 if (banned || restricted)
5195 return false;
5196 }
5197
4943 reason = String.Empty; 5198 reason = String.Empty;
4944 return true; 5199 return true;
4945 } 5200 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 837e655..19cb0c1 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -44,8 +44,6 @@ using GridRegion = OpenSim.Services.Interfaces.GridRegion;
44 44
45namespace OpenSim.Region.Framework.Scenes 45namespace OpenSim.Region.Framework.Scenes
46{ 46{
47 public delegate void KiPrimitiveDelegate(uint localID);
48
49 public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst); 47 public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst);
50 48
51 /// <summary> 49 /// <summary>
@@ -113,8 +111,6 @@ namespace OpenSim.Region.Framework.Scenes
113// private LogOffUser handlerLogOffUser = null; 111// private LogOffUser handlerLogOffUser = null;
114// private GetLandData handlerGetLandData = null; // OnGetLandData 112// private GetLandData handlerGetLandData = null; // OnGetLandData
115 113
116 public KiPrimitiveDelegate KiPrimitive;
117
118 public SceneCommunicationService() 114 public SceneCommunicationService()
119 { 115 {
120 } 116 }
@@ -168,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
168 164
169 if (neighbour != null) 165 if (neighbour != null)
170 { 166 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 167 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
172 m_scene.EventManager.TriggerOnRegionUp(neighbour); 168 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 169 }
174 else 170 else
@@ -183,7 +179,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 179 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 180
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 181 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
186 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 182 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 183 foreach (GridRegion n in neighbours)
188 { 184 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 185 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -259,46 +255,42 @@ namespace OpenSim.Region.Framework.Scenes
259 255
260 } 256 }
261 257
262 //public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle); 258 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
263 //private void SendCloseChildAgentCompleted(IAsyncResult iar)
264 //{
265 // SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
266 // icon.EndInvoke(iar);
267 //}
268 259
269 /// <summary> 260 /// <summary>
270 /// Closes a child agent on a given region 261 /// This Closes child agents on neighboring regions
262 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
271 /// </summary> 263 /// </summary>
272 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 264 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
273 { 265 {
274 266
275 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 267 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
276 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 268 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
277 269
278 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 270 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
279 uint x = 0, y = 0; 271 uint x = 0, y = 0;
280 Utils.LongToUInts(regionHandle, out x, out y); 272 Utils.LongToUInts(regionHandle, out x, out y);
281 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 273 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
282 m_scene.SimulationService.CloseAgent(destination, agentID); 274 m_scene.SimulationService.CloseChildAgent(destination, agentID);
275 }
276
277 private void SendCloseChildAgentCompleted(IAsyncResult iar)
278 {
279 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
280 icon.EndInvoke(iar);
283 } 281 }
284 282
285 /// <summary>
286 /// Closes a child agents in a collection of regions. Does so asynchronously
287 /// so that the caller doesn't wait.
288 /// </summary>
289 /// <param name="agentID"></param>
290 /// <param name="regionslst"></param>
291 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 283 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
292 { 284 {
293 Util.FireAndForget(delegate 285 foreach (ulong handle in regionslst)
294 { 286 {
295 foreach (ulong handle in regionslst) 287 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
296 { 288 d.BeginInvoke(agentID, handle,
297 SendCloseChildAgent(agentID, handle); 289 SendCloseChildAgentCompleted,
298 } 290 d);
299 }); 291 }
300 } 292 }
301 293
302 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 294 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
303 { 295 {
304 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 296 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 734ba22..e8cf4f4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -123,13 +132,18 @@ namespace OpenSim.Region.Framework.Scenes
123 132
124 protected internal void Close() 133 protected internal void Close()
125 { 134 {
126 lock (m_presenceLock) 135 m_scenePresencesLock.EnterWriteLock();
136 try
127 { 137 {
128 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 138 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
129 List<ScenePresence> newlist = new List<ScenePresence>(); 139 List<ScenePresence> newlist = new List<ScenePresence>();
130 m_scenePresenceMap = newmap; 140 m_scenePresenceMap = newmap;
131 m_scenePresenceArray = newlist; 141 m_scenePresenceArray = newlist;
132 } 142 }
143 finally
144 {
145 m_scenePresencesLock.ExitWriteLock();
146 }
133 147
134 lock (SceneObjectGroupsByFullID) 148 lock (SceneObjectGroupsByFullID)
135 SceneObjectGroupsByFullID.Clear(); 149 SceneObjectGroupsByFullID.Clear();
@@ -259,6 +273,33 @@ namespace OpenSim.Region.Framework.Scenes
259 protected internal bool AddRestoredSceneObject( 273 protected internal bool AddRestoredSceneObject(
260 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 274 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
261 { 275 {
276 if (!m_parentScene.CombineRegions)
277 {
278 // KF: Check for out-of-region, move inside and make static.
279 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
280 sceneObject.RootPart.GroupPosition.Y,
281 sceneObject.RootPart.GroupPosition.Z);
282 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 ||
283 npos.X > Constants.RegionSize ||
284 npos.Y > Constants.RegionSize))
285 {
286 if (npos.X < 0.0) npos.X = 1.0f;
287 if (npos.Y < 0.0) npos.Y = 1.0f;
288 if (npos.Z < 0.0) npos.Z = 0.0f;
289 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
290 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
291
292 foreach (SceneObjectPart part in sceneObject.Parts)
293 {
294 part.GroupPosition = npos;
295 }
296 sceneObject.RootPart.Velocity = Vector3.Zero;
297 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
298 sceneObject.RootPart.Acceleration = Vector3.Zero;
299 sceneObject.RootPart.Velocity = Vector3.Zero;
300 }
301 }
302
262 if (attachToBackup && (!alreadyPersisted)) 303 if (attachToBackup && (!alreadyPersisted))
263 { 304 {
264 sceneObject.ForceInventoryPersistence(); 305 sceneObject.ForceInventoryPersistence();
@@ -458,6 +499,30 @@ namespace OpenSim.Region.Framework.Scenes
458 m_updateList[obj.UUID] = obj; 499 m_updateList[obj.UUID] = obj;
459 } 500 }
460 501
502 public void FireAttachToBackup(SceneObjectGroup obj)
503 {
504 if (OnAttachToBackup != null)
505 {
506 OnAttachToBackup(obj);
507 }
508 }
509
510 public void FireDetachFromBackup(SceneObjectGroup obj)
511 {
512 if (OnDetachFromBackup != null)
513 {
514 OnDetachFromBackup(obj);
515 }
516 }
517
518 public void FireChangeBackup(SceneObjectGroup obj)
519 {
520 if (OnChangeBackup != null)
521 {
522 OnChangeBackup(obj);
523 }
524 }
525
461 /// <summary> 526 /// <summary>
462 /// Process all pending updates 527 /// Process all pending updates
463 /// </summary> 528 /// </summary>
@@ -593,7 +658,8 @@ namespace OpenSim.Region.Framework.Scenes
593 658
594 Entities[presence.UUID] = presence; 659 Entities[presence.UUID] = presence;
595 660
596 lock (m_presenceLock) 661 m_scenePresencesLock.EnterWriteLock();
662 try
597 { 663 {
598 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 664 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
599 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 665 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -617,6 +683,10 @@ namespace OpenSim.Region.Framework.Scenes
617 m_scenePresenceMap = newmap; 683 m_scenePresenceMap = newmap;
618 m_scenePresenceArray = newlist; 684 m_scenePresenceArray = newlist;
619 } 685 }
686 finally
687 {
688 m_scenePresencesLock.ExitWriteLock();
689 }
620 } 690 }
621 691
622 /// <summary> 692 /// <summary>
@@ -631,7 +701,8 @@ namespace OpenSim.Region.Framework.Scenes
631 agentID); 701 agentID);
632 } 702 }
633 703
634 lock (m_presenceLock) 704 m_scenePresencesLock.EnterWriteLock();
705 try
635 { 706 {
636 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 707 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
637 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 708 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -653,6 +724,10 @@ namespace OpenSim.Region.Framework.Scenes
653 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 724 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
654 } 725 }
655 } 726 }
727 finally
728 {
729 m_scenePresencesLock.ExitWriteLock();
730 }
656 } 731 }
657 732
658 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 733 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -776,6 +851,11 @@ namespace OpenSim.Region.Framework.Scenes
776 return m_scenePresenceArray; 851 return m_scenePresenceArray;
777 } 852 }
778 853
854 public int GetNumberOfScenePresences()
855 {
856 return m_scenePresenceArray.Count;
857 }
858
779 /// <summary> 859 /// <summary>
780 /// Request a scene presence by UUID. Fast, indexed lookup. 860 /// Request a scene presence by UUID. Fast, indexed lookup.
781 /// </summary> 861 /// </summary>
@@ -1069,9 +1149,11 @@ namespace OpenSim.Region.Framework.Scenes
1069 /// <param name="action"></param> 1149 /// <param name="action"></param>
1070 protected internal void ForEachSOG(Action<SceneObjectGroup> action) 1150 protected internal void ForEachSOG(Action<SceneObjectGroup> action)
1071 { 1151 {
1072 List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values); 1152 EntityBase[] objlist = Entities.GetAllByType<SceneObjectGroup>();
1073 foreach (SceneObjectGroup obj in objlist) 1153 foreach (EntityBase ent in objlist)
1074 { 1154 {
1155 SceneObjectGroup obj = (SceneObjectGroup)ent;
1156
1075 try 1157 try
1076 { 1158 {
1077 action(obj); 1159 action(obj);
@@ -1282,8 +1364,13 @@ namespace OpenSim.Region.Framework.Scenes
1282 { 1364 {
1283 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1365 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1284 { 1366 {
1285 if (m_parentScene.AttachmentsModule != null) 1367 // Set the new attachment point data in the object
1286 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1368 byte attachmentPoint = group.GetAttachmentPoint();
1369 group.UpdateGroupPosition(pos);
1370 group.RootPart.IsAttachment = false;
1371 group.AbsolutePosition = group.RootPart.AttachedPos;
1372 group.SetAttachmentPoint(attachmentPoint);
1373 group.HasGroupChanged = true;
1287 } 1374 }
1288 else 1375 else
1289 { 1376 {
@@ -1527,10 +1614,13 @@ namespace OpenSim.Region.Framework.Scenes
1527 /// <param name="childPrims"></param> 1614 /// <param name="childPrims"></param>
1528 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1615 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1529 { 1616 {
1617 SceneObjectGroup parentGroup = root.ParentGroup;
1618 if (parentGroup == null) return;
1530 Monitor.Enter(m_updateLock); 1619 Monitor.Enter(m_updateLock);
1620
1531 try 1621 try
1532 { 1622 {
1533 SceneObjectGroup parentGroup = root.ParentGroup; 1623 parentGroup.areUpdatesSuspended = true;
1534 1624
1535 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1625 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1536 if (parentGroup != null) 1626 if (parentGroup != null)
@@ -1542,11 +1632,6 @@ namespace OpenSim.Region.Framework.Scenes
1542 1632
1543 if (child != null) 1633 if (child != null)
1544 { 1634 {
1545 // Make sure no child prim is set for sale
1546 // So that, on delink, no prims are unwittingly
1547 // left for sale and sold off
1548 child.RootPart.ObjectSaleType = 0;
1549 child.RootPart.SalePrice = 10;
1550 childGroups.Add(child); 1635 childGroups.Add(child);
1551 } 1636 }
1552 } 1637 }
@@ -1569,12 +1654,13 @@ namespace OpenSim.Region.Framework.Scenes
1569 // occur on link to invoke this elsewhere (such as object selection) 1654 // occur on link to invoke this elsewhere (such as object selection)
1570 parentGroup.RootPart.CreateSelected = true; 1655 parentGroup.RootPart.CreateSelected = true;
1571 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1656 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1572 parentGroup.HasGroupChanged = true;
1573 parentGroup.ScheduleGroupForFullUpdate();
1574
1575 } 1657 }
1576 finally 1658 finally
1577 { 1659 {
1660 parentGroup.areUpdatesSuspended = false;
1661 parentGroup.HasGroupChanged = true;
1662 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1663 parentGroup.ScheduleGroupForFullUpdate();
1578 Monitor.Exit(m_updateLock); 1664 Monitor.Exit(m_updateLock);
1579 } 1665 }
1580 } 1666 }
@@ -1606,21 +1692,24 @@ namespace OpenSim.Region.Framework.Scenes
1606 1692
1607 SceneObjectGroup group = part.ParentGroup; 1693 SceneObjectGroup group = part.ParentGroup;
1608 if (!affectedGroups.Contains(group)) 1694 if (!affectedGroups.Contains(group))
1695 {
1696 group.areUpdatesSuspended = true;
1609 affectedGroups.Add(group); 1697 affectedGroups.Add(group);
1698 }
1610 } 1699 }
1611 } 1700 }
1612 } 1701 }
1613 1702
1614 foreach (SceneObjectPart child in childParts) 1703 if (childParts.Count > 0)
1615 { 1704 {
1616 // Unlink all child parts from their groups 1705 foreach (SceneObjectPart child in childParts)
1617 // 1706 {
1618 child.ParentGroup.DelinkFromGroup(child, true); 1707 // Unlink all child parts from their groups
1619 1708 //
1620 // These are not in affected groups and will not be 1709 child.ParentGroup.DelinkFromGroup(child, true);
1621 // handled further. Do the honors here. 1710 child.ParentGroup.HasGroupChanged = true;
1622 child.ParentGroup.HasGroupChanged = true; 1711 child.ParentGroup.ScheduleGroupForFullUpdate();
1623 child.ParentGroup.ScheduleGroupForFullUpdate(); 1712 }
1624 } 1713 }
1625 1714
1626 foreach (SceneObjectPart root in rootParts) 1715 foreach (SceneObjectPart root in rootParts)
@@ -1630,56 +1719,68 @@ namespace OpenSim.Region.Framework.Scenes
1630 // However, editing linked parts and unlinking may be different 1719 // However, editing linked parts and unlinking may be different
1631 // 1720 //
1632 SceneObjectGroup group = root.ParentGroup; 1721 SceneObjectGroup group = root.ParentGroup;
1722 group.areUpdatesSuspended = true;
1633 1723
1634 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1724 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1635 int numChildren = newSet.Count; 1725 int numChildren = newSet.Count;
1636 1726
1727 if (numChildren == 1)
1728 break;
1729
1637 // If there are prims left in a link set, but the root is 1730 // If there are prims left in a link set, but the root is
1638 // slated for unlink, we need to do this 1731 // slated for unlink, we need to do this
1732 // Unlink the remaining set
1639 // 1733 //
1640 if (numChildren != 1) 1734 bool sendEventsToRemainder = true;
1641 { 1735 if (numChildren > 1)
1642 // Unlink the remaining set 1736 sendEventsToRemainder = false;
1643 //
1644 bool sendEventsToRemainder = true;
1645 if (numChildren > 1)
1646 sendEventsToRemainder = false;
1647 1737
1648 foreach (SceneObjectPart p in newSet) 1738 foreach (SceneObjectPart p in newSet)
1739 {
1740 if (p != group.RootPart)
1649 { 1741 {
1650 if (p != group.RootPart) 1742 group.DelinkFromGroup(p, sendEventsToRemainder);
1651 group.DelinkFromGroup(p, sendEventsToRemainder); 1743 if (numChildren > 2)
1744 {
1745 p.ParentGroup.areUpdatesSuspended = true;
1746 }
1747 else
1748 {
1749 p.ParentGroup.HasGroupChanged = true;
1750 p.ParentGroup.ScheduleGroupForFullUpdate();
1751 }
1652 } 1752 }
1753 }
1754
1755 // If there is more than one prim remaining, we
1756 // need to re-link
1757 //
1758 if (numChildren > 2)
1759 {
1760 // Remove old root
1761 //
1762 if (newSet.Contains(root))
1763 newSet.Remove(root);
1653 1764
1654 // If there is more than one prim remaining, we 1765 // Preserve link ordering
1655 // need to re-link
1656 // 1766 //
1657 if (numChildren > 2) 1767 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1658 { 1768 {
1659 // Remove old root 1769 return a.LinkNum.CompareTo(b.LinkNum);
1660 // 1770 });
1661 if (newSet.Contains(root))
1662 newSet.Remove(root);
1663
1664 // Preserve link ordering
1665 //
1666 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1667 {
1668 return a.LinkNum.CompareTo(b.LinkNum);
1669 });
1670 1771
1671 // Determine new root 1772 // Determine new root
1672 // 1773 //
1673 SceneObjectPart newRoot = newSet[0]; 1774 SceneObjectPart newRoot = newSet[0];
1674 newSet.RemoveAt(0); 1775 newSet.RemoveAt(0);
1675 1776
1676 foreach (SceneObjectPart newChild in newSet) 1777 foreach (SceneObjectPart newChild in newSet)
1677 newChild.UpdateFlag = 0; 1778 newChild.UpdateFlag = 0;
1678 1779
1679 LinkObjects(newRoot, newSet); 1780 newRoot.ParentGroup.areUpdatesSuspended = true;
1680 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1781 LinkObjects(newRoot, newSet);
1681 affectedGroups.Add(newRoot.ParentGroup); 1782 if (!affectedGroups.Contains(newRoot.ParentGroup))
1682 } 1783 affectedGroups.Add(newRoot.ParentGroup);
1683 } 1784 }
1684 } 1785 }
1685 1786
@@ -1687,8 +1788,14 @@ namespace OpenSim.Region.Framework.Scenes
1687 // 1788 //
1688 foreach (SceneObjectGroup g in affectedGroups) 1789 foreach (SceneObjectGroup g in affectedGroups)
1689 { 1790 {
1791 // Child prims that have been unlinked and deleted will
1792 // return unless the root is deleted. This will remove them
1793 // from the database. They will be rewritten immediately,
1794 // minus the rows for the unlinked child prims.
1795 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1690 g.TriggerScriptChangedEvent(Changed.LINK); 1796 g.TriggerScriptChangedEvent(Changed.LINK);
1691 g.HasGroupChanged = true; // Persist 1797 g.HasGroupChanged = true; // Persist
1798 g.areUpdatesSuspended = false;
1692 g.ScheduleGroupForFullUpdate(); 1799 g.ScheduleGroupForFullUpdate();
1693 } 1800 }
1694 } 1801 }
@@ -1803,9 +1910,6 @@ namespace OpenSim.Region.Framework.Scenes
1803 child.ApplyNextOwnerPermissions(); 1910 child.ApplyNextOwnerPermissions();
1804 } 1911 }
1805 } 1912 }
1806
1807 copy.RootPart.ObjectSaleType = 0;
1808 copy.RootPart.SalePrice = 10;
1809 } 1913 }
1810 1914
1811 Entities.Add(copy); 1915 Entities.Add(copy);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index e8095c0..0b545c4 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();
@@ -376,6 +372,9 @@ namespace OpenSim.Region.Framework.Scenes
376 372
377 public void ResumeScripts() 373 public void ResumeScripts()
378 { 374 {
375 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
376 return;
377
379 SceneObjectPart[] parts = m_parts.GetArray(); 378 SceneObjectPart[] parts = m_parts.GetArray();
380 for (int i = 0; i < parts.Length; i++) 379 for (int i = 0; i < parts.Length; i++)
381 parts[i].Inventory.ResumeScripts(); 380 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index f17fb28..6e0fc43 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -29,6 +29,7 @@ using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.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
@@ -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 }
@@ -185,10 +248,10 @@ namespace OpenSim.Region.Framework.Scenes
185 248
186 private bool m_scriptListens_atTarget; 249 private bool m_scriptListens_atTarget;
187 private bool m_scriptListens_notAtTarget; 250 private bool m_scriptListens_notAtTarget;
188
189 private bool m_scriptListens_atRotTarget; 251 private bool m_scriptListens_atRotTarget;
190 private bool m_scriptListens_notAtRotTarget; 252 private bool m_scriptListens_notAtRotTarget;
191 253
254 public bool m_dupeInProgress = false;
192 internal Dictionary<UUID, string> m_savedScriptState; 255 internal Dictionary<UUID, string> m_savedScriptState;
193 256
194 #region Properties 257 #region Properties
@@ -228,7 +291,13 @@ namespace OpenSim.Region.Framework.Scenes
228 public virtual Quaternion Rotation 291 public virtual Quaternion Rotation
229 { 292 {
230 get { return m_rotation; } 293 get { return m_rotation; }
231 set { m_rotation = value; } 294 set {
295 foreach(SceneObjectPart p in m_parts.GetArray())
296 {
297 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
298 }
299 m_rotation = value;
300 }
232 } 301 }
233 302
234 public Quaternion GroupRotation 303 public Quaternion GroupRotation
@@ -302,7 +371,11 @@ namespace OpenSim.Region.Framework.Scenes
302 { 371 {
303 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 372 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
304 } 373 }
305 374
375 foreach (SceneObjectPart part in m_parts.GetArray())
376 {
377 part.IgnoreUndoUpdate = true;
378 }
306 if (RootPart.GetStatusSandbox()) 379 if (RootPart.GetStatusSandbox())
307 { 380 {
308 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 381 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -313,10 +386,31 @@ namespace OpenSim.Region.Framework.Scenes
313 return; 386 return;
314 } 387 }
315 } 388 }
316
317 SceneObjectPart[] parts = m_parts.GetArray(); 389 SceneObjectPart[] parts = m_parts.GetArray();
318 for (int i = 0; i < parts.Length; i++) 390 foreach (SceneObjectPart part in parts)
319 parts[i].GroupPosition = val; 391 {
392 part.IgnoreUndoUpdate = false;
393 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
394 part.GroupPosition = val;
395 if (!m_dupeInProgress)
396 {
397 part.TriggerScriptChangedEvent(Changed.POSITION);
398 }
399 }
400 if (!m_dupeInProgress)
401 {
402 foreach (ScenePresence av in m_linkedAvatars)
403 {
404 SceneObjectPart p;
405 if (m_parts.TryGetValue(av.LinkedPrim, out p))
406 {
407 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
408 av.AbsolutePosition += offset;
409 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
410 av.SendAvatarDataToAllAgents();
411 }
412 }
413 }
320 414
321 //if (m_rootPart.PhysActor != null) 415 //if (m_rootPart.PhysActor != null)
322 //{ 416 //{
@@ -467,6 +561,7 @@ namespace OpenSim.Region.Framework.Scenes
467 /// </summary> 561 /// </summary>
468 public SceneObjectGroup() 562 public SceneObjectGroup()
469 { 563 {
564
470 } 565 }
471 566
472 /// <summary> 567 /// <summary>
@@ -483,7 +578,7 @@ namespace OpenSim.Region.Framework.Scenes
483 /// Constructor. This object is added to the scene later via AttachToScene() 578 /// Constructor. This object is added to the scene later via AttachToScene()
484 /// </summary> 579 /// </summary>
485 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 580 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
486 { 581 {
487 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 582 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
488 } 583 }
489 584
@@ -531,6 +626,9 @@ namespace OpenSim.Region.Framework.Scenes
531 /// </summary> 626 /// </summary>
532 public virtual void AttachToBackup() 627 public virtual void AttachToBackup()
533 { 628 {
629 if (IsAttachment) return;
630 m_scene.SceneGraph.FireAttachToBackup(this);
631
534 if (InSceneBackup) 632 if (InSceneBackup)
535 { 633 {
536 //m_log.DebugFormat( 634 //m_log.DebugFormat(
@@ -646,9 +744,9 @@ namespace OpenSim.Region.Framework.Scenes
646 result.normal = inter.normal; 744 result.normal = inter.normal;
647 result.distance = inter.distance; 745 result.distance = inter.distance;
648 } 746 }
747
649 } 748 }
650 } 749 }
651
652 return result; 750 return result;
653 } 751 }
654 752
@@ -668,17 +766,19 @@ namespace OpenSim.Region.Framework.Scenes
668 minZ = 8192f; 766 minZ = 8192f;
669 767
670 SceneObjectPart[] parts = m_parts.GetArray(); 768 SceneObjectPart[] parts = m_parts.GetArray();
671 for (int i = 0; i < parts.Length; i++) 769 foreach (SceneObjectPart part in parts)
672 { 770 {
673 SceneObjectPart part = parts[i];
674
675 Vector3 worldPos = part.GetWorldPosition(); 771 Vector3 worldPos = part.GetWorldPosition();
676 Vector3 offset = worldPos - AbsolutePosition; 772 Vector3 offset = worldPos - AbsolutePosition;
677 Quaternion worldRot; 773 Quaternion worldRot;
678 if (part.ParentID == 0) 774 if (part.ParentID == 0)
775 {
679 worldRot = part.RotationOffset; 776 worldRot = part.RotationOffset;
777 }
680 else 778 else
779 {
681 worldRot = part.GetWorldRotation(); 780 worldRot = part.GetWorldRotation();
781 }
682 782
683 Vector3 frontTopLeft; 783 Vector3 frontTopLeft;
684 Vector3 frontTopRight; 784 Vector3 frontTopRight;
@@ -690,6 +790,8 @@ namespace OpenSim.Region.Framework.Scenes
690 Vector3 backBottomLeft; 790 Vector3 backBottomLeft;
691 Vector3 backBottomRight; 791 Vector3 backBottomRight;
692 792
793 // Vector3[] corners = new Vector3[8];
794
693 Vector3 orig = Vector3.Zero; 795 Vector3 orig = Vector3.Zero;
694 796
695 frontTopLeft.X = orig.X - (part.Scale.X / 2); 797 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -724,6 +826,38 @@ namespace OpenSim.Region.Framework.Scenes
724 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 826 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
725 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 827 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
726 828
829
830
831 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
832 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
833 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
834 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
835 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
836 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
837 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
838 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
839
840 //for (int i = 0; i < 8; i++)
841 //{
842 // corners[i] = corners[i] * worldRot;
843 // corners[i] += offset;
844
845 // if (corners[i].X > maxX)
846 // maxX = corners[i].X;
847 // if (corners[i].X < minX)
848 // minX = corners[i].X;
849
850 // if (corners[i].Y > maxY)
851 // maxY = corners[i].Y;
852 // if (corners[i].Y < minY)
853 // minY = corners[i].Y;
854
855 // if (corners[i].Z > maxZ)
856 // maxZ = corners[i].Y;
857 // if (corners[i].Z < minZ)
858 // minZ = corners[i].Z;
859 //}
860
727 frontTopLeft = frontTopLeft * worldRot; 861 frontTopLeft = frontTopLeft * worldRot;
728 frontTopRight = frontTopRight * worldRot; 862 frontTopRight = frontTopRight * worldRot;
729 frontBottomLeft = frontBottomLeft * worldRot; 863 frontBottomLeft = frontBottomLeft * worldRot;
@@ -745,6 +879,15 @@ namespace OpenSim.Region.Framework.Scenes
745 backTopLeft += offset; 879 backTopLeft += offset;
746 backTopRight += offset; 880 backTopRight += offset;
747 881
882 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
883 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
884 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
885 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
886 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
887 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
888 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
889 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
890
748 if (frontTopRight.X > maxX) 891 if (frontTopRight.X > maxX)
749 maxX = frontTopRight.X; 892 maxX = frontTopRight.X;
750 if (frontTopLeft.X > maxX) 893 if (frontTopLeft.X > maxX)
@@ -890,15 +1033,20 @@ namespace OpenSim.Region.Framework.Scenes
890 1033
891 public void SaveScriptedState(XmlTextWriter writer) 1034 public void SaveScriptedState(XmlTextWriter writer)
892 { 1035 {
1036 SaveScriptedState(writer, false);
1037 }
1038
1039 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1040 {
893 XmlDocument doc = new XmlDocument(); 1041 XmlDocument doc = new XmlDocument();
894 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1042 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
895 1043
896 SceneObjectPart[] parts = m_parts.GetArray(); 1044 SceneObjectPart[] parts = m_parts.GetArray();
897 for (int i = 0; i < parts.Length; i++) 1045 for (int i = 0; i < parts.Length; i++)
898 { 1046 {
899 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1047 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
900 foreach (KeyValuePair<UUID, string> kvp in pstates) 1048 foreach (KeyValuePair<UUID, string> kvp in pstates)
901 states.Add(kvp.Key, kvp.Value); 1049 states[kvp.Key] = kvp.Value;
902 } 1050 }
903 1051
904 if (states.Count > 0) 1052 if (states.Count > 0)
@@ -917,6 +1065,118 @@ namespace OpenSim.Region.Framework.Scenes
917 } 1065 }
918 } 1066 }
919 1067
1068 /// <summary>
1069 /// Add the avatar to this linkset (avatar is sat).
1070 /// </summary>
1071 /// <param name="agentID"></param>
1072 public void AddAvatar(UUID agentID)
1073 {
1074 ScenePresence presence;
1075 if (m_scene.TryGetScenePresence(agentID, out presence))
1076 {
1077 if (!m_linkedAvatars.Contains(presence))
1078 {
1079 m_linkedAvatars.Add(presence);
1080 }
1081 }
1082 }
1083
1084 /// <summary>
1085 /// Delete the avatar from this linkset (avatar is unsat).
1086 /// </summary>
1087 /// <param name="agentID"></param>
1088 public void DeleteAvatar(UUID agentID)
1089 {
1090 ScenePresence presence;
1091 if (m_scene.TryGetScenePresence(agentID, out presence))
1092 {
1093 if (m_linkedAvatars.Contains(presence))
1094 {
1095 m_linkedAvatars.Remove(presence);
1096 }
1097 }
1098 }
1099
1100 /// <summary>
1101 /// Returns the list of linked presences (avatars sat on this group)
1102 /// </summary>
1103 /// <param name="agentID"></param>
1104 public List<ScenePresence> GetLinkedAvatars()
1105 {
1106 return m_linkedAvatars;
1107 }
1108
1109 /// <summary>
1110 /// Attach this scene object to the given avatar.
1111 /// </summary>
1112 /// <param name="agentID"></param>
1113 /// <param name="attachmentpoint"></param>
1114 /// <param name="AttachOffset"></param>
1115 public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent)
1116 {
1117 ScenePresence avatar = m_scene.GetScenePresence(agentID);
1118 if (avatar != null)
1119 {
1120 // don't attach attachments to child agents
1121 if (avatar.IsChildAgent) return;
1122
1123// m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name);
1124
1125 DetachFromBackup();
1126
1127 // Remove from database and parcel prim count
1128 m_scene.DeleteFromStorage(UUID);
1129 m_scene.EventManager.TriggerParcelPrimCountTainted();
1130
1131 m_rootPart.AttachedAvatar = agentID;
1132
1133 //Anakin Lohner bug #3839
1134 lock (m_parts)
1135 {
1136 foreach (SceneObjectPart p in m_parts.GetArray())
1137 {
1138 p.AttachedAvatar = agentID;
1139 }
1140 }
1141
1142 if (m_rootPart.PhysActor != null)
1143 {
1144 m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
1145 m_rootPart.PhysActor = null;
1146 }
1147
1148 AbsolutePosition = AttachOffset;
1149 m_rootPart.AttachedPos = AttachOffset;
1150 m_rootPart.IsAttachment = true;
1151
1152 m_rootPart.SetParentLocalId(avatar.LocalId);
1153 SetAttachmentPoint(Convert.ToByte(attachmentpoint));
1154
1155 avatar.AddAttachment(this);
1156
1157 if (!silent)
1158 {
1159 // Killing it here will cause the client to deselect it
1160 // It then reappears on the avatar, deselected
1161 // through the full update below
1162 //
1163 if (IsSelected)
1164 {
1165 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1166 }
1167
1168 IsSelected = false; // fudge....
1169 ScheduleGroupForFullUpdate();
1170 }
1171 }
1172 else
1173 {
1174 m_log.WarnFormat(
1175 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1176 UUID, agentID, Scene.RegionInfo.RegionName);
1177 }
1178 }
1179
920 public byte GetAttachmentPoint() 1180 public byte GetAttachmentPoint()
921 { 1181 {
922 return m_rootPart.Shape.State; 1182 return m_rootPart.Shape.State;
@@ -1043,7 +1303,10 @@ namespace OpenSim.Region.Framework.Scenes
1043 public void AddPart(SceneObjectPart part) 1303 public void AddPart(SceneObjectPart part)
1044 { 1304 {
1045 part.SetParent(this); 1305 part.SetParent(this);
1046 part.LinkNum = m_parts.Add(part.UUID, part); 1306 m_parts.Add(part.UUID, part);
1307
1308 part.LinkNum = m_parts.Count;
1309
1047 if (part.LinkNum == 2 && RootPart != null) 1310 if (part.LinkNum == 2 && RootPart != null)
1048 RootPart.LinkNum = 1; 1311 RootPart.LinkNum = 1;
1049 } 1312 }
@@ -1127,7 +1390,7 @@ namespace OpenSim.Region.Framework.Scenes
1127 1390
1128 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1391 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1129 { 1392 {
1130 part.StoreUndoState(); 1393 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1131 part.OnGrab(offsetPos, remoteClient); 1394 part.OnGrab(offsetPos, remoteClient);
1132 } 1395 }
1133 1396
@@ -1147,6 +1410,11 @@ namespace OpenSim.Region.Framework.Scenes
1147 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1410 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1148 public void DeleteGroupFromScene(bool silent) 1411 public void DeleteGroupFromScene(bool silent)
1149 { 1412 {
1413 // We need to keep track of this state in case this group is still queued for backup.
1414 m_isDeleted = true;
1415
1416 DetachFromBackup();
1417
1150 SceneObjectPart[] parts = m_parts.GetArray(); 1418 SceneObjectPart[] parts = m_parts.GetArray();
1151 for (int i = 0; i < parts.Length; i++) 1419 for (int i = 0; i < parts.Length; i++)
1152 { 1420 {
@@ -1158,13 +1426,11 @@ namespace OpenSim.Region.Framework.Scenes
1158 avatar.StandUp(); 1426 avatar.StandUp();
1159 1427
1160 if (!silent) 1428 if (!silent)
1161 {
1162 part.UpdateFlag = 0; 1429 part.UpdateFlag = 0;
1163 if (part == m_rootPart)
1164 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1165 }
1166 }); 1430 });
1167 } 1431 }
1432
1433
1168 } 1434 }
1169 1435
1170 public void AddScriptLPS(int count) 1436 public void AddScriptLPS(int count)
@@ -1261,7 +1527,12 @@ namespace OpenSim.Region.Framework.Scenes
1261 1527
1262 public void SetOwnerId(UUID userId) 1528 public void SetOwnerId(UUID userId)
1263 { 1529 {
1264 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1530 ForEachPart(delegate(SceneObjectPart part)
1531 {
1532
1533 part.OwnerID = userId;
1534
1535 });
1265 } 1536 }
1266 1537
1267 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1538 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1293,11 +1564,17 @@ namespace OpenSim.Region.Framework.Scenes
1293 return; 1564 return;
1294 } 1565 }
1295 1566
1567 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1568 return;
1569
1296 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1570 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1297 // any exception propogate upwards. 1571 // any exception propogate upwards.
1298 try 1572 try
1299 { 1573 {
1300 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1574 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1575 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1576 m_scene.LoadingPrims) // Land may not be valid yet
1577
1301 { 1578 {
1302 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1579 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1303 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1580 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1322,6 +1599,7 @@ namespace OpenSim.Region.Framework.Scenes
1322 } 1599 }
1323 } 1600 }
1324 } 1601 }
1602
1325 } 1603 }
1326 1604
1327 if (HasGroupChanged) 1605 if (HasGroupChanged)
@@ -1329,6 +1607,20 @@ namespace OpenSim.Region.Framework.Scenes
1329 // don't backup while it's selected or you're asking for changes mid stream. 1607 // don't backup while it's selected or you're asking for changes mid stream.
1330 if (isTimeToPersist() || forcedBackup) 1608 if (isTimeToPersist() || forcedBackup)
1331 { 1609 {
1610 if (m_rootPart.PhysActor != null &&
1611 (!m_rootPart.PhysActor.IsPhysical))
1612 {
1613 // Possible ghost prim
1614 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1615 {
1616 foreach (SceneObjectPart part in m_parts.GetArray())
1617 {
1618 // Re-set physics actor positions and
1619 // orientations
1620 part.GroupPosition = m_rootPart.GroupPosition;
1621 }
1622 }
1623 }
1332// m_log.DebugFormat( 1624// m_log.DebugFormat(
1333// "[SCENE]: Storing {0}, {1} in {2}", 1625// "[SCENE]: Storing {0}, {1} in {2}",
1334// Name, UUID, m_scene.RegionInfo.RegionName); 1626// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1392,81 +1684,90 @@ namespace OpenSim.Region.Framework.Scenes
1392 /// <returns></returns> 1684 /// <returns></returns>
1393 public SceneObjectGroup Copy(bool userExposed) 1685 public SceneObjectGroup Copy(bool userExposed)
1394 { 1686 {
1395 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1687 SceneObjectGroup dupe;
1396 dupe.m_isBackedUp = false; 1688 try
1397 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 1689 {
1690 m_dupeInProgress = true;
1691 dupe = (SceneObjectGroup)MemberwiseClone();
1692 dupe.m_isBackedUp = false;
1693 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1398 1694
1399 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1695 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1400 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1696 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1401 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1697 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1402 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1698 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1403 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1699 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1404 // then restore it's attachment state 1700 // then restore it's attachment state
1405 1701
1406 // This is only necessary when userExposed is false! 1702 // This is only necessary when userExposed is false!
1407 1703
1408 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1704 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1409
1410 if (!userExposed)
1411 dupe.RootPart.IsAttachment = true;
1412 1705
1413 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1706 if (!userExposed)
1707 dupe.RootPart.IsAttachment = true;
1414 1708
1415 if (!userExposed) 1709 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1416 {
1417 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1418 }
1419 1710
1420 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1711 if (!userExposed)
1421 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1422
1423 if (userExposed)
1424 dupe.m_rootPart.TrimPermissions();
1425
1426 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1427
1428 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1429 { 1712 {
1430 return p1.LinkNum.CompareTo(p2.LinkNum); 1713 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1431 } 1714 }
1432 );
1433 1715
1434 foreach (SceneObjectPart part in partList) 1716 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1435 { 1717 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1436 if (part.UUID != m_rootPart.UUID) 1718
1719 if (userExposed)
1720 dupe.m_rootPart.TrimPermissions();
1721
1722 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1723
1724 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1725 {
1726 return p1.LinkNum.CompareTo(p2.LinkNum);
1727 }
1728 );
1729
1730 foreach (SceneObjectPart part in partList)
1437 { 1731 {
1438 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1732 if (part.UUID != m_rootPart.UUID)
1439 newPart.LinkNum = part.LinkNum; 1733 {
1440 } 1734 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1441 1735
1442 // Need to duplicate the physics actor as well 1736 newPart.LinkNum = part.LinkNum;
1443 if (part.PhysActor != null && userExposed) 1737 }
1738
1739 // Need to duplicate the physics actor as well
1740 if (part.PhysActor != null && userExposed)
1741 {
1742 PrimitiveBaseShape pbs = part.Shape;
1743
1744 part.PhysActor
1745 = m_scene.PhysicsScene.AddPrimShape(
1746 string.Format("{0}/{1}", part.Name, part.UUID),
1747 pbs,
1748 part.AbsolutePosition,
1749 part.Scale,
1750 part.RotationOffset,
1751 part.PhysActor.IsPhysical);
1752 part.PhysActor.SetMaterial((int)part.Material);
1753
1754 part.PhysActor.LocalID = part.LocalId;
1755 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1756 }
1757 }
1758 if (userExposed)
1444 { 1759 {
1445 PrimitiveBaseShape pbs = part.Shape; 1760 dupe.UpdateParentIDs();
1446 1761 dupe.HasGroupChanged = true;
1447 part.PhysActor 1762 dupe.AttachToBackup();
1448 = m_scene.PhysicsScene.AddPrimShape( 1763
1449 string.Format("{0}/{1}", part.Name, part.UUID), 1764 ScheduleGroupForFullUpdate();
1450 pbs,
1451 part.AbsolutePosition,
1452 part.Scale,
1453 part.RotationOffset,
1454 part.PhysActor.IsPhysical);
1455
1456 part.PhysActor.LocalID = part.LocalId;
1457 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1458 } 1765 }
1459 } 1766 }
1460 1767 finally
1461 if (userExposed)
1462 { 1768 {
1463 dupe.UpdateParentIDs(); 1769 m_dupeInProgress = false;
1464 dupe.HasGroupChanged = true;
1465 dupe.AttachToBackup();
1466
1467 ScheduleGroupForFullUpdate();
1468 } 1770 }
1469
1470 return dupe; 1771 return dupe;
1471 } 1772 }
1472 1773
@@ -1657,13 +1958,40 @@ namespace OpenSim.Region.Framework.Scenes
1657 } 1958 }
1658 } 1959 }
1659 1960
1961 public void rotLookAt(Quaternion target, float strength, float damping)
1962 {
1963 SceneObjectPart rootpart = m_rootPart;
1964 if (rootpart != null)
1965 {
1966 if (IsAttachment)
1967 {
1968 /*
1969 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1970 if (avatar != null)
1971 {
1972 Rotate the Av?
1973 } */
1974 }
1975 else
1976 {
1977 if (rootpart.PhysActor != null)
1978 { // APID must be implemented in your physics system for this to function.
1979 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1980 rootpart.PhysActor.APIDStrength = strength;
1981 rootpart.PhysActor.APIDDamping = damping;
1982 rootpart.PhysActor.APIDActive = true;
1983 }
1984 }
1985 }
1986 }
1987
1660 public void stopLookAt() 1988 public void stopLookAt()
1661 { 1989 {
1662 SceneObjectPart rootpart = m_rootPart; 1990 SceneObjectPart rootpart = m_rootPart;
1663 if (rootpart != null) 1991 if (rootpart != null)
1664 { 1992 {
1665 if (rootpart.PhysActor != null) 1993 if (rootpart.PhysActor != null)
1666 { 1994 { // APID must be implemented in your physics system for this to function.
1667 rootpart.PhysActor.APIDActive = false; 1995 rootpart.PhysActor.APIDActive = false;
1668 } 1996 }
1669 } 1997 }
@@ -1729,6 +2057,8 @@ namespace OpenSim.Region.Framework.Scenes
1729 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2057 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1730 { 2058 {
1731 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2059 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2060 newPart.SetParent(this);
2061
1732 AddPart(newPart); 2062 AddPart(newPart);
1733 2063
1734 SetPartAsNonRoot(newPart); 2064 SetPartAsNonRoot(newPart);
@@ -1875,11 +2205,11 @@ namespace OpenSim.Region.Framework.Scenes
1875 /// Immediately send a full update for this scene object. 2205 /// Immediately send a full update for this scene object.
1876 /// </summary> 2206 /// </summary>
1877 public void SendGroupFullUpdate() 2207 public void SendGroupFullUpdate()
1878 { 2208 {
1879 if (IsDeleted) 2209 if (IsDeleted)
1880 return; 2210 return;
1881 2211
1882// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2212// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1883 2213
1884 RootPart.SendFullUpdateToAllClients(); 2214 RootPart.SendFullUpdateToAllClients();
1885 2215
@@ -2068,12 +2398,15 @@ namespace OpenSim.Region.Framework.Scenes
2068 part.LinkNum += objectGroup.PrimCount; 2398 part.LinkNum += objectGroup.PrimCount;
2069 } 2399 }
2070 } 2400 }
2401 }
2071 2402
2072 linkPart.LinkNum = 2; 2403 linkPart.LinkNum = 2;
2073 2404
2074 linkPart.SetParent(this); 2405 linkPart.SetParent(this);
2075 linkPart.CreateSelected = true; 2406 linkPart.CreateSelected = true;
2076 2407
2408 lock (m_parts.SyncRoot)
2409 {
2077 //if (linkPart.PhysActor != null) 2410 //if (linkPart.PhysActor != null)
2078 //{ 2411 //{
2079 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2412 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
@@ -2231,6 +2564,8 @@ namespace OpenSim.Region.Framework.Scenes
2231 /// <param name="objectGroup"></param> 2564 /// <param name="objectGroup"></param>
2232 public virtual void DetachFromBackup() 2565 public virtual void DetachFromBackup()
2233 { 2566 {
2567 m_scene.SceneGraph.FireDetachFromBackup(this);
2568
2234 if (m_isBackedUp) 2569 if (m_isBackedUp)
2235 m_scene.EventManager.OnBackup -= ProcessBackup; 2570 m_scene.EventManager.OnBackup -= ProcessBackup;
2236 2571
@@ -2249,7 +2584,8 @@ namespace OpenSim.Region.Framework.Scenes
2249 2584
2250 axPos *= parentRot; 2585 axPos *= parentRot;
2251 part.OffsetPosition = axPos; 2586 part.OffsetPosition = axPos;
2252 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2587 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2588 part.GroupPosition = newPos;
2253 part.OffsetPosition = Vector3.Zero; 2589 part.OffsetPosition = Vector3.Zero;
2254 part.RotationOffset = worldRot; 2590 part.RotationOffset = worldRot;
2255 2591
@@ -2260,7 +2596,7 @@ namespace OpenSim.Region.Framework.Scenes
2260 2596
2261 part.LinkNum = linkNum; 2597 part.LinkNum = linkNum;
2262 2598
2263 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2599 part.OffsetPosition = newPos - AbsolutePosition;
2264 2600
2265 Quaternion rootRotation = m_rootPart.RotationOffset; 2601 Quaternion rootRotation = m_rootPart.RotationOffset;
2266 2602
@@ -2270,7 +2606,7 @@ namespace OpenSim.Region.Framework.Scenes
2270 2606
2271 parentRot = m_rootPart.RotationOffset; 2607 parentRot = m_rootPart.RotationOffset;
2272 oldRot = part.RotationOffset; 2608 oldRot = part.RotationOffset;
2273 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2609 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2274 part.RotationOffset = newRot; 2610 part.RotationOffset = newRot;
2275 } 2611 }
2276 2612
@@ -2521,8 +2857,12 @@ namespace OpenSim.Region.Framework.Scenes
2521 } 2857 }
2522 } 2858 }
2523 2859
2860 RootPart.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2524 for (int i = 0; i < parts.Length; i++) 2861 for (int i = 0; i < parts.Length; i++)
2525 parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2862 {
2863 if (parts[i] != RootPart)
2864 parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2865 }
2526 } 2866 }
2527 } 2867 }
2528 2868
@@ -2535,6 +2875,17 @@ namespace OpenSim.Region.Framework.Scenes
2535 } 2875 }
2536 } 2876 }
2537 2877
2878
2879
2880 /// <summary>
2881 /// Gets the number of parts
2882 /// </summary>
2883 /// <returns></returns>
2884 public int GetPartCount()
2885 {
2886 return Parts.Count();
2887 }
2888
2538 /// <summary> 2889 /// <summary>
2539 /// Update the texture entry for this part 2890 /// Update the texture entry for this part
2540 /// </summary> 2891 /// </summary>
@@ -2596,11 +2947,9 @@ namespace OpenSim.Region.Framework.Scenes
2596 scale.Y = m_scene.m_maxNonphys; 2947 scale.Y = m_scene.m_maxNonphys;
2597 if (scale.Z > m_scene.m_maxNonphys) 2948 if (scale.Z > m_scene.m_maxNonphys)
2598 scale.Z = m_scene.m_maxNonphys; 2949 scale.Z = m_scene.m_maxNonphys;
2599
2600 SceneObjectPart part = GetChildPart(localID); 2950 SceneObjectPart part = GetChildPart(localID);
2601 if (part != null) 2951 if (part != null)
2602 { 2952 {
2603 part.Resize(scale);
2604 if (part.PhysActor != null) 2953 if (part.PhysActor != null)
2605 { 2954 {
2606 if (part.PhysActor.IsPhysical) 2955 if (part.PhysActor.IsPhysical)
@@ -2615,7 +2964,7 @@ namespace OpenSim.Region.Framework.Scenes
2615 part.PhysActor.Size = scale; 2964 part.PhysActor.Size = scale;
2616 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 2965 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2617 } 2966 }
2618 //if (part.UUID != m_rootPart.UUID) 2967 part.Resize(scale);
2619 2968
2620 HasGroupChanged = true; 2969 HasGroupChanged = true;
2621 part.TriggerScriptChangedEvent(Changed.SCALE); 2970 part.TriggerScriptChangedEvent(Changed.SCALE);
@@ -2638,7 +2987,6 @@ namespace OpenSim.Region.Framework.Scenes
2638 SceneObjectPart part = GetChildPart(localID); 2987 SceneObjectPart part = GetChildPart(localID);
2639 if (part != null) 2988 if (part != null)
2640 { 2989 {
2641 part.IgnoreUndoUpdate = true;
2642 if (scale.X > m_scene.m_maxNonphys) 2990 if (scale.X > m_scene.m_maxNonphys)
2643 scale.X = m_scene.m_maxNonphys; 2991 scale.X = m_scene.m_maxNonphys;
2644 if (scale.Y > m_scene.m_maxNonphys) 2992 if (scale.Y > m_scene.m_maxNonphys)
@@ -2675,7 +3023,7 @@ namespace OpenSim.Region.Framework.Scenes
2675 3023
2676 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3024 if (part.PhysActor != null && part.PhysActor.IsPhysical)
2677 { 3025 {
2678 if (oldSize.X * x > m_scene.m_maxPhys) 3026 if (oldSize.X*x > m_scene.m_maxPhys)
2679 { 3027 {
2680 f = m_scene.m_maxPhys / oldSize.X; 3028 f = m_scene.m_maxPhys / oldSize.X;
2681 a = f / x; 3029 a = f / x;
@@ -2683,7 +3031,7 @@ namespace OpenSim.Region.Framework.Scenes
2683 y *= a; 3031 y *= a;
2684 z *= a; 3032 z *= a;
2685 } 3033 }
2686 if (oldSize.Y * y > m_scene.m_maxPhys) 3034 if (oldSize.Y*y > m_scene.m_maxPhys)
2687 { 3035 {
2688 f = m_scene.m_maxPhys / oldSize.Y; 3036 f = m_scene.m_maxPhys / oldSize.Y;
2689 a = f / y; 3037 a = f / y;
@@ -2691,7 +3039,7 @@ namespace OpenSim.Region.Framework.Scenes
2691 y *= a; 3039 y *= a;
2692 z *= a; 3040 z *= a;
2693 } 3041 }
2694 if (oldSize.Z * z > m_scene.m_maxPhys) 3042 if (oldSize.Z*z > m_scene.m_maxPhys)
2695 { 3043 {
2696 f = m_scene.m_maxPhys / oldSize.Z; 3044 f = m_scene.m_maxPhys / oldSize.Z;
2697 a = f / z; 3045 a = f / z;
@@ -2702,7 +3050,7 @@ namespace OpenSim.Region.Framework.Scenes
2702 } 3050 }
2703 else 3051 else
2704 { 3052 {
2705 if (oldSize.X * x > m_scene.m_maxNonphys) 3053 if (oldSize.X*x > m_scene.m_maxNonphys)
2706 { 3054 {
2707 f = m_scene.m_maxNonphys / oldSize.X; 3055 f = m_scene.m_maxNonphys / oldSize.X;
2708 a = f / x; 3056 a = f / x;
@@ -2710,7 +3058,7 @@ namespace OpenSim.Region.Framework.Scenes
2710 y *= a; 3058 y *= a;
2711 z *= a; 3059 z *= a;
2712 } 3060 }
2713 if (oldSize.Y * y > m_scene.m_maxNonphys) 3061 if (oldSize.Y*y > m_scene.m_maxNonphys)
2714 { 3062 {
2715 f = m_scene.m_maxNonphys / oldSize.Y; 3063 f = m_scene.m_maxNonphys / oldSize.Y;
2716 a = f / y; 3064 a = f / y;
@@ -2718,7 +3066,7 @@ namespace OpenSim.Region.Framework.Scenes
2718 y *= a; 3066 y *= a;
2719 z *= a; 3067 z *= a;
2720 } 3068 }
2721 if (oldSize.Z * z > m_scene.m_maxNonphys) 3069 if (oldSize.Z*z > m_scene.m_maxNonphys)
2722 { 3070 {
2723 f = m_scene.m_maxNonphys / oldSize.Z; 3071 f = m_scene.m_maxNonphys / oldSize.Z;
2724 a = f / z; 3072 a = f / z;
@@ -2728,7 +3076,6 @@ namespace OpenSim.Region.Framework.Scenes
2728 } 3076 }
2729 } 3077 }
2730 obPart.IgnoreUndoUpdate = false; 3078 obPart.IgnoreUndoUpdate = false;
2731 obPart.StoreUndoState();
2732 } 3079 }
2733 } 3080 }
2734 } 3081 }
@@ -2736,8 +3083,13 @@ namespace OpenSim.Region.Framework.Scenes
2736 Vector3 prevScale = part.Scale; 3083 Vector3 prevScale = part.Scale;
2737 prevScale.X *= x; 3084 prevScale.X *= x;
2738 prevScale.Y *= y; 3085 prevScale.Y *= y;
2739 prevScale.Z *= z; 3086 prevScale.Z *= z;;
3087
3088 part.IgnoreUndoUpdate = false;
3089 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3090 part.IgnoreUndoUpdate = true;
2740 part.Resize(prevScale); 3091 part.Resize(prevScale);
3092 part.IgnoreUndoUpdate = false;
2741 3093
2742 parts = m_parts.GetArray(); 3094 parts = m_parts.GetArray();
2743 for (int i = 0; i < parts.Length; i++) 3095 for (int i = 0; i < parts.Length; i++)
@@ -2746,19 +3098,26 @@ namespace OpenSim.Region.Framework.Scenes
2746 obPart.IgnoreUndoUpdate = true; 3098 obPart.IgnoreUndoUpdate = true;
2747 if (obPart.UUID != m_rootPart.UUID) 3099 if (obPart.UUID != m_rootPart.UUID)
2748 { 3100 {
2749 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3101 if (obPart.UUID != m_rootPart.UUID)
2750 currentpos.X *= x; 3102 {
2751 currentpos.Y *= y; 3103 obPart.IgnoreUndoUpdate = false;
2752 currentpos.Z *= z; 3104 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
2753 Vector3 newSize = new Vector3(obPart.Scale); 3105 obPart.IgnoreUndoUpdate = true;
2754 newSize.X *= x; 3106
2755 newSize.Y *= y; 3107 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2756 newSize.Z *= z; 3108 currentpos.X *= x;
2757 obPart.Resize(newSize); 3109 currentpos.Y *= y;
2758 obPart.UpdateOffSet(currentpos); 3110 currentpos.Z *= z;
3111 Vector3 newSize = new Vector3(obPart.Scale);
3112 newSize.X *= x;
3113 newSize.Y *= y;
3114 newSize.Z *= z;
3115 obPart.Resize(newSize);
3116 obPart.UpdateOffSet(currentpos);
3117 }
3118 obPart.IgnoreUndoUpdate = false;
2759 } 3119 }
2760 obPart.IgnoreUndoUpdate = false; 3120 obPart.IgnoreUndoUpdate = false;
2761 obPart.StoreUndoState();
2762 } 3121 }
2763 3122
2764 if (part.PhysActor != null) 3123 if (part.PhysActor != null)
@@ -2768,7 +3127,6 @@ namespace OpenSim.Region.Framework.Scenes
2768 } 3127 }
2769 3128
2770 part.IgnoreUndoUpdate = false; 3129 part.IgnoreUndoUpdate = false;
2771 part.StoreUndoState();
2772 HasGroupChanged = true; 3130 HasGroupChanged = true;
2773 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); 3131 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
2774 ScheduleGroupForTerseUpdate(); 3132 ScheduleGroupForTerseUpdate();
@@ -2785,14 +3143,11 @@ namespace OpenSim.Region.Framework.Scenes
2785 /// <param name="pos"></param> 3143 /// <param name="pos"></param>
2786 public void UpdateGroupPosition(Vector3 pos) 3144 public void UpdateGroupPosition(Vector3 pos)
2787 { 3145 {
2788 SceneObjectPart[] parts = m_parts.GetArray();
2789 for (int i = 0; i < parts.Length; i++)
2790 parts[i].StoreUndoState();
2791
2792 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3146 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2793 { 3147 {
2794 if (IsAttachment) 3148 if (IsAttachment)
2795 { 3149 {
3150 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2796 m_rootPart.AttachedPos = pos; 3151 m_rootPart.AttachedPos = pos;
2797 } 3152 }
2798 if (RootPart.GetStatusSandbox()) 3153 if (RootPart.GetStatusSandbox())
@@ -2826,7 +3181,7 @@ namespace OpenSim.Region.Framework.Scenes
2826 3181
2827 SceneObjectPart[] parts = m_parts.GetArray(); 3182 SceneObjectPart[] parts = m_parts.GetArray();
2828 for (int i = 0; i < parts.Length; i++) 3183 for (int i = 0; i < parts.Length; i++)
2829 parts[i].StoreUndoState(); 3184 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2830 3185
2831 if (part != null) 3186 if (part != null)
2832 { 3187 {
@@ -2851,7 +3206,7 @@ namespace OpenSim.Region.Framework.Scenes
2851 { 3206 {
2852 SceneObjectPart[] parts = m_parts.GetArray(); 3207 SceneObjectPart[] parts = m_parts.GetArray();
2853 for (int i = 0; i < parts.Length; i++) 3208 for (int i = 0; i < parts.Length; i++)
2854 parts[i].StoreUndoState(); 3209 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2855 3210
2856 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3211 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2857 Vector3 oldPos = 3212 Vector3 oldPos =
@@ -2872,10 +3227,27 @@ namespace OpenSim.Region.Framework.Scenes
2872 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3227 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2873 } 3228 }
2874 3229
2875 AbsolutePosition = newPos; 3230 //We have to set undoing here because otherwise an undo state will be saved
3231 if (!m_rootPart.Undoing)
3232 {
3233 m_rootPart.Undoing = true;
3234 AbsolutePosition = newPos;
3235 m_rootPart.Undoing = false;
3236 }
3237 else
3238 {
3239 AbsolutePosition = newPos;
3240 }
2876 3241
2877 HasGroupChanged = true; 3242 HasGroupChanged = true;
2878 ScheduleGroupForTerseUpdate(); 3243 if (m_rootPart.Undoing)
3244 {
3245 ScheduleGroupForFullUpdate();
3246 }
3247 else
3248 {
3249 ScheduleGroupForTerseUpdate();
3250 }
2879 } 3251 }
2880 3252
2881 public void OffsetForNewRegion(Vector3 offset) 3253 public void OffsetForNewRegion(Vector3 offset)
@@ -2895,7 +3267,7 @@ namespace OpenSim.Region.Framework.Scenes
2895 { 3267 {
2896 SceneObjectPart[] parts = m_parts.GetArray(); 3268 SceneObjectPart[] parts = m_parts.GetArray();
2897 for (int i = 0; i < parts.Length; i++) 3269 for (int i = 0; i < parts.Length; i++)
2898 parts[i].StoreUndoState(); 3270 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2899 3271
2900 m_rootPart.UpdateRotation(rot); 3272 m_rootPart.UpdateRotation(rot);
2901 3273
@@ -2919,7 +3291,7 @@ namespace OpenSim.Region.Framework.Scenes
2919 { 3291 {
2920 SceneObjectPart[] parts = m_parts.GetArray(); 3292 SceneObjectPart[] parts = m_parts.GetArray();
2921 for (int i = 0; i < parts.Length; i++) 3293 for (int i = 0; i < parts.Length; i++)
2922 parts[i].StoreUndoState(); 3294 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2923 3295
2924 m_rootPart.UpdateRotation(rot); 3296 m_rootPart.UpdateRotation(rot);
2925 3297
@@ -2944,10 +3316,9 @@ namespace OpenSim.Region.Framework.Scenes
2944 public void UpdateSingleRotation(Quaternion rot, uint localID) 3316 public void UpdateSingleRotation(Quaternion rot, uint localID)
2945 { 3317 {
2946 SceneObjectPart part = GetChildPart(localID); 3318 SceneObjectPart part = GetChildPart(localID);
2947
2948 SceneObjectPart[] parts = m_parts.GetArray(); 3319 SceneObjectPart[] parts = m_parts.GetArray();
2949 for (int i = 0; i < parts.Length; i++) 3320 for (int i = 0; i < parts.Length; i++)
2950 parts[i].StoreUndoState(); 3321 parts[i].StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2951 3322
2952 if (part != null) 3323 if (part != null)
2953 { 3324 {
@@ -2975,15 +3346,24 @@ namespace OpenSim.Region.Framework.Scenes
2975 if (part.UUID == m_rootPart.UUID) 3346 if (part.UUID == m_rootPart.UUID)
2976 { 3347 {
2977 UpdateRootRotation(rot); 3348 UpdateRootRotation(rot);
2978 AbsolutePosition = pos; 3349 if (!m_rootPart.Undoing)
3350 {
3351 m_rootPart.Undoing = true;
3352 AbsolutePosition = pos;
3353 m_rootPart.Undoing = false;
3354 }
3355 else
3356 {
3357 AbsolutePosition = pos;
3358 }
2979 } 3359 }
2980 else 3360 else
2981 { 3361 {
3362 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2982 part.IgnoreUndoUpdate = true; 3363 part.IgnoreUndoUpdate = true;
2983 part.UpdateRotation(rot); 3364 part.UpdateRotation(rot);
2984 part.OffsetPosition = pos; 3365 part.OffsetPosition = pos;
2985 part.IgnoreUndoUpdate = false; 3366 part.IgnoreUndoUpdate = false;
2986 part.StoreUndoState();
2987 } 3367 }
2988 } 3368 }
2989 } 3369 }
@@ -2997,7 +3377,13 @@ namespace OpenSim.Region.Framework.Scenes
2997 Quaternion axRot = rot; 3377 Quaternion axRot = rot;
2998 Quaternion oldParentRot = m_rootPart.RotationOffset; 3378 Quaternion oldParentRot = m_rootPart.RotationOffset;
2999 3379
3000 m_rootPart.StoreUndoState(); 3380 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3381 bool cancelUndo = false;
3382 if (!m_rootPart.Undoing)
3383 {
3384 m_rootPart.Undoing = true;
3385 cancelUndo = true;
3386 }
3001 m_rootPart.UpdateRotation(rot); 3387 m_rootPart.UpdateRotation(rot);
3002 if (m_rootPart.PhysActor != null) 3388 if (m_rootPart.PhysActor != null)
3003 { 3389 {
@@ -3021,17 +3407,12 @@ namespace OpenSim.Region.Framework.Scenes
3021 newRot *= Quaternion.Inverse(axRot); 3407 newRot *= Quaternion.Inverse(axRot);
3022 prim.RotationOffset = newRot; 3408 prim.RotationOffset = newRot;
3023 prim.ScheduleTerseUpdate(); 3409 prim.ScheduleTerseUpdate();
3410 prim.IgnoreUndoUpdate = false;
3024 } 3411 }
3025 } 3412 }
3026 3413 if (cancelUndo == true)
3027 for (int i = 0; i < parts.Length; i++)
3028 { 3414 {
3029 SceneObjectPart childpart = parts[i]; 3415 m_rootPart.Undoing = false;
3030 if (childpart != m_rootPart)
3031 {
3032 childpart.IgnoreUndoUpdate = false;
3033 childpart.StoreUndoState();
3034 }
3035 } 3416 }
3036 3417
3037 m_rootPart.ScheduleTerseUpdate(); 3418 m_rootPart.ScheduleTerseUpdate();
@@ -3257,7 +3638,6 @@ namespace OpenSim.Region.Framework.Scenes
3257 public float GetMass() 3638 public float GetMass()
3258 { 3639 {
3259 float retmass = 0f; 3640 float retmass = 0f;
3260
3261 SceneObjectPart[] parts = m_parts.GetArray(); 3641 SceneObjectPart[] parts = m_parts.GetArray();
3262 for (int i = 0; i < parts.Length; i++) 3642 for (int i = 0; i < parts.Length; i++)
3263 retmass += parts[i].GetMass(); 3643 retmass += parts[i].GetMass();
@@ -3373,6 +3753,14 @@ namespace OpenSim.Region.Framework.Scenes
3373 SetFromItemID(uuid); 3753 SetFromItemID(uuid);
3374 } 3754 }
3375 3755
3756 public void ResetOwnerChangeFlag()
3757 {
3758 ForEachPart(delegate(SceneObjectPart part)
3759 {
3760 part.ResetOwnerChangeFlag();
3761 });
3762 }
3763
3376 #endregion 3764 #endregion
3377 } 3765 }
3378} 3766}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 4d5eedf..9b9f280 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -61,7 +61,8 @@ namespace OpenSim.Region.Framework.Scenes
61 TELEPORT = 512, 61 TELEPORT = 512,
62 REGION_RESTART = 1024, 62 REGION_RESTART = 1024,
63 MEDIA = 2048, 63 MEDIA = 2048,
64 ANIMATION = 16384 64 ANIMATION = 16384,
65 POSITION = 32768
65 } 66 }
66 67
67 // I don't really know where to put this except here. 68 // I don't really know where to put this except here.
@@ -145,10 +146,10 @@ namespace OpenSim.Region.Framework.Scenes
145 public Vector3 StatusSandboxPos; 146 public Vector3 StatusSandboxPos;
146 147
147 // TODO: This needs to be persisted in next XML version update! 148 // TODO: This needs to be persisted in next XML version update!
148 149 [XmlIgnore]
149 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 150 public int[] PayPrice = {-2,-2,-2,-2,-2};
150 151
151 152 [XmlIgnore]
152 public PhysicsActor PhysActor 153 public PhysicsActor PhysActor
153 { 154 {
154 get { return m_physActor; } 155 get { return m_physActor; }
@@ -190,7 +191,15 @@ namespace OpenSim.Region.Framework.Scenes
190 191
191 public UUID FromFolderID; 192 public UUID FromFolderID;
192 193
193 194 // The following two are to hold the attachment data
195 // while an object is inworld
196 [XmlIgnore]
197 public byte AttachPoint = 0;
198
199 [XmlIgnore]
200 public Vector3 AttachOffset = Vector3.Zero;
201
202 [XmlIgnore]
194 public int STATUS_ROTATE_X; 203 public int STATUS_ROTATE_X;
195 204
196 205
@@ -285,6 +294,7 @@ namespace OpenSim.Region.Framework.Scenes
285 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 294 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
286 private Vector3 m_sitTargetPosition; 295 private Vector3 m_sitTargetPosition;
287 private string m_sitAnimation = "SIT"; 296 private string m_sitAnimation = "SIT";
297 private bool m_occupied; // KF if any av is sitting on this prim
288 private string m_text = String.Empty; 298 private string m_text = String.Empty;
289 private string m_touchName = String.Empty; 299 private string m_touchName = String.Empty;
290 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 300 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -374,7 +384,7 @@ namespace OpenSim.Region.Framework.Scenes
374 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 384 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
375 Quaternion rotationOffset, Vector3 offsetPosition) 385 Quaternion rotationOffset, Vector3 offsetPosition)
376 { 386 {
377 m_name = "Primitive"; 387 m_name = "Object";
378 388
379 Rezzed = DateTime.UtcNow; 389 Rezzed = DateTime.UtcNow;
380 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 390 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -430,7 +440,7 @@ namespace OpenSim.Region.Framework.Scenes
430 private uint _ownerMask = (uint)PermissionMask.All; 440 private uint _ownerMask = (uint)PermissionMask.All;
431 private uint _groupMask = (uint)PermissionMask.None; 441 private uint _groupMask = (uint)PermissionMask.None;
432 private uint _everyoneMask = (uint)PermissionMask.None; 442 private uint _everyoneMask = (uint)PermissionMask.None;
433 private uint _nextOwnerMask = (uint)PermissionMask.All; 443 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
434 private PrimFlags _flags = PrimFlags.None; 444 private PrimFlags _flags = PrimFlags.None;
435 private DateTime m_expires; 445 private DateTime m_expires;
436 private DateTime m_rezzed; 446 private DateTime m_rezzed;
@@ -529,12 +539,16 @@ namespace OpenSim.Region.Framework.Scenes
529 } 539 }
530 540
531 /// <value> 541 /// <value>
532 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 542 /// Get the inventory list
533 /// </value> 543 /// </value>
534 public TaskInventoryDictionary TaskInventory 544 public TaskInventoryDictionary TaskInventory
535 { 545 {
536 get { return m_inventory.Items; } 546 get {
537 set { m_inventory.Items = value; } 547 return m_inventory.Items;
548 }
549 set {
550 m_inventory.Items = value;
551 }
538 } 552 }
539 553
540 /// <summary> 554 /// <summary>
@@ -674,14 +688,12 @@ namespace OpenSim.Region.Framework.Scenes
674 set { m_LoopSoundSlavePrims = value; } 688 set { m_LoopSoundSlavePrims = value; }
675 } 689 }
676 690
677
678 public Byte[] TextureAnimation 691 public Byte[] TextureAnimation
679 { 692 {
680 get { return m_TextureAnimation; } 693 get { return m_TextureAnimation; }
681 set { m_TextureAnimation = value; } 694 set { m_TextureAnimation = value; }
682 } 695 }
683 696
684
685 public Byte[] ParticleSystem 697 public Byte[] ParticleSystem
686 { 698 {
687 get { return m_particleSystem; } 699 get { return m_particleSystem; }
@@ -718,9 +730,11 @@ namespace OpenSim.Region.Framework.Scenes
718 { 730 {
719 // If this is a linkset, we don't want the physics engine mucking up our group position here. 731 // If this is a linkset, we don't want the physics engine mucking up our group position here.
720 PhysicsActor actor = PhysActor; 732 PhysicsActor actor = PhysActor;
721 if (actor != null && _parentID == 0) 733 if (_parentID == 0)
722 { 734 {
723 m_groupPosition = actor.Position; 735 if (actor != null)
736 m_groupPosition = actor.Position;
737 return m_groupPosition;
724 } 738 }
725 739
726 if (IsAttachment) 740 if (IsAttachment)
@@ -730,12 +744,14 @@ namespace OpenSim.Region.Framework.Scenes
730 return sp.AbsolutePosition; 744 return sp.AbsolutePosition;
731 } 745 }
732 746
747 // use root prim's group position. Physics may have updated it
748 if (ParentGroup.RootPart != this)
749 m_groupPosition = ParentGroup.RootPart.GroupPosition;
733 return m_groupPosition; 750 return m_groupPosition;
734 } 751 }
735 set 752 set
736 { 753 {
737 m_groupPosition = value; 754 m_groupPosition = value;
738
739 PhysicsActor actor = PhysActor; 755 PhysicsActor actor = PhysActor;
740 if (actor != null) 756 if (actor != null)
741 { 757 {
@@ -755,25 +771,13 @@ namespace OpenSim.Region.Framework.Scenes
755 771
756 // Tell the physics engines that this prim changed. 772 // Tell the physics engines that this prim changed.
757 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 773 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
774
758 } 775 }
759 catch (Exception e) 776 catch (Exception e)
760 { 777 {
761 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 778 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
762 } 779 }
763 } 780 }
764
765 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
766 if (m_sitTargetAvatar != UUID.Zero)
767 {
768 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
769 {
770 ScenePresence avatar;
771 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
772 {
773 avatar.ParentPosition = GetWorldPosition();
774 }
775 }
776 }
777 } 781 }
778 } 782 }
779 783
@@ -782,7 +786,8 @@ namespace OpenSim.Region.Framework.Scenes
782 get { return m_offsetPosition; } 786 get { return m_offsetPosition; }
783 set 787 set
784 { 788 {
785 StoreUndoState(); 789 Vector3 oldpos = m_offsetPosition;
790 StoreUndoState(UndoType.STATE_PRIM_POSITION);
786 m_offsetPosition = value; 791 m_offsetPosition = value;
787 792
788 if (ParentGroup != null && !ParentGroup.IsDeleted) 793 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -796,7 +801,22 @@ namespace OpenSim.Region.Framework.Scenes
796 // Tell the physics engines that this prim changed. 801 // Tell the physics engines that this prim changed.
797 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 802 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
798 } 803 }
804
805 if (!m_parentGroup.m_dupeInProgress)
806 {
807 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
808 foreach (ScenePresence av in avs)
809 {
810 if (av.LinkedPrim == m_uuid)
811 {
812 Vector3 offset = (m_offsetPosition - oldpos);
813 av.OffsetPosition += offset;
814 av.SendAvatarDataToAllAgents();
815 }
816 }
817 }
799 } 818 }
819 TriggerScriptChangedEvent(Changed.POSITION);
800 } 820 }
801 } 821 }
802 822
@@ -838,7 +858,7 @@ namespace OpenSim.Region.Framework.Scenes
838 858
839 set 859 set
840 { 860 {
841 StoreUndoState(); 861 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
842 m_rotationOffset = value; 862 m_rotationOffset = value;
843 863
844 PhysicsActor actor = PhysActor; 864 PhysicsActor actor = PhysActor;
@@ -922,7 +942,16 @@ namespace OpenSim.Region.Framework.Scenes
922 /// <summary></summary> 942 /// <summary></summary>
923 public Vector3 Acceleration 943 public Vector3 Acceleration
924 { 944 {
925 get { return m_acceleration; } 945 get
946 {
947 PhysicsActor actor = PhysActor;
948 if (actor != null)
949 {
950 m_acceleration = actor.Acceleration;
951 }
952 return m_acceleration;
953 }
954
926 set { m_acceleration = value; } 955 set { m_acceleration = value; }
927 } 956 }
928 957
@@ -1013,7 +1042,7 @@ namespace OpenSim.Region.Framework.Scenes
1013 get { return m_shape.Scale; } 1042 get { return m_shape.Scale; }
1014 set 1043 set
1015 { 1044 {
1016 StoreUndoState(); 1045 StoreUndoState(UndoType.STATE_PRIM_SCALE);
1017 if (m_shape != null) 1046 if (m_shape != null)
1018 { 1047 {
1019 m_shape.Scale = value; 1048 m_shape.Scale = value;
@@ -1079,11 +1108,10 @@ namespace OpenSim.Region.Framework.Scenes
1079 1108
1080 public Vector3 AbsolutePosition 1109 public Vector3 AbsolutePosition
1081 { 1110 {
1082 get { 1111 get
1083 if (IsAttachment) 1112 {
1084 return GroupPosition; 1113 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1085 1114 }
1086 return m_offsetPosition + m_groupPosition; }
1087 } 1115 }
1088 1116
1089 public SceneObjectGroup ParentGroup 1117 public SceneObjectGroup ParentGroup
@@ -1242,6 +1270,13 @@ namespace OpenSim.Region.Framework.Scenes
1242 _flags = value; 1270 _flags = value;
1243 } 1271 }
1244 } 1272 }
1273
1274 [XmlIgnore]
1275 public bool IsOccupied // KF If an av is sittingon this prim
1276 {
1277 get { return m_occupied; }
1278 set { m_occupied = value; }
1279 }
1245 1280
1246 1281
1247 public UUID SitTargetAvatar 1282 public UUID SitTargetAvatar
@@ -1317,14 +1352,6 @@ namespace OpenSim.Region.Framework.Scenes
1317 } 1352 }
1318 } 1353 }
1319 1354
1320 /// <summary>
1321 /// Clear all pending updates of parts to clients
1322 /// </summary>
1323 private void ClearUpdateSchedule()
1324 {
1325 m_updateFlag = 0;
1326 }
1327
1328 private void SendObjectPropertiesToClient(UUID AgentID) 1355 private void SendObjectPropertiesToClient(UUID AgentID)
1329 { 1356 {
1330 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1357 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1575,14 +1602,22 @@ namespace OpenSim.Region.Framework.Scenes
1575 // or flexible 1602 // or flexible
1576 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1603 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1577 { 1604 {
1578 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1605 try
1579 string.Format("{0}/{1}", Name, UUID), 1606 {
1580 Shape, 1607 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1581 AbsolutePosition, 1608 string.Format("{0}/{1}", Name, UUID),
1582 Scale, 1609 Shape,
1583 RotationOffset, 1610 AbsolutePosition,
1584 RigidBody); 1611 Scale,
1585 1612 RotationOffset,
1613 RigidBody);
1614 PhysActor.SetMaterial(Material);
1615 }
1616 catch
1617 {
1618 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1619 PhysActor = null;
1620 }
1586 // Basic Physics returns null.. joy joy joy. 1621 // Basic Physics returns null.. joy joy joy.
1587 if (PhysActor != null) 1622 if (PhysActor != null)
1588 { 1623 {
@@ -1610,7 +1645,7 @@ namespace OpenSim.Region.Framework.Scenes
1610 { 1645 {
1611 m_redo.Clear(); 1646 m_redo.Clear();
1612 } 1647 }
1613 StoreUndoState(); 1648 StoreUndoState(UndoType.STATE_ALL);
1614 } 1649 }
1615 1650
1616 public byte ConvertScriptUintToByte(uint indata) 1651 public byte ConvertScriptUintToByte(uint indata)
@@ -1679,6 +1714,9 @@ namespace OpenSim.Region.Framework.Scenes
1679 1714
1680 // Move afterwards ResetIDs as it clears the localID 1715 // Move afterwards ResetIDs as it clears the localID
1681 dupe.LocalId = localID; 1716 dupe.LocalId = localID;
1717 if(dupe.PhysActor != null)
1718 dupe.PhysActor.LocalID = localID;
1719
1682 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1720 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1683 dupe._lastOwnerID = OwnerID; 1721 dupe._lastOwnerID = OwnerID;
1684 1722
@@ -1722,7 +1760,7 @@ namespace OpenSim.Region.Framework.Scenes
1722 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1760 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1723 part.Shape = shape; 1761 part.Shape = shape;
1724 1762
1725 part.Name = "Primitive"; 1763 part.Name = "Object";
1726 part._ownerID = UUID.Random(); 1764 part._ownerID = UUID.Random();
1727 1765
1728 return part; 1766 return part;
@@ -2083,12 +2121,17 @@ namespace OpenSim.Region.Framework.Scenes
2083 public Vector3 GetWorldPosition() 2121 public Vector3 GetWorldPosition()
2084 { 2122 {
2085 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2123 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2086
2087 Vector3 axPos = OffsetPosition; 2124 Vector3 axPos = OffsetPosition;
2088
2089 axPos *= parentRot; 2125 axPos *= parentRot;
2090 Vector3 translationOffsetPosition = axPos; 2126 Vector3 translationOffsetPosition = axPos;
2091 return GroupPosition + translationOffsetPosition; 2127 if(_parentID == 0)
2128 {
2129 return GroupPosition;
2130 }
2131 else
2132 {
2133 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2134 }
2092 } 2135 }
2093 2136
2094 /// <summary> 2137 /// <summary>
@@ -2745,17 +2788,18 @@ namespace OpenSim.Region.Framework.Scenes
2745 //Trys to fetch sound id from prim's inventory. 2788 //Trys to fetch sound id from prim's inventory.
2746 //Prim's inventory doesn't support non script items yet 2789 //Prim's inventory doesn't support non script items yet
2747 2790
2748 lock (TaskInventory) 2791 TaskInventory.LockItemsForRead(true);
2792
2793 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2749 { 2794 {
2750 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2795 if (item.Value.Name == sound)
2751 { 2796 {
2752 if (item.Value.Name == sound) 2797 soundID = item.Value.ItemID;
2753 { 2798 break;
2754 soundID = item.Value.ItemID;
2755 break;
2756 }
2757 } 2799 }
2758 } 2800 }
2801
2802 TaskInventory.LockItemsForRead(false);
2759 } 2803 }
2760 2804
2761 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2805 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2815,7 +2859,7 @@ namespace OpenSim.Region.Framework.Scenes
2815 /// <param name="scale"></param> 2859 /// <param name="scale"></param>
2816 public void Resize(Vector3 scale) 2860 public void Resize(Vector3 scale)
2817 { 2861 {
2818 StoreUndoState(); 2862 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2819 m_shape.Scale = scale; 2863 m_shape.Scale = scale;
2820 2864
2821 ParentGroup.HasGroupChanged = true; 2865 ParentGroup.HasGroupChanged = true;
@@ -2824,38 +2868,7 @@ namespace OpenSim.Region.Framework.Scenes
2824 2868
2825 public void RotLookAt(Quaternion target, float strength, float damping) 2869 public void RotLookAt(Quaternion target, float strength, float damping)
2826 { 2870 {
2827 rotLookAt(target, strength, damping); 2871 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2828 }
2829
2830 public void rotLookAt(Quaternion target, float strength, float damping)
2831 {
2832 if (IsAttachment)
2833 {
2834 /*
2835 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2836 if (avatar != null)
2837 {
2838 Rotate the Av?
2839 } */
2840 }
2841 else
2842 {
2843 APIDDamp = damping;
2844 APIDStrength = strength;
2845 APIDTarget = target;
2846 }
2847 }
2848
2849 public void startLookAt(Quaternion rot, float damp, float strength)
2850 {
2851 APIDDamp = damp;
2852 APIDStrength = strength;
2853 APIDTarget = rot;
2854 }
2855
2856 public void stopLookAt()
2857 {
2858 APIDTarget = Quaternion.Identity;
2859 } 2872 }
2860 2873
2861 /// <summary> 2874 /// <summary>
@@ -2867,7 +2880,10 @@ namespace OpenSim.Region.Framework.Scenes
2867 2880
2868 if (m_parentGroup != null) 2881 if (m_parentGroup != null)
2869 { 2882 {
2870 m_parentGroup.QueueForUpdateCheck(); 2883 if (!m_parentGroup.areUpdatesSuspended)
2884 {
2885 m_parentGroup.QueueForUpdateCheck();
2886 }
2871 } 2887 }
2872 2888
2873 int timeNow = Util.UnixTimeSinceEpoch(); 2889 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3084,8 +3100,8 @@ namespace OpenSim.Region.Framework.Scenes
3084 { 3100 {
3085 const float ROTATION_TOLERANCE = 0.01f; 3101 const float ROTATION_TOLERANCE = 0.01f;
3086 const float VELOCITY_TOLERANCE = 0.001f; 3102 const float VELOCITY_TOLERANCE = 0.001f;
3087 const float POSITION_TOLERANCE = 0.05f; 3103 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3088 const int TIME_MS_TOLERANCE = 3000; 3104 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3089 3105
3090 if (m_updateFlag == 1) 3106 if (m_updateFlag == 1)
3091 { 3107 {
@@ -3099,7 +3115,7 @@ namespace OpenSim.Region.Framework.Scenes
3099 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3115 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3100 { 3116 {
3101 AddTerseUpdateToAllAvatars(); 3117 AddTerseUpdateToAllAvatars();
3102 ClearUpdateSchedule(); 3118
3103 3119
3104 // This causes the Scene to 'poll' physical objects every couple of frames 3120 // This causes the Scene to 'poll' physical objects every couple of frames
3105 // bad, so it's been replaced by an event driven method. 3121 // bad, so it's been replaced by an event driven method.
@@ -3117,16 +3133,18 @@ namespace OpenSim.Region.Framework.Scenes
3117 m_lastAngularVelocity = AngularVelocity; 3133 m_lastAngularVelocity = AngularVelocity;
3118 m_lastTerseSent = Environment.TickCount; 3134 m_lastTerseSent = Environment.TickCount;
3119 } 3135 }
3136 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3137 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3120 } 3138 }
3121 else 3139 else
3122 { 3140 {
3123 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3141 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3124 { 3142 {
3125 AddFullUpdateToAllAvatars(); 3143 AddFullUpdateToAllAvatars();
3126 ClearUpdateSchedule(); 3144 m_updateFlag = 0; //Same here
3127 } 3145 }
3128 } 3146 }
3129 ClearUpdateSchedule(); 3147 m_updateFlag = 0;
3130 } 3148 }
3131 3149
3132 /// <summary> 3150 /// <summary>
@@ -3154,17 +3172,16 @@ namespace OpenSim.Region.Framework.Scenes
3154 if (!UUID.TryParse(sound, out soundID)) 3172 if (!UUID.TryParse(sound, out soundID))
3155 { 3173 {
3156 // search sound file from inventory 3174 // search sound file from inventory
3157 lock (TaskInventory) 3175 TaskInventory.LockItemsForRead(true);
3176 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3158 { 3177 {
3159 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3178 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3160 { 3179 {
3161 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3180 soundID = item.Value.ItemID;
3162 { 3181 break;
3163 soundID = item.Value.ItemID;
3164 break;
3165 }
3166 } 3182 }
3167 } 3183 }
3184 TaskInventory.LockItemsForRead(false);
3168 } 3185 }
3169 3186
3170 if (soundID == UUID.Zero) 3187 if (soundID == UUID.Zero)
@@ -3594,7 +3611,7 @@ namespace OpenSim.Region.Framework.Scenes
3594 3611
3595 public void StopLookAt() 3612 public void StopLookAt()
3596 { 3613 {
3597 m_parentGroup.stopLookAt(); 3614 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3598 3615
3599 m_parentGroup.ScheduleGroupForTerseUpdate(); 3616 m_parentGroup.ScheduleGroupForTerseUpdate();
3600 } 3617 }
@@ -3621,10 +3638,9 @@ namespace OpenSim.Region.Framework.Scenes
3621 m_parentGroup.ScheduleGroupForTerseUpdate(); 3638 m_parentGroup.ScheduleGroupForTerseUpdate();
3622 //m_parentGroup.ScheduleGroupForFullUpdate(); 3639 //m_parentGroup.ScheduleGroupForFullUpdate();
3623 } 3640 }
3624 3641 public void StoreUndoState(UndoType type)
3625 public void StoreUndoState()
3626 { 3642 {
3627 if (!Undoing) 3643 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3628 { 3644 {
3629 if (!IgnoreUndoUpdate) 3645 if (!IgnoreUndoUpdate)
3630 { 3646 {
@@ -3635,17 +3651,25 @@ namespace OpenSim.Region.Framework.Scenes
3635 if (m_undo.Count > 0) 3651 if (m_undo.Count > 0)
3636 { 3652 {
3637 UndoState last = m_undo.Peek(); 3653 UndoState last = m_undo.Peek();
3638 if (last != null) 3654
3639 {
3640 if (last.Compare(this))
3641 return;
3642 }
3643 } 3655 }
3644 3656
3645 if (m_parentGroup.GetSceneMaxUndo() > 0) 3657 if (m_parentGroup.GetSceneMaxUndo() > 0)
3646 { 3658 {
3647 UndoState nUndo = new UndoState(this); 3659 UndoState lastUndo = m_undo.Peek();
3648 3660
3661 UndoState nUndo = new UndoState(this, type);
3662
3663 if (lastUndo != null)
3664 {
3665 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3666 if (ts.TotalMilliseconds < 500)
3667 {
3668 //Delete the last entry since it was less than 500 milliseconds ago
3669 nUndo.Merge(lastUndo);
3670 m_undo.Pop();
3671 }
3672 }
3649 m_undo.Push(nUndo); 3673 m_undo.Push(nUndo);
3650 } 3674 }
3651 3675
@@ -4122,11 +4146,13 @@ namespace OpenSim.Region.Framework.Scenes
4122 if (m_undo.Count > 0) 4146 if (m_undo.Count > 0)
4123 { 4147 {
4124 UndoState nUndo = null; 4148 UndoState nUndo = null;
4149 UndoState goback = m_undo.Pop();
4125 if (m_parentGroup.GetSceneMaxUndo() > 0) 4150 if (m_parentGroup.GetSceneMaxUndo() > 0)
4126 { 4151 {
4127 nUndo = new UndoState(this); 4152 nUndo = new UndoState(this, goback.Type);
4128 } 4153 }
4129 UndoState goback = m_undo.Pop(); 4154
4155
4130 if (goback != null) 4156 if (goback != null)
4131 { 4157 {
4132 goback.PlaybackState(this); 4158 goback.PlaybackState(this);
@@ -4141,13 +4167,13 @@ namespace OpenSim.Region.Framework.Scenes
4141 { 4167 {
4142 lock (m_redo) 4168 lock (m_redo)
4143 { 4169 {
4170 UndoState gofwd = m_redo.Pop();
4144 if (m_parentGroup.GetSceneMaxUndo() > 0) 4171 if (m_parentGroup.GetSceneMaxUndo() > 0)
4145 { 4172 {
4146 UndoState nUndo = new UndoState(this); 4173 UndoState nUndo = new UndoState(this, gofwd.Type);
4147 4174
4148 m_undo.Push(nUndo); 4175 m_undo.Push(nUndo);
4149 } 4176 }
4150 UndoState gofwd = m_redo.Pop();
4151 if (gofwd != null) 4177 if (gofwd != null)
4152 gofwd.PlayfwdState(this); 4178 gofwd.PlayfwdState(this);
4153 } 4179 }
@@ -4411,6 +4437,7 @@ namespace OpenSim.Region.Framework.Scenes
4411 Scale, 4437 Scale,
4412 RotationOffset, 4438 RotationOffset,
4413 UsePhysics); 4439 UsePhysics);
4440 PhysActor.SetMaterial(Material);
4414 4441
4415 pa = PhysActor; 4442 pa = PhysActor;
4416 if (pa != null) 4443 if (pa != null)
@@ -4596,8 +4623,9 @@ namespace OpenSim.Region.Framework.Scenes
4596 { 4623 {
4597 m_shape.TextureEntry = textureEntry; 4624 m_shape.TextureEntry = textureEntry;
4598 TriggerScriptChangedEvent(Changed.TEXTURE); 4625 TriggerScriptChangedEvent(Changed.TEXTURE);
4599 4626 m_updateFlag = 1;
4600 ParentGroup.HasGroupChanged = true; 4627 ParentGroup.HasGroupChanged = true;
4628
4601 //This is madness.. 4629 //This is madness..
4602 //ParentGroup.ScheduleGroupForFullUpdate(); 4630 //ParentGroup.ScheduleGroupForFullUpdate();
4603 //This is sparta 4631 //This is sparta
@@ -4830,5 +4858,17 @@ namespace OpenSim.Region.Framework.Scenes
4830 Color color = Color; 4858 Color color = Color;
4831 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4859 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4832 } 4860 }
4861
4862 public void ResetOwnerChangeFlag()
4863 {
4864 List<UUID> inv = Inventory.GetInventoryList();
4865
4866 foreach (UUID itemID in inv)
4867 {
4868 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4869 item.OwnerChanged = false;
4870 Inventory.UpdateInventoryItem(item, false, false);
4871 }
4872 }
4833 } 4873 }
4834} 4874}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 67e59c6..7e59b10 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
@@ -120,39 +126,45 @@ namespace OpenSim.Region.Framework.Scenes
120 /// <param name="linkNum">Link number for the part</param> 126 /// <param name="linkNum">Link number for the part</param>
121 public void ResetInventoryIDs() 127 public void ResetInventoryIDs()
122 { 128 {
123 if (null == m_part || null == m_part.ParentGroup) 129 m_items.LockItemsForWrite(true);
124 return; 130
125 131 if (Items.Count == 0)
126 lock (m_items)
127 { 132 {
128 if (0 == m_items.Count) 133 m_items.LockItemsForWrite(false);
129 return; 134 return;
135 }
130 136
131 IList<TaskInventoryItem> items = GetInventoryItems(); 137 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
132 m_items.Clear(); 138 Items.Clear();
133 139
134 foreach (TaskInventoryItem item in items) 140 foreach (TaskInventoryItem item in items)
135 { 141 {
136 item.ResetIDs(m_part.UUID); 142 item.ResetIDs(m_part.UUID);
137 m_items.Add(item.ItemID, item); 143 Items.Add(item.ItemID, item);
138 }
139 } 144 }
145 m_items.LockItemsForWrite(false);
140 } 146 }
141 147
142 public void ResetObjectID() 148 public void ResetObjectID()
143 { 149 {
144 lock (Items) 150 m_items.LockItemsForWrite(true);
151
152 if (Items.Count == 0)
145 { 153 {
146 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 154 m_items.LockItemsForWrite(false);
147 Items.Clear(); 155 return;
148
149 foreach (TaskInventoryItem item in items)
150 {
151 item.ParentPartID = m_part.UUID;
152 item.ParentID = m_part.UUID;
153 Items.Add(item.ItemID, item);
154 }
155 } 156 }
157
158 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
159 Items.Clear();
160
161 foreach (TaskInventoryItem item in items)
162 {
163 item.ParentPartID = m_part.UUID;
164 item.ParentID = m_part.UUID;
165 Items.Add(item.ItemID, item);
166 }
167 m_items.LockItemsForWrite(false);
156 } 168 }
157 169
158 /// <summary> 170 /// <summary>
@@ -161,12 +173,11 @@ namespace OpenSim.Region.Framework.Scenes
161 /// <param name="ownerId"></param> 173 /// <param name="ownerId"></param>
162 public void ChangeInventoryOwner(UUID ownerId) 174 public void ChangeInventoryOwner(UUID ownerId)
163 { 175 {
164 lock (Items) 176 m_items.LockItemsForWrite(true);
177 if (0 == Items.Count)
165 { 178 {
166 if (0 == Items.Count) 179 m_items.LockItemsForWrite(false);
167 { 180 return;
168 return;
169 }
170 } 181 }
171 182
172 HasInventoryChanged = true; 183 HasInventoryChanged = true;
@@ -182,6 +193,7 @@ namespace OpenSim.Region.Framework.Scenes
182 item.PermsGranter = UUID.Zero; 193 item.PermsGranter = UUID.Zero;
183 } 194 }
184 } 195 }
196 m_items.LockItemsForWrite(false);
185 } 197 }
186 198
187 /// <summary> 199 /// <summary>
@@ -190,12 +202,11 @@ namespace OpenSim.Region.Framework.Scenes
190 /// <param name="groupID"></param> 202 /// <param name="groupID"></param>
191 public void ChangeInventoryGroup(UUID groupID) 203 public void ChangeInventoryGroup(UUID groupID)
192 { 204 {
193 lock (Items) 205 m_items.LockItemsForWrite(true);
206 if (0 == Items.Count)
194 { 207 {
195 if (0 == Items.Count) 208 m_items.LockItemsForWrite(false);
196 { 209 return;
197 return;
198 }
199 } 210 }
200 211
201 // Don't let this set the HasGroupChanged flag for attachments 212 // Don't let this set the HasGroupChanged flag for attachments
@@ -207,12 +218,45 @@ namespace OpenSim.Region.Framework.Scenes
207 m_part.ParentGroup.HasGroupChanged = true; 218 m_part.ParentGroup.HasGroupChanged = true;
208 } 219 }
209 220
210 List<TaskInventoryItem> items = GetInventoryItems(); 221 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
211 foreach (TaskInventoryItem item in items) 222 foreach (TaskInventoryItem item in items)
212 { 223 {
213 if (groupID != item.GroupID) 224 if (groupID != item.GroupID)
225 {
214 item.GroupID = groupID; 226 item.GroupID = groupID;
227 }
215 } 228 }
229 m_items.LockItemsForWrite(false);
230 }
231
232 private void QueryScriptStates()
233 {
234 if (m_part == null || m_part.ParentGroup == null)
235 return;
236
237 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
238 if (engines == null) // No engine at all
239 return;
240
241 Items.LockItemsForRead(true);
242 foreach (TaskInventoryItem item in Items.Values)
243 {
244 if (item.InvType == (int)InventoryType.LSL)
245 {
246 foreach (IScriptModule e in engines)
247 {
248 bool running;
249
250 if (e.HasScript(item.ItemID, out running))
251 {
252 item.ScriptRunning = running;
253 break;
254 }
255 }
256 }
257 }
258
259 Items.LockItemsForRead(false);
216 } 260 }
217 261
218 /// <summary> 262 /// <summary>
@@ -220,9 +264,14 @@ namespace OpenSim.Region.Framework.Scenes
220 /// </summary> 264 /// </summary>
221 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 265 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
222 { 266 {
223 List<TaskInventoryItem> scripts = GetInventoryScripts(); 267 Items.LockItemsForRead(true);
224 foreach (TaskInventoryItem item in scripts) 268 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
225 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 269 Items.LockItemsForRead(false);
270 foreach (TaskInventoryItem item in items)
271 {
272 if ((int)InventoryType.LSL == item.InvType)
273 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
274 }
226 } 275 }
227 276
228 public ArrayList GetScriptErrors(UUID itemID) 277 public ArrayList GetScriptErrors(UUID itemID)
@@ -255,9 +304,18 @@ namespace OpenSim.Region.Framework.Scenes
255 /// </param> 304 /// </param>
256 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 305 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
257 { 306 {
258 List<TaskInventoryItem> scripts = GetInventoryScripts(); 307 Items.LockItemsForRead(true);
259 foreach (TaskInventoryItem item in scripts) 308 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 309 Items.LockItemsForRead(false);
310
311 foreach (TaskInventoryItem item in items)
312 {
313 if ((int)InventoryType.LSL == item.InvType)
314 {
315 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
316 m_part.RemoveScriptEvents(item.ItemID);
317 }
318 }
261 } 319 }
262 320
263 /// <summary> 321 /// <summary>
@@ -273,7 +331,10 @@ namespace OpenSim.Region.Framework.Scenes
273 // item.Name, item.ItemID, Name, UUID); 331 // item.Name, item.ItemID, Name, UUID);
274 332
275 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 333 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
334 {
335 StoreScriptError(item.ItemID, "no permission");
276 return; 336 return;
337 }
277 338
278 m_part.AddFlag(PrimFlags.Scripted); 339 m_part.AddFlag(PrimFlags.Scripted);
279 340
@@ -282,14 +343,13 @@ namespace OpenSim.Region.Framework.Scenes
282 if (stateSource == 2 && // Prim crossing 343 if (stateSource == 2 && // Prim crossing
283 m_part.ParentGroup.Scene.m_trustBinaries) 344 m_part.ParentGroup.Scene.m_trustBinaries)
284 { 345 {
285 lock (m_items) 346 m_items.LockItemsForWrite(true);
286 { 347 m_items[item.ItemID].PermsMask = 0;
287 m_items[item.ItemID].PermsMask = 0; 348 m_items[item.ItemID].PermsGranter = UUID.Zero;
288 m_items[item.ItemID].PermsGranter = UUID.Zero; 349 m_items.LockItemsForWrite(false);
289 }
290
291 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 350 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
292 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 351 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
352 StoreScriptErrors(item.ItemID, null);
293 m_part.ParentGroup.AddActiveScriptCount(1); 353 m_part.ParentGroup.AddActiveScriptCount(1);
294 m_part.ScheduleFullUpdate(); 354 m_part.ScheduleFullUpdate();
295 return; 355 return;
@@ -298,6 +358,8 @@ namespace OpenSim.Region.Framework.Scenes
298 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 358 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
299 if (null == asset) 359 if (null == asset)
300 { 360 {
361 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
362 StoreScriptError(item.ItemID, msg);
301 m_log.ErrorFormat( 363 m_log.ErrorFormat(
302 "[PRIM INVENTORY]: " + 364 "[PRIM INVENTORY]: " +
303 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 365 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -309,15 +371,20 @@ namespace OpenSim.Region.Framework.Scenes
309 if (m_part.ParentGroup.m_savedScriptState != null) 371 if (m_part.ParentGroup.m_savedScriptState != null)
310 RestoreSavedScriptState(item.OldItemID, item.ItemID); 372 RestoreSavedScriptState(item.OldItemID, item.ItemID);
311 373
312 lock (m_items) 374 m_items.LockItemsForWrite(true);
313 { 375
314 m_items[item.ItemID].PermsMask = 0; 376 m_items[item.ItemID].PermsMask = 0;
315 m_items[item.ItemID].PermsGranter = UUID.Zero; 377 m_items[item.ItemID].PermsGranter = UUID.Zero;
316 } 378
379 m_items.LockItemsForWrite(false);
317 380
318 string script = Utils.BytesToString(asset.Data); 381 string script = Utils.BytesToString(asset.Data);
319 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 382 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
320 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 383 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
384 StoreScriptErrors(item.ItemID, null);
385 if (!item.ScriptRunning)
386 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
387 m_part.LocalId, item.ItemID);
321 m_part.ParentGroup.AddActiveScriptCount(1); 388 m_part.ParentGroup.AddActiveScriptCount(1);
322 m_part.ScheduleFullUpdate(); 389 m_part.ScheduleFullUpdate();
323 } 390 }
@@ -381,21 +448,145 @@ namespace OpenSim.Region.Framework.Scenes
381 448
382 /// <summary> 449 /// <summary>
383 /// Start a script which is in this prim's inventory. 450 /// Start a script which is in this prim's inventory.
451 /// Some processing may occur in the background, but this routine returns asap.
384 /// </summary> 452 /// </summary>
385 /// <param name="itemId"> 453 /// <param name="itemId">
386 /// A <see cref="UUID"/> 454 /// A <see cref="UUID"/>
387 /// </param> 455 /// </param>
388 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 456 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
389 { 457 {
390 TaskInventoryItem item = GetInventoryItem(itemId); 458 lock (m_scriptErrors)
391 if (item != null) 459 {
392 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 460 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
461 m_scriptErrors.Remove(itemId);
462 }
463 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
464 }
465
466 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
467 {
468 m_items.LockItemsForRead(true);
469 if (m_items.ContainsKey(itemId))
470 {
471 if (m_items.ContainsKey(itemId))
472 {
473 m_items.LockItemsForRead(false);
474 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
475 }
476 else
477 {
478 m_items.LockItemsForRead(false);
479 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
480 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
481 StoreScriptError(itemId, msg);
482 m_log.ErrorFormat(
483 "[PRIM INVENTORY]: " +
484 "Couldn't start script with ID {0} since it {1}", itemId, msg);
485 }
486 }
393 else 487 else
488 {
489 m_items.LockItemsForRead(false);
490 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
491 StoreScriptError(itemId, msg);
394 m_log.ErrorFormat( 492 m_log.ErrorFormat(
395 "[PRIM INVENTORY]: " + 493 "[PRIM INVENTORY]: " +
396 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 494 "Couldn't start script with ID {0} since it {1}", itemId, msg);
397 itemId, m_part.Name, m_part.UUID, 495 }
398 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 496
497 }
498
499 /// <summary>
500 /// Start a script which is in this prim's inventory and return any compilation error messages.
501 /// </summary>
502 /// <param name="itemId">
503 /// A <see cref="UUID"/>
504 /// </param>
505 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
506 {
507 ArrayList errors;
508
509 // Indicate to CreateScriptInstanceInternal() we want it to
510 // post any compilation/loading error messages
511 lock (m_scriptErrors)
512 {
513 m_scriptErrors[itemId] = null;
514 }
515
516 // Perform compilation/loading
517 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
518
519 // Wait for and retrieve any errors
520 lock (m_scriptErrors)
521 {
522 while ((errors = m_scriptErrors[itemId]) == null)
523 {
524 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
525 {
526 m_log.ErrorFormat(
527 "[PRIM INVENTORY]: " +
528 "timedout waiting for script {0} errors", itemId);
529 errors = m_scriptErrors[itemId];
530 if (errors == null)
531 {
532 errors = new ArrayList(1);
533 errors.Add("timedout waiting for errors");
534 }
535 break;
536 }
537 }
538 m_scriptErrors.Remove(itemId);
539 }
540 return errors;
541 }
542
543 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
544 private void StoreScriptErrors(UUID itemId, ArrayList errors)
545 {
546 lock (m_scriptErrors)
547 {
548 // If compilation/loading initiated via CreateScriptInstance(),
549 // it does not want the errors, so just get out
550 if (!m_scriptErrors.ContainsKey(itemId))
551 {
552 return;
553 }
554
555 // Initiated via CreateScriptInstanceEr(), if we know what the
556 // errors are, save them and wake CreateScriptInstanceEr().
557 if (errors != null)
558 {
559 m_scriptErrors[itemId] = errors;
560 System.Threading.Monitor.PulseAll(m_scriptErrors);
561 return;
562 }
563 }
564
565 // Initiated via CreateScriptInstanceEr() but we don't know what
566 // the errors are yet, so retrieve them from the script engine.
567 // This may involve some waiting internal to GetScriptErrors().
568 errors = GetScriptErrors(itemId);
569
570 // Get a default non-null value to indicate success.
571 if (errors == null)
572 {
573 errors = new ArrayList();
574 }
575
576 // Post to CreateScriptInstanceEr() and wake it up
577 lock (m_scriptErrors)
578 {
579 m_scriptErrors[itemId] = errors;
580 System.Threading.Monitor.PulseAll(m_scriptErrors);
581 }
582 }
583
584 // Like StoreScriptErrors(), but just posts a single string message
585 private void StoreScriptError(UUID itemId, string message)
586 {
587 ArrayList errors = new ArrayList(1);
588 errors.Add(message);
589 StoreScriptErrors(itemId, errors);
399 } 590 }
400 591
401 /// <summary> 592 /// <summary>
@@ -408,15 +599,7 @@ namespace OpenSim.Region.Framework.Scenes
408 /// </param> 599 /// </param>
409 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 600 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
410 { 601 {
411 bool scriptPresent = false; 602 if (m_items.ContainsKey(itemId))
412
413 lock (m_items)
414 {
415 if (m_items.ContainsKey(itemId))
416 scriptPresent = true;
417 }
418
419 if (scriptPresent)
420 { 603 {
421 if (!sceneObjectBeingDeleted) 604 if (!sceneObjectBeingDeleted)
422 m_part.RemoveScriptEvents(itemId); 605 m_part.RemoveScriptEvents(itemId);
@@ -441,14 +624,16 @@ namespace OpenSim.Region.Framework.Scenes
441 /// <returns></returns> 624 /// <returns></returns>
442 private bool InventoryContainsName(string name) 625 private bool InventoryContainsName(string name)
443 { 626 {
444 lock (m_items) 627 m_items.LockItemsForRead(true);
628 foreach (TaskInventoryItem item in m_items.Values)
445 { 629 {
446 foreach (TaskInventoryItem item in m_items.Values) 630 if (item.Name == name)
447 { 631 {
448 if (item.Name == name) 632 m_items.LockItemsForRead(false);
449 return true; 633 return true;
450 } 634 }
451 } 635 }
636 m_items.LockItemsForRead(false);
452 return false; 637 return false;
453 } 638 }
454 639
@@ -490,8 +675,9 @@ namespace OpenSim.Region.Framework.Scenes
490 /// <param name="item"></param> 675 /// <param name="item"></param>
491 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 676 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
492 { 677 {
493 List<TaskInventoryItem> il = GetInventoryItems(); 678 m_items.LockItemsForRead(true);
494 679 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
680 m_items.LockItemsForRead(false);
495 foreach (TaskInventoryItem i in il) 681 foreach (TaskInventoryItem i in il)
496 { 682 {
497 if (i.Name == item.Name) 683 if (i.Name == item.Name)
@@ -529,14 +715,14 @@ namespace OpenSim.Region.Framework.Scenes
529 item.Name = name; 715 item.Name = name;
530 item.GroupID = m_part.GroupID; 716 item.GroupID = m_part.GroupID;
531 717
532 lock (m_items) 718 m_items.LockItemsForWrite(true);
533 m_items.Add(item.ItemID, item); 719 m_items.Add(item.ItemID, item);
534 720 m_items.LockItemsForWrite(false);
535 if (allowedDrop) 721 if (allowedDrop)
536 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 722 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
537 else 723 else
538 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 724 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
539 725
540 m_inventorySerial++; 726 m_inventorySerial++;
541 //m_inventorySerial += 2; 727 //m_inventorySerial += 2;
542 HasInventoryChanged = true; 728 HasInventoryChanged = true;
@@ -552,15 +738,15 @@ namespace OpenSim.Region.Framework.Scenes
552 /// <param name="items"></param> 738 /// <param name="items"></param>
553 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 739 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
554 { 740 {
555 lock (m_items) 741 m_items.LockItemsForWrite(true);
742 foreach (TaskInventoryItem item in items)
556 { 743 {
557 foreach (TaskInventoryItem item in items) 744 m_items.Add(item.ItemID, item);
558 { 745// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
559 m_items.Add(item.ItemID, item);
560// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
561 }
562 m_inventorySerial++;
563 } 746 }
747 m_items.LockItemsForWrite(false);
748
749 m_inventorySerial++;
564 } 750 }
565 751
566 /// <summary> 752 /// <summary>
@@ -571,10 +757,9 @@ namespace OpenSim.Region.Framework.Scenes
571 public TaskInventoryItem GetInventoryItem(UUID itemId) 757 public TaskInventoryItem GetInventoryItem(UUID itemId)
572 { 758 {
573 TaskInventoryItem item; 759 TaskInventoryItem item;
574 760 m_items.LockItemsForRead(true);
575 lock (m_items) 761 m_items.TryGetValue(itemId, out item);
576 m_items.TryGetValue(itemId, out item); 762 m_items.LockItemsForRead(false);
577
578 return item; 763 return item;
579 } 764 }
580 765
@@ -590,15 +775,16 @@ namespace OpenSim.Region.Framework.Scenes
590 { 775 {
591 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 776 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
592 777
593 lock (m_items) 778 m_items.LockItemsForRead(true);
779
780 foreach (TaskInventoryItem item in m_items.Values)
594 { 781 {
595 foreach (TaskInventoryItem item in m_items.Values) 782 if (item.Name == name)
596 { 783 items.Add(item);
597 if (item.Name == name)
598 items.Add(item);
599 }
600 } 784 }
601 785
786 m_items.LockItemsForRead(false);
787
602 return items; 788 return items;
603 } 789 }
604 790
@@ -691,9 +877,9 @@ namespace OpenSim.Region.Framework.Scenes
691 877
692 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 878 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
693 { 879 {
694 TaskInventoryItem it = GetInventoryItem(item.ItemID); 880 m_items.LockItemsForWrite(true);
695 if (it != null)
696 881
882 if (m_items.ContainsKey(item.ItemID))
697 { 883 {
698 item.ParentID = m_part.UUID; 884 item.ParentID = m_part.UUID;
699 item.ParentPartID = m_part.UUID; 885 item.ParentPartID = m_part.UUID;
@@ -704,14 +890,10 @@ namespace OpenSim.Region.Framework.Scenes
704 item.GroupID = m_part.GroupID; 890 item.GroupID = m_part.GroupID;
705 891
706 if (item.AssetID == UUID.Zero) 892 if (item.AssetID == UUID.Zero)
707 item.AssetID = it.AssetID; 893 item.AssetID = m_items[item.ItemID].AssetID;
708
709 lock (m_items)
710 {
711 m_items[item.ItemID] = item;
712 m_inventorySerial++;
713 }
714 894
895 m_items[item.ItemID] = item;
896 m_inventorySerial++;
715 if (fireScriptEvents) 897 if (fireScriptEvents)
716 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 898 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
717 if (considerChanged) 899 if (considerChanged)
@@ -719,6 +901,7 @@ namespace OpenSim.Region.Framework.Scenes
719 HasInventoryChanged = true; 901 HasInventoryChanged = true;
720 m_part.ParentGroup.HasGroupChanged = true; 902 m_part.ParentGroup.HasGroupChanged = true;
721 } 903 }
904 m_items.LockItemsForWrite(false);
722 return true; 905 return true;
723 } 906 }
724 else 907 else
@@ -729,8 +912,9 @@ namespace OpenSim.Region.Framework.Scenes
729 item.ItemID, m_part.Name, m_part.UUID, 912 item.ItemID, m_part.Name, m_part.UUID,
730 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 913 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
731 } 914 }
732 return false; 915 m_items.LockItemsForWrite(false);
733 916
917 return false;
734 } 918 }
735 919
736 /// <summary> 920 /// <summary>
@@ -741,107 +925,68 @@ namespace OpenSim.Region.Framework.Scenes
741 /// in this prim's inventory.</returns> 925 /// in this prim's inventory.</returns>
742 public int RemoveInventoryItem(UUID itemID) 926 public int RemoveInventoryItem(UUID itemID)
743 { 927 {
744 TaskInventoryItem item = GetInventoryItem(itemID); 928 m_items.LockItemsForRead(true);
745 if (item != null) 929
930 if (m_items.ContainsKey(itemID))
746 { 931 {
747 int type = m_items[itemID].InvType; 932 int type = m_items[itemID].InvType;
933 m_items.LockItemsForRead(false);
748 if (type == 10) // Script 934 if (type == 10) // Script
749 { 935 {
750 m_part.RemoveScriptEvents(itemID);
751 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 936 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
752 } 937 }
938 m_items.LockItemsForWrite(true);
753 m_items.Remove(itemID); 939 m_items.Remove(itemID);
940 m_items.LockItemsForWrite(false);
754 m_inventorySerial++; 941 m_inventorySerial++;
755 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 942 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
756 943
757 HasInventoryChanged = true; 944 HasInventoryChanged = true;
758 m_part.ParentGroup.HasGroupChanged = true; 945 m_part.ParentGroup.HasGroupChanged = true;
759 946
760 if (!ContainsScripts()) 947 int scriptcount = 0;
948 m_items.LockItemsForRead(true);
949 foreach (TaskInventoryItem item in m_items.Values)
950 {
951 if (item.Type == 10)
952 {
953 scriptcount++;
954 }
955 }
956 m_items.LockItemsForRead(false);
957
958
959 if (scriptcount <= 0)
960 {
761 m_part.RemFlag(PrimFlags.Scripted); 961 m_part.RemFlag(PrimFlags.Scripted);
962 }
762 963
763 m_part.ScheduleFullUpdate(); 964 m_part.ScheduleFullUpdate();
764 965
765 return type; 966 return type;
766
767 } 967 }
768 else 968 else
769 { 969 {
970 m_items.LockItemsForRead(false);
770 m_log.ErrorFormat( 971 m_log.ErrorFormat(
771 "[PRIM INVENTORY]: " + 972 "[PRIM INVENTORY]: " +
772 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 973 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
773 itemID, m_part.Name, m_part.UUID, 974 itemID, m_part.Name, m_part.UUID);
774 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
775 } 975 }
776 976
777 return -1; 977 return -1;
778 } 978 }
779 979
780 private bool CreateInventoryFile() 980 private bool CreateInventoryFileName()
781 { 981 {
782 if (m_inventoryFileName == String.Empty || 982 if (m_inventoryFileName == String.Empty ||
783 m_inventoryFileNameSerial < m_inventorySerial) 983 m_inventoryFileNameSerial < m_inventorySerial)
784 { 984 {
785 // Something changed, we need to create a new file
786 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 985 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
787 m_inventoryFileNameSerial = m_inventorySerial; 986 m_inventoryFileNameSerial = m_inventorySerial;
788
789 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
790
791 lock (m_items)
792 {
793 foreach (TaskInventoryItem item in m_items.Values)
794 {
795 UUID ownerID = item.OwnerID;
796 uint everyoneMask = 0;
797 uint baseMask = item.BasePermissions;
798 uint ownerMask = item.CurrentPermissions;
799 uint groupMask = item.GroupPermissions;
800
801 invString.AddItemStart();
802 invString.AddNameValueLine("item_id", item.ItemID.ToString());
803 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
804
805 invString.AddPermissionsStart();
806
807 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
808 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
809 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
810 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
811 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
812
813 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
814 invString.AddNameValueLine("owner_id", ownerID.ToString());
815
816 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
817
818 invString.AddNameValueLine("group_id", item.GroupID.ToString());
819 invString.AddSectionEnd();
820
821 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
822 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
823 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
824 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
825
826 invString.AddSaleStart();
827 invString.AddNameValueLine("sale_type", "not");
828 invString.AddNameValueLine("sale_price", "0");
829 invString.AddSectionEnd();
830
831 invString.AddNameValueLine("name", item.Name + "|");
832 invString.AddNameValueLine("desc", item.Description + "|");
833
834 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
835 invString.AddSectionEnd();
836 }
837 }
838
839 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
840
841 return true; 987 return true;
842 } 988 }
843 989
844 // No need to recreate, the existing file is fine
845 return false; 990 return false;
846 } 991 }
847 992
@@ -851,26 +996,99 @@ namespace OpenSim.Region.Framework.Scenes
851 /// <param name="xferManager"></param> 996 /// <param name="xferManager"></param>
852 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 997 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
853 { 998 {
854 CreateInventoryFile(); 999 bool changed = CreateInventoryFileName();
1000
1001 bool includeAssets = false;
1002 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1003 includeAssets = true;
1004
1005 if (m_inventoryPrivileged != includeAssets)
1006 changed = true;
1007
1008 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1009
1010 Items.LockItemsForRead(true);
855 1011
856 if (m_inventorySerial == 0) // No inventory 1012 if (m_inventorySerial == 0) // No inventory
857 { 1013 {
858 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1014 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1015 Items.LockItemsForRead(false);
859 return; 1016 return;
860 } 1017 }
861 1018
862 // In principle, we should only do the rest if the inventory changed; 1019 if (!changed)
863 // by sending m_inventorySerial to the client, it ought to know 1020 {
864 // that nothing changed and that it doesn't need to request the file. 1021 if (m_inventoryFileData.Length > 2)
865 // Unfortunately, it doesn't look like the client optimizes this; 1022 {
866 // the client seems to always come back and request the Xfer, 1023 xferManager.AddNewFile(m_inventoryFileName,
867 // no matter what value m_inventorySerial has. 1024 m_inventoryFileData);
1025 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1026 Util.StringToBytes256(m_inventoryFileName));
1027
1028 Items.LockItemsForRead(false);
1029 return;
1030 }
1031 }
1032
1033 m_inventoryPrivileged = includeAssets;
1034
1035 foreach (TaskInventoryItem item in m_items.Values)
1036 {
1037 UUID ownerID = item.OwnerID;
1038 uint everyoneMask = 0;
1039 uint baseMask = item.BasePermissions;
1040 uint ownerMask = item.CurrentPermissions;
1041 uint groupMask = item.GroupPermissions;
1042
1043 invString.AddItemStart();
1044 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1045 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1046
1047 invString.AddPermissionsStart();
1048
1049 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1050 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1051 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1052 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1053 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1054
1055 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1056 invString.AddNameValueLine("owner_id", ownerID.ToString());
1057
1058 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1059
1060 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1061 invString.AddSectionEnd();
1062
1063 if (includeAssets)
1064 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1065 else
1066 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1067 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
1068 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
1069 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1070
1071 invString.AddSaleStart();
1072 invString.AddNameValueLine("sale_type", "not");
1073 invString.AddNameValueLine("sale_price", "0");
1074 invString.AddSectionEnd();
1075
1076 invString.AddNameValueLine("name", item.Name + "|");
1077 invString.AddNameValueLine("desc", item.Description + "|");
1078
1079 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1080 invString.AddSectionEnd();
1081 }
1082
1083 Items.LockItemsForRead(false);
1084
1085 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
868 1086
869 if (m_inventoryFileData.Length > 2) 1087 if (m_inventoryFileData.Length > 2)
870 // Add the file for Xfer 1088 {
871 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1089 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1090 }
872 1091
873 // Tell the client we're ready to Xfer the file
874 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial, 1092 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
875 Util.StringToBytes256(m_inventoryFileName)); 1093 Util.StringToBytes256(m_inventoryFileName));
876 } 1094 }
@@ -883,10 +1101,11 @@ namespace OpenSim.Region.Framework.Scenes
883 { 1101 {
884 if (HasInventoryChanged) 1102 if (HasInventoryChanged)
885 { 1103 {
886 HasInventoryChanged = false; 1104 Items.LockItemsForRead(true);
887 List<TaskInventoryItem> items = GetInventoryItems(); 1105 datastore.StorePrimInventory(m_part.UUID, Items.Values);
888 datastore.StorePrimInventory(m_part.UUID, items); 1106 Items.LockItemsForRead(false);
889 1107
1108 HasInventoryChanged = false;
890 } 1109 }
891 } 1110 }
892 1111
@@ -953,82 +1172,63 @@ namespace OpenSim.Region.Framework.Scenes
953 { 1172 {
954 uint mask=0x7fffffff; 1173 uint mask=0x7fffffff;
955 1174
956 lock (m_items) 1175 foreach (TaskInventoryItem item in m_items.Values)
957 { 1176 {
958 foreach (TaskInventoryItem item in m_items.Values) 1177 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1178 mask &= ~((uint)PermissionMask.Copy >> 13);
1179 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1180 mask &= ~((uint)PermissionMask.Transfer >> 13);
1181 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1182 mask &= ~((uint)PermissionMask.Modify >> 13);
1183
1184 if (item.InvType == (int)InventoryType.Object)
959 { 1185 {
960 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1186 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
961 mask &= ~((uint)PermissionMask.Copy >> 13); 1187 mask &= ~((uint)PermissionMask.Copy >> 13);
962 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1188 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
963 mask &= ~((uint)PermissionMask.Transfer >> 13); 1189 mask &= ~((uint)PermissionMask.Transfer >> 13);
964 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1190 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
965 mask &= ~((uint)PermissionMask.Modify >> 13); 1191 mask &= ~((uint)PermissionMask.Modify >> 13);
966
967 if (item.InvType != (int)InventoryType.Object)
968 {
969 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
970 mask &= ~((uint)PermissionMask.Copy >> 13);
971 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
972 mask &= ~((uint)PermissionMask.Transfer >> 13);
973 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
974 mask &= ~((uint)PermissionMask.Modify >> 13);
975 }
976 else
977 {
978 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
979 mask &= ~((uint)PermissionMask.Copy >> 13);
980 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
981 mask &= ~((uint)PermissionMask.Transfer >> 13);
982 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
983 mask &= ~((uint)PermissionMask.Modify >> 13);
984 }
985
986 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
987 mask &= ~(uint)PermissionMask.Copy;
988 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
989 mask &= ~(uint)PermissionMask.Transfer;
990 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
991 mask &= ~(uint)PermissionMask.Modify;
992 } 1192 }
1193
1194 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1195 mask &= ~(uint)PermissionMask.Copy;
1196 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1197 mask &= ~(uint)PermissionMask.Transfer;
1198 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1199 mask &= ~(uint)PermissionMask.Modify;
993 } 1200 }
994
995 return mask; 1201 return mask;
996 } 1202 }
997 1203
998 public void ApplyNextOwnerPermissions() 1204 public void ApplyNextOwnerPermissions()
999 { 1205 {
1000 lock (m_items) 1206 foreach (TaskInventoryItem item in m_items.Values)
1001 { 1207 {
1002 foreach (TaskInventoryItem item in m_items.Values) 1208 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1003 { 1209 {
1004 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1210 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1005 { 1211 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1006 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1212 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1007 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1213 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1214 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1009 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1215 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1010 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1011 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1012 }
1013 item.CurrentPermissions &= item.NextPermissions;
1014 item.BasePermissions &= item.NextPermissions;
1015 item.EveryonePermissions &= item.NextPermissions;
1016 item.OwnerChanged = true;
1017 item.PermsMask = 0;
1018 item.PermsGranter = UUID.Zero;
1019 } 1216 }
1217 item.OwnerChanged = true;
1218 item.CurrentPermissions &= item.NextPermissions;
1219 item.BasePermissions &= item.NextPermissions;
1220 item.EveryonePermissions &= item.NextPermissions;
1221 item.PermsMask = 0;
1222 item.PermsGranter = UUID.Zero;
1020 } 1223 }
1021 } 1224 }
1022 1225
1023 public void ApplyGodPermissions(uint perms) 1226 public void ApplyGodPermissions(uint perms)
1024 { 1227 {
1025 lock (m_items) 1228 foreach (TaskInventoryItem item in m_items.Values)
1026 { 1229 {
1027 foreach (TaskInventoryItem item in m_items.Values) 1230 item.CurrentPermissions = perms;
1028 { 1231 item.BasePermissions = perms;
1029 item.CurrentPermissions = perms;
1030 item.BasePermissions = perms;
1031 }
1032 } 1232 }
1033 m_inventorySerial++; 1233 m_inventorySerial++;
1034 HasInventoryChanged = true; 1234 HasInventoryChanged = true;
@@ -1036,17 +1236,13 @@ namespace OpenSim.Region.Framework.Scenes
1036 1236
1037 public bool ContainsScripts() 1237 public bool ContainsScripts()
1038 { 1238 {
1039 lock (m_items) 1239 foreach (TaskInventoryItem item in m_items.Values)
1040 { 1240 {
1041 foreach (TaskInventoryItem item in m_items.Values) 1241 if (item.InvType == (int)InventoryType.LSL)
1042 { 1242 {
1043 if (item.InvType == (int)InventoryType.LSL) 1243 return true;
1044 {
1045 return true;
1046 }
1047 } 1244 }
1048 } 1245 }
1049
1050 return false; 1246 return false;
1051 } 1247 }
1052 1248
@@ -1054,11 +1250,8 @@ namespace OpenSim.Region.Framework.Scenes
1054 { 1250 {
1055 List<UUID> ret = new List<UUID>(); 1251 List<UUID> ret = new List<UUID>();
1056 1252
1057 lock (m_items) 1253 foreach (TaskInventoryItem item in m_items.Values)
1058 { 1254 ret.Add(item.ItemID);
1059 foreach (TaskInventoryItem item in m_items.Values)
1060 ret.Add(item.ItemID);
1061 }
1062 1255
1063 return ret; 1256 return ret;
1064 } 1257 }
@@ -1089,31 +1282,46 @@ namespace OpenSim.Region.Framework.Scenes
1089 1282
1090 public Dictionary<UUID, string> GetScriptStates() 1283 public Dictionary<UUID, string> GetScriptStates()
1091 { 1284 {
1285 return GetScriptStates(false);
1286 }
1287
1288 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1289 {
1092 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1290 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1093 1291
1094 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1292 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1095 if (engines == null) // No engine at all 1293 if (engines == null) // No engine at all
1096 return ret; 1294 return ret;
1097 1295
1098 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1296 Items.LockItemsForRead(true);
1099 1297 foreach (TaskInventoryItem item in m_items.Values)
1100 foreach (TaskInventoryItem item in scripts)
1101 { 1298 {
1102 foreach (IScriptModule e in engines) 1299 if (item.InvType == (int)InventoryType.LSL)
1103 { 1300 {
1104 if (e != null) 1301 foreach (IScriptModule e in engines)
1105 { 1302 {
1106 string n = e.GetXMLState(item.ItemID); 1303 if (e != null)
1107 if (n != String.Empty)
1108 { 1304 {
1109 if (!ret.ContainsKey(item.ItemID)) 1305 string n = e.GetXMLState(item.ItemID);
1110 ret[item.ItemID] = n; 1306 if (n != String.Empty)
1111 break; 1307 {
1308 if (oldIDs)
1309 {
1310 if (!ret.ContainsKey(item.OldItemID))
1311 ret[item.OldItemID] = n;
1312 }
1313 else
1314 {
1315 if (!ret.ContainsKey(item.ItemID))
1316 ret[item.ItemID] = n;
1317 }
1318 break;
1319 }
1112 } 1320 }
1113 } 1321 }
1114 } 1322 }
1115 } 1323 }
1116 1324 Items.LockItemsForRead(false);
1117 return ret; 1325 return ret;
1118 } 1326 }
1119 1327
@@ -1123,21 +1331,27 @@ namespace OpenSim.Region.Framework.Scenes
1123 if (engines == null) 1331 if (engines == null)
1124 return; 1332 return;
1125 1333
1126 List<TaskInventoryItem> scripts = GetInventoryScripts();
1127 1334
1128 foreach (TaskInventoryItem item in scripts) 1335 Items.LockItemsForRead(true);
1336
1337 foreach (TaskInventoryItem item in m_items.Values)
1129 { 1338 {
1130 foreach (IScriptModule engine in engines) 1339 if (item.InvType == (int)InventoryType.LSL)
1131 { 1340 {
1132 if (engine != null) 1341 foreach (IScriptModule engine in engines)
1133 { 1342 {
1134 if (item.OwnerChanged) 1343 if (engine != null)
1135 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1344 {
1136 item.OwnerChanged = false; 1345 if (item.OwnerChanged)
1137 engine.ResumeScript(item.ItemID); 1346 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1347 item.OwnerChanged = false;
1348 engine.ResumeScript(item.ItemID);
1349 }
1138 } 1350 }
1139 } 1351 }
1140 } 1352 }
1353
1354 Items.LockItemsForRead(false);
1141 } 1355 }
1142 } 1356 }
1143} 1357}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 00a1487..6267797 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); 79// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
@@ -87,7 +88,9 @@ namespace OpenSim.Region.Framework.Scenes
87 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
88 /// issue #1716 89 /// issue #1716
89 /// </summary> 90 /// </summary>
90 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 91// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
92 // Value revised by KF 091121 by comparison with SL.
93 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
91 94
92 public UUID currentParcelUUID = UUID.Zero; 95 public UUID currentParcelUUID = UUID.Zero;
93 96
@@ -110,6 +113,7 @@ namespace OpenSim.Region.Framework.Scenes
110 { 113 {
111 get { return m_attachments; } 114 get { return m_attachments; }
112 } 115 }
116
113 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); 117 protected List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
114 118
115 private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>(); 119 private Dictionary<UUID, ScriptControllers> scriptedcontrols = new Dictionary<UUID, ScriptControllers>();
@@ -119,10 +123,12 @@ namespace OpenSim.Region.Framework.Scenes
119 private SceneObjectGroup proxyObjectGroup; 123 private SceneObjectGroup proxyObjectGroup;
120 //private SceneObjectPart proxyObjectPart = null; 124 //private SceneObjectPart proxyObjectPart = null;
121 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
122 public bool sentMessageAboutRestrictedParcelFlyingDown;
123 public Vector4 CollisionPlane = Vector4.UnitW; 126 public Vector4 CollisionPlane = Vector4.UnitW;
124 127
128 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
129 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
125 private Vector3 m_lastPosition; 130 private Vector3 m_lastPosition;
131 private Vector3 m_lastWorldPosition;
126 private Quaternion m_lastRotation; 132 private Quaternion m_lastRotation;
127 private Vector3 m_lastVelocity; 133 private Vector3 m_lastVelocity;
128 //private int m_lastTerseSent; 134 //private int m_lastTerseSent;
@@ -130,6 +136,11 @@ namespace OpenSim.Region.Framework.Scenes
130 private bool m_updateflag; 136 private bool m_updateflag;
131 private byte m_movementflag; 137 private byte m_movementflag;
132 private Vector3? m_forceToApply; 138 private Vector3? m_forceToApply;
139 private int m_userFlags;
140 public int UserFlags
141 {
142 get { return m_userFlags; }
143 }
133 private TeleportFlags m_teleportFlags; 144 private TeleportFlags m_teleportFlags;
134 public TeleportFlags TeleportFlags 145 public TeleportFlags TeleportFlags
135 { 146 {
@@ -160,9 +171,10 @@ namespace OpenSim.Region.Framework.Scenes
160 private int m_perfMonMS; 171 private int m_perfMonMS;
161 172
162 private bool m_setAlwaysRun; 173 private bool m_setAlwaysRun;
163
164 private bool m_forceFly; 174 private bool m_forceFly;
165 private bool m_flyDisabled; 175 private bool m_flyDisabled;
176 private bool m_flyingOld; // add for fly velocity control
177 public bool m_wasFlying; // add for fly velocity control
166 178
167 private float m_speedModifier = 1.0f; 179 private float m_speedModifier = 1.0f;
168 180
@@ -181,7 +193,8 @@ namespace OpenSim.Region.Framework.Scenes
181 protected RegionInfo m_regionInfo; 193 protected RegionInfo m_regionInfo;
182 protected ulong crossingFromRegion; 194 protected ulong crossingFromRegion;
183 195
184 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 196 private readonly Vector3[] Dir_Vectors = new Vector3[11];
197 private bool m_isNudging = false;
185 198
186 // Position of agent's camera in world (region cordinates) 199 // Position of agent's camera in world (region cordinates)
187 protected Vector3 m_CameraCenter; 200 protected Vector3 m_CameraCenter;
@@ -206,17 +219,25 @@ namespace OpenSim.Region.Framework.Scenes
206 private bool m_autopilotMoving; 219 private bool m_autopilotMoving;
207 private Vector3 m_autoPilotTarget; 220 private Vector3 m_autoPilotTarget;
208 private bool m_sitAtAutoTarget; 221 private bool m_sitAtAutoTarget;
222 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
209 223
210 private string m_nextSitAnimation = String.Empty; 224 private string m_nextSitAnimation = String.Empty;
211 225
212 //PauPaw:Proper PID Controler for autopilot************ 226 //PauPaw:Proper PID Controler for autopilot************
213 private bool m_moveToPositionInProgress; 227 private bool m_moveToPositionInProgress;
214 private Vector3 m_moveToPositionTarget; 228 private Vector3 m_moveToPositionTarget;
229 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
215 230
216 private bool m_followCamAuto; 231 private bool m_followCamAuto;
217 232
218 private int m_movementUpdateCount; 233 private int m_movementUpdateCount;
234 private int m_lastColCount = -1; //KF: Look for Collision chnages
235 private int m_updateCount = 0; //KF: Update Anims for a while
236 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
219 private const int NumMovementsBetweenRayCast = 5; 237 private const int NumMovementsBetweenRayCast = 5;
238 private List<uint> m_lastColliders = new List<uint>();
239
240 private object m_syncRoot = new Object();
220 241
221 private bool CameraConstraintActive; 242 private bool CameraConstraintActive;
222 //private int m_moveToPositionStateStatus; 243 //private int m_moveToPositionStateStatus;
@@ -243,7 +264,9 @@ namespace OpenSim.Region.Framework.Scenes
243 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 264 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
244 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 265 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
245 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 266 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
246 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 267 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
268 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
269 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
247 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 270 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
248 } 271 }
249 272
@@ -450,7 +473,8 @@ namespace OpenSim.Region.Framework.Scenes
450 get 473 get
451 { 474 {
452 PhysicsActor actor = m_physicsActor; 475 PhysicsActor actor = m_physicsActor;
453 if (actor != null) 476// if (actor != null)
477 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
454 m_pos = actor.Position; 478 m_pos = actor.Position;
455 else 479 else
456 { 480 {
@@ -472,7 +496,7 @@ namespace OpenSim.Region.Framework.Scenes
472 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID); 496 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
473 if (part != null) 497 if (part != null)
474 { 498 {
475 return m_parentPosition + (m_pos * part.GetWorldRotation()); 499 return part.AbsolutePosition + (m_pos * part.GetWorldRotation());
476 } 500 }
477 else 501 else
478 { 502 {
@@ -499,7 +523,8 @@ namespace OpenSim.Region.Framework.Scenes
499 } 523 }
500 } 524 }
501 525
502 m_pos = value; 526 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
527 m_pos = value;
503 m_parentPosition = Vector3.Zero; 528 m_parentPosition = Vector3.Zero;
504 } 529 }
505 } 530 }
@@ -543,10 +568,39 @@ namespace OpenSim.Region.Framework.Scenes
543 } 568 }
544 } 569 }
545 570
571 public Quaternion OffsetRotation
572 {
573 get { return m_offsetRotation; }
574 set { m_offsetRotation = value; }
575 }
576
546 public Quaternion Rotation 577 public Quaternion Rotation
547 { 578 {
548 get { return m_bodyRot; } 579 get {
549 set { m_bodyRot = value; } 580 if (m_parentID != 0)
581 {
582 if (m_offsetRotation != null)
583 {
584 return m_offsetRotation;
585 }
586 else
587 {
588 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
589 }
590
591 }
592 else
593 {
594 return m_bodyRot;
595 }
596 }
597 set {
598 m_bodyRot = value;
599 if (m_parentID != 0)
600 {
601 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
602 }
603 }
550 } 604 }
551 605
552 public Quaternion PreviousRotation 606 public Quaternion PreviousRotation
@@ -571,11 +625,21 @@ namespace OpenSim.Region.Framework.Scenes
571 625
572 private uint m_parentID; 626 private uint m_parentID;
573 627
628
629 private UUID m_linkedPrim;
630
574 public uint ParentID 631 public uint ParentID
575 { 632 {
576 get { return m_parentID; } 633 get { return m_parentID; }
577 set { m_parentID = value; } 634 set { m_parentID = value; }
578 } 635 }
636
637 public UUID LinkedPrim
638 {
639 get { return m_linkedPrim; }
640 set { m_linkedPrim = value; }
641 }
642
579 public float Health 643 public float Health
580 { 644 {
581 get { return m_health; } 645 get { return m_health; }
@@ -697,7 +761,7 @@ namespace OpenSim.Region.Framework.Scenes
697 CreateSceneViewer(); 761 CreateSceneViewer();
698 m_animator = new ScenePresenceAnimator(this); 762 m_animator = new ScenePresenceAnimator(this);
699 } 763 }
700 764
701 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 765 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
702 { 766 {
703 m_DrawDistance = world.DefaultDrawDistance; 767 m_DrawDistance = world.DefaultDrawDistance;
@@ -712,6 +776,7 @@ namespace OpenSim.Region.Framework.Scenes
712 m_localId = m_scene.AllocateLocalId(); 776 m_localId = m_scene.AllocateLocalId();
713 777
714 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid); 778 UserAccount account = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, m_uuid);
779 m_userFlags = account.UserFlags;
715 780
716 if (account != null) 781 if (account != null)
717 m_userLevel = account.UserLevel; 782 m_userLevel = account.UserLevel;
@@ -730,10 +795,7 @@ namespace OpenSim.Region.Framework.Scenes
730 m_reprioritization_timer.AutoReset = false; 795 m_reprioritization_timer.AutoReset = false;
731 796
732 AdjustKnownSeeds(); 797 AdjustKnownSeeds();
733
734 // TODO: I think, this won't send anything, as we are still a child here...
735 Animator.TrySetMovementAnimation("STAND"); 798 Animator.TrySetMovementAnimation("STAND");
736
737 // we created a new ScenePresence (a new child agent) in a fresh region. 799 // we created a new ScenePresence (a new child agent) in a fresh region.
738 // Request info about all the (root) agents in this region 800 // Request info about all the (root) agents in this region
739 // Note: This won't send data *to* other clients in that region (children don't send) 801 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -784,25 +846,47 @@ namespace OpenSim.Region.Framework.Scenes
784 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 846 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
785 Dir_Vectors[4] = Vector3.UnitZ; //UP 847 Dir_Vectors[4] = Vector3.UnitZ; //UP
786 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 848 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
787 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 849 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
788 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 850 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
789 Dir_Vectors[7] = -Vector3.UnitX; //BACK 851 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
852 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
853 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
790 } 854 }
791 855
792 private Vector3[] GetWalkDirectionVectors() 856 private Vector3[] GetWalkDirectionVectors()
793 { 857 {
794 Vector3[] vector = new Vector3[9]; 858 Vector3[] vector = new Vector3[11];
795 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 859 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
796 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 860 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
797 vector[2] = Vector3.UnitY; //LEFT 861 vector[2] = Vector3.UnitY; //LEFT
798 vector[3] = -Vector3.UnitY; //RIGHT 862 vector[3] = -Vector3.UnitY; //RIGHT
799 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 863 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
800 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 864 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
801 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 865 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
802 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 866 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
803 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 867 vector[8] = Vector3.UnitY; //LEFT_NUDGE
868 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
869 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
804 return vector; 870 return vector;
805 } 871 }
872
873 private bool[] GetDirectionIsNudge()
874 {
875 bool[] isNudge = new bool[11];
876 isNudge[0] = false; //FORWARD
877 isNudge[1] = false; //BACK
878 isNudge[2] = false; //LEFT
879 isNudge[3] = false; //RIGHT
880 isNudge[4] = false; //UP
881 isNudge[5] = false; //DOWN
882 isNudge[6] = true; //FORWARD_NUDGE
883 isNudge[7] = true; //BACK_NUDGE
884 isNudge[8] = true; //LEFT_NUDGE
885 isNudge[9] = true; //RIGHT_NUDGE
886 isNudge[10] = true; //DOWN_Nudge
887 return isNudge;
888 }
889
806 890
807 #endregion 891 #endregion
808 892
@@ -864,6 +948,62 @@ namespace OpenSim.Region.Framework.Scenes
864 pos.Y = crossedBorder.BorderLine.Z - 1; 948 pos.Y = crossedBorder.BorderLine.Z - 1;
865 } 949 }
866 950
951 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
952 if (land != null)
953 {
954 // If we come in via login, landmark or map, we want to
955 // honor landing points. If we come in via Lure, we want
956 // to ignore them.
957 if ((m_teleportFlags & (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID)) == (TeleportFlags.ViaLogin | TeleportFlags.ViaRegionID) ||
958 (m_teleportFlags & TeleportFlags.ViaLandmark) != 0 ||
959 (m_teleportFlags & TeleportFlags.ViaLocation) != 0)
960 {
961 // Don't restrict gods, estate managers, or land owners to
962 // the TP point. This behaviour mimics agni.
963 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
964 land.LandData.UserLocation != Vector3.Zero &&
965 GodLevel < 200 &&
966 ((land.LandData.OwnerID != m_uuid &&
967 (!m_scene.Permissions.IsGod(m_uuid)) &&
968 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid))) || (m_teleportFlags & TeleportFlags.ViaLocation) != 0))
969 {
970 pos = land.LandData.UserLocation;
971 }
972 }
973
974 land.SendLandUpdateToClient(ControllingClient);
975 }
976
977 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
978 {
979 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
980
981 if (pos.X < 0)
982 {
983 emergencyPos.X = (int)Constants.RegionSize + pos.X;
984 if (!(pos.Y < 0))
985 emergencyPos.Y = pos.Y;
986 if (!(pos.Z < 0))
987 emergencyPos.Z = pos.Z;
988 }
989 if (pos.Y < 0)
990 {
991 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
992 if (!(pos.X < 0))
993 emergencyPos.X = pos.X;
994 if (!(pos.Z < 0))
995 emergencyPos.Z = pos.Z;
996 }
997 if (pos.Z < 0)
998 {
999 emergencyPos.Z = 128;
1000 if (!(pos.Y < 0))
1001 emergencyPos.Y = pos.Y;
1002 if (!(pos.X < 0))
1003 emergencyPos.X = pos.X;
1004 }
1005 }
1006
867 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 1007 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
868 { 1008 {
869 m_log.WarnFormat( 1009 m_log.WarnFormat(
@@ -988,16 +1128,21 @@ namespace OpenSim.Region.Framework.Scenes
988 /// <summary> 1128 /// <summary>
989 /// Removes physics plugin scene representation of this agent if it exists. 1129 /// Removes physics plugin scene representation of this agent if it exists.
990 /// </summary> 1130 /// </summary>
991 private void RemoveFromPhysicalScene() 1131 public void RemoveFromPhysicalScene()
992 { 1132 {
993 if (PhysicsActor != null) 1133 if (PhysicsActor != null)
994 { 1134 {
995 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1135 try
996 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1136 {
997 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1137 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
998 m_physicsActor.UnSubscribeEvents(); 1138 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
999 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1139 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1000 PhysicsActor = null; 1140 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1141 m_physicsActor.UnSubscribeEvents();
1142 PhysicsActor = null;
1143 }
1144 catch
1145 { }
1001 } 1146 }
1002 } 1147 }
1003 1148
@@ -1008,11 +1153,13 @@ namespace OpenSim.Region.Framework.Scenes
1008 public void Teleport(Vector3 pos) 1153 public void Teleport(Vector3 pos)
1009 { 1154 {
1010 bool isFlying = false; 1155 bool isFlying = false;
1156
1011 if (m_physicsActor != null) 1157 if (m_physicsActor != null)
1012 isFlying = m_physicsActor.Flying; 1158 isFlying = m_physicsActor.Flying;
1013 1159
1014 RemoveFromPhysicalScene(); 1160 RemoveFromPhysicalScene();
1015 Velocity = Vector3.Zero; 1161 Velocity = Vector3.Zero;
1162 CheckLandingPoint(ref pos);
1016 AbsolutePosition = pos; 1163 AbsolutePosition = pos;
1017 AddToPhysicalScene(isFlying); 1164 AddToPhysicalScene(isFlying);
1018 if (m_appearance != null) 1165 if (m_appearance != null)
@@ -1022,6 +1169,7 @@ namespace OpenSim.Region.Framework.Scenes
1022 } 1169 }
1023 1170
1024 SendTerseUpdateToAllClients(); 1171 SendTerseUpdateToAllClients();
1172
1025 } 1173 }
1026 1174
1027 public void TeleportWithMomentum(Vector3 pos) 1175 public void TeleportWithMomentum(Vector3 pos)
@@ -1031,6 +1179,7 @@ namespace OpenSim.Region.Framework.Scenes
1031 isFlying = m_physicsActor.Flying; 1179 isFlying = m_physicsActor.Flying;
1032 1180
1033 RemoveFromPhysicalScene(); 1181 RemoveFromPhysicalScene();
1182 CheckLandingPoint(ref pos);
1034 AbsolutePosition = pos; 1183 AbsolutePosition = pos;
1035 AddToPhysicalScene(isFlying); 1184 AddToPhysicalScene(isFlying);
1036 if (m_appearance != null) 1185 if (m_appearance != null)
@@ -1242,6 +1391,7 @@ namespace OpenSim.Region.Framework.Scenes
1242 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1391 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1243 1392
1244 m_pos = m_LastFinitePos; 1393 m_pos = m_LastFinitePos;
1394
1245 if (!m_pos.IsFinite()) 1395 if (!m_pos.IsFinite())
1246 { 1396 {
1247 m_pos.X = 127f; 1397 m_pos.X = 127f;
@@ -1312,7 +1462,6 @@ namespace OpenSim.Region.Framework.Scenes
1312 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1462 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1313 } 1463 }
1314 } 1464 }
1315
1316 lock (scriptedcontrols) 1465 lock (scriptedcontrols)
1317 { 1466 {
1318 if (scriptedcontrols.Count > 0) 1467 if (scriptedcontrols.Count > 0)
@@ -1327,6 +1476,9 @@ namespace OpenSim.Region.Framework.Scenes
1327 1476
1328 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1477 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1329 { 1478 {
1479 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1480 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1481
1330 // TODO: This doesn't prevent the user from walking yet. 1482 // TODO: This doesn't prevent the user from walking yet.
1331 // Setting parent ID would fix this, if we knew what value 1483 // Setting parent ID would fix this, if we knew what value
1332 // to use. Or we could add a m_isSitting variable. 1484 // to use. Or we could add a m_isSitting variable.
@@ -1375,12 +1527,20 @@ namespace OpenSim.Region.Framework.Scenes
1375 if (actor.Flying != oldflying) 1527 if (actor.Flying != oldflying)
1376 update_movementflag = true; 1528 update_movementflag = true;
1377 1529
1530 if (m_animator.m_jumping) // add for jumping
1531 update_movementflag = true;
1532
1378 if (q != m_bodyRot) 1533 if (q != m_bodyRot)
1379 { 1534 {
1380 m_bodyRot = q; 1535 m_bodyRot = q;
1381 update_rotation = true; 1536 update_rotation = true;
1382 } 1537 }
1383 1538
1539 //guilty until proven innocent..
1540 bool Nudging = true;
1541 //Basically, if there is at least one non-nudge control then we don't need
1542 //to worry about stopping the avatar
1543
1384 if (m_parentID == 0) 1544 if (m_parentID == 0)
1385 { 1545 {
1386 bool bAllowUpdateMoveToPosition = false; 1546 bool bAllowUpdateMoveToPosition = false;
@@ -1395,9 +1555,12 @@ namespace OpenSim.Region.Framework.Scenes
1395 else 1555 else
1396 dirVectors = Dir_Vectors; 1556 dirVectors = Dir_Vectors;
1397 1557
1398 // The fact that m_movementflag is a byte needs to be fixed 1558 bool[] isNudge = GetDirectionIsNudge();
1399 // it really should be a uint 1559
1400 uint nudgehack = 250; 1560
1561
1562
1563
1401 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1564 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1402 { 1565 {
1403 if (((uint)flags & (uint)DCF) != 0) 1566 if (((uint)flags & (uint)DCF) != 0)
@@ -1407,40 +1570,28 @@ namespace OpenSim.Region.Framework.Scenes
1407 try 1570 try
1408 { 1571 {
1409 agent_control_v3 += dirVectors[i]; 1572 agent_control_v3 += dirVectors[i];
1410 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1573 if (isNudge[i] == false)
1574 {
1575 Nudging = false;
1576 }
1411 } 1577 }
1412 catch (IndexOutOfRangeException) 1578 catch (IndexOutOfRangeException)
1413 { 1579 {
1414 // Why did I get this? 1580 // Why did I get this?
1415 } 1581 }
1416 1582
1417 if ((m_movementflag & (byte)(uint)DCF) == 0) 1583 if ((m_movementflag & (uint)DCF) == 0)
1418 { 1584 {
1419 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1420 {
1421 m_movementflag |= (byte)nudgehack;
1422 }
1423 m_movementflag += (byte)(uint)DCF; 1585 m_movementflag += (byte)(uint)DCF;
1424 update_movementflag = true; 1586 update_movementflag = true;
1425 } 1587 }
1426 } 1588 }
1427 else 1589 else
1428 { 1590 {
1429 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1591 if ((m_movementflag & (uint)DCF) != 0)
1430 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1431 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1432 ) // This or is for Nudge forward
1433 { 1592 {
1434 m_movementflag -= ((byte)(uint)DCF); 1593 m_movementflag -= (byte)(uint)DCF;
1435
1436 update_movementflag = true; 1594 update_movementflag = true;
1437 /*
1438 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1439 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1440 {
1441 m_log.Debug("Removed Hack flag");
1442 }
1443 */
1444 } 1595 }
1445 else 1596 else
1446 { 1597 {
@@ -1449,7 +1600,6 @@ namespace OpenSim.Region.Framework.Scenes
1449 } 1600 }
1450 i++; 1601 i++;
1451 } 1602 }
1452
1453 //Paupaw:Do Proper PID for Autopilot here 1603 //Paupaw:Do Proper PID for Autopilot here
1454 if (bResetMoveToPosition) 1604 if (bResetMoveToPosition)
1455 { 1605 {
@@ -1484,6 +1634,9 @@ namespace OpenSim.Region.Framework.Scenes
1484 // Ignore z component of vector 1634 // Ignore z component of vector
1485 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1635 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1486 LocalVectorToTarget2D.Normalize(); 1636 LocalVectorToTarget2D.Normalize();
1637
1638 //We're not nudging
1639 Nudging = false;
1487 agent_control_v3 += LocalVectorToTarget2D; 1640 agent_control_v3 += LocalVectorToTarget2D;
1488 1641
1489 // update avatar movement flags. the avatar coordinate system is as follows: 1642 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1574,13 +1727,13 @@ namespace OpenSim.Region.Framework.Scenes
1574 // m_log.DebugFormat( 1727 // m_log.DebugFormat(
1575 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1728 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1576 1729
1577 AddNewMovement(agent_control_v3, q); 1730 AddNewMovement(agent_control_v3, q, Nudging);
1578 1731
1579 1732
1580 } 1733 }
1581 } 1734 }
1582 1735
1583 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1736 if (update_movementflag && !SitGround)
1584 Animator.UpdateMovementAnimations(); 1737 Animator.UpdateMovementAnimations();
1585 1738
1586 m_scene.EventManager.TriggerOnClientMovement(this); 1739 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1595,7 +1748,6 @@ namespace OpenSim.Region.Framework.Scenes
1595 m_sitAtAutoTarget = false; 1748 m_sitAtAutoTarget = false;
1596 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1749 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1597 //proxy.PCode = (byte)PCode.ParticleSystem; 1750 //proxy.PCode = (byte)PCode.ParticleSystem;
1598
1599 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1751 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1600 proxyObjectGroup.AttachToScene(m_scene); 1752 proxyObjectGroup.AttachToScene(m_scene);
1601 1753
@@ -1636,8 +1788,8 @@ namespace OpenSim.Region.Framework.Scenes
1636 return; 1788 return;
1637 } 1789 }
1638 m_moveToPositionInProgress = true; 1790 m_moveToPositionInProgress = true;
1639 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1791 m_moveToPositionTarget = new Vector3(locx, locy, locz + (m_appearance.AvatarHeight / 2.0f));
1640 } 1792 }
1641 catch (Exception ex) 1793 catch (Exception ex)
1642 { 1794 {
1643 //Why did I get this error? 1795 //Why did I get this error?
@@ -1659,7 +1811,7 @@ namespace OpenSim.Region.Framework.Scenes
1659 Velocity = Vector3.Zero; 1811 Velocity = Vector3.Zero;
1660 SendAvatarDataToAllAgents(); 1812 SendAvatarDataToAllAgents();
1661 1813
1662 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1814 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1663 } 1815 }
1664 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1816 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1665 m_requestedSitTargetUUID = UUID.Zero; 1817 m_requestedSitTargetUUID = UUID.Zero;
@@ -1696,25 +1848,22 @@ namespace OpenSim.Region.Framework.Scenes
1696 1848
1697 if (m_parentID != 0) 1849 if (m_parentID != 0)
1698 { 1850 {
1699 m_log.Debug("StandupCode Executed"); 1851 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1700 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1701 if (part != null) 1852 if (part != null)
1702 { 1853 {
1854 part.TaskInventory.LockItemsForRead(true);
1703 TaskInventoryDictionary taskIDict = part.TaskInventory; 1855 TaskInventoryDictionary taskIDict = part.TaskInventory;
1704 if (taskIDict != null) 1856 if (taskIDict != null)
1705 { 1857 {
1706 lock (taskIDict) 1858 foreach (UUID taskID in taskIDict.Keys)
1707 { 1859 {
1708 foreach (UUID taskID in taskIDict.Keys) 1860 UnRegisterControlEventsToScript(LocalId, taskID);
1709 { 1861 taskIDict[taskID].PermsMask &= ~(
1710 UnRegisterControlEventsToScript(LocalId, taskID); 1862 2048 | //PERMISSION_CONTROL_CAMERA
1711 taskIDict[taskID].PermsMask &= ~( 1863 4); // PERMISSION_TAKE_CONTROLS
1712 2048 | //PERMISSION_CONTROL_CAMERA
1713 4); // PERMISSION_TAKE_CONTROLS
1714 }
1715 } 1864 }
1716
1717 } 1865 }
1866 part.TaskInventory.LockItemsForRead(false);
1718 // Reset sit target. 1867 // Reset sit target.
1719 if (part.GetAvatarOnSitTarget() == UUID) 1868 if (part.GetAvatarOnSitTarget() == UUID)
1720 part.SitTargetAvatar = UUID.Zero; 1869 part.SitTargetAvatar = UUID.Zero;
@@ -1723,16 +1872,55 @@ namespace OpenSim.Region.Framework.Scenes
1723 m_parentPosition = part.GetWorldPosition(); 1872 m_parentPosition = part.GetWorldPosition();
1724 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1873 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1725 } 1874 }
1875 // part.GetWorldRotation() is the rotation of the object being sat on
1876 // Rotation is the sittiing Av's rotation
1877
1878 Quaternion partRot;
1879// if (part.LinkNum == 1)
1880// { // Root prim of linkset
1881// partRot = part.ParentGroup.RootPart.RotationOffset;
1882// }
1883// else
1884// { // single or child prim
1885
1886// }
1887 if (part == null) //CW: Part may be gone. llDie() for example.
1888 {
1889 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1890 }
1891 else
1892 {
1893 partRot = part.GetWorldRotation();
1894 }
1895
1896 Quaternion partIRot = Quaternion.Inverse(partRot);
1726 1897
1898 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1899 Vector3 avStandUp = new Vector3(0.3f, 0f, 0f) * avatarRot; // 0.3M infront of av
1900
1901
1727 if (m_physicsActor == null) 1902 if (m_physicsActor == null)
1728 { 1903 {
1729 AddToPhysicalScene(false); 1904 AddToPhysicalScene(false);
1730 } 1905 }
1731 1906 //CW: If the part isn't null then we can set the current position
1732 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1907 if (part != null)
1733 m_parentPosition = Vector3.Zero; 1908 {
1734 1909 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1735 m_parentID = 0; 1910 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1911 part.IsOccupied = false;
1912 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1913 }
1914 else
1915 {
1916 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1917 AbsolutePosition = m_lastWorldPosition;
1918 }
1919
1920 m_parentPosition = Vector3.Zero;
1921 m_parentID = 0;
1922 m_linkedPrim = UUID.Zero;
1923 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1736 SendAvatarDataToAllAgents(); 1924 SendAvatarDataToAllAgents();
1737 m_requestedSitTargetID = 0; 1925 m_requestedSitTargetID = 0;
1738 if (m_physicsActor != null && m_appearance != null) 1926 if (m_physicsActor != null && m_appearance != null)
@@ -1741,7 +1929,6 @@ namespace OpenSim.Region.Framework.Scenes
1741 SetHeight(m_appearance.AvatarHeight); 1929 SetHeight(m_appearance.AvatarHeight);
1742 } 1930 }
1743 } 1931 }
1744
1745 Animator.TrySetMovementAnimation("STAND"); 1932 Animator.TrySetMovementAnimation("STAND");
1746 } 1933 }
1747 1934
@@ -1772,13 +1959,9 @@ namespace OpenSim.Region.Framework.Scenes
1772 Vector3 avSitOffSet = part.SitTargetPosition; 1959 Vector3 avSitOffSet = part.SitTargetPosition;
1773 Quaternion avSitOrientation = part.SitTargetOrientation; 1960 Quaternion avSitOrientation = part.SitTargetOrientation;
1774 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1961 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1775 1962 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1776 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1963 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1777 bool SitTargetisSet = 1964 if (SitTargetisSet && !SitTargetOccupied)
1778 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1779 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1780
1781 if (SitTargetisSet && SitTargetUnOccupied)
1782 { 1965 {
1783 //switch the target to this prim 1966 //switch the target to this prim
1784 return part; 1967 return part;
@@ -1792,85 +1975,168 @@ namespace OpenSim.Region.Framework.Scenes
1792 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1975 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1793 { 1976 {
1794 bool autopilot = true; 1977 bool autopilot = true;
1978 Vector3 autopilotTarget = new Vector3();
1979 Quaternion sitOrientation = Quaternion.Identity;
1795 Vector3 pos = new Vector3(); 1980 Vector3 pos = new Vector3();
1796 Quaternion sitOrientation = pSitOrientation;
1797 Vector3 cameraEyeOffset = Vector3.Zero; 1981 Vector3 cameraEyeOffset = Vector3.Zero;
1798 Vector3 cameraAtOffset = Vector3.Zero; 1982 Vector3 cameraAtOffset = Vector3.Zero;
1799 bool forceMouselook = false; 1983 bool forceMouselook = false;
1800 1984
1801 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1985 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1802 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1986 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1803 if (part != null) 1987 if (part == null) return;
1804 { 1988
1805 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1989 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1806 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1990 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1807 1991
1808 // Is a sit target available? 1992 // part is the prim to sit on
1809 Vector3 avSitOffSet = part.SitTargetPosition; 1993 // offset is the world-ref vector distance from that prim center to the click-spot
1810 Quaternion avSitOrientation = part.SitTargetOrientation; 1994 // UUID is the UUID of the Avatar doing the clicking
1811 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1995
1812 1996 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1813 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1997
1814 bool SitTargetisSet = 1998 // Is a sit target available?
1815 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1999 Vector3 avSitOffSet = part.SitTargetPosition;
1816 ( 2000 Quaternion avSitOrientation = part.SitTargetOrientation;
1817 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 2001
1818 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 2002 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1819 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 2003 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1820 ) 2004 Quaternion partRot;
1821 )); 2005// if (part.LinkNum == 1)
1822 2006// { // Root prim of linkset
1823 if (SitTargetisSet && SitTargetUnOccupied) 2007// partRot = part.ParentGroup.RootPart.RotationOffset;
1824 { 2008// }
1825 part.SitTargetAvatar = UUID; 2009// else
1826 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 2010// { // single or child prim
1827 sitOrientation = avSitOrientation; 2011 partRot = part.GetWorldRotation();
1828 autopilot = false; 2012// }
1829 } 2013 Quaternion partIRot = Quaternion.Inverse(partRot);
1830 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 2014//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1831 2015 // Sit analysis rewritten by KF 091125
1832 pos = part.AbsolutePosition + offset; 2016 if (SitTargetisSet) // scipted sit
1833 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 2017 {
1834 //{ 2018 if (!part.IsOccupied)
1835 // offset = pos; 2019 {
1836 //autopilot = false; 2020//Console.WriteLine("Scripted, unoccupied");
1837 //} 2021 part.SitTargetAvatar = UUID; // set that Av will be on it
1838 if (m_physicsActor != null) 2022 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1839 { 2023
1840 // If we're not using the client autopilot, we're immediately warping the avatar to the location 2024 Quaternion nrot = avSitOrientation;
1841 // We can remove the physicsActor until they stand up. 2025 if (!part.IsRoot)
1842 m_sitAvatarHeight = m_physicsActor.Size.Z;
1843
1844 if (autopilot)
1845 { 2026 {
1846 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 2027 nrot = part.RotationOffset * avSitOrientation;
1847 {
1848 autopilot = false;
1849
1850 RemoveFromPhysicalScene();
1851 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1852 }
1853 } 2028 }
1854 else 2029 sitOrientation = nrot; // Change rotatione to the scripted one
2030 OffsetRotation = nrot;
2031 autopilot = false; // Jump direct to scripted llSitPos()
2032 }
2033 else
2034 {
2035//Console.WriteLine("Scripted, occupied");
2036 return;
2037 }
2038 }
2039 else // Not Scripted
2040 {
2041 if ( (Math.Abs(offset.X) > 0.1f) || (Math.Abs(offset.Y) > 0.1f) ) // Changed 0.5M to 0.1M as they want to be able to sit close together
2042 {
2043 // large prim & offset, ignore if other Avs sitting
2044// offset.Z -= 0.05f;
2045 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
2046 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
2047
2048//Console.WriteLine(" offset ={0}", offset);
2049//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
2050//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
2051
2052 }
2053 else // small offset
2054 {
2055//Console.WriteLine("Small offset");
2056 if (!part.IsOccupied)
2057 {
2058 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
2059 autopilotTarget = part.AbsolutePosition;
2060//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2061 }
2062 else return; // occupied small
2063 } // end large/small
2064 } // end Scripted/not
2065
2066 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2067
2068 cameraAtOffset = part.GetCameraAtOffset();
2069 cameraEyeOffset = part.GetCameraEyeOffset();
2070 forceMouselook = part.GetForceMouselook();
2071 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2072 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2073
2074 if (m_physicsActor != null)
2075 {
2076 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2077 // We can remove the physicsActor until they stand up.
2078 m_sitAvatarHeight = m_physicsActor.Size.Z;
2079 if (autopilot)
2080 { // its not a scripted sit
2081// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2082 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1855 { 2083 {
2084 autopilot = false; // close enough
2085 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2086 Not using the part's position because returning the AV to the last known standing
2087 position is likely to be more friendly, isn't it? */
1856 RemoveFromPhysicalScene(); 2088 RemoveFromPhysicalScene();
1857 } 2089 Velocity = Vector3.Zero;
2090 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2091 } // else the autopilot will get us close
2092 }
2093 else
2094 { // its a scripted sit
2095 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2096 I *am* using the part's position this time because we have no real idea how far away
2097 the avatar is from the sit target. */
2098 RemoveFromPhysicalScene();
2099 Velocity = Vector3.Zero;
1858 } 2100 }
1859
1860 cameraAtOffset = part.GetCameraAtOffset();
1861 cameraEyeOffset = part.GetCameraEyeOffset();
1862 forceMouselook = part.GetForceMouselook();
1863 } 2101 }
1864 2102 else return; // physactor is null!
1865 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2103
1866 m_requestedSitTargetUUID = targetID; 2104 Vector3 offsetr; // = offset * partIRot;
2105 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2106 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2107 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2108 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2109 //offsetr = offset * partIRot;
2110//
2111 // }
2112 // else
2113 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2114 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2115 // (offset * partRot);
2116 // }
2117
2118//Console.WriteLine(" ");
2119//Console.WriteLine("link number ={0}", part.LinkNum);
2120//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2121//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2122//Console.WriteLine("Click offst ={0}", offset);
2123//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2124//Console.WriteLine("offsetr ={0}", offsetr);
2125//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2126//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2127
2128 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2129 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2130
2131 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1867 // This calls HandleAgentSit twice, once from here, and the client calls 2132 // This calls HandleAgentSit twice, once from here, and the client calls
1868 // HandleAgentSit itself after it gets to the location 2133 // HandleAgentSit itself after it gets to the location
1869 // It doesn't get to the location until we've moved them there though 2134 // It doesn't get to the location until we've moved them there though
1870 // which happens in HandleAgentSit :P 2135 // which happens in HandleAgentSit :P
1871 m_autopilotMoving = autopilot; 2136 m_autopilotMoving = autopilot;
1872 m_autoPilotTarget = pos; 2137 m_autoPilotTarget = autopilotTarget;
1873 m_sitAtAutoTarget = autopilot; 2138 m_sitAtAutoTarget = autopilot;
2139 m_initialSitTarget = autopilotTarget;
1874 if (!autopilot) 2140 if (!autopilot)
1875 HandleAgentSit(remoteClient, UUID); 2141 HandleAgentSit(remoteClient, UUID);
1876 } 2142 }
@@ -2165,47 +2431,130 @@ namespace OpenSim.Region.Framework.Scenes
2165 { 2431 {
2166 if (part != null) 2432 if (part != null)
2167 { 2433 {
2434//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2168 if (part.GetAvatarOnSitTarget() == UUID) 2435 if (part.GetAvatarOnSitTarget() == UUID)
2169 { 2436 {
2437//Console.WriteLine("Scripted Sit");
2438 // Scripted sit
2170 Vector3 sitTargetPos = part.SitTargetPosition; 2439 Vector3 sitTargetPos = part.SitTargetPosition;
2171 Quaternion sitTargetOrient = part.SitTargetOrientation; 2440 Quaternion sitTargetOrient = part.SitTargetOrientation;
2172
2173 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2174 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2175
2176 //Quaternion result = (sitTargetOrient * vq) * nq;
2177
2178 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2441 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2179 m_pos += SIT_TARGET_ADJUSTMENT; 2442 m_pos += SIT_TARGET_ADJUSTMENT;
2443 if (!part.IsRoot)
2444 {
2445 m_pos *= part.RotationOffset;
2446 }
2180 m_bodyRot = sitTargetOrient; 2447 m_bodyRot = sitTargetOrient;
2181 //Rotation = sitTargetOrient;
2182 m_parentPosition = part.AbsolutePosition; 2448 m_parentPosition = part.AbsolutePosition;
2183 2449 part.IsOccupied = true;
2184 //SendTerseUpdateToAllClients(); 2450 part.ParentGroup.AddAvatar(agentID);
2185 } 2451 }
2186 else 2452 else
2187 { 2453 {
2188 m_pos -= part.AbsolutePosition; 2454 // if m_avUnscriptedSitPos is zero then Av sits above center
2455 // Else Av sits at m_avUnscriptedSitPos
2456
2457 // Non-scripted sit by Kitto Flora 21Nov09
2458 // Calculate angle of line from prim to Av
2459 Quaternion partIRot;
2460// if (part.LinkNum == 1)
2461// { // Root prim of linkset
2462// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2463// }
2464// else
2465// { // single or child prim
2466 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2467// }
2468 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2469 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2470 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2471 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2472 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2473 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2474 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2475 // Av sits at world euler <0,0, z>, translated by part rotation
2476 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2477
2189 m_parentPosition = part.AbsolutePosition; 2478 m_parentPosition = part.AbsolutePosition;
2190 } 2479 part.IsOccupied = true;
2480 part.ParentGroup.AddAvatar(agentID);
2481 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2482 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2483 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2484 m_avUnscriptedSitPos; // adds click offset, if any
2485 //Set up raytrace to find top surface of prim
2486 Vector3 size = part.Scale;
2487 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2488 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2489 Vector3 down = new Vector3(0f, 0f, -1f);
2490//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2491 m_scene.PhysicsScene.RaycastWorld(
2492 start, // Vector3 position,
2493 down, // Vector3 direction,
2494 mag, // float length,
2495 SitAltitudeCallback); // retMethod
2496 } // end scripted/not
2191 } 2497 }
2192 else 2498 else // no Av
2193 { 2499 {
2194 return; 2500 return;
2195 } 2501 }
2196 } 2502 }
2197 m_parentID = m_requestedSitTargetID;
2198 2503
2504 //We want our offsets to reference the root prim, not the child we may have sat on
2505 if (!part.IsRoot)
2506 {
2507 m_parentID = part.ParentGroup.RootPart.LocalId;
2508 m_pos += part.OffsetPosition;
2509 }
2510 else
2511 {
2512 m_parentID = m_requestedSitTargetID;
2513 }
2514
2515 m_linkedPrim = part.UUID;
2516 if (part.GetAvatarOnSitTarget() != UUID)
2517 {
2518 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2519 }
2199 Velocity = Vector3.Zero; 2520 Velocity = Vector3.Zero;
2200 RemoveFromPhysicalScene(); 2521 RemoveFromPhysicalScene();
2201
2202 Animator.TrySetMovementAnimation(sitAnimation); 2522 Animator.TrySetMovementAnimation(sitAnimation);
2203 SendAvatarDataToAllAgents(); 2523 SendAvatarDataToAllAgents();
2204 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2205 // So we're also sending a terse update (which has avatar rotation)
2206 // [Update] We do now.
2207 //SendTerseUpdateToAllClients(); 2524 //SendTerseUpdateToAllClients();
2208 } 2525 }
2526
2527 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2528 {
2529 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2530 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2531 if(hitYN)
2532 {
2533 // m_pos = Av offset from prim center to make look like on center
2534 // m_parentPosition = Actual center pos of prim
2535 // collisionPoint = spot on prim where we want to sit
2536 // collisionPoint.Z = global sit surface height
2537 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2538 Quaternion partIRot;
2539// if (part.LinkNum == 1)
2540/// { // Root prim of linkset
2541// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2542// }
2543// else
2544// { // single or child prim
2545 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2546// }
2547 if (m_initialSitTarget != null)
2548 {
2549 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2550 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2551 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2552 m_pos += offset;
2553 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2554 }
2555
2556 }
2557 } // End SitAltitudeCallback KF.
2209 2558
2210 /// <summary> 2559 /// <summary>
2211 /// Event handler for the 'Always run' setting on the client 2560 /// Event handler for the 'Always run' setting on the client
@@ -2235,12 +2584,13 @@ namespace OpenSim.Region.Framework.Scenes
2235 /// </summary> 2584 /// </summary>
2236 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2585 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2237 /// <param name="rotation">The direction in which this avatar should now face. 2586 /// <param name="rotation">The direction in which this avatar should now face.
2238 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2587 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2239 { 2588 {
2240 if (m_isChildAgent) 2589 if (m_isChildAgent)
2241 { 2590 {
2242 // WHAT??? 2591 // WHAT???
2243 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!"); 2592 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent");
2593
2244 return; 2594 return;
2245 } 2595 }
2246 2596
@@ -2249,15 +2599,26 @@ namespace OpenSim.Region.Framework.Scenes
2249 Rotation = rotation; 2599 Rotation = rotation;
2250 Vector3 direc = vec * rotation; 2600 Vector3 direc = vec * rotation;
2251 direc.Normalize(); 2601 direc.Normalize();
2602 PhysicsActor actor = m_physicsActor;
2603
2604 if (actor.Flying != m_flyingOld) // add for fly velocity control
2605 {
2606 m_flyingOld = actor.Flying; // add for fly velocity control
2607 if (!actor.Flying) m_wasFlying = true; // add for fly velocity control
2608 }
2609
2610 if (m_physicsActor.IsColliding == true) m_wasFlying = false; // add for fly velocity control
2611
2612 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2252 2613
2253 direc *= 0.03f * 128f * m_speedModifier; 2614 direc *= 0.03f * 128f * m_speedModifier;
2254 2615
2255 PhysicsActor actor = m_physicsActor;
2256 if (actor != null) 2616 if (actor != null)
2257 { 2617 {
2258 if (actor.Flying) 2618 if (actor.Flying)
2259 { 2619 {
2260 direc *= 4.0f; 2620// rm speed mod direc *= 4.0f;
2621 direc *= 5.2f; // for speed mod
2261 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2622 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2262 //bool colliding = (m_physicsActor.IsColliding==true); 2623 //bool colliding = (m_physicsActor.IsColliding==true);
2263 //if (controlland) 2624 //if (controlland)
@@ -2270,22 +2631,34 @@ namespace OpenSim.Region.Framework.Scenes
2270 // m_log.Info("[AGENT]: Stop FLying"); 2631 // m_log.Info("[AGENT]: Stop FLying");
2271 //} 2632 //}
2272 } 2633 }
2634 if (Animator.m_falling && m_wasFlying) // if falling from flying, disable motion add
2635 {
2636 direc *= 0.0f;
2637 }
2638 /* This jumping section removed to SPA
2273 else if (!actor.Flying && actor.IsColliding) 2639 else if (!actor.Flying && actor.IsColliding)
2274 { 2640 {
2275 if (direc.Z > 2.0f) 2641 if (direc.Z > 2.0f)
2276 { 2642 {
2277 direc.Z *= 3.0f; 2643 if(m_animator.m_animTickJump == -1)
2278 2644 {
2279 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2645 direc.Z *= 3.0f; // jump
2280 Animator.TrySetMovementAnimation("PREJUMP"); 2646 }
2281 Animator.TrySetMovementAnimation("JUMP"); 2647 else
2648 {
2649 direc.Z *= 0.1f; // prejump
2650 }
2651 / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2652 Animator.TrySetMovementAnimation("PREJUMP");
2653 Animator.TrySetMovementAnimation("JUMP");
2654 * /
2282 } 2655 }
2283 } 2656 } */
2284 } 2657 }
2285 2658
2286 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2659 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2287 m_forceToApply = direc; 2660 m_forceToApply = direc;
2288 2661 m_isNudging = Nudging;
2289 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2662 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2290 } 2663 }
2291 2664
@@ -2334,6 +2707,9 @@ namespace OpenSim.Region.Framework.Scenes
2334 2707
2335 CheckForSignificantMovement(); // sends update to the modules. 2708 CheckForSignificantMovement(); // sends update to the modules.
2336 } 2709 }
2710
2711 //Sending prim updates AFTER the avatar terse updates are sent
2712 SendPrimUpdates();
2337 } 2713 }
2338 2714
2339 #endregion 2715 #endregion
@@ -3143,6 +3519,7 @@ namespace OpenSim.Region.Framework.Scenes
3143 m_callbackURI = cAgent.CallbackURI; 3519 m_callbackURI = cAgent.CallbackURI;
3144 3520
3145 m_pos = cAgent.Position; 3521 m_pos = cAgent.Position;
3522
3146 m_velocity = cAgent.Velocity; 3523 m_velocity = cAgent.Velocity;
3147 m_CameraCenter = cAgent.Center; 3524 m_CameraCenter = cAgent.Center;
3148 m_CameraAtAxis = cAgent.AtAxis; 3525 m_CameraAtAxis = cAgent.AtAxis;
@@ -3265,20 +3642,45 @@ namespace OpenSim.Region.Framework.Scenes
3265 /// </summary> 3642 /// </summary>
3266 public override void UpdateMovement() 3643 public override void UpdateMovement()
3267 { 3644 {
3268 if (m_forceToApply.HasValue) 3645 if (Animator!=null) // add for jumping
3269 { 3646 { // add for jumping
3270 Vector3 force = m_forceToApply.Value; 3647 // if (!m_animator.m_jumping) // add for jumping
3271 3648 // { // add for jumping
3272 m_updateflag = true;
3273 3649
3274 // The magic constant 0.95f seems to make walking feel less jerky, 3650 if (m_forceToApply.HasValue) // this section realigned
3275 // probably because it hackishly accounts for the overall latency of 3651 {
3276 // these Velocity updates -- Diva
3277 Velocity = force * .95F;
3278 3652
3279 m_forceToApply = null; 3653 Vector3 force = m_forceToApply.Value;
3280 } 3654 m_updateflag = true;
3281 } 3655if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3656 Velocity = force;
3657//Console.WriteLine("UM1 {0}", Velocity);
3658 m_forceToApply = null;
3659 }
3660 else
3661 {
3662 if (m_isNudging)
3663 {
3664 Vector3 force = Vector3.Zero;
3665
3666 m_updateflag = true;
3667if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3668 Velocity = force;
3669//Console.WriteLine("UM2 {0}", Velocity);
3670 m_isNudging = false;
3671 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3672 }
3673 else // add for jumping
3674 { // add for jumping
3675 Vector3 force = Vector3.Zero; // add for jumping
3676if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3677//Console.WriteLine("UM3 {0}", Velocity);
3678 Velocity = force; // add for jumping
3679 }
3680 }
3681 // } // end realign
3682 } // add for jumping
3683 } // add for jumping
3282 3684
3283 /// <summary> 3685 /// <summary>
3284 /// Adds a physical representation of the avatar to the Physics plugin 3686 /// Adds a physical representation of the avatar to the Physics plugin
@@ -3292,10 +3694,8 @@ namespace OpenSim.Region.Framework.Scenes
3292 3694
3293 Vector3 pVec = AbsolutePosition; 3695 Vector3 pVec = AbsolutePosition;
3294 3696
3295 // Old bug where the height was in centimeters instead of meters
3296 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, 3697 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec,
3297 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); 3698 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying);
3298
3299 scene.AddPhysicsActorTaint(m_physicsActor); 3699 scene.AddPhysicsActorTaint(m_physicsActor);
3300 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3700 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3301 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3701 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
@@ -3319,18 +3719,29 @@ namespace OpenSim.Region.Framework.Scenes
3319 { 3719 {
3320 if (e == null) 3720 if (e == null)
3321 return; 3721 return;
3322 3722
3323 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3723 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3324 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3325 // as of this comment the interval is set in AddToPhysicalScene 3724 // as of this comment the interval is set in AddToPhysicalScene
3326 if (Animator!=null) 3725 if (Animator!=null)
3327 Animator.UpdateMovementAnimations(); 3726 {
3727 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3728 { // else its will lock out other animation changes, like ground sit.
3729 Animator.UpdateMovementAnimations();
3730 m_updateCount--;
3731 }
3732 }
3328 3733
3329 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3734 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3330 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3735 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3331 3736
3332 CollisionPlane = Vector4.UnitW; 3737 CollisionPlane = Vector4.UnitW;
3333 3738
3739 if (m_lastColCount != coldata.Count)
3740 {
3741 m_updateCount = UPDATE_COUNT;
3742 m_lastColCount = coldata.Count;
3743 }
3744
3334 if (coldata.Count != 0 && Animator != null) 3745 if (coldata.Count != 0 && Animator != null)
3335 { 3746 {
3336 switch (Animator.CurrentMovementAnimation) 3747 switch (Animator.CurrentMovementAnimation)
@@ -3360,6 +3771,148 @@ namespace OpenSim.Region.Framework.Scenes
3360 } 3771 }
3361 } 3772 }
3362 3773
3774 List<uint> thisHitColliders = new List<uint>();
3775 List<uint> endedColliders = new List<uint>();
3776 List<uint> startedColliders = new List<uint>();
3777
3778 foreach (uint localid in coldata.Keys)
3779 {
3780 thisHitColliders.Add(localid);
3781 if (!m_lastColliders.Contains(localid))
3782 {
3783 startedColliders.Add(localid);
3784 }
3785 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3786 }
3787
3788 // calculate things that ended colliding
3789 foreach (uint localID in m_lastColliders)
3790 {
3791 if (!thisHitColliders.Contains(localID))
3792 {
3793 endedColliders.Add(localID);
3794 }
3795 }
3796 //add the items that started colliding this time to the last colliders list.
3797 foreach (uint localID in startedColliders)
3798 {
3799 m_lastColliders.Add(localID);
3800 }
3801 // remove things that ended colliding from the last colliders list
3802 foreach (uint localID in endedColliders)
3803 {
3804 m_lastColliders.Remove(localID);
3805 }
3806
3807 // do event notification
3808 if (startedColliders.Count > 0)
3809 {
3810 ColliderArgs StartCollidingMessage = new ColliderArgs();
3811 List<DetectedObject> colliding = new List<DetectedObject>();
3812 foreach (uint localId in startedColliders)
3813 {
3814 if (localId == 0)
3815 continue;
3816
3817 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3818 string data = "";
3819 if (obj != null)
3820 {
3821 DetectedObject detobj = new DetectedObject();
3822 detobj.keyUUID = obj.UUID;
3823 detobj.nameStr = obj.Name;
3824 detobj.ownerUUID = obj.OwnerID;
3825 detobj.posVector = obj.AbsolutePosition;
3826 detobj.rotQuat = obj.GetWorldRotation();
3827 detobj.velVector = obj.Velocity;
3828 detobj.colliderType = 0;
3829 detobj.groupUUID = obj.GroupID;
3830 colliding.Add(detobj);
3831 }
3832 }
3833
3834 if (colliding.Count > 0)
3835 {
3836 StartCollidingMessage.Colliders = colliding;
3837
3838 foreach (SceneObjectGroup att in Attachments)
3839 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3840 }
3841 }
3842
3843 if (endedColliders.Count > 0)
3844 {
3845 ColliderArgs EndCollidingMessage = new ColliderArgs();
3846 List<DetectedObject> colliding = new List<DetectedObject>();
3847 foreach (uint localId in endedColliders)
3848 {
3849 if (localId == 0)
3850 continue;
3851
3852 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3853 string data = "";
3854 if (obj != null)
3855 {
3856 DetectedObject detobj = new DetectedObject();
3857 detobj.keyUUID = obj.UUID;
3858 detobj.nameStr = obj.Name;
3859 detobj.ownerUUID = obj.OwnerID;
3860 detobj.posVector = obj.AbsolutePosition;
3861 detobj.rotQuat = obj.GetWorldRotation();
3862 detobj.velVector = obj.Velocity;
3863 detobj.colliderType = 0;
3864 detobj.groupUUID = obj.GroupID;
3865 colliding.Add(detobj);
3866 }
3867 }
3868
3869 if (colliding.Count > 0)
3870 {
3871 EndCollidingMessage.Colliders = colliding;
3872
3873 foreach (SceneObjectGroup att in Attachments)
3874 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3875 }
3876 }
3877
3878 if (thisHitColliders.Count > 0)
3879 {
3880 ColliderArgs CollidingMessage = new ColliderArgs();
3881 List<DetectedObject> colliding = new List<DetectedObject>();
3882 foreach (uint localId in thisHitColliders)
3883 {
3884 if (localId == 0)
3885 continue;
3886
3887 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3888 string data = "";
3889 if (obj != null)
3890 {
3891 DetectedObject detobj = new DetectedObject();
3892 detobj.keyUUID = obj.UUID;
3893 detobj.nameStr = obj.Name;
3894 detobj.ownerUUID = obj.OwnerID;
3895 detobj.posVector = obj.AbsolutePosition;
3896 detobj.rotQuat = obj.GetWorldRotation();
3897 detobj.velVector = obj.Velocity;
3898 detobj.colliderType = 0;
3899 detobj.groupUUID = obj.GroupID;
3900 colliding.Add(detobj);
3901 }
3902 }
3903
3904 if (colliding.Count > 0)
3905 {
3906 CollidingMessage.Colliders = colliding;
3907
3908 lock (m_attachments)
3909 {
3910 foreach (SceneObjectGroup att in m_attachments)
3911 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3912 }
3913 }
3914 }
3915
3363 if (m_invulnerable) 3916 if (m_invulnerable)
3364 return; 3917 return;
3365 3918
@@ -3785,6 +4338,39 @@ namespace OpenSim.Region.Framework.Scenes
3785 return; 4338 return;
3786 } 4339 }
3787 4340
4341 XmlDocument doc = new XmlDocument();
4342 string stateData = String.Empty;
4343
4344 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4345 if (attServ != null)
4346 {
4347 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4348 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4349 if (stateData != String.Empty)
4350 {
4351 try
4352 {
4353 doc.LoadXml(stateData);
4354 }
4355 catch { }
4356 }
4357 }
4358
4359 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4360
4361 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4362 if (nodes.Count > 0)
4363 {
4364 foreach (XmlNode n in nodes)
4365 {
4366 XmlElement elem = (XmlElement)n;
4367 string itemID = elem.GetAttribute("ItemID");
4368 string xml = elem.InnerXml;
4369
4370 itemData[new UUID(itemID)] = xml;
4371 }
4372 }
4373
3788 List<AvatarAttachment> attachments = m_appearance.GetAttachments(); 4374 List<AvatarAttachment> attachments = m_appearance.GetAttachments();
3789 foreach (AvatarAttachment attach in attachments) 4375 foreach (AvatarAttachment attach in attachments)
3790 { 4376 {
@@ -3805,7 +4391,30 @@ namespace OpenSim.Region.Framework.Scenes
3805 4391
3806 try 4392 try
3807 { 4393 {
3808 m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4394 string xmlData;
4395 XmlDocument d = new XmlDocument();
4396 UUID asset;
4397 if (itemData.TryGetValue(itemID, out xmlData))
4398 {
4399 d.LoadXml(xmlData);
4400 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4401
4402 // Rez from inventory
4403 asset
4404 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4405
4406 }
4407 else
4408 {
4409 // Rez from inventory (with a null doc to let
4410 // CHANGED_OWNER happen)
4411 asset
4412 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4413 }
4414
4415 m_log.InfoFormat(
4416 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2}",
4417 p, itemID, asset);
3809 } 4418 }
3810 catch (Exception e) 4419 catch (Exception e)
3811 { 4420 {
@@ -3838,6 +4447,15 @@ namespace OpenSim.Region.Framework.Scenes
3838 m_reprioritization_called = false; 4447 m_reprioritization_called = false;
3839 } 4448 }
3840 } 4449 }
4450
4451 private Vector3 Quat2Euler(Quaternion rot){
4452 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4453 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4454 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4455 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4456 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4457 return(new Vector3(x,y,z));
4458 }
3841 4459
3842 public void SaveChangedAttachments() 4460 public void SaveChangedAttachments()
3843 { 4461 {
@@ -3861,5 +4479,30 @@ namespace OpenSim.Region.Framework.Scenes
3861 } 4479 }
3862 } 4480 }
3863 } 4481 }
4482
4483 private void CheckLandingPoint(ref Vector3 pos)
4484 {
4485 // Never constrain lures
4486 if ((TeleportFlags & TeleportFlags.ViaLure) != 0)
4487 return;
4488
4489 if (m_scene.RegionInfo.EstateSettings.AllowDirectTeleport)
4490 return;
4491
4492 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
4493
4494 if (land.LandData.LandingType == (byte)LandingType.LandingPoint &&
4495 land.LandData.UserLocation != Vector3.Zero &&
4496 land.LandData.OwnerID != m_uuid &&
4497 (!m_scene.Permissions.IsGod(m_uuid)) &&
4498 (!m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid)))
4499 {
4500 float curr = Vector3.Distance(AbsolutePosition, pos);
4501 if (Vector3.Distance(land.LandData.UserLocation, pos) < curr)
4502 pos = land.LandData.UserLocation;
4503 else
4504 ControllingClient.SendAlertMessage("Can't teleport closer to destination");
4505 }
4506 }
3864 } 4507 }
3865} 4508}
diff --git a/OpenSim/Region/Framework/Scenes/SceneViewer.cs b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
index 7c067ca..1f4ec96 100644
--- a/OpenSim/Region/Framework/Scenes/SceneViewer.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
@@ -106,7 +106,7 @@ namespace OpenSim.Region.Framework.Scenes
106 g.ScheduleFullUpdateToAvatar(m_presence); 106 g.ScheduleFullUpdateToAvatar(m_presence);
107 } 107 }
108 108
109 while (m_partsUpdateQueue.Count > 0) 109 while (m_partsUpdateQueue.Count != null && m_partsUpdateQueue.Count > 0)
110 { 110 {
111 SceneObjectPart part = m_partsUpdateQueue.Dequeue(); 111 SceneObjectPart part = m_partsUpdateQueue.Dequeue();
112 112
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 57ae4fd..b2b3ad9 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
102 sceneObject.AddPart(part); 102 sceneObject.AddPart(part);
103 part.LinkNum = linkNum; 103 part.LinkNum = linkNum;
104 part.TrimPermissions(); 104 part.TrimPermissions();
105 part.StoreUndoState(); 105 part.StoreUndoState(UndoType.STATE_ALL);
106 reader.Close(); 106 reader.Close();
107 sr.Close(); 107 sr.Close();
108 } 108 }
@@ -220,7 +220,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
220 if (originalLinkNum != 0) 220 if (originalLinkNum != 0)
221 part.LinkNum = originalLinkNum; 221 part.LinkNum = originalLinkNum;
222 222
223 part.StoreUndoState(); 223 part.StoreUndoState(UndoType.STATE_ALL);
224 reader.Close(); 224 reader.Close();
225 sr.Close(); 225 sr.Close();
226 } 226 }
@@ -1441,12 +1441,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1441 { 1441 {
1442 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1442 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1443 1443
1444 if (reader.IsEmptyElement)
1445 {
1446 reader.Read();
1447 return tinv;
1448 }
1449
1450 reader.ReadStartElement(name, String.Empty); 1444 reader.ReadStartElement(name, String.Empty);
1451 1445
1452 while (reader.Name == "TaskInventoryItem") 1446 while (reader.Name == "TaskInventoryItem")
@@ -1480,12 +1474,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1480 { 1474 {
1481 PrimitiveBaseShape shape = new PrimitiveBaseShape(); 1475 PrimitiveBaseShape shape = new PrimitiveBaseShape();
1482 1476
1483 if (reader.IsEmptyElement)
1484 {
1485 reader.Read();
1486 return shape;
1487 }
1488
1489 reader.ReadStartElement(name, String.Empty); // Shape 1477 reader.ReadStartElement(name, String.Empty); // Shape
1490 1478
1491 string nodeName = string.Empty; 1479 string nodeName = string.Empty;
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 83906d7..3978a7d 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -86,10 +86,6 @@ namespace OpenSim.Region.Framework.Scenes
86 /// <param name="assetUuids">The assets gathered</param> 86 /// <param name="assetUuids">The assets gathered</param>
87 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 87 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
88 { 88 {
89 // avoid infinite loops
90 if (assetUuids.ContainsKey(assetUuid))
91 return;
92
93 try 89 try
94 { 90 {
95 assetUuids[assetUuid] = assetType; 91 assetUuids[assetUuid] = assetType;