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-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs7
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs214
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs99
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs238
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs235
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs29
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1155
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs277
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs553
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs977
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
20 files changed, 2944 insertions, 1109 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 24e481b..a675928 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>
@@ -129,4 +134,4 @@ namespace OpenSim.Region.Framework.Interfaces
129 /// <param name="pos"></param> 134 /// <param name="pos"></param>
130 void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos); 135 void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos);
131 } 136 }
132} \ No newline at end of file 137}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 7edb43e..6289f7a 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -106,6 +106,8 @@ namespace OpenSim.Region.Framework.Interfaces
106 /// <param name="stateSource"></param> 106 /// <param name="stateSource"></param>
107 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 107 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
108 108
109 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
110
109 /// <summary> 111 /// <summary>
110 /// Stop a script which is in this prim's inventory. 112 /// Stop a script which is in this prim's inventory.
111 /// </summary> 113 /// </summary>
@@ -226,5 +228,6 @@ namespace OpenSim.Region.Framework.Interfaces
226 /// A <see cref="Dictionary`2"/> 228 /// A <see cref="Dictionary`2"/>
227 /// </returns> 229 /// </returns>
228 Dictionary<UUID, string> GetScriptStates(); 230 Dictionary<UUID, string> GetScriptStates();
231 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
229 } 232 }
230} 233}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index e8738c4..45ca5c5 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 void Cross(ScenePresence agent, bool isFlying); 45 void 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/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 23be9c2..69ba2042 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -226,7 +226,8 @@ namespace OpenSim.Region.Framework
226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e); 226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e);
227 227
228 // justincc: Right now this is fatal to really get the user's attention 228 // justincc: Right now this is fatal to really get the user's attention
229 throw e; 229 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
230 //throw e;
230 } 231 }
231 } 232 }
232 233
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index a90e0f3..9658e11 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 }
@@ -218,19 +230,28 @@ 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) ) // 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 }
236 257
@@ -239,22 +260,97 @@ namespace OpenSim.Region.Framework.Scenes.Animation
239 260
240 #endregion Falling/Floating/Landing 261 #endregion Falling/Floating/Landing
241 262
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
242 #region Ground Movement 315 #region Ground Movement
243 316
244 if (m_movementAnimation == "FALLDOWN") 317 if (m_movementAnimation == "FALLDOWN")
245 { 318 {
319 m_falling = false;
246 m_animTickFall = Environment.TickCount; 320 m_animTickFall = Environment.TickCount;
247
248 // TODO: SOFT_LAND support 321 // TODO: SOFT_LAND support
249 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
250 } 330 }
251 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"))
252 { 335 {
253 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 336 int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
254 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) 337 int limit = 1000; // add for jumping
255 return "LAND"; 338 if(m_movementAnimation == "LAND") limit = 350; // add for jumping
256 } 339 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
257 340
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
258 m_animTickFall = 0; 354 m_animTickFall = 0;
259 355
260 if (move.Z > 0f) 356 if (move.Z > 0f)
@@ -266,7 +362,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 362 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 363 return "PREJUMP";
268 } 364 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 365 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 366 {
271 // Start actual jump 367 // Start actual jump
272 if (m_animTickJump == -1) 368 if (m_animTickJump == -1)
@@ -284,29 +380,34 @@ namespace OpenSim.Region.Framework.Scenes.Animation
284 { 380 {
285 // Not jumping 381 // Not jumping
286 m_animTickJump = 0; 382 m_animTickJump = 0;
287 383 */
288 if (move.X != 0f || move.Y != 0f) 384 // next section moved outside paren. and realigned for jumping
289 { 385 if (move.X != 0f || move.Y != 0f)
290 // Walking / crouchwalking / running 386 {
291 if (move.Z < 0f) 387 m_fallHeight = actor.Position.Z; // save latest flying height
292 return "CROUCHWALK"; 388 m_falling = false; // Add for falling
293 else if (m_scenePresence.SetAlwaysRun) 389 // Walking / crouchwalking / running
294 return "RUN"; 390 if (move.Z < 0f)
295 else 391 return "CROUCHWALK";
296 return "WALK"; 392 else if (m_scenePresence.SetAlwaysRun)
297 } 393 return "RUN";
298 else 394 else
299 { 395 return "WALK";
300 // Not walking
301 if (move.Z < 0f)
302 return "CROUCH";
303 else
304 return "STAND";
305 }
306 } 396 }
307 397// 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
308 #endregion Ground Movement 408 #endregion Ground Movement
309 409
410 m_falling = false; // Add for falling
310 return m_movementAnimation; 411 return m_movementAnimation;
311 } 412 }
312 413
@@ -316,16 +417,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 417 public void UpdateMovementAnimations()
317 { 418 {
318 m_movementAnimation = GetMovementAnimation(); 419 m_movementAnimation = GetMovementAnimation();
319 420/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 421 {
322 // This was the previous behavior before PREJUMP 422 // This was the previous behavior before PREJUMP
323 TrySetMovementAnimation("JUMP"); 423 TrySetMovementAnimation("JUMP");
324 } 424 }
325 else 425 else
326 { 426 { removed for jumping */
327 TrySetMovementAnimation(m_movementAnimation); 427 TrySetMovementAnimation(m_movementAnimation);
328 } 428// rm for jumping }
329 } 429 }
330 430
331 public UUID[] GetAnimationArray() 431 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 437b91a..e923932 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;
@@ -746,6 +750,26 @@ namespace OpenSim.Region.Framework.Scenes
746 } 750 }
747 } 751 }
748 } 752 }
753 public void TriggerTerrainUpdate()
754 {
755 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
756 if (handlerTerrainUpdate != null)
757 {
758 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
759 {
760 try
761 {
762 d();
763 }
764 catch (Exception e)
765 {
766 m_log.ErrorFormat(
767 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
768 e.Message, e.StackTrace);
769 }
770 }
771 }
772 }
749 773
750 public void TriggerTerrainTick() 774 public void TriggerTerrainTick()
751 { 775 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 19f8180..c75f8ba 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 {
@@ -226,9 +227,9 @@ namespace OpenSim.Region.Framework.Scenes
226 return 0.0; 227 return 0.0;
227 228
228 // Use group position for child prims 229 // Use group position for child prims
229 Vector3 entityPos = entity.AbsolutePosition; 230 Vector3 entityPos;
230 if (entity is SceneObjectPart) 231 if (entity is SceneObjectPart)
231 entityPos = m_scene.GetGroupByPrim(entity.LocalId).AbsolutePosition; 232 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
232 else 233 else
233 entityPos = entity.AbsolutePosition; 234 entityPos = entity.AbsolutePosition;
234 235
@@ -251,12 +252,19 @@ namespace OpenSim.Region.Framework.Scenes
251 252
252 if (entity is SceneObjectPart) 253 if (entity is SceneObjectPart)
253 { 254 {
254 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
255 if (physActor == null || !physActor.IsPhysical)
256 priority += 100;
257
258 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 255 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
256 {
259 priority = 1.0; 257 priority = 1.0;
258 }
259 else
260 {
261 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
262 if (physActor == null || !physActor.IsPhysical)
263 priority += 100;
264 }
265
266 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
267 priority +=1;
260 } 268 }
261 return priority; 269 return priority;
262 } 270 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 838c648..867fb10 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;
@@ -683,6 +665,8 @@ namespace OpenSim.Region.Framework.Scenes
683 return; 665 return;
684 } 666 }
685 667
668 if (newName == null) newName = item.Name;
669
686 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 670 AssetBase asset = AssetService.Get(item.AssetID.ToString());
687 671
688 if (asset != null) 672 if (asset != null)
@@ -730,6 +714,24 @@ namespace OpenSim.Region.Framework.Scenes
730 } 714 }
731 715
732 /// <summary> 716 /// <summary>
717 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
718 /// </summary>
719 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
720 {
721 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
722 foreach (InventoryItemBase b in items)
723 {
724 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
725 InventoryItemBase n = InventoryService.GetItem(b);
726 n.Folder = destfolder;
727 moveitems.Add(n);
728 remoteClient.SendInventoryItemCreateUpdate(n, 0);
729 }
730
731 MoveInventoryItem(remoteClient, moveitems);
732 }
733
734 /// <summary>
733 /// Move an item within the agent's inventory. 735 /// Move an item within the agent's inventory.
734 /// </summary> 736 /// </summary>
735 /// <param name="remoteClient"></param> 737 /// <param name="remoteClient"></param>
@@ -966,8 +968,12 @@ namespace OpenSim.Region.Framework.Scenes
966 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 968 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
967 { 969 {
968 SceneObjectPart part = GetSceneObjectPart(localID); 970 SceneObjectPart part = GetSceneObjectPart(localID);
969 SceneObjectGroup group = part.ParentGroup; 971 SceneObjectGroup group = null;
970 if (group != null) 972 if (part != null)
973 {
974 group = part.ParentGroup;
975 }
976 if (part != null && group != null)
971 { 977 {
972 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 978 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
973 return; 979 return;
@@ -1414,13 +1420,6 @@ namespace OpenSim.Region.Framework.Scenes
1414 { 1420 {
1415 agentTransactions.HandleTaskItemUpdateFromTransaction( 1421 agentTransactions.HandleTaskItemUpdateFromTransaction(
1416 remoteClient, part, transactionID, currentItem); 1422 remoteClient, part, transactionID, currentItem);
1417
1418 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1419 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1420 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1421 remoteClient.SendAgentAlertMessage("Script saved", false);
1422 else
1423 remoteClient.SendAgentAlertMessage("Item saved", false);
1424 } 1423 }
1425 1424
1426 // Base ALWAYS has move 1425 // Base ALWAYS has move
@@ -1548,7 +1547,7 @@ namespace OpenSim.Region.Framework.Scenes
1548 return; 1547 return;
1549 1548
1550 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1549 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1551 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1550 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1552 remoteClient.AgentId); 1551 remoteClient.AgentId);
1553 AssetService.Store(asset); 1552 AssetService.Store(asset);
1554 1553
@@ -1743,11 +1742,19 @@ namespace OpenSim.Region.Framework.Scenes
1743 // Invalid id 1742 // Invalid id
1744 SceneObjectPart part = GetSceneObjectPart(localID); 1743 SceneObjectPart part = GetSceneObjectPart(localID);
1745 if (part == null) 1744 if (part == null)
1745 {
1746 //Client still thinks the object exists, kill it
1747 SendKillObject(localID);
1746 continue; 1748 continue;
1749 }
1747 1750
1748 // Already deleted by someone else 1751 // Already deleted by someone else
1749 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1752 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1753 {
1754 //Client still thinks the object exists, kill it
1755 SendKillObject(localID);
1750 continue; 1756 continue;
1757 }
1751 1758
1752 // Can't delete child prims 1759 // Can't delete child prims
1753 if (part != part.ParentGroup.RootPart) 1760 if (part != part.ParentGroup.RootPart)
@@ -1769,15 +1776,21 @@ namespace OpenSim.Region.Framework.Scenes
1769 } 1776 }
1770 else 1777 else
1771 { 1778 {
1772 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1779 if (action == DeRezAction.TakeCopy)
1780 {
1781 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1782 permissionToTakeCopy = false;
1783 }
1784 else
1785 {
1773 permissionToTakeCopy = false; 1786 permissionToTakeCopy = false;
1787 }
1774 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1788 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1775 permissionToTake = false; 1789 permissionToTake = false;
1776 1790
1777 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1791 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1778 permissionToDelete = false; 1792 permissionToDelete = false;
1779 } 1793 }
1780
1781 } 1794 }
1782 1795
1783 // Handle god perms 1796 // Handle god perms
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index ef97dfc..abec699 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -102,6 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 protected ModuleLoader m_moduleLoader; 102 protected ModuleLoader m_moduleLoader;
103 protected AgentCircuitManager m_authenticateHandler; 103 protected AgentCircuitManager m_authenticateHandler;
104 protected SceneCommunicationService m_sceneGridService; 104 protected SceneCommunicationService m_sceneGridService;
105 protected ISnmpModule m_snmpService = null;
105 106
106 protected ISimulationDataService m_SimulationDataService; 107 protected ISimulationDataService m_SimulationDataService;
107 protected IEstateDataService m_EstateDataService; 108 protected IEstateDataService m_EstateDataService;
@@ -163,6 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
163 private int landMS; 164 private int landMS;
164 private int lastCompletedFrame; 165 private int lastCompletedFrame;
165 166
167 public bool CombineRegions = false;
166 private bool m_physics_enabled = true; 168 private bool m_physics_enabled = true;
167 private bool m_scripts_enabled = true; 169 private bool m_scripts_enabled = true;
168 private string m_defaultScriptEngine; 170 private string m_defaultScriptEngine;
@@ -174,6 +176,7 @@ namespace OpenSim.Region.Framework.Scenes
174 private bool m_firstHeartbeat = true; 176 private bool m_firstHeartbeat = true;
175 177
176 private object m_deleting_scene_object = new object(); 178 private object m_deleting_scene_object = new object();
179 private object m_cleaningAttachments = new object();
177 180
178 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 181 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
179 private bool m_reprioritizationEnabled = true; 182 private bool m_reprioritizationEnabled = true;
@@ -217,6 +220,19 @@ namespace OpenSim.Region.Framework.Scenes
217 get { return m_sceneGridService; } 220 get { return m_sceneGridService; }
218 } 221 }
219 222
223 public ISnmpModule SnmpService
224 {
225 get
226 {
227 if (m_snmpService == null)
228 {
229 m_snmpService = RequestModuleInterface<ISnmpModule>();
230 }
231
232 return m_snmpService;
233 }
234 }
235
220 public ISimulationDataService SimulationDataService 236 public ISimulationDataService SimulationDataService
221 { 237 {
222 get 238 get
@@ -561,6 +577,8 @@ namespace OpenSim.Region.Framework.Scenes
561 #region Region Settings 577 #region Region Settings
562 578
563 // Load region settings 579 // Load region settings
580 m_regInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(m_regInfo.RegionID);
581
564 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID); 582 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID);
565 if (estateDataService != null) 583 if (estateDataService != null)
566 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); 584 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -622,9 +640,10 @@ namespace OpenSim.Region.Framework.Scenes
622 //Animation states 640 //Animation states
623 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 641 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
624 // TODO: Change default to true once the feature is supported 642 // TODO: Change default to true once the feature is supported
625 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 643 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
626
627 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 644 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
645
646 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
628 if (RegionInfo.NonphysPrimMax > 0) 647 if (RegionInfo.NonphysPrimMax > 0)
629 { 648 {
630 m_maxNonphys = RegionInfo.NonphysPrimMax; 649 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -656,6 +675,7 @@ namespace OpenSim.Region.Framework.Scenes
656 m_persistAfter *= 10000000; 675 m_persistAfter *= 10000000;
657 676
658 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 677 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
678 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
659 679
660 IConfig packetConfig = m_config.Configs["PacketPool"]; 680 IConfig packetConfig = m_config.Configs["PacketPool"];
661 if (packetConfig != null) 681 if (packetConfig != null)
@@ -665,6 +685,7 @@ namespace OpenSim.Region.Framework.Scenes
665 } 685 }
666 686
667 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 687 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
688 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
668 689
669 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 690 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
670 if (m_generateMaptiles) 691 if (m_generateMaptiles)
@@ -689,9 +710,9 @@ namespace OpenSim.Region.Framework.Scenes
689 } 710 }
690 } 711 }
691 } 712 }
692 catch 713 catch (Exception e)
693 { 714 {
694 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 715 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
695 } 716 }
696 717
697 #endregion Region Config 718 #endregion Region Config
@@ -928,6 +949,15 @@ namespace OpenSim.Region.Framework.Scenes
928 /// <param name="seconds">float indicating duration before restart.</param> 949 /// <param name="seconds">float indicating duration before restart.</param>
929 public virtual void Restart(float seconds) 950 public virtual void Restart(float seconds)
930 { 951 {
952 Restart(seconds, true);
953 }
954
955 /// <summary>
956 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
957 /// </summary>
958 /// <param name="seconds">float indicating duration before restart.</param>
959 public virtual void Restart(float seconds, bool showDialog)
960 {
931 // notifications are done in 15 second increments 961 // notifications are done in 15 second increments
932 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 962 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
933 // It's a 'Cancel restart' request. 963 // It's a 'Cancel restart' request.
@@ -948,8 +978,11 @@ namespace OpenSim.Region.Framework.Scenes
948 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 978 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
949 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 979 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
950 m_restartTimer.Start(); 980 m_restartTimer.Start();
951 m_dialogModule.SendNotificationToUsersInRegion( 981 if (showDialog)
982 {
983 m_dialogModule.SendNotificationToUsersInRegion(
952 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 984 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
985 }
953 } 986 }
954 } 987 }
955 988
@@ -1145,6 +1178,7 @@ namespace OpenSim.Region.Framework.Scenes
1145 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1178 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1146 if (HeartbeatThread != null) 1179 if (HeartbeatThread != null)
1147 { 1180 {
1181 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1148 HeartbeatThread.Abort(); 1182 HeartbeatThread.Abort();
1149 HeartbeatThread = null; 1183 HeartbeatThread = null;
1150 } 1184 }
@@ -1309,17 +1343,20 @@ namespace OpenSim.Region.Framework.Scenes
1309 // Check if any objects have reached their targets 1343 // Check if any objects have reached their targets
1310 CheckAtTargets(); 1344 CheckAtTargets();
1311 1345
1312 // Update SceneObjectGroups that have scheduled themselves for updates
1313 // Objects queue their updates onto all scene presences
1314 if (m_frame % m_update_objects == 0)
1315 m_sceneGraph.UpdateObjectGroups();
1316
1317 // Run through all ScenePresences looking for updates 1346 // Run through all ScenePresences looking for updates
1318 // Presence updates and queued object updates for each presence are sent to clients 1347 // Presence updates and queued object updates for each presence are sent to clients
1319 if (m_frame % m_update_presences == 0) 1348 if (m_frame % m_update_presences == 0)
1320 m_sceneGraph.UpdatePresences(); 1349 m_sceneGraph.UpdatePresences();
1321 1350
1351<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/Scene.cs
1352 // Update SceneObjectGroups that have scheduled themselves for updates
1353 // Objects queue their updates onto all scene presences
1354 if (m_frame % m_update_objects == 0)
1355 m_sceneGraph.UpdateObjectGroups();
1356
1357=======
1322 // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) 1358 // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
1359>>>>>>> master:OpenSim/Region/Framework/Scenes/Scene.cs
1323 if (m_frame % m_update_coarse_locations == 0) 1360 if (m_frame % m_update_coarse_locations == 0)
1324 { 1361 {
1325 List<Vector3> coarseLocations; 1362 List<Vector3> coarseLocations;
@@ -1816,14 +1853,24 @@ namespace OpenSim.Region.Framework.Scenes
1816 /// <returns></returns> 1853 /// <returns></returns>
1817 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1854 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1818 { 1855 {
1856
1857 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1858 Vector3 wpos = Vector3.Zero;
1859 // Check for water surface intersection from above
1860 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1861 {
1862 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1863 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1864 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1865 wpos.Z = wheight;
1866 }
1867
1819 Vector3 pos = Vector3.Zero; 1868 Vector3 pos = Vector3.Zero;
1820 if (RayEndIsIntersection == (byte)1) 1869 if (RayEndIsIntersection == (byte)1)
1821 { 1870 {
1822 pos = RayEnd; 1871 pos = RayEnd;
1823 return pos;
1824 } 1872 }
1825 1873 else if (RayTargetID != UUID.Zero)
1826 if (RayTargetID != UUID.Zero)
1827 { 1874 {
1828 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1875 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1829 1876
@@ -1845,7 +1892,7 @@ namespace OpenSim.Region.Framework.Scenes
1845 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1892 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1846 1893
1847 // Un-comment out the following line to Get Raytrace results printed to the console. 1894 // Un-comment out the following line to Get Raytrace results printed to the console.
1848 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1895 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1849 float ScaleOffset = 0.5f; 1896 float ScaleOffset = 0.5f;
1850 1897
1851 // If we hit something 1898 // If we hit something
@@ -1868,13 +1915,10 @@ namespace OpenSim.Region.Framework.Scenes
1868 //pos.Z -= 0.25F; 1915 //pos.Z -= 0.25F;
1869 1916
1870 } 1917 }
1871
1872 return pos;
1873 } 1918 }
1874 else 1919 else
1875 { 1920 {
1876 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1921 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1877
1878 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1922 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1879 1923
1880 // Un-comment the following line to print the raytrace results to the console. 1924 // Un-comment the following line to print the raytrace results to the console.
@@ -1883,13 +1927,12 @@ namespace OpenSim.Region.Framework.Scenes
1883 if (ei.HitTF) 1927 if (ei.HitTF)
1884 { 1928 {
1885 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1929 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1886 } else 1930 }
1931 else
1887 { 1932 {
1888 // fall back to our stupid functionality 1933 // fall back to our stupid functionality
1889 pos = RayEnd; 1934 pos = RayEnd;
1890 } 1935 }
1891
1892 return pos;
1893 } 1936 }
1894 } 1937 }
1895 else 1938 else
@@ -1900,8 +1943,12 @@ namespace OpenSim.Region.Framework.Scenes
1900 //increase height so its above the ground. 1943 //increase height so its above the ground.
1901 //should be getting the normal of the ground at the rez point and using that? 1944 //should be getting the normal of the ground at the rez point and using that?
1902 pos.Z += scale.Z / 2f; 1945 pos.Z += scale.Z / 2f;
1903 return pos; 1946// return pos;
1904 } 1947 }
1948
1949 // check against posible water intercept
1950 if (wpos.Z > pos.Z) pos = wpos;
1951 return pos;
1905 } 1952 }
1906 1953
1907 1954
@@ -1981,7 +2028,10 @@ namespace OpenSim.Region.Framework.Scenes
1981 public bool AddRestoredSceneObject( 2028 public bool AddRestoredSceneObject(
1982 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2029 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1983 { 2030 {
1984 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2031 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2032 if (result)
2033 sceneObject.IsDeleted = false;
2034 return result;
1985 } 2035 }
1986 2036
1987 /// <summary> 2037 /// <summary>
@@ -2058,6 +2108,15 @@ namespace OpenSim.Region.Framework.Scenes
2058 /// </summary> 2108 /// </summary>
2059 public void DeleteAllSceneObjects() 2109 public void DeleteAllSceneObjects()
2060 { 2110 {
2111 DeleteAllSceneObjects(false);
2112 }
2113
2114 /// <summary>
2115 /// Delete every object from the scene. This does not include attachments worn by avatars.
2116 /// </summary>
2117 public void DeleteAllSceneObjects(bool exceptNoCopy)
2118 {
2119 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2061 lock (Entities) 2120 lock (Entities)
2062 { 2121 {
2063 EntityBase[] entities = Entities.GetEntities(); 2122 EntityBase[] entities = Entities.GetEntities();
@@ -2066,11 +2125,24 @@ namespace OpenSim.Region.Framework.Scenes
2066 if (e is SceneObjectGroup) 2125 if (e is SceneObjectGroup)
2067 { 2126 {
2068 SceneObjectGroup sog = (SceneObjectGroup)e; 2127 SceneObjectGroup sog = (SceneObjectGroup)e;
2069 if (!sog.IsAttachment) 2128 if (sog != null && !sog.IsAttachment)
2070 DeleteSceneObject((SceneObjectGroup)e, false); 2129 {
2130 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2131 {
2132 DeleteSceneObject((SceneObjectGroup)e, false);
2133 }
2134 else
2135 {
2136 toReturn.Add((SceneObjectGroup)e);
2137 }
2138 }
2071 } 2139 }
2072 } 2140 }
2073 } 2141 }
2142 if (toReturn.Count > 0)
2143 {
2144 returnObjects(toReturn.ToArray(), UUID.Zero);
2145 }
2074 } 2146 }
2075 2147
2076 /// <summary> 2148 /// <summary>
@@ -2450,6 +2522,12 @@ namespace OpenSim.Region.Framework.Scenes
2450 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2522 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2451 public bool AddSceneObject(SceneObjectGroup sceneObject) 2523 public bool AddSceneObject(SceneObjectGroup sceneObject)
2452 { 2524 {
2525 if (sceneObject.OwnerID == UUID.Zero)
2526 {
2527 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2528 return false;
2529 }
2530
2453 // If the user is banned, we won't let any of their objects 2531 // If the user is banned, we won't let any of their objects
2454 // enter. Period. 2532 // enter. Period.
2455 // 2533 //
@@ -2499,15 +2577,28 @@ namespace OpenSim.Region.Framework.Scenes
2499 2577
2500 if (AttachmentsModule != null) 2578 if (AttachmentsModule != null)
2501 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2579 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2580
2581 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2502 } 2582 }
2503 else 2583 else
2504 { 2584 {
2585 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2505 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2586 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2506 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2587 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2507 } 2588 }
2589 if (sceneObject.OwnerID == UUID.Zero)
2590 {
2591 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2592 return false;
2593 }
2508 } 2594 }
2509 else 2595 else
2510 { 2596 {
2597 if (sceneObject.OwnerID == UUID.Zero)
2598 {
2599 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2600 return false;
2601 }
2511 AddRestoredSceneObject(sceneObject, true, false); 2602 AddRestoredSceneObject(sceneObject, true, false);
2512 2603
2513 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2604 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2780,6 +2871,7 @@ namespace OpenSim.Region.Framework.Scenes
2780 client.OnFetchInventory += HandleFetchInventory; 2871 client.OnFetchInventory += HandleFetchInventory;
2781 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2872 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2782 client.OnCopyInventoryItem += CopyInventoryItem; 2873 client.OnCopyInventoryItem += CopyInventoryItem;
2874 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2783 client.OnMoveInventoryItem += MoveInventoryItem; 2875 client.OnMoveInventoryItem += MoveInventoryItem;
2784 client.OnRemoveInventoryItem += RemoveInventoryItem; 2876 client.OnRemoveInventoryItem += RemoveInventoryItem;
2785 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2877 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2958,15 +3050,16 @@ namespace OpenSim.Region.Framework.Scenes
2958 /// </summary> 3050 /// </summary>
2959 /// <param name="agentId">The avatar's Unique ID</param> 3051 /// <param name="agentId">The avatar's Unique ID</param>
2960 /// <param name="client">The IClientAPI for the client</param> 3052 /// <param name="client">The IClientAPI for the client</param>
2961 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3053 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2962 { 3054 {
2963 if (m_teleportModule != null) 3055 if (m_teleportModule != null)
2964 m_teleportModule.TeleportHome(agentId, client); 3056 return m_teleportModule.TeleportHome(agentId, client);
2965 else 3057 else
2966 { 3058 {
2967 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3059 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2968 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3060 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2969 } 3061 }
3062 return false;
2970 } 3063 }
2971 3064
2972 /// <summary> 3065 /// <summary>
@@ -3065,6 +3158,16 @@ namespace OpenSim.Region.Framework.Scenes
3065 /// <param name="flags"></param> 3158 /// <param name="flags"></param>
3066 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3159 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3067 { 3160 {
3161 //Add half the avatar's height so that the user doesn't fall through prims
3162 ScenePresence presence;
3163 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3164 {
3165 if (presence.Appearance != null)
3166 {
3167 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3168 }
3169 }
3170
3068 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3171 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3069 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3172 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3070 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3173 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3159,7 +3262,9 @@ namespace OpenSim.Region.Framework.Scenes
3159 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3262 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3160 3263
3161 } 3264 }
3265 m_log.Debug("[Scene] Beginning ClientClosed");
3162 m_eventManager.TriggerClientClosed(agentID, this); 3266 m_eventManager.TriggerClientClosed(agentID, this);
3267 m_log.Debug("[Scene] Finished ClientClosed");
3163 } 3268 }
3164 catch (NullReferenceException) 3269 catch (NullReferenceException)
3165 { 3270 {
@@ -3167,7 +3272,10 @@ namespace OpenSim.Region.Framework.Scenes
3167 // Avatar is already disposed :/ 3272 // Avatar is already disposed :/
3168 } 3273 }
3169 3274
3275 m_log.Debug("[Scene] Beginning OnRemovePresence");
3170 m_eventManager.TriggerOnRemovePresence(agentID); 3276 m_eventManager.TriggerOnRemovePresence(agentID);
3277 m_log.Debug("[Scene] Finished OnRemovePresence");
3278
3171 ForEachClient( 3279 ForEachClient(
3172 delegate(IClientAPI client) 3280 delegate(IClientAPI client)
3173 { 3281 {
@@ -3183,8 +3291,11 @@ namespace OpenSim.Region.Framework.Scenes
3183 } 3291 }
3184 3292
3185 // Remove the avatar from the scene 3293 // Remove the avatar from the scene
3294 m_log.Debug("[Scene] Begin RemoveScenePresence");
3186 m_sceneGraph.RemoveScenePresence(agentID); 3295 m_sceneGraph.RemoveScenePresence(agentID);
3296 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3187 m_clientManager.Remove(agentID); 3297 m_clientManager.Remove(agentID);
3298 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3188 3299
3189 try 3300 try
3190 { 3301 {
@@ -3198,8 +3309,10 @@ namespace OpenSim.Region.Framework.Scenes
3198 { 3309 {
3199 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3310 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3200 } 3311 }
3201 3312 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3202 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3313 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3314 CleanDroppedAttachments();
3315 m_log.Debug("[Scene] The avatar has left the building");
3203 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3316 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3204 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3317 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3205 } 3318 }
@@ -3339,6 +3452,7 @@ namespace OpenSim.Region.Framework.Scenes
3339 { 3452 {
3340 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3453 if (land != null && !TestLandRestrictions(agent, land, out reason))
3341 { 3454 {
3455 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3342 return false; 3456 return false;
3343 } 3457 }
3344 } 3458 }
@@ -3396,6 +3510,8 @@ namespace OpenSim.Region.Framework.Scenes
3396 3510
3397 if (vialogin) 3511 if (vialogin)
3398 { 3512 {
3513 CleanDroppedAttachments();
3514
3399 if (TestBorderCross(agent.startpos, Cardinals.E)) 3515 if (TestBorderCross(agent.startpos, Cardinals.E))
3400 { 3516 {
3401 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E); 3517 Border crossedBorder = GetCrossedBorder(agent.startpos, Cardinals.E);
@@ -3452,6 +3568,8 @@ namespace OpenSim.Region.Framework.Scenes
3452 } 3568 }
3453 } 3569 }
3454 // Honor parcel landing type and position. 3570 // Honor parcel landing type and position.
3571 /*
3572 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3455 if (land != null) 3573 if (land != null)
3456 { 3574 {
3457 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3575 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3459,6 +3577,7 @@ namespace OpenSim.Region.Framework.Scenes
3459 agent.startpos = land.LandData.UserLocation; 3577 agent.startpos = land.LandData.UserLocation;
3460 } 3578 }
3461 } 3579 }
3580 */// This is now handled properly in ScenePresence.MakeRootAgent
3462 } 3581 }
3463 3582
3464 return true; 3583 return true;
@@ -3809,12 +3928,22 @@ namespace OpenSim.Region.Framework.Scenes
3809 return false; 3928 return false;
3810 } 3929 }
3811 3930
3931 public bool IncomingCloseAgent(UUID agentID)
3932 {
3933 return IncomingCloseAgent(agentID, false);
3934 }
3935
3936 public bool IncomingCloseChildAgent(UUID agentID)
3937 {
3938 return IncomingCloseAgent(agentID, true);
3939 }
3940
3812 /// <summary> 3941 /// <summary>
3813 /// Tell a single agent to disconnect from the region. 3942 /// Tell a single agent to disconnect from the region.
3814 /// </summary> 3943 /// </summary>
3815 /// <param name="regionHandle"></param>
3816 /// <param name="agentID"></param> 3944 /// <param name="agentID"></param>
3817 public bool IncomingCloseAgent(UUID agentID) 3945 /// <param name="childOnly"></param>
3946 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3818 { 3947 {
3819 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3948 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3820 3949
@@ -3826,7 +3955,7 @@ namespace OpenSim.Region.Framework.Scenes
3826 { 3955 {
3827 m_sceneGraph.removeUserCount(false); 3956 m_sceneGraph.removeUserCount(false);
3828 } 3957 }
3829 else 3958 else if (!childOnly)
3830 { 3959 {
3831 m_sceneGraph.removeUserCount(true); 3960 m_sceneGraph.removeUserCount(true);
3832 } 3961 }
@@ -3842,9 +3971,12 @@ namespace OpenSim.Region.Framework.Scenes
3842 } 3971 }
3843 else 3972 else
3844 presence.ControllingClient.SendShutdownConnectionNotice(); 3973 presence.ControllingClient.SendShutdownConnectionNotice();
3974 presence.ControllingClient.Close(false);
3975 }
3976 else if (!childOnly)
3977 {
3978 presence.ControllingClient.Close(true);
3845 } 3979 }
3846
3847 presence.ControllingClient.Close();
3848 return true; 3980 return true;
3849 } 3981 }
3850 3982
@@ -4466,7 +4598,7 @@ namespace OpenSim.Region.Framework.Scenes
4466 // 4598 //
4467 int health=1; // Start at 1, means we're up 4599 int health=1; // Start at 1, means we're up
4468 4600
4469 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4601 if (m_firstHeartbeat || ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000))
4470 health+=1; 4602 health+=1;
4471 else 4603 else
4472 return health; 4604 return health;
@@ -4972,5 +5104,45 @@ namespace OpenSim.Region.Framework.Scenes
4972 throw new Exception(error); 5104 throw new Exception(error);
4973 } 5105 }
4974 } 5106 }
5107
5108 public void CleanDroppedAttachments()
5109 {
5110 List<SceneObjectGroup> objectsToDelete =
5111 new List<SceneObjectGroup>();
5112
5113 lock (m_cleaningAttachments)
5114 {
5115 ForEachSOG(delegate (SceneObjectGroup grp)
5116 {
5117 if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5118 {
5119 UUID agentID = grp.OwnerID;
5120 if (agentID == UUID.Zero)
5121 {
5122 objectsToDelete.Add(grp);
5123 return;
5124 }
5125
5126 ScenePresence sp = GetScenePresence(agentID);
5127 if (sp == null)
5128 {
5129 objectsToDelete.Add(grp);
5130 return;
5131 }
5132 }
5133 });
5134 }
5135
5136 if (objectsToDelete.Count > 0)
5137 {
5138 m_log.DebugFormat("[SCENE]: Starting delete of {0} dropped attachments", objectsToDelete.Count);
5139 foreach (SceneObjectGroup grp in objectsToDelete)
5140 {
5141 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5142 DeleteSceneObject(grp, true);
5143 }
5144 m_log.Debug("[SCENE]: Finished dropped attachment deletion");
5145 }
5146 }
4975 } 5147 }
4976} 5148}
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 88e084e..1293d5d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -168,7 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
168 168
169 if (neighbour != null) 169 if (neighbour != null)
170 { 170 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 171 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
172 m_scene.EventManager.TriggerOnRegionUp(neighbour); 172 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 173 }
174 else 174 else
@@ -183,7 +183,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 184
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
186 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 186 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 187 foreach (GridRegion n in neighbours)
188 { 188 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -267,14 +267,14 @@ namespace OpenSim.Region.Framework.Scenes
267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle) 267 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
268 { 268 {
269 269
270 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 270 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
271 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 271 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
272 272
273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 273 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
274 uint x = 0, y = 0; 274 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 275 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 277 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 278 }
279 279
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 280 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 293 d);
294 } 294 }
295 } 295 }
296 296
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 298 {
299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 85ff32e..9c3486e 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
@@ -124,13 +133,18 @@ namespace OpenSim.Region.Framework.Scenes
124 133
125 protected internal void Close() 134 protected internal void Close()
126 { 135 {
127 lock (m_presenceLock) 136 m_scenePresencesLock.EnterWriteLock();
137 try
128 { 138 {
129 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 139 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
130 List<ScenePresence> newlist = new List<ScenePresence>(); 140 List<ScenePresence> newlist = new List<ScenePresence>();
131 m_scenePresenceMap = newmap; 141 m_scenePresenceMap = newmap;
132 m_scenePresenceArray = newlist; 142 m_scenePresenceArray = newlist;
133 } 143 }
144 finally
145 {
146 m_scenePresencesLock.ExitWriteLock();
147 }
134 148
135 lock (SceneObjectGroupsByFullID) 149 lock (SceneObjectGroupsByFullID)
136 SceneObjectGroupsByFullID.Clear(); 150 SceneObjectGroupsByFullID.Clear();
@@ -209,27 +223,8 @@ namespace OpenSim.Region.Framework.Scenes
209 if (sp.IsChildAgent) 223 if (sp.IsChildAgent)
210 return; 224 return;
211 225
212 if (sp.ParentID != 0) 226 coarseLocations.Add(sp.AbsolutePosition);
213 { 227 avatarUUIDs.Add(sp.UUID);
214 // sitting avatar
215 SceneObjectPart sop = m_parentScene.GetSceneObjectPart(sp.ParentID);
216 if (sop != null)
217 {
218 coarseLocations.Add(sop.AbsolutePosition + sp.AbsolutePosition);
219 avatarUUIDs.Add(sp.UUID);
220 }
221 else
222 {
223 // we can't find the parent.. ! arg!
224 coarseLocations.Add(sp.AbsolutePosition);
225 avatarUUIDs.Add(sp.UUID);
226 }
227 }
228 else
229 {
230 coarseLocations.Add(sp.AbsolutePosition);
231 avatarUUIDs.Add(sp.UUID);
232 }
233 } 228 }
234 } 229 }
235 230
@@ -259,6 +254,33 @@ namespace OpenSim.Region.Framework.Scenes
259 protected internal bool AddRestoredSceneObject( 254 protected internal bool AddRestoredSceneObject(
260 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
261 { 256 {
257 if (!m_parentScene.CombineRegions)
258 {
259 // KF: Check for out-of-region, move inside and make static.
260 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
261 sceneObject.RootPart.GroupPosition.Y,
262 sceneObject.RootPart.GroupPosition.Z);
263 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 ||
264 npos.X > Constants.RegionSize ||
265 npos.Y > Constants.RegionSize))
266 {
267 if (npos.X < 0.0) npos.X = 1.0f;
268 if (npos.Y < 0.0) npos.Y = 1.0f;
269 if (npos.Z < 0.0) npos.Z = 0.0f;
270 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
271 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
272
273 foreach (SceneObjectPart part in sceneObject.Children.Values)
274 {
275 part.GroupPosition = npos;
276 }
277 sceneObject.RootPart.Velocity = Vector3.Zero;
278 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
279 sceneObject.RootPart.Acceleration = Vector3.Zero;
280 sceneObject.RootPart.Velocity = Vector3.Zero;
281 }
282 }
283
262 if (!alreadyPersisted) 284 if (!alreadyPersisted)
263 { 285 {
264 sceneObject.ForceInventoryPersistence(); 286 sceneObject.ForceInventoryPersistence();
@@ -453,6 +475,30 @@ namespace OpenSim.Region.Framework.Scenes
453 m_updateList[obj.UUID] = obj; 475 m_updateList[obj.UUID] = obj;
454 } 476 }
455 477
478 public void FireAttachToBackup(SceneObjectGroup obj)
479 {
480 if (OnAttachToBackup != null)
481 {
482 OnAttachToBackup(obj);
483 }
484 }
485
486 public void FireDetachFromBackup(SceneObjectGroup obj)
487 {
488 if (OnDetachFromBackup != null)
489 {
490 OnDetachFromBackup(obj);
491 }
492 }
493
494 public void FireChangeBackup(SceneObjectGroup obj)
495 {
496 if (OnChangeBackup != null)
497 {
498 OnChangeBackup(obj);
499 }
500 }
501
456 /// <summary> 502 /// <summary>
457 /// Process all pending updates 503 /// Process all pending updates
458 /// </summary> 504 /// </summary>
@@ -584,7 +630,8 @@ namespace OpenSim.Region.Framework.Scenes
584 630
585 Entities[presence.UUID] = presence; 631 Entities[presence.UUID] = presence;
586 632
587 lock (m_presenceLock) 633 m_scenePresencesLock.EnterWriteLock();
634 try
588 { 635 {
589 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 636 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
590 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 637 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -608,6 +655,10 @@ namespace OpenSim.Region.Framework.Scenes
608 m_scenePresenceMap = newmap; 655 m_scenePresenceMap = newmap;
609 m_scenePresenceArray = newlist; 656 m_scenePresenceArray = newlist;
610 } 657 }
658 finally
659 {
660 m_scenePresencesLock.ExitWriteLock();
661 }
611 } 662 }
612 663
613 /// <summary> 664 /// <summary>
@@ -622,7 +673,8 @@ namespace OpenSim.Region.Framework.Scenes
622 agentID); 673 agentID);
623 } 674 }
624 675
625 lock (m_presenceLock) 676 m_scenePresencesLock.EnterWriteLock();
677 try
626 { 678 {
627 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 679 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
628 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 680 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -644,6 +696,10 @@ namespace OpenSim.Region.Framework.Scenes
644 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 696 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
645 } 697 }
646 } 698 }
699 finally
700 {
701 m_scenePresencesLock.ExitWriteLock();
702 }
647 } 703 }
648 704
649 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 705 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1063,9 +1119,11 @@ namespace OpenSim.Region.Framework.Scenes
1063 /// <param name="action"></param> 1119 /// <param name="action"></param>
1064 protected internal void ForEachSOG(Action<SceneObjectGroup> action) 1120 protected internal void ForEachSOG(Action<SceneObjectGroup> action)
1065 { 1121 {
1066 List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values); 1122 EntityBase[] objlist = Entities.GetAllByType<SceneObjectGroup>();
1067 foreach (SceneObjectGroup obj in objlist) 1123 foreach (EntityBase ent in objlist)
1068 { 1124 {
1125 SceneObjectGroup obj = (SceneObjectGroup)ent;
1126
1069 try 1127 try
1070 { 1128 {
1071 action(obj); 1129 action(obj);
@@ -1522,10 +1580,13 @@ namespace OpenSim.Region.Framework.Scenes
1522 /// <param name="childPrims"></param> 1580 /// <param name="childPrims"></param>
1523 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1581 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1524 { 1582 {
1583 SceneObjectGroup parentGroup = root.ParentGroup;
1584 if (parentGroup == null) return;
1525 Monitor.Enter(m_updateLock); 1585 Monitor.Enter(m_updateLock);
1586
1526 try 1587 try
1527 { 1588 {
1528 SceneObjectGroup parentGroup = root.ParentGroup; 1589 parentGroup.areUpdatesSuspended = true;
1529 1590
1530 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1591 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1531 if (parentGroup != null) 1592 if (parentGroup != null)
@@ -1537,11 +1598,6 @@ namespace OpenSim.Region.Framework.Scenes
1537 1598
1538 if (child != null) 1599 if (child != null)
1539 { 1600 {
1540 // Make sure no child prim is set for sale
1541 // So that, on delink, no prims are unwittingly
1542 // left for sale and sold off
1543 child.RootPart.ObjectSaleType = 0;
1544 child.RootPart.SalePrice = 10;
1545 childGroups.Add(child); 1601 childGroups.Add(child);
1546 } 1602 }
1547 } 1603 }
@@ -1564,12 +1620,12 @@ namespace OpenSim.Region.Framework.Scenes
1564 // occur on link to invoke this elsewhere (such as object selection) 1620 // occur on link to invoke this elsewhere (such as object selection)
1565 parentGroup.RootPart.CreateSelected = true; 1621 parentGroup.RootPart.CreateSelected = true;
1566 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1622 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1567 parentGroup.HasGroupChanged = true;
1568 parentGroup.ScheduleGroupForFullUpdate();
1569
1570 } 1623 }
1571 finally 1624 finally
1572 { 1625 {
1626 parentGroup.areUpdatesSuspended = false;
1627 parentGroup.HasGroupChanged = true;
1628 parentGroup.ScheduleGroupForFullUpdate();
1573 Monitor.Exit(m_updateLock); 1629 Monitor.Exit(m_updateLock);
1574 } 1630 }
1575 } 1631 }
@@ -1601,21 +1657,24 @@ namespace OpenSim.Region.Framework.Scenes
1601 1657
1602 SceneObjectGroup group = part.ParentGroup; 1658 SceneObjectGroup group = part.ParentGroup;
1603 if (!affectedGroups.Contains(group)) 1659 if (!affectedGroups.Contains(group))
1660 {
1661 group.areUpdatesSuspended = true;
1604 affectedGroups.Add(group); 1662 affectedGroups.Add(group);
1663 }
1605 } 1664 }
1606 } 1665 }
1607 } 1666 }
1608 1667
1609 foreach (SceneObjectPart child in childParts) 1668 if (childParts.Count > 0)
1610 { 1669 {
1611 // Unlink all child parts from their groups 1670 foreach (SceneObjectPart child in childParts)
1612 // 1671 {
1613 child.ParentGroup.DelinkFromGroup(child, true); 1672 // Unlink all child parts from their groups
1614 1673 //
1615 // These are not in affected groups and will not be 1674 child.ParentGroup.DelinkFromGroup(child, true);
1616 // handled further. Do the honors here. 1675 child.ParentGroup.HasGroupChanged = true;
1617 child.ParentGroup.HasGroupChanged = true; 1676 child.ParentGroup.ScheduleGroupForFullUpdate();
1618 child.ParentGroup.ScheduleGroupForFullUpdate(); 1677 }
1619 } 1678 }
1620 1679
1621 foreach (SceneObjectPart root in rootParts) 1680 foreach (SceneObjectPart root in rootParts)
@@ -1625,9 +1684,10 @@ namespace OpenSim.Region.Framework.Scenes
1625 // However, editing linked parts and unlinking may be different 1684 // However, editing linked parts and unlinking may be different
1626 // 1685 //
1627 SceneObjectGroup group = root.ParentGroup; 1686 SceneObjectGroup group = root.ParentGroup;
1687 group.areUpdatesSuspended = true;
1628 1688
1629 List<SceneObjectPart> newSet = null; 1689 List<SceneObjectPart> newSet = null;
1630 int numChildren = -1; 1690 int numChildren;
1631 1691
1632 lock (group.Children) 1692 lock (group.Children)
1633 { 1693 {
@@ -1635,52 +1695,63 @@ namespace OpenSim.Region.Framework.Scenes
1635 numChildren = group.PrimCount; 1695 numChildren = group.PrimCount;
1636 } 1696 }
1637 1697
1698 if (numChildren == 1)
1699 break;
1700
1638 // If there are prims left in a link set, but the root is 1701 // If there are prims left in a link set, but the root is
1639 // slated for unlink, we need to do this 1702 // slated for unlink, we need to do this
1703 // Unlink the remaining set
1640 // 1704 //
1641 if (numChildren != 1) 1705 bool sendEventsToRemainder = true;
1642 { 1706 if (numChildren > 1)
1643 // Unlink the remaining set 1707 sendEventsToRemainder = false;
1644 //
1645 bool sendEventsToRemainder = true;
1646 if (numChildren > 1)
1647 sendEventsToRemainder = false;
1648 1708
1649 foreach (SceneObjectPart p in newSet) 1709 foreach (SceneObjectPart p in newSet)
1710 {
1711 if (p != group.RootPart)
1650 { 1712 {
1651 if (p != group.RootPart) 1713 group.DelinkFromGroup(p, sendEventsToRemainder);
1652 group.DelinkFromGroup(p, sendEventsToRemainder); 1714 if (numChildren > 2)
1715 {
1716 p.ParentGroup.areUpdatesSuspended = true;
1717 }
1718 else
1719 {
1720 p.ParentGroup.HasGroupChanged = true;
1721 p.ParentGroup.ScheduleGroupForFullUpdate();
1722 }
1653 } 1723 }
1724 }
1725
1726 // If there is more than one prim remaining, we
1727 // need to re-link
1728 //
1729 if (numChildren > 2)
1730 {
1731 // Remove old root
1732 //
1733 if (newSet.Contains(root))
1734 newSet.Remove(root);
1654 1735
1655 // If there is more than one prim remaining, we 1736 // Preserve link ordering
1656 // need to re-link
1657 // 1737 //
1658 if (numChildren > 2) 1738 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1659 { 1739 {
1660 // Remove old root 1740 return a.LinkNum.CompareTo(b.LinkNum);
1661 // 1741 });
1662 if (newSet.Contains(root))
1663 newSet.Remove(root);
1664
1665 // Preserve link ordering
1666 //
1667 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1668 {
1669 return a.LinkNum.CompareTo(b.LinkNum);
1670 });
1671 1742
1672 // Determine new root 1743 // Determine new root
1673 // 1744 //
1674 SceneObjectPart newRoot = newSet[0]; 1745 SceneObjectPart newRoot = newSet[0];
1675 newSet.RemoveAt(0); 1746 newSet.RemoveAt(0);
1676 1747
1677 foreach (SceneObjectPart newChild in newSet) 1748 foreach (SceneObjectPart newChild in newSet)
1678 newChild.UpdateFlag = 0; 1749 newChild.UpdateFlag = 0;
1679 1750
1680 LinkObjects(newRoot, newSet); 1751 newRoot.ParentGroup.areUpdatesSuspended = true;
1681 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1752 LinkObjects(newRoot, newSet);
1682 affectedGroups.Add(newRoot.ParentGroup); 1753 if (!affectedGroups.Contains(newRoot.ParentGroup))
1683 } 1754 affectedGroups.Add(newRoot.ParentGroup);
1684 } 1755 }
1685 } 1756 }
1686 1757
@@ -1690,6 +1761,7 @@ namespace OpenSim.Region.Framework.Scenes
1690 { 1761 {
1691 g.TriggerScriptChangedEvent(Changed.LINK); 1762 g.TriggerScriptChangedEvent(Changed.LINK);
1692 g.HasGroupChanged = true; // Persist 1763 g.HasGroupChanged = true; // Persist
1764 g.areUpdatesSuspended = false;
1693 g.ScheduleGroupForFullUpdate(); 1765 g.ScheduleGroupForFullUpdate();
1694 } 1766 }
1695 } 1767 }
@@ -1808,9 +1880,6 @@ namespace OpenSim.Region.Framework.Scenes
1808 child.ApplyNextOwnerPermissions(); 1880 child.ApplyNextOwnerPermissions();
1809 } 1881 }
1810 } 1882 }
1811
1812 copy.RootPart.ObjectSaleType = 0;
1813 copy.RootPart.SalePrice = 10;
1814 } 1883 }
1815 1884
1816 Entities.Add(copy); 1885 Entities.Add(copy);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 9a01a28..a7003c4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -46,12 +46,12 @@ namespace OpenSim.Region.Framework.Scenes
46 /// </summary> 46 /// </summary>
47 public void ForceInventoryPersistence() 47 public void ForceInventoryPersistence()
48 { 48 {
49 lock (m_parts) 49 lockPartsForRead(true);
50 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
51 lockPartsForRead(false);
52 foreach (SceneObjectPart part in values)
50 { 53 {
51 foreach (SceneObjectPart part in m_parts.Values) 54 part.Inventory.ForceInventoryPersistence();
52 {
53 part.Inventory.ForceInventoryPersistence();
54 }
55 } 55 }
56 } 56 }
57 57
@@ -74,19 +74,17 @@ namespace OpenSim.Region.Framework.Scenes
74 /// <summary> 74 /// <summary>
75 /// Stop the scripts contained in all the prims in this group 75 /// Stop the scripts contained in all the prims in this group
76 /// </summary> 76 /// </summary>
77 /// <param name="sceneObjectBeingDeleted">
78 /// Should be true if these scripts are being removed because the scene
79 /// object is being deleted. This will prevent spurious updates to the client.
80 /// </param>
81 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 77 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
82 { 78 {
83 lock (m_parts) 79 lockPartsForRead(true);
80 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
81 lockPartsForRead(false);
82
83 foreach (SceneObjectPart part in values)
84 { 84 {
85 foreach (SceneObjectPart part in m_parts.Values) 85 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
86 {
87 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
88 }
89 } 86 }
87
90 } 88 }
91 89
92 /// <summary> 90 /// <summary>
@@ -424,6 +422,9 @@ namespace OpenSim.Region.Framework.Scenes
424 422
425 public void ResumeScripts() 423 public void ResumeScripts()
426 { 424 {
425 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
426 return;
427
427 foreach (SceneObjectPart part in m_parts.Values) 428 foreach (SceneObjectPart part in m_parts.Values)
428 { 429 {
429 part.Inventory.ResumeScripts(); 430 part.Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index dc6509d..5b610d3 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -29,6 +29,7 @@ using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Threading; 33using System.Threading;
33using System.Xml; 34using System.Xml;
34using System.Xml.Serialization; 35using System.Xml.Serialization;
@@ -104,8 +105,113 @@ namespace OpenSim.Region.Framework.Scenes
104 /// since the group's last persistent backup 105 /// since the group's last persistent backup
105 /// </summary> 106 /// </summary>
106 private bool m_hasGroupChanged = false; 107 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 108 private long timeFirstChanged = 0;
108 private long timeLastChanged; 109 private long timeLastChanged = 0;
110 private long m_maxPersistTime = 0;
111 private long m_minPersistTime = 0;
112 private Random m_rand;
113 private bool m_suspendUpdates;
114 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
132
133 public void lockPartsForRead(bool locked)
134 {
135 if (locked)
136 {
137 if (m_partsLock.RecursiveReadCount > 0)
138 {
139 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
140 try
141 {
142 StackTrace stackTrace = new StackTrace(); // get call stack
143 StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
144
145 // write call stack method names
146 foreach (StackFrame stackFrame in stackFrames)
147 {
148 m_log.Error("[SceneObjectGroup.m_parts] "+(stackFrame.GetMethod().Name)); // write method name
149 }
150
151 m_partsLock.ExitReadLock();
152 }
153 catch { } // Ignore errors, to allow resync
154 }
155 if (m_partsLock.RecursiveWriteCount > 0)
156 {
157 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested (write lock exists on this thread). This should not happen and means something needs to be fixed.");
158 try
159 {
160 m_partsLock.ExitWriteLock();
161 }
162 catch { }
163
164 }
165
166 while (!m_partsLock.TryEnterReadLock(60000))
167 {
168 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire READ lock of m_parts in SceneObjectGroup. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
169 if (m_partsLock.IsWriteLockHeld)
170 {
171 m_partsLock = new System.Threading.ReaderWriterLockSlim();
172 }
173 }
174 }
175 else
176 {
177 if (m_partsLock.RecursiveReadCount > 0)
178 {
179 m_partsLock.ExitReadLock();
180 }
181 }
182 }
183 public void lockPartsForWrite(bool locked)
184 {
185 if (locked)
186 {
187 if (m_partsLock.RecursiveReadCount > 0)
188 {
189 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
190 m_partsLock.ExitReadLock();
191 }
192 if (m_partsLock.RecursiveWriteCount > 0)
193 {
194 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
195 m_partsLock.ExitWriteLock();
196 }
197
198 while (!m_partsLock.TryEnterWriteLock(60000))
199 {
200 m_log.Error("[SceneObjectGroup.m_parts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
201 if (m_partsLock.IsWriteLockHeld)
202 {
203 m_partsLock = new System.Threading.ReaderWriterLockSlim();
204 }
205 }
206 }
207 else
208 {
209 if (m_partsLock.RecursiveWriteCount > 0)
210 {
211 m_partsLock.ExitWriteLock();
212 }
213 }
214 }
109 215
110 public bool HasGroupChanged 216 public bool HasGroupChanged
111 { 217 {
@@ -113,9 +219,39 @@ namespace OpenSim.Region.Framework.Scenes
113 { 219 {
114 if (value) 220 if (value)
115 { 221 {
222 if (m_isBackedUp)
223 {
224 m_scene.SceneGraph.FireChangeBackup(this);
225 }
116 timeLastChanged = DateTime.Now.Ticks; 226 timeLastChanged = DateTime.Now.Ticks;
117 if (!m_hasGroupChanged) 227 if (!m_hasGroupChanged)
118 timeFirstChanged = DateTime.Now.Ticks; 228 timeFirstChanged = DateTime.Now.Ticks;
229 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
230 {
231 if (m_rand == null)
232 {
233 byte[] val = new byte[16];
234 m_rootPart.UUID.ToBytes(val, 0);
235 m_rand = new Random(BitConverter.ToInt32(val, 0));
236 }
237
238 if (m_scene.GetRootAgentCount() == 0)
239 {
240 //If the region is empty, this change has been made by an automated process
241 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
242
243 float factor = 1.5f + (float)(m_rand.NextDouble());
244 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
245 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
246 }
247 else
248 {
249 //If the region is not empty, we want to obey the minimum and maximum persist times
250 //but add a random factor so we stagger the object persistance a little
251 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
252 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
253 }
254 }
119 } 255 }
120 m_hasGroupChanged = value; 256 m_hasGroupChanged = value;
121 } 257 }
@@ -131,8 +267,19 @@ namespace OpenSim.Region.Framework.Scenes
131 return false; 267 return false;
132 if (m_scene.ShuttingDown) 268 if (m_scene.ShuttingDown)
133 return true; 269 return true;
270
271 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
272 {
273 m_maxPersistTime = m_scene.m_persistAfter;
274 m_minPersistTime = m_scene.m_dontPersistBefore;
275 }
276
134 long currentTime = DateTime.Now.Ticks; 277 long currentTime = DateTime.Now.Ticks;
135 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 278
279 if (timeLastChanged == 0) timeLastChanged = currentTime;
280 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
281
282 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
136 return true; 283 return true;
137 return false; 284 return false;
138 } 285 }
@@ -181,7 +328,7 @@ namespace OpenSim.Region.Framework.Scenes
181 328
182 private bool m_scriptListens_atRotTarget = false; 329 private bool m_scriptListens_atRotTarget = false;
183 private bool m_scriptListens_notAtRotTarget = false; 330 private bool m_scriptListens_notAtRotTarget = false;
184 331 public bool m_dupeInProgress = false;
185 internal Dictionary<UUID, string> m_savedScriptState = null; 332 internal Dictionary<UUID, string> m_savedScriptState = null;
186 333
187 #region Properties 334 #region Properties
@@ -221,7 +368,21 @@ namespace OpenSim.Region.Framework.Scenes
221 public virtual Quaternion Rotation 368 public virtual Quaternion Rotation
222 { 369 {
223 get { return m_rotation; } 370 get { return m_rotation; }
224 set { m_rotation = value; } 371 set {
372 lockPartsForRead(true);
373 try
374 {
375 foreach(SceneObjectPart p in m_parts.Values)
376 {
377 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
378 }
379 }
380 finally
381 {
382 lockPartsForRead(false);
383 }
384 m_rotation = value;
385 }
225 } 386 }
226 387
227 public Quaternion GroupRotation 388 public Quaternion GroupRotation
@@ -261,13 +422,16 @@ namespace OpenSim.Region.Framework.Scenes
261 set 422 set
262 { 423 {
263 m_regionHandle = value; 424 m_regionHandle = value;
264 lock (m_parts) 425 lockPartsForRead(true);
265 { 426 {
266 foreach (SceneObjectPart part in m_parts.Values) 427 foreach (SceneObjectPart part in m_parts.Values)
267 { 428 {
429
268 part.RegionHandle = m_regionHandle; 430 part.RegionHandle = m_regionHandle;
431
269 } 432 }
270 } 433 }
434 lockPartsForRead(false);
271 } 435 }
272 } 436 }
273 437
@@ -301,7 +465,12 @@ namespace OpenSim.Region.Framework.Scenes
301 { 465 {
302 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 466 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
303 } 467 }
304 468
469 lockPartsForRead(true);
470 foreach (SceneObjectPart part in m_parts.Values)
471 {
472 part.IgnoreUndoUpdate = true;
473 }
305 if (RootPart.GetStatusSandbox()) 474 if (RootPart.GetStatusSandbox())
306 { 475 {
307 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 476 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -309,15 +478,30 @@ namespace OpenSim.Region.Framework.Scenes
309 RootPart.ScriptSetPhysicsStatus(false); 478 RootPart.ScriptSetPhysicsStatus(false);
310 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), 479 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
311 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); 480 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
481 lockPartsForRead(false);
312 return; 482 return;
313 } 483 }
314 } 484 }
315 485 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
316 lock (m_parts) 486 lockPartsForRead(false);
487 foreach (SceneObjectPart part in parts)
317 { 488 {
318 foreach (SceneObjectPart part in m_parts.Values) 489 part.IgnoreUndoUpdate = false;
490 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
491 part.GroupPosition = val;
492 if (!m_dupeInProgress)
319 { 493 {
320 part.GroupPosition = val; 494 part.TriggerScriptChangedEvent(Changed.POSITION);
495 }
496 }
497 if (!m_dupeInProgress)
498 {
499 foreach (ScenePresence av in m_linkedAvatars)
500 {
501 Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
502 av.AbsolutePosition += offset;
503 av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
504 av.SendFullUpdateToAllClients();
321 } 505 }
322 } 506 }
323 507
@@ -471,6 +655,7 @@ namespace OpenSim.Region.Framework.Scenes
471 /// </summary> 655 /// </summary>
472 public SceneObjectGroup() 656 public SceneObjectGroup()
473 { 657 {
658
474 } 659 }
475 660
476 /// <summary> 661 /// <summary>
@@ -487,7 +672,7 @@ namespace OpenSim.Region.Framework.Scenes
487 /// Constructor. This object is added to the scene later via AttachToScene() 672 /// Constructor. This object is added to the scene later via AttachToScene()
488 /// </summary> 673 /// </summary>
489 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 674 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
490 { 675 {
491 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 676 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
492 } 677 }
493 678
@@ -518,13 +703,16 @@ namespace OpenSim.Region.Framework.Scenes
518 703
519 public void SetFromItemID(UUID AssetId) 704 public void SetFromItemID(UUID AssetId)
520 { 705 {
521 lock (m_parts) 706 lockPartsForRead(true);
522 { 707 {
523 foreach (SceneObjectPart part in m_parts.Values) 708 foreach (SceneObjectPart part in m_parts.Values)
524 { 709 {
710
525 part.FromItemID = AssetId; 711 part.FromItemID = AssetId;
712
526 } 713 }
527 } 714 }
715 lockPartsForRead(false);
528 } 716 }
529 717
530 public UUID GetFromItemID() 718 public UUID GetFromItemID()
@@ -537,6 +725,9 @@ namespace OpenSim.Region.Framework.Scenes
537 /// </summary> 725 /// </summary>
538 public virtual void AttachToBackup() 726 public virtual void AttachToBackup()
539 { 727 {
728 if (IsAttachment) return;
729 m_scene.SceneGraph.FireAttachToBackup(this);
730
540 if (InSceneBackup) 731 if (InSceneBackup)
541 { 732 {
542 //m_log.DebugFormat( 733 //m_log.DebugFormat(
@@ -595,7 +786,7 @@ namespace OpenSim.Region.Framework.Scenes
595 Vector3 maxScale = Vector3.Zero; 786 Vector3 maxScale = Vector3.Zero;
596 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 787 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
597 788
598 lock (m_parts) 789 lockPartsForRead(true);
599 { 790 {
600 foreach (SceneObjectPart part in m_parts.Values) 791 foreach (SceneObjectPart part in m_parts.Values)
601 { 792 {
@@ -609,8 +800,11 @@ namespace OpenSim.Region.Framework.Scenes
609 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 800 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
610 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 801 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
611 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 802 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
803
612 } 804 }
613 } 805 }
806 lockPartsForRead(false);
807
614 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 808 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
615 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 809 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
616 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 810 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -626,10 +820,11 @@ namespace OpenSim.Region.Framework.Scenes
626 820
627 EntityIntersection result = new EntityIntersection(); 821 EntityIntersection result = new EntityIntersection();
628 822
629 lock (m_parts) 823 lockPartsForRead(true);
630 { 824 {
631 foreach (SceneObjectPart part in m_parts.Values) 825 foreach (SceneObjectPart part in m_parts.Values)
632 { 826 {
827
633 // Temporary commented to stop compiler warning 828 // Temporary commented to stop compiler warning
634 //Vector3 partPosition = 829 //Vector3 partPosition =
635 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 830 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -657,8 +852,10 @@ namespace OpenSim.Region.Framework.Scenes
657 result.distance = inter.distance; 852 result.distance = inter.distance;
658 } 853 }
659 } 854 }
855
660 } 856 }
661 } 857 }
858 lockPartsForRead(false);
662 return result; 859 return result;
663 } 860 }
664 861
@@ -677,10 +874,11 @@ namespace OpenSim.Region.Framework.Scenes
677 minY = 256f; 874 minY = 256f;
678 minZ = 8192f; 875 minZ = 8192f;
679 876
680 lock (m_parts) 877 lockPartsForRead(true);
681 { 878 {
682 foreach (SceneObjectPart part in m_parts.Values) 879 foreach (SceneObjectPart part in m_parts.Values)
683 { 880 {
881
684 Vector3 worldPos = part.GetWorldPosition(); 882 Vector3 worldPos = part.GetWorldPosition();
685 Vector3 offset = worldPos - AbsolutePosition; 883 Vector3 offset = worldPos - AbsolutePosition;
686 Quaternion worldRot; 884 Quaternion worldRot;
@@ -739,6 +937,8 @@ namespace OpenSim.Region.Framework.Scenes
739 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 937 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
740 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 938 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
741 939
940
941
742 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 942 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
743 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 943 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
744 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 944 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -910,6 +1110,7 @@ namespace OpenSim.Region.Framework.Scenes
910 minZ = backBottomLeft.Z; 1110 minZ = backBottomLeft.Z;
911 } 1111 }
912 } 1112 }
1113 lockPartsForRead(false);
913 } 1114 }
914 1115
915 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 1116 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
@@ -945,21 +1146,29 @@ namespace OpenSim.Region.Framework.Scenes
945 1146
946 public void SaveScriptedState(XmlTextWriter writer) 1147 public void SaveScriptedState(XmlTextWriter writer)
947 { 1148 {
1149 SaveScriptedState(writer, false);
1150 }
1151
1152 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1153 {
948 XmlDocument doc = new XmlDocument(); 1154 XmlDocument doc = new XmlDocument();
949 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1155 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
950 1156
951 // Capture script state while holding the lock 1157 // Capture script state while holding the lock
952 lock (m_parts) 1158 lockPartsForRead(true);
953 { 1159 {
954 foreach (SceneObjectPart part in m_parts.Values) 1160 foreach (SceneObjectPart part in m_parts.Values)
955 { 1161 {
956 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1162
1163 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs);
957 foreach (UUID itemid in pstates.Keys) 1164 foreach (UUID itemid in pstates.Keys)
958 { 1165 {
959 states.Add(itemid, pstates[itemid]); 1166 states.Add(itemid, pstates[itemid]);
960 } 1167 }
1168
961 } 1169 }
962 } 1170 }
1171 lockPartsForRead(false);
963 1172
964 if (states.Count > 0) 1173 if (states.Count > 0)
965 { 1174 {
@@ -977,6 +1186,118 @@ namespace OpenSim.Region.Framework.Scenes
977 } 1186 }
978 } 1187 }
979 1188
1189 /// <summary>
1190 /// Add the avatar to this linkset (avatar is sat).
1191 /// </summary>
1192 /// <param name="agentID"></param>
1193 public void AddAvatar(UUID agentID)
1194 {
1195 ScenePresence presence;
1196 if (m_scene.TryGetScenePresence(agentID, out presence))
1197 {
1198 if (!m_linkedAvatars.Contains(presence))
1199 {
1200 m_linkedAvatars.Add(presence);
1201 }
1202 }
1203 }
1204
1205 /// <summary>
1206 /// Delete the avatar from this linkset (avatar is unsat).
1207 /// </summary>
1208 /// <param name="agentID"></param>
1209 public void DeleteAvatar(UUID agentID)
1210 {
1211 ScenePresence presence;
1212 if (m_scene.TryGetScenePresence(agentID, out presence))
1213 {
1214 if (m_linkedAvatars.Contains(presence))
1215 {
1216 m_linkedAvatars.Remove(presence);
1217 }
1218 }
1219 }
1220
1221 /// <summary>
1222 /// Returns the list of linked presences (avatars sat on this group)
1223 /// </summary>
1224 /// <param name="agentID"></param>
1225 public List<ScenePresence> GetLinkedAvatars()
1226 {
1227 return m_linkedAvatars;
1228 }
1229
1230 /// <summary>
1231 /// Attach this scene object to the given avatar.
1232 /// </summary>
1233 /// <param name="agentID"></param>
1234 /// <param name="attachmentpoint"></param>
1235 /// <param name="AttachOffset"></param>
1236 public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent)
1237 {
1238 ScenePresence avatar = m_scene.GetScenePresence(agentID);
1239 if (avatar != null)
1240 {
1241 // don't attach attachments to child agents
1242 if (avatar.IsChildAgent) return;
1243
1244// m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name);
1245
1246 DetachFromBackup();
1247
1248 // Remove from database and parcel prim count
1249 m_scene.DeleteFromStorage(UUID);
1250 m_scene.EventManager.TriggerParcelPrimCountTainted();
1251
1252 m_rootPart.AttachedAvatar = agentID;
1253
1254 //Anakin Lohner bug #3839
1255 lock (m_parts)
1256 {
1257 foreach (SceneObjectPart p in m_parts.Values)
1258 {
1259 p.AttachedAvatar = agentID;
1260 }
1261 }
1262
1263 if (m_rootPart.PhysActor != null)
1264 {
1265 m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
1266 m_rootPart.PhysActor = null;
1267 }
1268
1269 AbsolutePosition = AttachOffset;
1270 m_rootPart.AttachedPos = AttachOffset;
1271 m_rootPart.IsAttachment = true;
1272
1273 m_rootPart.SetParentLocalId(avatar.LocalId);
1274 SetAttachmentPoint(Convert.ToByte(attachmentpoint));
1275
1276 avatar.AddAttachment(this);
1277
1278 if (!silent)
1279 {
1280 // Killing it here will cause the client to deselect it
1281 // It then reappears on the avatar, deselected
1282 // through the full update below
1283 //
1284 if (IsSelected)
1285 {
1286 m_scene.SendKillObject(m_rootPart.LocalId);
1287 }
1288
1289 IsSelected = false; // fudge....
1290 ScheduleGroupForFullUpdate();
1291 }
1292 }
1293 else
1294 {
1295 m_log.WarnFormat(
1296 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1297 UUID, agentID, Scene.RegionInfo.RegionName);
1298 }
1299 }
1300
980 public byte GetAttachmentPoint() 1301 public byte GetAttachmentPoint()
981 { 1302 {
982 return m_rootPart.Shape.State; 1303 return m_rootPart.Shape.State;
@@ -1068,13 +1389,16 @@ namespace OpenSim.Region.Framework.Scenes
1068 1389
1069 public override void UpdateMovement() 1390 public override void UpdateMovement()
1070 { 1391 {
1071 lock (m_parts) 1392 lockPartsForRead(true);
1072 { 1393 {
1073 foreach (SceneObjectPart part in m_parts.Values) 1394 foreach (SceneObjectPart part in m_parts.Values)
1074 { 1395 {
1396
1075 part.UpdateMovement(); 1397 part.UpdateMovement();
1398
1076 } 1399 }
1077 } 1400 }
1401 lockPartsForRead(false);
1078 } 1402 }
1079 1403
1080 public ushort GetTimeDilation() 1404 public ushort GetTimeDilation()
@@ -1117,7 +1441,7 @@ namespace OpenSim.Region.Framework.Scenes
1117 /// <param name="part"></param> 1441 /// <param name="part"></param>
1118 public void AddPart(SceneObjectPart part) 1442 public void AddPart(SceneObjectPart part)
1119 { 1443 {
1120 lock (m_parts) 1444 lockPartsForWrite(true);
1121 { 1445 {
1122 part.SetParent(this); 1446 part.SetParent(this);
1123 m_parts.Add(part.UUID, part); 1447 m_parts.Add(part.UUID, part);
@@ -1127,6 +1451,7 @@ namespace OpenSim.Region.Framework.Scenes
1127 if (part.LinkNum == 2 && RootPart != null) 1451 if (part.LinkNum == 2 && RootPart != null)
1128 RootPart.LinkNum = 1; 1452 RootPart.LinkNum = 1;
1129 } 1453 }
1454 lockPartsForWrite(false);
1130 } 1455 }
1131 1456
1132 /// <summary> 1457 /// <summary>
@@ -1134,28 +1459,33 @@ namespace OpenSim.Region.Framework.Scenes
1134 /// </summary> 1459 /// </summary>
1135 private void UpdateParentIDs() 1460 private void UpdateParentIDs()
1136 { 1461 {
1137 lock (m_parts) 1462 lockPartsForRead(true);
1138 { 1463 {
1139 foreach (SceneObjectPart part in m_parts.Values) 1464 foreach (SceneObjectPart part in m_parts.Values)
1140 { 1465 {
1466
1141 if (part.UUID != m_rootPart.UUID) 1467 if (part.UUID != m_rootPart.UUID)
1142 { 1468 {
1143 part.ParentID = m_rootPart.LocalId; 1469 part.ParentID = m_rootPart.LocalId;
1144 } 1470 }
1471
1145 } 1472 }
1146 } 1473 }
1474 lockPartsForRead(false);
1147 } 1475 }
1148 1476
1149 public void RegenerateFullIDs() 1477 public void RegenerateFullIDs()
1150 { 1478 {
1151 lock (m_parts) 1479 lockPartsForRead(true);
1152 { 1480 {
1153 foreach (SceneObjectPart part in m_parts.Values) 1481 foreach (SceneObjectPart part in m_parts.Values)
1154 { 1482 {
1483
1155 part.UUID = UUID.Random(); 1484 part.UUID = UUID.Random();
1156 1485
1157 } 1486 }
1158 } 1487 }
1488 lockPartsForRead(false);
1159 } 1489 }
1160 1490
1161 // helper provided for parts. 1491 // helper provided for parts.
@@ -1216,7 +1546,7 @@ namespace OpenSim.Region.Framework.Scenes
1216 1546
1217 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1547 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1218 { 1548 {
1219 part.StoreUndoState(); 1549 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1220 part.OnGrab(offsetPos, remoteClient); 1550 part.OnGrab(offsetPos, remoteClient);
1221 } 1551 }
1222 1552
@@ -1236,27 +1566,37 @@ namespace OpenSim.Region.Framework.Scenes
1236 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1566 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1237 public void DeleteGroup(bool silent) 1567 public void DeleteGroup(bool silent)
1238 { 1568 {
1239 lock (m_parts) 1569 // We need to keep track of this state in case this group is still queued for backup.
1570 m_isDeleted = true;
1571
1572 DetachFromBackup();
1573
1574 lockPartsForRead(true);
1575 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1576 lockPartsForRead(false);
1577
1578 foreach (SceneObjectPart part in values)
1240 { 1579 {
1241 foreach (SceneObjectPart part in m_parts.Values)
1242 {
1243// part.Inventory.RemoveScriptInstances(); 1580// part.Inventory.RemoveScriptInstances();
1244 Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1581
1582 Scene.ForEachScenePresence(delegate (ScenePresence sp)
1583 {
1584 if (sp.ParentID == LocalId)
1245 { 1585 {
1246 if (avatar.ParentID == LocalId) 1586 sp.StandUp();
1247 { 1587 }
1248 avatar.StandUp();
1249 }
1250 1588
1251 if (!silent) 1589 if (!silent)
1252 { 1590 {
1253 part.UpdateFlag = 0; 1591 part.UpdateFlag = 0;
1254 if (part == m_rootPart) 1592 if (part == m_rootPart)
1255 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1593 sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1256 } 1594 }
1257 }); 1595 });
1258 } 1596
1259 } 1597 }
1598
1599
1260 } 1600 }
1261 1601
1262 public void AddScriptLPS(int count) 1602 public void AddScriptLPS(int count)
@@ -1281,17 +1621,20 @@ namespace OpenSim.Region.Framework.Scenes
1281 1621
1282 scriptEvents aggregateScriptEvents = 0; 1622 scriptEvents aggregateScriptEvents = 0;
1283 1623
1284 lock (m_parts) 1624 lockPartsForRead(true);
1285 { 1625 {
1286 foreach (SceneObjectPart part in m_parts.Values) 1626 foreach (SceneObjectPart part in m_parts.Values)
1287 { 1627 {
1628
1288 if (part == null) 1629 if (part == null)
1289 continue; 1630 continue;
1290 if (part != RootPart) 1631 if (part != RootPart)
1291 part.Flags = objectflagupdate; 1632 part.Flags = objectflagupdate;
1292 aggregateScriptEvents |= part.AggregateScriptEvents; 1633 aggregateScriptEvents |= part.AggregateScriptEvents;
1634
1293 } 1635 }
1294 } 1636 }
1637 lockPartsForRead(false);
1295 1638
1296 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1639 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1297 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1640 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1333,42 +1676,52 @@ namespace OpenSim.Region.Framework.Scenes
1333 /// <param name="m_physicalPrim"></param> 1676 /// <param name="m_physicalPrim"></param>
1334 public void ApplyPhysics(bool m_physicalPrim) 1677 public void ApplyPhysics(bool m_physicalPrim)
1335 { 1678 {
1336 lock (m_parts) 1679 lockPartsForRead(true);
1680
1681 if (m_parts.Count > 1)
1337 { 1682 {
1338 if (m_parts.Count > 1) 1683 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1684 lockPartsForRead(false);
1685 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1686 foreach (SceneObjectPart part in values)
1339 { 1687 {
1340 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1688
1341 foreach (SceneObjectPart part in m_parts.Values) 1689 if (part.LocalId != m_rootPart.LocalId)
1342 { 1690 {
1343 if (part.LocalId != m_rootPart.LocalId) 1691 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1344 {
1345 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1346 }
1347 } 1692 }
1348 1693
1349 // Hack to get the physics scene geometries in the right spot
1350 ResetChildPrimPhysicsPositions();
1351 }
1352 else
1353 {
1354 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1355 } 1694 }
1695 // Hack to get the physics scene geometries in the right spot
1696 ResetChildPrimPhysicsPositions();
1697 }
1698 else
1699 {
1700 lockPartsForRead(false);
1701 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1356 } 1702 }
1357 } 1703 }
1358 1704
1359 public void SetOwnerId(UUID userId) 1705 public void SetOwnerId(UUID userId)
1360 { 1706 {
1361 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1707 ForEachPart(delegate(SceneObjectPart part)
1708 {
1709
1710 part.OwnerID = userId;
1711
1712 });
1362 } 1713 }
1363 1714
1364 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1715 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1365 { 1716 {
1366 lock (m_parts) 1717 lockPartsForRead(true);
1718 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1719 lockPartsForRead(false);
1720 foreach (SceneObjectPart part in values)
1367 { 1721 {
1368 foreach (SceneObjectPart part in m_parts.Values) 1722
1369 { 1723 whatToDo(part);
1370 whatToDo(part); 1724
1371 }
1372 } 1725 }
1373 } 1726 }
1374 1727
@@ -1398,7 +1751,10 @@ namespace OpenSim.Region.Framework.Scenes
1398 // any exception propogate upwards. 1751 // any exception propogate upwards.
1399 try 1752 try
1400 { 1753 {
1401 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1754 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1755 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1756 m_scene.LoadingPrims) // Land may not be valid yet
1757
1402 { 1758 {
1403 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1759 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1404 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1760 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1430,6 +1786,16 @@ namespace OpenSim.Region.Framework.Scenes
1430 // don't backup while it's selected or you're asking for changes mid stream. 1786 // don't backup while it's selected or you're asking for changes mid stream.
1431 if (isTimeToPersist() || forcedBackup) 1787 if (isTimeToPersist() || forcedBackup)
1432 { 1788 {
1789 if (m_rootPart.PhysActor != null &&
1790 (!m_rootPart.PhysActor.IsPhysical))
1791 {
1792 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1793 {
1794 m_rootPart.PhysActor.Position = m_rootPart.GroupPosition;
1795 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
1796 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
1797 }
1798 }
1433// m_log.DebugFormat( 1799// m_log.DebugFormat(
1434// "[SCENE]: Storing {0}, {1} in {2}", 1800// "[SCENE]: Storing {0}, {1} in {2}",
1435// Name, UUID, m_scene.RegionInfo.RegionName); 1801// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1474,15 +1840,17 @@ namespace OpenSim.Region.Framework.Scenes
1474 RootPart.SendFullUpdate( 1840 RootPart.SendFullUpdate(
1475 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1841 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1476 1842
1477 lock (m_parts) 1843 lockPartsForRead(true);
1478 { 1844 {
1479 foreach (SceneObjectPart part in m_parts.Values) 1845 foreach (SceneObjectPart part in m_parts.Values)
1480 { 1846 {
1847
1481 if (part != RootPart) 1848 if (part != RootPart)
1482 part.SendFullUpdate( 1849 part.SendFullUpdate(
1483 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1850 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1484 } 1851 }
1485 } 1852 }
1853 lockPartsForRead(false);
1486 } 1854 }
1487 1855
1488 #region Copying 1856 #region Copying
@@ -1494,86 +1862,112 @@ namespace OpenSim.Region.Framework.Scenes
1494 /// <returns></returns> 1862 /// <returns></returns>
1495 public SceneObjectGroup Copy(bool userExposed) 1863 public SceneObjectGroup Copy(bool userExposed)
1496 { 1864 {
1497 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1865 SceneObjectGroup dupe;
1498 dupe.m_isBackedUp = false; 1866 try
1499 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>(); 1867 {
1868 m_dupeInProgress = true;
1869 dupe = (SceneObjectGroup)MemberwiseClone();
1870 dupe.m_isBackedUp = false;
1871 dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
1500 1872
1501 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1873 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1502 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1874 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1503 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1875 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1504 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1876 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1505 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1877 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1506 // then restore it's attachment state 1878 // then restore it's attachment state
1507 1879
1508 // This is only necessary when userExposed is false! 1880 // This is only necessary when userExposed is false!
1509 1881
1510 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1882 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1511
1512 if (!userExposed)
1513 dupe.RootPart.IsAttachment = true;
1514 1883
1515 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1884 if (!userExposed)
1885 dupe.RootPart.IsAttachment = true;
1516 1886
1517 if (!userExposed) 1887 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1518 {
1519 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1520 }
1521 1888
1522 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1889 if (!userExposed)
1523 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 1890 {
1891 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1892 }
1524 1893
1525 if (userExposed) 1894 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1526 dupe.m_rootPart.TrimPermissions(); 1895 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1527 1896
1528 List<SceneObjectPart> partList; 1897 if (userExposed)
1898 dupe.m_rootPart.TrimPermissions();
1529 1899
1530 lock (m_parts) 1900 /// may need to create a new Physics actor.
1531 { 1901 if (dupe.RootPart.PhysActor != null && userExposed)
1532 partList = new List<SceneObjectPart>(m_parts.Values);
1533 }
1534
1535 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1536 { 1902 {
1537 return p1.LinkNum.CompareTo(p2.LinkNum); 1903 PrimitiveBaseShape pbs = dupe.RootPart.Shape;
1904
1905 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
1906 dupe.RootPart.Name,
1907 pbs,
1908 dupe.RootPart.AbsolutePosition,
1909 dupe.RootPart.Scale,
1910 dupe.RootPart.RotationOffset,
1911 dupe.RootPart.PhysActor.IsPhysical);
1912
1913 dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
1914 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
1538 } 1915 }
1539 );
1540 1916
1541 foreach (SceneObjectPart part in partList) 1917 lockPartsForRead(true);
1542 { 1918
1543 if (part.UUID != m_rootPart.UUID) 1919 List<SceneObjectPart> partList;
1920
1921 partList = new List<SceneObjectPart>(m_parts.Values);
1922
1923 lockPartsForRead(false);
1924
1925 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1926 {
1927 return p1.LinkNum.CompareTo(p2.LinkNum);
1928 }
1929 );
1930
1931 foreach (SceneObjectPart part in partList)
1544 { 1932 {
1545 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1933 if (part.UUID != m_rootPart.UUID)
1546 newPart.LinkNum = part.LinkNum; 1934 {
1547 } 1935 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1548 1936
1549 // Need to duplicate the physics actor as well 1937 newPart.LinkNum = part.LinkNum;
1550 if (part.PhysActor != null && userExposed) 1938 }
1939
1940 // Need to duplicate the physics actor as well
1941 if (part.PhysActor != null && userExposed)
1942 {
1943 PrimitiveBaseShape pbs = part.Shape;
1944
1945 part.PhysActor
1946 = m_scene.PhysicsScene.AddPrimShape(
1947 part.Name,
1948 pbs,
1949 part.AbsolutePosition,
1950 part.Scale,
1951 part.RotationOffset,
1952 part.PhysActor.IsPhysical);
1953
1954 part.PhysActor.LocalID = part.LocalId;
1955 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1956 }
1957 }
1958 if (userExposed)
1551 { 1959 {
1552 PrimitiveBaseShape pbs = part.Shape; 1960 dupe.UpdateParentIDs();
1553 1961 dupe.HasGroupChanged = true;
1554 part.PhysActor 1962 dupe.AttachToBackup();
1555 = m_scene.PhysicsScene.AddPrimShape( 1963
1556 part.Name, 1964 ScheduleGroupForFullUpdate();
1557 pbs,
1558 part.AbsolutePosition,
1559 part.Scale,
1560 part.RotationOffset,
1561 part.PhysActor.IsPhysical);
1562
1563 part.PhysActor.LocalID = part.LocalId;
1564 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1565 } 1965 }
1566 } 1966 }
1567 1967 finally
1568 if (userExposed)
1569 { 1968 {
1570 dupe.UpdateParentIDs(); 1969 m_dupeInProgress = false;
1571 dupe.HasGroupChanged = true;
1572 dupe.AttachToBackup();
1573
1574 ScheduleGroupForFullUpdate();
1575 } 1970 }
1576
1577 return dupe; 1971 return dupe;
1578 } 1972 }
1579 1973
@@ -1764,13 +2158,40 @@ namespace OpenSim.Region.Framework.Scenes
1764 } 2158 }
1765 } 2159 }
1766 2160
2161 public void rotLookAt(Quaternion target, float strength, float damping)
2162 {
2163 SceneObjectPart rootpart = m_rootPart;
2164 if (rootpart != null)
2165 {
2166 if (IsAttachment)
2167 {
2168 /*
2169 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2170 if (avatar != null)
2171 {
2172 Rotate the Av?
2173 } */
2174 }
2175 else
2176 {
2177 if (rootpart.PhysActor != null)
2178 { // APID must be implemented in your physics system for this to function.
2179 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2180 rootpart.PhysActor.APIDStrength = strength;
2181 rootpart.PhysActor.APIDDamping = damping;
2182 rootpart.PhysActor.APIDActive = true;
2183 }
2184 }
2185 }
2186 }
2187
1767 public void stopLookAt() 2188 public void stopLookAt()
1768 { 2189 {
1769 SceneObjectPart rootpart = m_rootPart; 2190 SceneObjectPart rootpart = m_rootPart;
1770 if (rootpart != null) 2191 if (rootpart != null)
1771 { 2192 {
1772 if (rootpart.PhysActor != null) 2193 if (rootpart.PhysActor != null)
1773 { 2194 { // APID must be implemented in your physics system for this to function.
1774 rootpart.PhysActor.APIDActive = false; 2195 rootpart.PhysActor.APIDActive = false;
1775 } 2196 }
1776 } 2197 }
@@ -1835,14 +2256,14 @@ namespace OpenSim.Region.Framework.Scenes
1835 /// <param name="cGroupID"></param> 2256 /// <param name="cGroupID"></param>
1836 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2257 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1837 { 2258 {
1838 SceneObjectPart newPart = null; 2259 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1839 2260 newPart.SetParent(this);
1840 lock (m_parts) 2261
2262 lockPartsForWrite(true);
1841 { 2263 {
1842 newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1843 newPart.SetParent(this);
1844 m_parts.Add(newPart.UUID, newPart); 2264 m_parts.Add(newPart.UUID, newPart);
1845 } 2265 }
2266 lockPartsForWrite(false);
1846 2267
1847 SetPartAsNonRoot(newPart); 2268 SetPartAsNonRoot(newPart);
1848 2269
@@ -1906,6 +2327,8 @@ namespace OpenSim.Region.Framework.Scenes
1906 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2327 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1907 // return; 2328 // return;
1908 2329
2330 lockPartsForRead(true);
2331
1909 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2332 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1910 2333
1911 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f)) 2334 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
@@ -1921,8 +2344,7 @@ namespace OpenSim.Region.Framework.Scenes
1921 } 2344 }
1922 2345
1923 List<SceneObjectPart> partList = null; 2346 List<SceneObjectPart> partList = null;
1924 lock (m_parts) 2347 partList = new List<SceneObjectPart>(m_parts.Values);
1925 partList = new List<SceneObjectPart>(m_parts.Values);
1926 2348
1927 foreach (SceneObjectPart part in partList) 2349 foreach (SceneObjectPart part in partList)
1928 { 2350 {
@@ -1930,6 +2352,7 @@ namespace OpenSim.Region.Framework.Scenes
1930 part.UpdateLookAt(); 2352 part.UpdateLookAt();
1931 part.SendScheduledUpdates(); 2353 part.SendScheduledUpdates();
1932 } 2354 }
2355 lockPartsForRead(false);
1933 } 2356 }
1934 2357
1935 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2358 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -1938,27 +2361,29 @@ namespace OpenSim.Region.Framework.Scenes
1938 2361
1939 RootPart.AddFullUpdateToAvatar(presence); 2362 RootPart.AddFullUpdateToAvatar(presence);
1940 2363
1941 lock (m_parts) 2364 lockPartsForRead(true);
1942 { 2365 {
1943 foreach (SceneObjectPart part in m_parts.Values) 2366 foreach (SceneObjectPart part in m_parts.Values)
1944 { 2367 {
2368
1945 if (part != RootPart) 2369 if (part != RootPart)
1946 part.AddFullUpdateToAvatar(presence); 2370 part.AddFullUpdateToAvatar(presence);
2371
1947 } 2372 }
1948 } 2373 }
2374 lockPartsForRead(false);
1949 } 2375 }
1950 2376
1951 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2377 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1952 { 2378 {
1953// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2379 lockPartsForRead(true);
1954 2380
1955 lock (m_parts) 2381 foreach (SceneObjectPart part in m_parts.Values)
1956 { 2382 {
1957 foreach (SceneObjectPart part in m_parts.Values) 2383 part.AddTerseUpdateToAvatar(presence);
1958 {
1959 part.AddTerseUpdateToAvatar(presence);
1960 }
1961 } 2384 }
2385
2386 lockPartsForRead(false);
1962 } 2387 }
1963 2388
1964 /// <summary> 2389 /// <summary>
@@ -1972,14 +2397,17 @@ namespace OpenSim.Region.Framework.Scenes
1972 checkAtTargets(); 2397 checkAtTargets();
1973 RootPart.ScheduleFullUpdate(); 2398 RootPart.ScheduleFullUpdate();
1974 2399
1975 lock (m_parts) 2400 lockPartsForRead(true);
1976 { 2401 {
1977 foreach (SceneObjectPart part in m_parts.Values) 2402 foreach (SceneObjectPart part in m_parts.Values)
1978 { 2403 {
2404
1979 if (part != RootPart) 2405 if (part != RootPart)
1980 part.ScheduleFullUpdate(); 2406 part.ScheduleFullUpdate();
2407
1981 } 2408 }
1982 } 2409 }
2410 lockPartsForRead(false);
1983 } 2411 }
1984 2412
1985 /// <summary> 2413 /// <summary>
@@ -1987,37 +2415,38 @@ namespace OpenSim.Region.Framework.Scenes
1987 /// </summary> 2415 /// </summary>
1988 public void ScheduleGroupForTerseUpdate() 2416 public void ScheduleGroupForTerseUpdate()
1989 { 2417 {
1990// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2418 lockPartsForRead(true);
1991 2419 foreach (SceneObjectPart part in m_parts.Values)
1992 lock (m_parts)
1993 { 2420 {
1994 foreach (SceneObjectPart part in m_parts.Values) 2421 part.ScheduleTerseUpdate();
1995 {
1996 part.ScheduleTerseUpdate();
1997 }
1998 } 2422 }
2423
2424 lockPartsForRead(false);
1999 } 2425 }
2000 2426
2001 /// <summary> 2427 /// <summary>
2002 /// Immediately send a full update for this scene object. 2428 /// Immediately send a full update for this scene object.
2003 /// </summary> 2429 /// </summary>
2004 public void SendGroupFullUpdate() 2430 public void SendGroupFullUpdate()
2005 { 2431 {
2006 if (IsDeleted) 2432 if (IsDeleted)
2007 return; 2433 return;
2008 2434
2009// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2435// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2010 2436
2011 RootPart.SendFullUpdateToAllClients(); 2437 RootPart.SendFullUpdateToAllClients();
2012 2438
2013 lock (m_parts) 2439 lockPartsForRead(true);
2014 { 2440 {
2015 foreach (SceneObjectPart part in m_parts.Values) 2441 foreach (SceneObjectPart part in m_parts.Values)
2016 { 2442 {
2443
2017 if (part != RootPart) 2444 if (part != RootPart)
2018 part.SendFullUpdateToAllClients(); 2445 part.SendFullUpdateToAllClients();
2446
2019 } 2447 }
2020 } 2448 }
2449 lockPartsForRead(false);
2021 } 2450 }
2022 2451
2023 /// <summary> 2452 /// <summary>
@@ -2049,14 +2478,15 @@ namespace OpenSim.Region.Framework.Scenes
2049 { 2478 {
2050 if (IsDeleted) 2479 if (IsDeleted)
2051 return; 2480 return;
2052 2481
2053 lock (m_parts) 2482 lockPartsForRead(true);
2054 { 2483 {
2055 foreach (SceneObjectPart part in m_parts.Values) 2484 foreach (SceneObjectPart part in m_parts.Values)
2056 { 2485 {
2057 part.SendTerseUpdateToAllClients(); 2486 part.SendTerseUpdateToAllClients();
2058 } 2487 }
2059 } 2488 }
2489 lockPartsForRead(false);
2060 } 2490 }
2061 2491
2062 #endregion 2492 #endregion
@@ -2070,16 +2500,18 @@ namespace OpenSim.Region.Framework.Scenes
2070 /// <returns>null if no child part with that linknum or child part</returns> 2500 /// <returns>null if no child part with that linknum or child part</returns>
2071 public SceneObjectPart GetLinkNumPart(int linknum) 2501 public SceneObjectPart GetLinkNumPart(int linknum)
2072 { 2502 {
2073 lock (m_parts) 2503 lockPartsForRead(true);
2074 { 2504 {
2075 foreach (SceneObjectPart part in m_parts.Values) 2505 foreach (SceneObjectPart part in m_parts.Values)
2076 { 2506 {
2077 if (part.LinkNum == linknum) 2507 if (part.LinkNum == linknum)
2078 { 2508 {
2509 lockPartsForRead(false);
2079 return part; 2510 return part;
2080 } 2511 }
2081 } 2512 }
2082 } 2513 }
2514 lockPartsForRead(false);
2083 2515
2084 return null; 2516 return null;
2085 } 2517 }
@@ -2105,17 +2537,19 @@ namespace OpenSim.Region.Framework.Scenes
2105 public SceneObjectPart GetChildPart(uint localID) 2537 public SceneObjectPart GetChildPart(uint localID)
2106 { 2538 {
2107 //m_log.DebugFormat("Entered looking for {0}", localID); 2539 //m_log.DebugFormat("Entered looking for {0}", localID);
2108 lock (m_parts) 2540 lockPartsForRead(true);
2109 { 2541 {
2110 foreach (SceneObjectPart part in m_parts.Values) 2542 foreach (SceneObjectPart part in m_parts.Values)
2111 { 2543 {
2112 //m_log.DebugFormat("Found {0}", part.LocalId); 2544 //m_log.DebugFormat("Found {0}", part.LocalId);
2113 if (part.LocalId == localID) 2545 if (part.LocalId == localID)
2114 { 2546 {
2547 lockPartsForRead(false);
2115 return part; 2548 return part;
2116 } 2549 }
2117 } 2550 }
2118 } 2551 }
2552 lockPartsForRead(false);
2119 2553
2120 return null; 2554 return null;
2121 } 2555 }
@@ -2146,17 +2580,19 @@ namespace OpenSim.Region.Framework.Scenes
2146 public bool HasChildPrim(uint localID) 2580 public bool HasChildPrim(uint localID)
2147 { 2581 {
2148 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2582 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2149 lock (m_parts) 2583 lockPartsForRead(true);
2150 { 2584 {
2151 foreach (SceneObjectPart part in m_parts.Values) 2585 foreach (SceneObjectPart part in m_parts.Values)
2152 { 2586 {
2153 //m_log.DebugFormat("Found {0}", part.LocalId); 2587 //m_log.DebugFormat("Found {0}", part.LocalId);
2154 if (part.LocalId == localID) 2588 if (part.LocalId == localID)
2155 { 2589 {
2590 lockPartsForRead(false);
2156 return true; 2591 return true;
2157 } 2592 }
2158 } 2593 }
2159 } 2594 }
2595 lockPartsForRead(false);
2160 2596
2161 return false; 2597 return false;
2162 } 2598 }
@@ -2206,53 +2642,57 @@ namespace OpenSim.Region.Framework.Scenes
2206 if (m_rootPart.LinkNum == 0) 2642 if (m_rootPart.LinkNum == 0)
2207 m_rootPart.LinkNum = 1; 2643 m_rootPart.LinkNum = 1;
2208 2644
2209 lock (m_parts) 2645 lockPartsForWrite(true);
2210 { 2646
2211 m_parts.Add(linkPart.UUID, linkPart); 2647 m_parts.Add(linkPart.UUID, linkPart);
2648
2649 lockPartsForWrite(false);
2212 2650
2213 // Insert in terms of link numbers, the new links 2651 // Insert in terms of link numbers, the new links
2214 // before the current ones (with the exception of 2652 // before the current ones (with the exception of
2215 // the root prim. Shuffle the old ones up 2653 // the root prim. Shuffle the old ones up
2216 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2654 lockPartsForRead(true);
2655 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2656 {
2657 if (kvp.Value.LinkNum != 1)
2217 { 2658 {
2218 if (kvp.Value.LinkNum != 1) 2659 // Don't update root prim link number
2219 { 2660 kvp.Value.LinkNum += objectGroup.PrimCount;
2220 // Don't update root prim link number
2221 kvp.Value.LinkNum += objectGroup.PrimCount;
2222 }
2223 } 2661 }
2662 }
2663 lockPartsForRead(false);
2224 2664
2225 linkPart.LinkNum = 2; 2665 linkPart.LinkNum = 2;
2226 2666
2227 linkPart.SetParent(this); 2667 linkPart.SetParent(this);
2228 linkPart.CreateSelected = true; 2668 linkPart.CreateSelected = true;
2229 2669
2230 //if (linkPart.PhysActor != null) 2670 //if (linkPart.PhysActor != null)
2231 //{ 2671 //{
2232 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2672 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2233 2673
2234 //linkPart.PhysActor = null; 2674 //linkPart.PhysActor = null;
2235 //} 2675 //}
2236 2676
2237 //TODO: rest of parts 2677 //TODO: rest of parts
2238 int linkNum = 3; 2678 int linkNum = 3;
2239 foreach (SceneObjectPart part in objectGroup.Children.Values) 2679 foreach (SceneObjectPart part in objectGroup.Children.Values)
2680 {
2681 if (part.UUID != objectGroup.m_rootPart.UUID)
2240 { 2682 {
2241 if (part.UUID != objectGroup.m_rootPart.UUID) 2683 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2242 {
2243 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2244 }
2245 part.ClearUndoState();
2246 } 2684 }
2685 part.ClearUndoState();
2247 } 2686 }
2248 2687
2249 m_scene.UnlinkSceneObject(objectGroup, true); 2688 m_scene.UnlinkSceneObject(objectGroup, true);
2250 objectGroup.m_isDeleted = true; 2689 objectGroup.m_isDeleted = true;
2690
2691 objectGroup.lockPartsForWrite(true);
2251 2692
2252 lock (objectGroup.m_parts) 2693 objectGroup.m_parts.Clear();
2253 { 2694
2254 objectGroup.m_parts.Clear(); 2695 objectGroup.lockPartsForWrite(false);
2255 }
2256 2696
2257 // Can't do this yet since backup still makes use of the root part without any synchronization 2697 // Can't do this yet since backup still makes use of the root part without any synchronization
2258// objectGroup.m_rootPart = null; 2698// objectGroup.m_rootPart = null;
@@ -2322,23 +2762,23 @@ namespace OpenSim.Region.Framework.Scenes
2322 Quaternion worldRot = linkPart.GetWorldRotation(); 2762 Quaternion worldRot = linkPart.GetWorldRotation();
2323 2763
2324 // Remove the part from this object 2764 // Remove the part from this object
2325 lock (m_parts) 2765 lockPartsForWrite(true);
2326 { 2766 {
2327 m_parts.Remove(linkPart.UUID); 2767 m_parts.Remove(linkPart.UUID);
2328 2768 }
2329 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2769 lockPartsForWrite(false);
2330 { 2770 lockPartsForRead(true);
2331 RootPart.LinkNum = 0; 2771 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2332 } 2772 RootPart.LinkNum = 0;
2333 else 2773 else
2774 {
2775 foreach (SceneObjectPart p in m_parts.Values)
2334 { 2776 {
2335 foreach (SceneObjectPart p in m_parts.Values) 2777 if (p.LinkNum > linkPart.LinkNum)
2336 { 2778 p.LinkNum--;
2337 if (p.LinkNum > linkPart.LinkNum)
2338 p.LinkNum--;
2339 }
2340 } 2779 }
2341 } 2780 }
2781 lockPartsForRead(false);
2342 2782
2343 linkPart.ParentID = 0; 2783 linkPart.ParentID = 0;
2344 linkPart.LinkNum = 0; 2784 linkPart.LinkNum = 0;
@@ -2382,6 +2822,8 @@ namespace OpenSim.Region.Framework.Scenes
2382 /// <param name="objectGroup"></param> 2822 /// <param name="objectGroup"></param>
2383 public virtual void DetachFromBackup() 2823 public virtual void DetachFromBackup()
2384 { 2824 {
2825 m_scene.SceneGraph.FireDetachFromBackup(this);
2826
2385 if (m_isBackedUp) 2827 if (m_isBackedUp)
2386 m_scene.EventManager.OnBackup -= ProcessBackup; 2828 m_scene.EventManager.OnBackup -= ProcessBackup;
2387 2829
@@ -2660,9 +3102,12 @@ namespace OpenSim.Region.Framework.Scenes
2660 3102
2661 if (selectionPart != null) 3103 if (selectionPart != null)
2662 { 3104 {
2663 lock (m_parts) 3105 lockPartsForRead(true);
3106 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
3107 lockPartsForRead(false);
3108 foreach (SceneObjectPart part in parts)
2664 { 3109 {
2665 foreach (SceneObjectPart part in m_parts.Values) 3110 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2666 { 3111 {
2667 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 3112 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2668 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 3113 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2672,12 +3117,13 @@ namespace OpenSim.Region.Framework.Scenes
2672 break; 3117 break;
2673 } 3118 }
2674 } 3119 }
3120 }
2675 3121
2676 foreach (SceneObjectPart part in m_parts.Values) 3122 foreach (SceneObjectPart part in parts)
2677 { 3123 {
2678 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3124 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2679 }
2680 } 3125 }
3126
2681 } 3127 }
2682 } 3128 }
2683 3129
@@ -2690,6 +3136,17 @@ namespace OpenSim.Region.Framework.Scenes
2690 } 3136 }
2691 } 3137 }
2692 3138
3139
3140
3141 /// <summary>
3142 /// Gets the number of parts
3143 /// </summary>
3144 /// <returns></returns>
3145 public int GetPartCount()
3146 {
3147 return Children.Count;
3148 }
3149
2693 /// <summary> 3150 /// <summary>
2694 /// Get the parts of this scene object 3151 /// Get the parts of this scene object
2695 /// </summary> 3152 /// </summary>
@@ -2766,11 +3223,9 @@ namespace OpenSim.Region.Framework.Scenes
2766 scale.Y = m_scene.m_maxNonphys; 3223 scale.Y = m_scene.m_maxNonphys;
2767 if (scale.Z > m_scene.m_maxNonphys) 3224 if (scale.Z > m_scene.m_maxNonphys)
2768 scale.Z = m_scene.m_maxNonphys; 3225 scale.Z = m_scene.m_maxNonphys;
2769
2770 SceneObjectPart part = GetChildPart(localID); 3226 SceneObjectPart part = GetChildPart(localID);
2771 if (part != null) 3227 if (part != null)
2772 { 3228 {
2773 part.Resize(scale);
2774 if (part.PhysActor != null) 3229 if (part.PhysActor != null)
2775 { 3230 {
2776 if (part.PhysActor.IsPhysical) 3231 if (part.PhysActor.IsPhysical)
@@ -2785,7 +3240,7 @@ namespace OpenSim.Region.Framework.Scenes
2785 part.PhysActor.Size = scale; 3240 part.PhysActor.Size = scale;
2786 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3241 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2787 } 3242 }
2788 //if (part.UUID != m_rootPart.UUID) 3243 part.Resize(scale);
2789 3244
2790 HasGroupChanged = true; 3245 HasGroupChanged = true;
2791 ScheduleGroupForFullUpdate(); 3246 ScheduleGroupForFullUpdate();
@@ -2807,7 +3262,6 @@ namespace OpenSim.Region.Framework.Scenes
2807 SceneObjectPart part = GetChildPart(localID); 3262 SceneObjectPart part = GetChildPart(localID);
2808 if (part != null) 3263 if (part != null)
2809 { 3264 {
2810 part.IgnoreUndoUpdate = true;
2811 if (scale.X > m_scene.m_maxNonphys) 3265 if (scale.X > m_scene.m_maxNonphys)
2812 scale.X = m_scene.m_maxNonphys; 3266 scale.X = m_scene.m_maxNonphys;
2813 if (scale.Y > m_scene.m_maxNonphys) 3267 if (scale.Y > m_scene.m_maxNonphys)
@@ -2827,94 +3281,100 @@ namespace OpenSim.Region.Framework.Scenes
2827 float y = (scale.Y / part.Scale.Y); 3281 float y = (scale.Y / part.Scale.Y);
2828 float z = (scale.Z / part.Scale.Z); 3282 float z = (scale.Z / part.Scale.Z);
2829 3283
2830 lock (m_parts) 3284 lockPartsForRead(true);
3285 if (x > 1.0f || y > 1.0f || z > 1.0f)
2831 { 3286 {
2832 if (x > 1.0f || y > 1.0f || z > 1.0f) 3287 foreach (SceneObjectPart obPart in m_parts.Values)
2833 { 3288 {
2834 foreach (SceneObjectPart obPart in m_parts.Values) 3289 if (obPart.UUID != m_rootPart.UUID)
2835 { 3290 {
2836 if (obPart.UUID != m_rootPart.UUID) 3291 Vector3 oldSize = new Vector3(obPart.Scale);
2837 { 3292 obPart.IgnoreUndoUpdate = true;
2838 obPart.IgnoreUndoUpdate = true;
2839 Vector3 oldSize = new Vector3(obPart.Scale);
2840 3293
2841 float f = 1.0f; 3294 float f = 1.0f;
2842 float a = 1.0f; 3295 float a = 1.0f;
2843 3296
2844 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3297 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3298 {
3299 if (oldSize.X*x > m_scene.m_maxPhys)
2845 { 3300 {
2846 if (oldSize.X*x > m_scene.m_maxPhys) 3301 f = m_scene.m_maxPhys / oldSize.X;
2847 { 3302 a = f / x;
2848 f = m_scene.m_maxPhys / oldSize.X; 3303 x *= a;
2849 a = f / x; 3304 y *= a;
2850 x *= a; 3305 z *= a;
2851 y *= a;
2852 z *= a;
2853 }
2854 if (oldSize.Y*y > m_scene.m_maxPhys)
2855 {
2856 f = m_scene.m_maxPhys / oldSize.Y;
2857 a = f / y;
2858 x *= a;
2859 y *= a;
2860 z *= a;
2861 }
2862 if (oldSize.Z*z > m_scene.m_maxPhys)
2863 {
2864 f = m_scene.m_maxPhys / oldSize.Z;
2865 a = f / z;
2866 x *= a;
2867 y *= a;
2868 z *= a;
2869 }
2870 } 3306 }
2871 else 3307 if (oldSize.Y*y > m_scene.m_maxPhys)
3308 {
3309 f = m_scene.m_maxPhys / oldSize.Y;
3310 a = f / y;
3311 x *= a;
3312 y *= a;
3313 z *= a;
3314 }
3315 if (oldSize.Z*z > m_scene.m_maxPhys)
3316 {
3317 f = m_scene.m_maxPhys / oldSize.Z;
3318 a = f / z;
3319 x *= a;
3320 y *= a;
3321 z *= a;
3322 }
3323 }
3324 else
3325 {
3326 if (oldSize.X*x > m_scene.m_maxNonphys)
3327 {
3328 f = m_scene.m_maxNonphys / oldSize.X;
3329 a = f / x;
3330 x *= a;
3331 y *= a;
3332 z *= a;
3333 }
3334 if (oldSize.Y*y > m_scene.m_maxNonphys)
2872 { 3335 {
2873 if (oldSize.X*x > m_scene.m_maxNonphys) 3336 f = m_scene.m_maxNonphys / oldSize.Y;
2874 { 3337 a = f / y;
2875 f = m_scene.m_maxNonphys / oldSize.X; 3338 x *= a;
2876 a = f / x; 3339 y *= a;
2877 x *= a; 3340 z *= a;
2878 y *= a;
2879 z *= a;
2880 }
2881 if (oldSize.Y*y > m_scene.m_maxNonphys)
2882 {
2883 f = m_scene.m_maxNonphys / oldSize.Y;
2884 a = f / y;
2885 x *= a;
2886 y *= a;
2887 z *= a;
2888 }
2889 if (oldSize.Z*z > m_scene.m_maxNonphys)
2890 {
2891 f = m_scene.m_maxNonphys / oldSize.Z;
2892 a = f / z;
2893 x *= a;
2894 y *= a;
2895 z *= a;
2896 }
2897 } 3341 }
2898 obPart.IgnoreUndoUpdate = false; 3342 if (oldSize.Z*z > m_scene.m_maxNonphys)
2899 obPart.StoreUndoState(); 3343 {
3344 f = m_scene.m_maxNonphys / oldSize.Z;
3345 a = f / z;
3346 x *= a;
3347 y *= a;
3348 z *= a;
3349 }
3350
2900 } 3351 }
2901 } 3352 }
2902 } 3353 }
2903 } 3354 }
3355 lockPartsForRead(false);
2904 3356
2905 Vector3 prevScale = part.Scale; 3357 Vector3 prevScale = part.Scale;
2906 prevScale.X *= x; 3358 prevScale.X *= x;
2907 prevScale.Y *= y; 3359 prevScale.Y *= y;
2908 prevScale.Z *= z; 3360 prevScale.Z *= z;;
3361
3362 part.IgnoreUndoUpdate = false;
3363 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3364 part.IgnoreUndoUpdate = true;
2909 part.Resize(prevScale); 3365 part.Resize(prevScale);
3366 part.IgnoreUndoUpdate = false;
2910 3367
2911 lock (m_parts) 3368 lockPartsForRead(true);
2912 { 3369 {
2913 foreach (SceneObjectPart obPart in m_parts.Values) 3370 foreach (SceneObjectPart obPart in m_parts.Values)
2914 { 3371 {
2915 obPart.IgnoreUndoUpdate = true;
2916 if (obPart.UUID != m_rootPart.UUID) 3372 if (obPart.UUID != m_rootPart.UUID)
2917 { 3373 {
3374 obPart.IgnoreUndoUpdate = false;
3375 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3376 obPart.IgnoreUndoUpdate = true;
3377
2918 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3378 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2919 currentpos.X *= x; 3379 currentpos.X *= x;
2920 currentpos.Y *= y; 3380 currentpos.Y *= y;
@@ -2927,9 +3387,9 @@ namespace OpenSim.Region.Framework.Scenes
2927 obPart.UpdateOffSet(currentpos); 3387 obPart.UpdateOffSet(currentpos);
2928 } 3388 }
2929 obPart.IgnoreUndoUpdate = false; 3389 obPart.IgnoreUndoUpdate = false;
2930 obPart.StoreUndoState();
2931 } 3390 }
2932 } 3391 }
3392 lockPartsForRead(false);
2933 3393
2934 if (part.PhysActor != null) 3394 if (part.PhysActor != null)
2935 { 3395 {
@@ -2938,7 +3398,6 @@ namespace OpenSim.Region.Framework.Scenes
2938 } 3398 }
2939 3399
2940 part.IgnoreUndoUpdate = false; 3400 part.IgnoreUndoUpdate = false;
2941 part.StoreUndoState();
2942 HasGroupChanged = true; 3401 HasGroupChanged = true;
2943 ScheduleGroupForTerseUpdate(); 3402 ScheduleGroupForTerseUpdate();
2944 } 3403 }
@@ -2954,14 +3413,11 @@ namespace OpenSim.Region.Framework.Scenes
2954 /// <param name="pos"></param> 3413 /// <param name="pos"></param>
2955 public void UpdateGroupPosition(Vector3 pos) 3414 public void UpdateGroupPosition(Vector3 pos)
2956 { 3415 {
2957 foreach (SceneObjectPart part in Children.Values)
2958 {
2959 part.StoreUndoState();
2960 }
2961 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3416 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2962 { 3417 {
2963 if (IsAttachment) 3418 if (IsAttachment)
2964 { 3419 {
3420 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2965 m_rootPart.AttachedPos = pos; 3421 m_rootPart.AttachedPos = pos;
2966 } 3422 }
2967 if (RootPart.GetStatusSandbox()) 3423 if (RootPart.GetStatusSandbox())
@@ -2994,7 +3450,7 @@ namespace OpenSim.Region.Framework.Scenes
2994 SceneObjectPart part = GetChildPart(localID); 3450 SceneObjectPart part = GetChildPart(localID);
2995 foreach (SceneObjectPart parts in Children.Values) 3451 foreach (SceneObjectPart parts in Children.Values)
2996 { 3452 {
2997 parts.StoreUndoState(); 3453 parts.StoreUndoState(UndoType.STATE_PRIM_POSITION);
2998 } 3454 }
2999 if (part != null) 3455 if (part != null)
3000 { 3456 {
@@ -3019,7 +3475,7 @@ namespace OpenSim.Region.Framework.Scenes
3019 { 3475 {
3020 foreach (SceneObjectPart part in Children.Values) 3476 foreach (SceneObjectPart part in Children.Values)
3021 { 3477 {
3022 part.StoreUndoState(); 3478 part.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3023 } 3479 }
3024 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3480 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3025 Vector3 oldPos = 3481 Vector3 oldPos =
@@ -3032,7 +3488,7 @@ namespace OpenSim.Region.Framework.Scenes
3032 axDiff *= Quaternion.Inverse(partRotation); 3488 axDiff *= Quaternion.Inverse(partRotation);
3033 diff = axDiff; 3489 diff = axDiff;
3034 3490
3035 lock (m_parts) 3491 lockPartsForRead(true);
3036 { 3492 {
3037 foreach (SceneObjectPart obPart in m_parts.Values) 3493 foreach (SceneObjectPart obPart in m_parts.Values)
3038 { 3494 {
@@ -3042,11 +3498,29 @@ namespace OpenSim.Region.Framework.Scenes
3042 } 3498 }
3043 } 3499 }
3044 } 3500 }
3501 lockPartsForRead(false);
3045 3502
3046 AbsolutePosition = newPos; 3503 //We have to set undoing here because otherwise an undo state will be saved
3504 if (!m_rootPart.Undoing)
3505 {
3506 m_rootPart.Undoing = true;
3507 AbsolutePosition = newPos;
3508 m_rootPart.Undoing = false;
3509 }
3510 else
3511 {
3512 AbsolutePosition = newPos;
3513 }
3047 3514
3048 HasGroupChanged = true; 3515 HasGroupChanged = true;
3049 ScheduleGroupForTerseUpdate(); 3516 if (m_rootPart.Undoing)
3517 {
3518 ScheduleGroupForFullUpdate();
3519 }
3520 else
3521 {
3522 ScheduleGroupForTerseUpdate();
3523 }
3050 } 3524 }
3051 3525
3052 public void OffsetForNewRegion(Vector3 offset) 3526 public void OffsetForNewRegion(Vector3 offset)
@@ -3066,7 +3540,7 @@ namespace OpenSim.Region.Framework.Scenes
3066 { 3540 {
3067 foreach (SceneObjectPart parts in Children.Values) 3541 foreach (SceneObjectPart parts in Children.Values)
3068 { 3542 {
3069 parts.StoreUndoState(); 3543 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3070 } 3544 }
3071 m_rootPart.UpdateRotation(rot); 3545 m_rootPart.UpdateRotation(rot);
3072 3546
@@ -3090,7 +3564,7 @@ namespace OpenSim.Region.Framework.Scenes
3090 { 3564 {
3091 foreach (SceneObjectPart parts in Children.Values) 3565 foreach (SceneObjectPart parts in Children.Values)
3092 { 3566 {
3093 parts.StoreUndoState(); 3567 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3094 } 3568 }
3095 m_rootPart.UpdateRotation(rot); 3569 m_rootPart.UpdateRotation(rot);
3096 3570
@@ -3117,7 +3591,7 @@ namespace OpenSim.Region.Framework.Scenes
3117 SceneObjectPart part = GetChildPart(localID); 3591 SceneObjectPart part = GetChildPart(localID);
3118 foreach (SceneObjectPart parts in Children.Values) 3592 foreach (SceneObjectPart parts in Children.Values)
3119 { 3593 {
3120 parts.StoreUndoState(); 3594 parts.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3121 } 3595 }
3122 if (part != null) 3596 if (part != null)
3123 { 3597 {
@@ -3145,15 +3619,24 @@ namespace OpenSim.Region.Framework.Scenes
3145 if (part.UUID == m_rootPart.UUID) 3619 if (part.UUID == m_rootPart.UUID)
3146 { 3620 {
3147 UpdateRootRotation(rot); 3621 UpdateRootRotation(rot);
3148 AbsolutePosition = pos; 3622 if (!m_rootPart.Undoing)
3623 {
3624 m_rootPart.Undoing = true;
3625 AbsolutePosition = pos;
3626 m_rootPart.Undoing = false;
3627 }
3628 else
3629 {
3630 AbsolutePosition = pos;
3631 }
3149 } 3632 }
3150 else 3633 else
3151 { 3634 {
3635 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3152 part.IgnoreUndoUpdate = true; 3636 part.IgnoreUndoUpdate = true;
3153 part.UpdateRotation(rot); 3637 part.UpdateRotation(rot);
3154 part.OffsetPosition = pos; 3638 part.OffsetPosition = pos;
3155 part.IgnoreUndoUpdate = false; 3639 part.IgnoreUndoUpdate = false;
3156 part.StoreUndoState();
3157 } 3640 }
3158 } 3641 }
3159 } 3642 }
@@ -3167,7 +3650,13 @@ namespace OpenSim.Region.Framework.Scenes
3167 Quaternion axRot = rot; 3650 Quaternion axRot = rot;
3168 Quaternion oldParentRot = m_rootPart.RotationOffset; 3651 Quaternion oldParentRot = m_rootPart.RotationOffset;
3169 3652
3170 m_rootPart.StoreUndoState(); 3653 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3654 bool cancelUndo = false;
3655 if (!m_rootPart.Undoing)
3656 {
3657 m_rootPart.Undoing = true;
3658 cancelUndo = true;
3659 }
3171 m_rootPart.UpdateRotation(rot); 3660 m_rootPart.UpdateRotation(rot);
3172 if (m_rootPart.PhysActor != null) 3661 if (m_rootPart.PhysActor != null)
3173 { 3662 {
@@ -3175,33 +3664,31 @@ namespace OpenSim.Region.Framework.Scenes
3175 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3664 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3176 } 3665 }
3177 3666
3178 lock (m_parts) 3667 lockPartsForRead(true);
3668
3669 foreach (SceneObjectPart prim in m_parts.Values)
3179 { 3670 {
3180 foreach (SceneObjectPart prim in m_parts.Values) 3671 if (prim.UUID != m_rootPart.UUID)
3181 { 3672 {
3182 if (prim.UUID != m_rootPart.UUID) 3673 prim.IgnoreUndoUpdate = true;
3183 { 3674 Vector3 axPos = prim.OffsetPosition;
3184 prim.IgnoreUndoUpdate = true; 3675 axPos *= oldParentRot;
3185 Vector3 axPos = prim.OffsetPosition; 3676 axPos *= Quaternion.Inverse(axRot);
3186 axPos *= oldParentRot; 3677 prim.OffsetPosition = axPos;
3187 axPos *= Quaternion.Inverse(axRot); 3678 Quaternion primsRot = prim.RotationOffset;
3188 prim.OffsetPosition = axPos; 3679 Quaternion newRot = primsRot * oldParentRot;
3189 Quaternion primsRot = prim.RotationOffset; 3680 newRot *= Quaternion.Inverse(axRot);
3190 Quaternion newRot = primsRot * oldParentRot; 3681 prim.RotationOffset = newRot;
3191 newRot *= Quaternion.Inverse(axRot); 3682 prim.ScheduleTerseUpdate();
3192 prim.RotationOffset = newRot; 3683 prim.IgnoreUndoUpdate = false;
3193 prim.ScheduleTerseUpdate();
3194 }
3195 } 3684 }
3196 } 3685 }
3197 foreach (SceneObjectPart childpart in Children.Values) 3686 if (cancelUndo == true)
3198 { 3687 {
3199 if (childpart != m_rootPart) 3688 m_rootPart.Undoing = false;
3200 {
3201 childpart.IgnoreUndoUpdate = false;
3202 childpart.StoreUndoState();
3203 }
3204 } 3689 }
3690 lockPartsForRead(false);
3691
3205 m_rootPart.ScheduleTerseUpdate(); 3692 m_rootPart.ScheduleTerseUpdate();
3206 } 3693 }
3207 3694
@@ -3323,7 +3810,7 @@ namespace OpenSim.Region.Framework.Scenes
3323 if (atTargets.Count > 0) 3810 if (atTargets.Count > 0)
3324 { 3811 {
3325 uint[] localids = new uint[0]; 3812 uint[] localids = new uint[0];
3326 lock (m_parts) 3813 lockPartsForRead(true);
3327 { 3814 {
3328 localids = new uint[m_parts.Count]; 3815 localids = new uint[m_parts.Count];
3329 int cntr = 0; 3816 int cntr = 0;
@@ -3333,6 +3820,7 @@ namespace OpenSim.Region.Framework.Scenes
3333 cntr++; 3820 cntr++;
3334 } 3821 }
3335 } 3822 }
3823 lockPartsForRead(false);
3336 3824
3337 for (int ctr = 0; ctr < localids.Length; ctr++) 3825 for (int ctr = 0; ctr < localids.Length; ctr++)
3338 { 3826 {
@@ -3351,7 +3839,7 @@ namespace OpenSim.Region.Framework.Scenes
3351 { 3839 {
3352 //trigger not_at_target 3840 //trigger not_at_target
3353 uint[] localids = new uint[0]; 3841 uint[] localids = new uint[0];
3354 lock (m_parts) 3842 lockPartsForRead(true);
3355 { 3843 {
3356 localids = new uint[m_parts.Count]; 3844 localids = new uint[m_parts.Count];
3357 int cntr = 0; 3845 int cntr = 0;
@@ -3361,7 +3849,8 @@ namespace OpenSim.Region.Framework.Scenes
3361 cntr++; 3849 cntr++;
3362 } 3850 }
3363 } 3851 }
3364 3852 lockPartsForRead(false);
3853
3365 for (int ctr = 0; ctr < localids.Length; ctr++) 3854 for (int ctr = 0; ctr < localids.Length; ctr++)
3366 { 3855 {
3367 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3856 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3402,7 +3891,8 @@ namespace OpenSim.Region.Framework.Scenes
3402 if (atRotTargets.Count > 0) 3891 if (atRotTargets.Count > 0)
3403 { 3892 {
3404 uint[] localids = new uint[0]; 3893 uint[] localids = new uint[0];
3405 lock (m_parts) 3894 lockPartsForRead(true);
3895 try
3406 { 3896 {
3407 localids = new uint[m_parts.Count]; 3897 localids = new uint[m_parts.Count];
3408 int cntr = 0; 3898 int cntr = 0;
@@ -3412,6 +3902,10 @@ namespace OpenSim.Region.Framework.Scenes
3412 cntr++; 3902 cntr++;
3413 } 3903 }
3414 } 3904 }
3905 finally
3906 {
3907 lockPartsForRead(false);
3908 }
3415 3909
3416 for (int ctr = 0; ctr < localids.Length; ctr++) 3910 for (int ctr = 0; ctr < localids.Length; ctr++)
3417 { 3911 {
@@ -3430,7 +3924,8 @@ namespace OpenSim.Region.Framework.Scenes
3430 { 3924 {
3431 //trigger not_at_target 3925 //trigger not_at_target
3432 uint[] localids = new uint[0]; 3926 uint[] localids = new uint[0];
3433 lock (m_parts) 3927 lockPartsForRead(true);
3928 try
3434 { 3929 {
3435 localids = new uint[m_parts.Count]; 3930 localids = new uint[m_parts.Count];
3436 int cntr = 0; 3931 int cntr = 0;
@@ -3440,6 +3935,10 @@ namespace OpenSim.Region.Framework.Scenes
3440 cntr++; 3935 cntr++;
3441 } 3936 }
3442 } 3937 }
3938 finally
3939 {
3940 lockPartsForRead(false);
3941 }
3443 3942
3444 for (int ctr = 0; ctr < localids.Length; ctr++) 3943 for (int ctr = 0; ctr < localids.Length; ctr++)
3445 { 3944 {
@@ -3453,19 +3952,20 @@ namespace OpenSim.Region.Framework.Scenes
3453 public float GetMass() 3952 public float GetMass()
3454 { 3953 {
3455 float retmass = 0f; 3954 float retmass = 0f;
3456 lock (m_parts) 3955 lockPartsForRead(true);
3457 { 3956 {
3458 foreach (SceneObjectPart part in m_parts.Values) 3957 foreach (SceneObjectPart part in m_parts.Values)
3459 { 3958 {
3460 retmass += part.GetMass(); 3959 retmass += part.GetMass();
3461 } 3960 }
3462 } 3961 }
3962 lockPartsForRead(false);
3463 return retmass; 3963 return retmass;
3464 } 3964 }
3465 3965
3466 public void CheckSculptAndLoad() 3966 public void CheckSculptAndLoad()
3467 { 3967 {
3468 lock (m_parts) 3968 lockPartsForRead(true);
3469 { 3969 {
3470 if (!IsDeleted) 3970 if (!IsDeleted)
3471 { 3971 {
@@ -3490,6 +3990,7 @@ namespace OpenSim.Region.Framework.Scenes
3490 } 3990 }
3491 } 3991 }
3492 } 3992 }
3993 lockPartsForRead(false);
3493 } 3994 }
3494 3995
3495 protected void AssetReceived(string id, Object sender, AssetBase asset) 3996 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3510,7 +4011,7 @@ namespace OpenSim.Region.Framework.Scenes
3510 /// <param name="client"></param> 4011 /// <param name="client"></param>
3511 public void SetGroup(UUID GroupID, IClientAPI client) 4012 public void SetGroup(UUID GroupID, IClientAPI client)
3512 { 4013 {
3513 lock (m_parts) 4014 lockPartsForRead(true);
3514 { 4015 {
3515 foreach (SceneObjectPart part in m_parts.Values) 4016 foreach (SceneObjectPart part in m_parts.Values)
3516 { 4017 {
@@ -3520,6 +4021,7 @@ namespace OpenSim.Region.Framework.Scenes
3520 4021
3521 HasGroupChanged = true; 4022 HasGroupChanged = true;
3522 } 4023 }
4024 lockPartsForRead(false);
3523 4025
3524 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 4026 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3525 // for the same object with very different properties. The caller must schedule the update. 4027 // for the same object with very different properties. The caller must schedule the update.
@@ -3541,11 +4043,12 @@ namespace OpenSim.Region.Framework.Scenes
3541 4043
3542 public void SetAttachmentPoint(byte point) 4044 public void SetAttachmentPoint(byte point)
3543 { 4045 {
3544 lock (m_parts) 4046 lockPartsForRead(true);
3545 { 4047 {
3546 foreach (SceneObjectPart part in m_parts.Values) 4048 foreach (SceneObjectPart part in m_parts.Values)
3547 part.SetAttachmentPoint(point); 4049 part.SetAttachmentPoint(point);
3548 } 4050 }
4051 lockPartsForRead(false);
3549 } 4052 }
3550 4053
3551 #region ISceneObject 4054 #region ISceneObject
@@ -3579,6 +4082,14 @@ namespace OpenSim.Region.Framework.Scenes
3579 SetFromItemID(uuid); 4082 SetFromItemID(uuid);
3580 } 4083 }
3581 4084
4085 public void ResetOwnerChangeFlag()
4086 {
4087 ForEachPart(delegate(SceneObjectPart part)
4088 {
4089 part.ResetOwnerChangeFlag();
4090 });
4091 }
4092
3582 #endregion 4093 #endregion
3583 } 4094 }
3584} 4095}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 024bdc9..5c4a2a3 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -60,7 +60,8 @@ namespace OpenSim.Region.Framework.Scenes
60 TELEPORT = 512, 60 TELEPORT = 512,
61 REGION_RESTART = 1024, 61 REGION_RESTART = 1024,
62 MEDIA = 2048, 62 MEDIA = 2048,
63 ANIMATION = 16384 63 ANIMATION = 16384,
64 POSITION = 32768
64 } 65 }
65 66
66 // I don't really know where to put this except here. 67 // I don't really know where to put this except here.
@@ -149,8 +150,8 @@ namespace OpenSim.Region.Framework.Scenes
149 150
150 // TODO: This needs to be persisted in next XML version update! 151 // TODO: This needs to be persisted in next XML version update!
151 [XmlIgnore] 152 [XmlIgnore]
152 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 153 public int[] PayPrice = {-2,-2,-2,-2,-2};
153 154
154 [XmlIgnore] 155 [XmlIgnore]
155 public PhysicsActor PhysActor 156 public PhysicsActor PhysActor
156 { 157 {
@@ -193,6 +194,14 @@ namespace OpenSim.Region.Framework.Scenes
193 [XmlIgnore] 194 [XmlIgnore]
194 public UUID FromFolderID; 195 public UUID FromFolderID;
195 196
197 // The following two are to hold the attachment data
198 // while an object is inworld
199 [XmlIgnore]
200 public byte AttachPoint = 0;
201
202 [XmlIgnore]
203 public Vector3 AttachOffset = Vector3.Zero;
204
196 [XmlIgnore] 205 [XmlIgnore]
197 public int STATUS_ROTATE_X; 206 public int STATUS_ROTATE_X;
198 207
@@ -288,6 +297,7 @@ namespace OpenSim.Region.Framework.Scenes
288 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 297 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
289 private Vector3 m_sitTargetPosition; 298 private Vector3 m_sitTargetPosition;
290 private string m_sitAnimation = "SIT"; 299 private string m_sitAnimation = "SIT";
300 private bool m_occupied; // KF if any av is sitting on this prim
291 private string m_text = String.Empty; 301 private string m_text = String.Empty;
292 private string m_touchName = String.Empty; 302 private string m_touchName = String.Empty;
293 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 303 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -377,7 +387,7 @@ namespace OpenSim.Region.Framework.Scenes
377 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 387 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
378 Quaternion rotationOffset, Vector3 offsetPosition) 388 Quaternion rotationOffset, Vector3 offsetPosition)
379 { 389 {
380 m_name = "Primitive"; 390 m_name = "Object";
381 391
382 Rezzed = DateTime.UtcNow; 392 Rezzed = DateTime.UtcNow;
383 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 393 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -473,12 +483,16 @@ namespace OpenSim.Region.Framework.Scenes
473 } 483 }
474 484
475 /// <value> 485 /// <value>
476 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 486 /// Get the inventory list
477 /// </value> 487 /// </value>
478 public TaskInventoryDictionary TaskInventory 488 public TaskInventoryDictionary TaskInventory
479 { 489 {
480 get { return m_inventory.Items; } 490 get {
481 set { m_inventory.Items = value; } 491 return m_inventory.Items;
492 }
493 set {
494 m_inventory.Items = value;
495 }
482 } 496 }
483 497
484 /// <summary> 498 /// <summary>
@@ -618,14 +632,12 @@ namespace OpenSim.Region.Framework.Scenes
618 set { m_LoopSoundSlavePrims = value; } 632 set { m_LoopSoundSlavePrims = value; }
619 } 633 }
620 634
621 [XmlIgnore]
622 public Byte[] TextureAnimation 635 public Byte[] TextureAnimation
623 { 636 {
624 get { return m_TextureAnimation; } 637 get { return m_TextureAnimation; }
625 set { m_TextureAnimation = value; } 638 set { m_TextureAnimation = value; }
626 } 639 }
627 640
628 [XmlIgnore]
629 public Byte[] ParticleSystem 641 public Byte[] ParticleSystem
630 { 642 {
631 get { return m_particleSystem; } 643 get { return m_particleSystem; }
@@ -679,7 +691,6 @@ namespace OpenSim.Region.Framework.Scenes
679 set 691 set
680 { 692 {
681 m_groupPosition = value; 693 m_groupPosition = value;
682
683 PhysicsActor actor = PhysActor; 694 PhysicsActor actor = PhysActor;
684 if (actor != null) 695 if (actor != null)
685 { 696 {
@@ -699,25 +710,13 @@ namespace OpenSim.Region.Framework.Scenes
699 710
700 // Tell the physics engines that this prim changed. 711 // Tell the physics engines that this prim changed.
701 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 712 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
713
702 } 714 }
703 catch (Exception e) 715 catch (Exception e)
704 { 716 {
705 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 717 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
706 } 718 }
707 } 719 }
708
709 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
710 if (m_sitTargetAvatar != UUID.Zero)
711 {
712 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
713 {
714 ScenePresence avatar;
715 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
716 {
717 avatar.ParentPosition = GetWorldPosition();
718 }
719 }
720 }
721 } 720 }
722 } 721 }
723 722
@@ -726,7 +725,8 @@ namespace OpenSim.Region.Framework.Scenes
726 get { return m_offsetPosition; } 725 get { return m_offsetPosition; }
727 set 726 set
728 { 727 {
729 StoreUndoState(); 728 Vector3 oldpos = m_offsetPosition;
729 StoreUndoState(UndoType.STATE_PRIM_POSITION);
730 m_offsetPosition = value; 730 m_offsetPosition = value;
731 731
732 if (ParentGroup != null && !ParentGroup.IsDeleted) 732 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -740,7 +740,22 @@ namespace OpenSim.Region.Framework.Scenes
740 // Tell the physics engines that this prim changed. 740 // Tell the physics engines that this prim changed.
741 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 741 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
742 } 742 }
743
744 if (!m_parentGroup.m_dupeInProgress)
745 {
746 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
747 foreach (ScenePresence av in avs)
748 {
749 if (av.LinkedPrim == m_uuid)
750 {
751 Vector3 offset = (m_offsetPosition - oldpos);
752 av.OffsetPosition += offset;
753 av.SendFullUpdateToAllClients();
754 }
755 }
756 }
743 } 757 }
758 TriggerScriptChangedEvent(Changed.POSITION);
744 } 759 }
745 } 760 }
746 761
@@ -782,7 +797,7 @@ namespace OpenSim.Region.Framework.Scenes
782 797
783 set 798 set
784 { 799 {
785 StoreUndoState(); 800 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
786 m_rotationOffset = value; 801 m_rotationOffset = value;
787 802
788 PhysicsActor actor = PhysActor; 803 PhysicsActor actor = PhysActor;
@@ -866,7 +881,16 @@ namespace OpenSim.Region.Framework.Scenes
866 /// <summary></summary> 881 /// <summary></summary>
867 public Vector3 Acceleration 882 public Vector3 Acceleration
868 { 883 {
869 get { return m_acceleration; } 884 get
885 {
886 PhysicsActor actor = PhysActor;
887 if (actor != null)
888 {
889 m_acceleration = actor.Acceleration;
890 }
891 return m_acceleration;
892 }
893
870 set { m_acceleration = value; } 894 set { m_acceleration = value; }
871 } 895 }
872 896
@@ -971,7 +995,7 @@ namespace OpenSim.Region.Framework.Scenes
971 get { return m_shape.Scale; } 995 get { return m_shape.Scale; }
972 set 996 set
973 { 997 {
974 StoreUndoState(); 998 StoreUndoState(UndoType.STATE_PRIM_SCALE);
975 if (m_shape != null) 999 if (m_shape != null)
976 { 1000 {
977 m_shape.Scale = value; 1001 m_shape.Scale = value;
@@ -1041,7 +1065,8 @@ namespace OpenSim.Region.Framework.Scenes
1041 if (IsAttachment) 1065 if (IsAttachment)
1042 return GroupPosition; 1066 return GroupPosition;
1043 1067
1044 return m_offsetPosition + m_groupPosition; } 1068// return m_offsetPosition + m_groupPosition; }
1069 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
1045 } 1070 }
1046 1071
1047 public SceneObjectGroup ParentGroup 1072 public SceneObjectGroup ParentGroup
@@ -1200,6 +1225,13 @@ namespace OpenSim.Region.Framework.Scenes
1200 _flags = value; 1225 _flags = value;
1201 } 1226 }
1202 } 1227 }
1228
1229 [XmlIgnore]
1230 public bool IsOccupied // KF If an av is sittingon this prim
1231 {
1232 get { return m_occupied; }
1233 set { m_occupied = value; }
1234 }
1203 1235
1204 [XmlIgnore] 1236 [XmlIgnore]
1205 public UUID SitTargetAvatar 1237 public UUID SitTargetAvatar
@@ -1275,14 +1307,6 @@ namespace OpenSim.Region.Framework.Scenes
1275 } 1307 }
1276 } 1308 }
1277 1309
1278 /// <summary>
1279 /// Clear all pending updates of parts to clients
1280 /// </summary>
1281 private void ClearUpdateSchedule()
1282 {
1283 m_updateFlag = 0;
1284 }
1285
1286 private void SendObjectPropertiesToClient(UUID AgentID) 1310 private void SendObjectPropertiesToClient(UUID AgentID)
1287 { 1311 {
1288 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1312 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1533,14 +1557,21 @@ namespace OpenSim.Region.Framework.Scenes
1533 // or flexible 1557 // or flexible
1534 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1558 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1535 { 1559 {
1536 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1560 try
1537 Name, 1561 {
1538 Shape, 1562 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1539 AbsolutePosition, 1563 Name,
1540 Scale, 1564 Shape,
1541 RotationOffset, 1565 AbsolutePosition,
1542 RigidBody); 1566 Scale,
1543 1567 RotationOffset,
1568 RigidBody);
1569 }
1570 catch
1571 {
1572 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1573 PhysActor = null;
1574 }
1544 // Basic Physics returns null.. joy joy joy. 1575 // Basic Physics returns null.. joy joy joy.
1545 if (PhysActor != null) 1576 if (PhysActor != null)
1546 { 1577 {
@@ -1568,7 +1599,7 @@ namespace OpenSim.Region.Framework.Scenes
1568 { 1599 {
1569 m_redo.Clear(); 1600 m_redo.Clear();
1570 } 1601 }
1571 StoreUndoState(); 1602 StoreUndoState(UndoType.STATE_ALL);
1572 } 1603 }
1573 1604
1574 public byte ConvertScriptUintToByte(uint indata) 1605 public byte ConvertScriptUintToByte(uint indata)
@@ -1680,7 +1711,7 @@ namespace OpenSim.Region.Framework.Scenes
1680 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1711 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1681 part.Shape = shape; 1712 part.Shape = shape;
1682 1713
1683 part.Name = "Primitive"; 1714 part.Name = "Object";
1684 part._ownerID = UUID.Random(); 1715 part._ownerID = UUID.Random();
1685 1716
1686 return part; 1717 return part;
@@ -2040,12 +2071,17 @@ namespace OpenSim.Region.Framework.Scenes
2040 public Vector3 GetWorldPosition() 2071 public Vector3 GetWorldPosition()
2041 { 2072 {
2042 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2073 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2043
2044 Vector3 axPos = OffsetPosition; 2074 Vector3 axPos = OffsetPosition;
2045
2046 axPos *= parentRot; 2075 axPos *= parentRot;
2047 Vector3 translationOffsetPosition = axPos; 2076 Vector3 translationOffsetPosition = axPos;
2048 return GroupPosition + translationOffsetPosition; 2077 if(_parentID == 0)
2078 {
2079 return GroupPosition;
2080 }
2081 else
2082 {
2083 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2084 }
2049 } 2085 }
2050 2086
2051 /// <summary> 2087 /// <summary>
@@ -2056,7 +2092,7 @@ namespace OpenSim.Region.Framework.Scenes
2056 { 2092 {
2057 Quaternion newRot; 2093 Quaternion newRot;
2058 2094
2059 if (this.LinkNum == 0) 2095 if (this.LinkNum < 2) //KF Single or root prim
2060 { 2096 {
2061 newRot = RotationOffset; 2097 newRot = RotationOffset;
2062 } 2098 }
@@ -2702,17 +2738,18 @@ namespace OpenSim.Region.Framework.Scenes
2702 //Trys to fetch sound id from prim's inventory. 2738 //Trys to fetch sound id from prim's inventory.
2703 //Prim's inventory doesn't support non script items yet 2739 //Prim's inventory doesn't support non script items yet
2704 2740
2705 lock (TaskInventory) 2741 TaskInventory.LockItemsForRead(true);
2742
2743 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2706 { 2744 {
2707 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2745 if (item.Value.Name == sound)
2708 { 2746 {
2709 if (item.Value.Name == sound) 2747 soundID = item.Value.ItemID;
2710 { 2748 break;
2711 soundID = item.Value.ItemID;
2712 break;
2713 }
2714 } 2749 }
2715 } 2750 }
2751
2752 TaskInventory.LockItemsForRead(false);
2716 } 2753 }
2717 2754
2718 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2755 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2771,7 +2808,7 @@ namespace OpenSim.Region.Framework.Scenes
2771 /// <param name="scale"></param> 2808 /// <param name="scale"></param>
2772 public void Resize(Vector3 scale) 2809 public void Resize(Vector3 scale)
2773 { 2810 {
2774 StoreUndoState(); 2811 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2775 m_shape.Scale = scale; 2812 m_shape.Scale = scale;
2776 2813
2777 ParentGroup.HasGroupChanged = true; 2814 ParentGroup.HasGroupChanged = true;
@@ -2780,38 +2817,7 @@ namespace OpenSim.Region.Framework.Scenes
2780 2817
2781 public void RotLookAt(Quaternion target, float strength, float damping) 2818 public void RotLookAt(Quaternion target, float strength, float damping)
2782 { 2819 {
2783 rotLookAt(target, strength, damping); 2820 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2784 }
2785
2786 public void rotLookAt(Quaternion target, float strength, float damping)
2787 {
2788 if (IsAttachment)
2789 {
2790 /*
2791 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2792 if (avatar != null)
2793 {
2794 Rotate the Av?
2795 } */
2796 }
2797 else
2798 {
2799 APIDDamp = damping;
2800 APIDStrength = strength;
2801 APIDTarget = target;
2802 }
2803 }
2804
2805 public void startLookAt(Quaternion rot, float damp, float strength)
2806 {
2807 APIDDamp = damp;
2808 APIDStrength = strength;
2809 APIDTarget = rot;
2810 }
2811
2812 public void stopLookAt()
2813 {
2814 APIDTarget = Quaternion.Identity;
2815 } 2821 }
2816 2822
2817 /// <summary> 2823 /// <summary>
@@ -2823,7 +2829,10 @@ namespace OpenSim.Region.Framework.Scenes
2823 2829
2824 if (m_parentGroup != null) 2830 if (m_parentGroup != null)
2825 { 2831 {
2826 m_parentGroup.QueueForUpdateCheck(); 2832 if (!m_parentGroup.areUpdatesSuspended)
2833 {
2834 m_parentGroup.QueueForUpdateCheck();
2835 }
2827 } 2836 }
2828 2837
2829 int timeNow = Util.UnixTimeSinceEpoch(); 2838 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3040,8 +3049,8 @@ namespace OpenSim.Region.Framework.Scenes
3040 { 3049 {
3041 const float ROTATION_TOLERANCE = 0.01f; 3050 const float ROTATION_TOLERANCE = 0.01f;
3042 const float VELOCITY_TOLERANCE = 0.001f; 3051 const float VELOCITY_TOLERANCE = 0.001f;
3043 const float POSITION_TOLERANCE = 0.05f; 3052 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3044 const int TIME_MS_TOLERANCE = 3000; 3053 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3045 3054
3046 if (m_updateFlag == 1) 3055 if (m_updateFlag == 1)
3047 { 3056 {
@@ -3055,7 +3064,7 @@ namespace OpenSim.Region.Framework.Scenes
3055 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3064 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3056 { 3065 {
3057 AddTerseUpdateToAllAvatars(); 3066 AddTerseUpdateToAllAvatars();
3058 ClearUpdateSchedule(); 3067
3059 3068
3060 // This causes the Scene to 'poll' physical objects every couple of frames 3069 // This causes the Scene to 'poll' physical objects every couple of frames
3061 // bad, so it's been replaced by an event driven method. 3070 // bad, so it's been replaced by an event driven method.
@@ -3073,16 +3082,18 @@ namespace OpenSim.Region.Framework.Scenes
3073 m_lastAngularVelocity = AngularVelocity; 3082 m_lastAngularVelocity = AngularVelocity;
3074 m_lastTerseSent = Environment.TickCount; 3083 m_lastTerseSent = Environment.TickCount;
3075 } 3084 }
3085 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3086 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3076 } 3087 }
3077 else 3088 else
3078 { 3089 {
3079 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3090 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3080 { 3091 {
3081 AddFullUpdateToAllAvatars(); 3092 AddFullUpdateToAllAvatars();
3082 ClearUpdateSchedule(); 3093 m_updateFlag = 0; //Same here
3083 } 3094 }
3084 } 3095 }
3085 ClearUpdateSchedule(); 3096 m_updateFlag = 0;
3086 } 3097 }
3087 3098
3088 /// <summary> 3099 /// <summary>
@@ -3102,6 +3113,15 @@ namespace OpenSim.Region.Framework.Scenes
3102 UUID ownerID = _ownerID; 3113 UUID ownerID = _ownerID;
3103 UUID objectID = UUID; 3114 UUID objectID = UUID;
3104 UUID parentID = GetRootPartUUID(); 3115 UUID parentID = GetRootPartUUID();
3116
3117 if (ParentGroup.IsAttachment && ParentGroup.RootPart.Shape.State > 30)
3118 {
3119 // Use the avatar as the parent for HUDs, since the prims
3120 // are not sent to other avatars
3121 objectID = _ownerID;
3122 parentID = _ownerID;
3123 }
3124
3105 UUID soundID = UUID.Zero; 3125 UUID soundID = UUID.Zero;
3106 Vector3 position = AbsolutePosition; // region local 3126 Vector3 position = AbsolutePosition; // region local
3107 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle; 3127 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle;
@@ -3109,17 +3129,16 @@ namespace OpenSim.Region.Framework.Scenes
3109 if (!UUID.TryParse(sound, out soundID)) 3129 if (!UUID.TryParse(sound, out soundID))
3110 { 3130 {
3111 // search sound file from inventory 3131 // search sound file from inventory
3112 lock (TaskInventory) 3132 TaskInventory.LockItemsForRead(true);
3133 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3113 { 3134 {
3114 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3135 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3115 { 3136 {
3116 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3137 soundID = item.Value.ItemID;
3117 { 3138 break;
3118 soundID = item.Value.ItemID;
3119 break;
3120 }
3121 } 3139 }
3122 } 3140 }
3141 TaskInventory.LockItemsForRead(false);
3123 } 3142 }
3124 3143
3125 if (soundID == UUID.Zero) 3144 if (soundID == UUID.Zero)
@@ -3556,7 +3575,7 @@ namespace OpenSim.Region.Framework.Scenes
3556 3575
3557 public void StopLookAt() 3576 public void StopLookAt()
3558 { 3577 {
3559 m_parentGroup.stopLookAt(); 3578 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3560 3579
3561 m_parentGroup.ScheduleGroupForTerseUpdate(); 3580 m_parentGroup.ScheduleGroupForTerseUpdate();
3562 } 3581 }
@@ -3583,10 +3602,9 @@ namespace OpenSim.Region.Framework.Scenes
3583 m_parentGroup.ScheduleGroupForTerseUpdate(); 3602 m_parentGroup.ScheduleGroupForTerseUpdate();
3584 //m_parentGroup.ScheduleGroupForFullUpdate(); 3603 //m_parentGroup.ScheduleGroupForFullUpdate();
3585 } 3604 }
3586 3605 public void StoreUndoState(UndoType type)
3587 public void StoreUndoState()
3588 { 3606 {
3589 if (!Undoing) 3607 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3590 { 3608 {
3591 if (!IgnoreUndoUpdate) 3609 if (!IgnoreUndoUpdate)
3592 { 3610 {
@@ -3597,17 +3615,25 @@ namespace OpenSim.Region.Framework.Scenes
3597 if (m_undo.Count > 0) 3615 if (m_undo.Count > 0)
3598 { 3616 {
3599 UndoState last = m_undo.Peek(); 3617 UndoState last = m_undo.Peek();
3600 if (last != null) 3618
3601 {
3602 if (last.Compare(this))
3603 return;
3604 }
3605 } 3619 }
3606 3620
3607 if (m_parentGroup.GetSceneMaxUndo() > 0) 3621 if (m_parentGroup.GetSceneMaxUndo() > 0)
3608 { 3622 {
3609 UndoState nUndo = new UndoState(this); 3623 UndoState lastUndo = m_undo.Peek();
3624
3625 UndoState nUndo = new UndoState(this, type);
3610 3626
3627 if (lastUndo != null)
3628 {
3629 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3630 if (ts.TotalMilliseconds < 500)
3631 {
3632 //Delete the last entry since it was less than 500 milliseconds ago
3633 nUndo.Merge(lastUndo);
3634 m_undo.Pop();
3635 }
3636 }
3611 m_undo.Push(nUndo); 3637 m_undo.Push(nUndo);
3612 } 3638 }
3613 3639
@@ -4084,11 +4110,13 @@ namespace OpenSim.Region.Framework.Scenes
4084 if (m_undo.Count > 0) 4110 if (m_undo.Count > 0)
4085 { 4111 {
4086 UndoState nUndo = null; 4112 UndoState nUndo = null;
4113 UndoState goback = m_undo.Pop();
4087 if (m_parentGroup.GetSceneMaxUndo() > 0) 4114 if (m_parentGroup.GetSceneMaxUndo() > 0)
4088 { 4115 {
4089 nUndo = new UndoState(this); 4116 nUndo = new UndoState(this, goback.Type);
4090 } 4117 }
4091 UndoState goback = m_undo.Pop(); 4118
4119
4092 if (goback != null) 4120 if (goback != null)
4093 { 4121 {
4094 goback.PlaybackState(this); 4122 goback.PlaybackState(this);
@@ -4103,13 +4131,13 @@ namespace OpenSim.Region.Framework.Scenes
4103 { 4131 {
4104 lock (m_redo) 4132 lock (m_redo)
4105 { 4133 {
4134 UndoState gofwd = m_redo.Pop();
4106 if (m_parentGroup.GetSceneMaxUndo() > 0) 4135 if (m_parentGroup.GetSceneMaxUndo() > 0)
4107 { 4136 {
4108 UndoState nUndo = new UndoState(this); 4137 UndoState nUndo = new UndoState(this, gofwd.Type);
4109 4138
4110 m_undo.Push(nUndo); 4139 m_undo.Push(nUndo);
4111 } 4140 }
4112 UndoState gofwd = m_redo.Pop();
4113 if (gofwd != null) 4141 if (gofwd != null)
4114 gofwd.PlayfwdState(this); 4142 gofwd.PlayfwdState(this);
4115 } 4143 }
@@ -4557,8 +4585,9 @@ namespace OpenSim.Region.Framework.Scenes
4557 { 4585 {
4558 m_shape.TextureEntry = textureEntry; 4586 m_shape.TextureEntry = textureEntry;
4559 TriggerScriptChangedEvent(Changed.TEXTURE); 4587 TriggerScriptChangedEvent(Changed.TEXTURE);
4560 4588 m_updateFlag = 1;
4561 ParentGroup.HasGroupChanged = true; 4589 ParentGroup.HasGroupChanged = true;
4590
4562 //This is madness.. 4591 //This is madness..
4563 //ParentGroup.ScheduleGroupForFullUpdate(); 4592 //ParentGroup.ScheduleGroupForFullUpdate();
4564 //This is sparta 4593 //This is sparta
@@ -4791,5 +4820,17 @@ namespace OpenSim.Region.Framework.Scenes
4791 Color color = Color; 4820 Color color = Color;
4792 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4821 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4793 } 4822 }
4823
4824 public void ResetOwnerChangeFlag()
4825 {
4826 List<UUID> inv = Inventory.GetInventoryList();
4827
4828 foreach (UUID itemID in inv)
4829 {
4830 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4831 item.OwnerChanged = false;
4832 Inventory.UpdateInventoryItem(item);
4833 }
4834 }
4794 } 4835 }
4795} 4836}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 53ddb5d..2de439b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -47,6 +47,8 @@ namespace OpenSim.Region.Framework.Scenes
47 47
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private int m_inventoryFileNameSerial = 0; 49 private int m_inventoryFileNameSerial = 0;
50
51 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
50 52
51 /// <value> 53 /// <value>
52 /// The part to which the inventory belongs. 54 /// The part to which the inventory belongs.
@@ -83,7 +85,9 @@ namespace OpenSim.Region.Framework.Scenes
83 /// </value> 85 /// </value>
84 protected internal TaskInventoryDictionary Items 86 protected internal TaskInventoryDictionary Items
85 { 87 {
86 get { return m_items; } 88 get {
89 return m_items;
90 }
87 set 91 set
88 { 92 {
89 m_items = value; 93 m_items = value;
@@ -119,25 +123,25 @@ namespace OpenSim.Region.Framework.Scenes
119 /// <param name="linkNum">Link number for the part</param> 123 /// <param name="linkNum">Link number for the part</param>
120 public void ResetInventoryIDs() 124 public void ResetInventoryIDs()
121 { 125 {
122 if (null == m_part || null == m_part.ParentGroup) 126 m_items.LockItemsForWrite(true);
123 return; 127
124 128 if (Items.Count == 0)
125 lock (m_items)
126 { 129 {
127 if (0 == m_items.Count) 130 m_items.LockItemsForWrite(false);
128 return; 131 return;
132 }
129 133
130 HasInventoryChanged = true; 134 HasInventoryChanged = true;
131 m_part.ParentGroup.HasGroupChanged = true; 135 m_part.ParentGroup.HasGroupChanged = true;
132 IList<TaskInventoryItem> items = GetInventoryItems(); 136 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
133 m_items.Clear(); 137 Items.Clear();
134 138
135 foreach (TaskInventoryItem item in items) 139 foreach (TaskInventoryItem item in items)
136 { 140 {
137 item.ResetIDs(m_part.UUID); 141 item.ResetIDs(m_part.UUID);
138 m_items.Add(item.ItemID, item); 142 Items.Add(item.ItemID, item);
139 }
140 } 143 }
144 m_items.LockItemsForWrite(false);
141 } 145 }
142 146
143 /// <summary> 147 /// <summary>
@@ -146,12 +150,11 @@ namespace OpenSim.Region.Framework.Scenes
146 /// <param name="ownerId"></param> 150 /// <param name="ownerId"></param>
147 public void ChangeInventoryOwner(UUID ownerId) 151 public void ChangeInventoryOwner(UUID ownerId)
148 { 152 {
149 lock (Items) 153 m_items.LockItemsForWrite(true);
154 if (0 == Items.Count)
150 { 155 {
151 if (0 == Items.Count) 156 m_items.LockItemsForWrite(false);
152 { 157 return;
153 return;
154 }
155 } 158 }
156 159
157 HasInventoryChanged = true; 160 HasInventoryChanged = true;
@@ -165,6 +168,7 @@ namespace OpenSim.Region.Framework.Scenes
165 item.OwnerID = ownerId; 168 item.OwnerID = ownerId;
166 } 169 }
167 } 170 }
171 m_items.LockItemsForWrite(false);
168 } 172 }
169 173
170 /// <summary> 174 /// <summary>
@@ -173,22 +177,24 @@ namespace OpenSim.Region.Framework.Scenes
173 /// <param name="groupID"></param> 177 /// <param name="groupID"></param>
174 public void ChangeInventoryGroup(UUID groupID) 178 public void ChangeInventoryGroup(UUID groupID)
175 { 179 {
176 lock (Items) 180 m_items.LockItemsForWrite(true);
181 if (0 == Items.Count)
177 { 182 {
178 if (0 == Items.Count) 183 m_items.LockItemsForWrite(false);
179 { 184 return;
180 return;
181 }
182 } 185 }
183 186
184 HasInventoryChanged = true; 187 HasInventoryChanged = true;
185 m_part.ParentGroup.HasGroupChanged = true; 188 m_part.ParentGroup.HasGroupChanged = true;
186 List<TaskInventoryItem> items = GetInventoryItems(); 189 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
187 foreach (TaskInventoryItem item in items) 190 foreach (TaskInventoryItem item in items)
188 { 191 {
189 if (groupID != item.GroupID) 192 if (groupID != item.GroupID)
193 {
190 item.GroupID = groupID; 194 item.GroupID = groupID;
195 }
191 } 196 }
197 m_items.LockItemsForWrite(false);
192 } 198 }
193 199
194 /// <summary> 200 /// <summary>
@@ -196,9 +202,14 @@ namespace OpenSim.Region.Framework.Scenes
196 /// </summary> 202 /// </summary>
197 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 203 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
198 { 204 {
199 List<TaskInventoryItem> scripts = GetInventoryScripts(); 205 Items.LockItemsForRead(true);
200 foreach (TaskInventoryItem item in scripts) 206 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
201 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 207 Items.LockItemsForRead(false);
208 foreach (TaskInventoryItem item in items)
209 {
210 if ((int)InventoryType.LSL == item.InvType)
211 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
212 }
202 } 213 }
203 214
204 public ArrayList GetScriptErrors(UUID itemID) 215 public ArrayList GetScriptErrors(UUID itemID)
@@ -231,9 +242,18 @@ namespace OpenSim.Region.Framework.Scenes
231 /// </param> 242 /// </param>
232 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 243 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
233 { 244 {
234 List<TaskInventoryItem> scripts = GetInventoryScripts(); 245 Items.LockItemsForRead(true);
235 foreach (TaskInventoryItem item in scripts) 246 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
236 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 247 Items.LockItemsForRead(false);
248
249 foreach (TaskInventoryItem item in items)
250 {
251 if ((int)InventoryType.LSL == item.InvType)
252 {
253 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
254 m_part.RemoveScriptEvents(item.ItemID);
255 }
256 }
237 } 257 }
238 258
239 /// <summary> 259 /// <summary>
@@ -249,7 +269,10 @@ namespace OpenSim.Region.Framework.Scenes
249 // item.Name, item.ItemID, Name, UUID); 269 // item.Name, item.ItemID, Name, UUID);
250 270
251 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 271 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
272 {
273 StoreScriptError(item.ItemID, "no permission");
252 return; 274 return;
275 }
253 276
254 m_part.AddFlag(PrimFlags.Scripted); 277 m_part.AddFlag(PrimFlags.Scripted);
255 278
@@ -258,14 +281,13 @@ namespace OpenSim.Region.Framework.Scenes
258 if (stateSource == 2 && // Prim crossing 281 if (stateSource == 2 && // Prim crossing
259 m_part.ParentGroup.Scene.m_trustBinaries) 282 m_part.ParentGroup.Scene.m_trustBinaries)
260 { 283 {
261 lock (m_items) 284 m_items.LockItemsForWrite(true);
262 { 285 m_items[item.ItemID].PermsMask = 0;
263 m_items[item.ItemID].PermsMask = 0; 286 m_items[item.ItemID].PermsGranter = UUID.Zero;
264 m_items[item.ItemID].PermsGranter = UUID.Zero; 287 m_items.LockItemsForWrite(false);
265 }
266
267 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 288 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
268 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 289 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
290 StoreScriptErrors(item.ItemID, null);
269 m_part.ParentGroup.AddActiveScriptCount(1); 291 m_part.ParentGroup.AddActiveScriptCount(1);
270 m_part.ScheduleFullUpdate(); 292 m_part.ScheduleFullUpdate();
271 return; 293 return;
@@ -274,6 +296,8 @@ namespace OpenSim.Region.Framework.Scenes
274 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
275 if (null == asset) 297 if (null == asset)
276 { 298 {
299 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
300 StoreScriptError(item.ItemID, msg);
277 m_log.ErrorFormat( 301 m_log.ErrorFormat(
278 "[PRIM INVENTORY]: " + 302 "[PRIM INVENTORY]: " +
279 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 303 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -285,15 +309,17 @@ namespace OpenSim.Region.Framework.Scenes
285 if (m_part.ParentGroup.m_savedScriptState != null) 309 if (m_part.ParentGroup.m_savedScriptState != null)
286 RestoreSavedScriptState(item.OldItemID, item.ItemID); 310 RestoreSavedScriptState(item.OldItemID, item.ItemID);
287 311
288 lock (m_items) 312 m_items.LockItemsForWrite(true);
289 { 313
290 m_items[item.ItemID].PermsMask = 0; 314 m_items[item.ItemID].PermsMask = 0;
291 m_items[item.ItemID].PermsGranter = UUID.Zero; 315 m_items[item.ItemID].PermsGranter = UUID.Zero;
292 } 316
317 m_items.LockItemsForWrite(false);
293 318
294 string script = Utils.BytesToString(asset.Data); 319 string script = Utils.BytesToString(asset.Data);
295 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 320 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
296 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 321 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
322 StoreScriptErrors(item.ItemID, null);
297 m_part.ParentGroup.AddActiveScriptCount(1); 323 m_part.ParentGroup.AddActiveScriptCount(1);
298 m_part.ScheduleFullUpdate(); 324 m_part.ScheduleFullUpdate();
299 } 325 }
@@ -357,21 +383,145 @@ namespace OpenSim.Region.Framework.Scenes
357 383
358 /// <summary> 384 /// <summary>
359 /// Start a script which is in this prim's inventory. 385 /// Start a script which is in this prim's inventory.
386 /// Some processing may occur in the background, but this routine returns asap.
360 /// </summary> 387 /// </summary>
361 /// <param name="itemId"> 388 /// <param name="itemId">
362 /// A <see cref="UUID"/> 389 /// A <see cref="UUID"/>
363 /// </param> 390 /// </param>
364 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 391 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
365 { 392 {
366 TaskInventoryItem item = GetInventoryItem(itemId); 393 lock (m_scriptErrors)
367 if (item != null) 394 {
368 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 395 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
396 m_scriptErrors.Remove(itemId);
397 }
398 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
399 }
400
401 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
402 {
403 m_items.LockItemsForRead(true);
404 if (m_items.ContainsKey(itemId))
405 {
406 if (m_items.ContainsKey(itemId))
407 {
408 m_items.LockItemsForRead(false);
409 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
410 }
411 else
412 {
413 m_items.LockItemsForRead(false);
414 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
415 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
416 StoreScriptError(itemId, msg);
417 m_log.ErrorFormat(
418 "[PRIM INVENTORY]: " +
419 "Couldn't start script with ID {0} since it {1}", itemId, msg);
420 }
421 }
369 else 422 else
423 {
424 m_items.LockItemsForRead(false);
425 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
426 StoreScriptError(itemId, msg);
370 m_log.ErrorFormat( 427 m_log.ErrorFormat(
371 "[PRIM INVENTORY]: " + 428 "[PRIM INVENTORY]: " +
372 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 429 "Couldn't start script with ID {0} since it {1}", itemId, msg);
373 itemId, m_part.Name, m_part.UUID, 430 }
374 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 431
432 }
433
434 /// <summary>
435 /// Start a script which is in this prim's inventory and return any compilation error messages.
436 /// </summary>
437 /// <param name="itemId">
438 /// A <see cref="UUID"/>
439 /// </param>
440 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
441 {
442 ArrayList errors;
443
444 // Indicate to CreateScriptInstanceInternal() we want it to
445 // post any compilation/loading error messages
446 lock (m_scriptErrors)
447 {
448 m_scriptErrors[itemId] = null;
449 }
450
451 // Perform compilation/loading
452 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
453
454 // Wait for and retrieve any errors
455 lock (m_scriptErrors)
456 {
457 while ((errors = m_scriptErrors[itemId]) == null)
458 {
459 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
460 {
461 m_log.ErrorFormat(
462 "[PRIM INVENTORY]: " +
463 "timedout waiting for script {0} errors", itemId);
464 errors = m_scriptErrors[itemId];
465 if (errors == null)
466 {
467 errors = new ArrayList(1);
468 errors.Add("timedout waiting for errors");
469 }
470 break;
471 }
472 }
473 m_scriptErrors.Remove(itemId);
474 }
475 return errors;
476 }
477
478 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
479 private void StoreScriptErrors(UUID itemId, ArrayList errors)
480 {
481 lock (m_scriptErrors)
482 {
483 // If compilation/loading initiated via CreateScriptInstance(),
484 // it does not want the errors, so just get out
485 if (!m_scriptErrors.ContainsKey(itemId))
486 {
487 return;
488 }
489
490 // Initiated via CreateScriptInstanceEr(), if we know what the
491 // errors are, save them and wake CreateScriptInstanceEr().
492 if (errors != null)
493 {
494 m_scriptErrors[itemId] = errors;
495 System.Threading.Monitor.PulseAll(m_scriptErrors);
496 return;
497 }
498 }
499
500 // Initiated via CreateScriptInstanceEr() but we don't know what
501 // the errors are yet, so retrieve them from the script engine.
502 // This may involve some waiting internal to GetScriptErrors().
503 errors = GetScriptErrors(itemId);
504
505 // Get a default non-null value to indicate success.
506 if (errors == null)
507 {
508 errors = new ArrayList();
509 }
510
511 // Post to CreateScriptInstanceEr() and wake it up
512 lock (m_scriptErrors)
513 {
514 m_scriptErrors[itemId] = errors;
515 System.Threading.Monitor.PulseAll(m_scriptErrors);
516 }
517 }
518
519 // Like StoreScriptErrors(), but just posts a single string message
520 private void StoreScriptError(UUID itemId, string message)
521 {
522 ArrayList errors = new ArrayList(1);
523 errors.Add(message);
524 StoreScriptErrors(itemId, errors);
375 } 525 }
376 526
377 /// <summary> 527 /// <summary>
@@ -384,15 +534,7 @@ namespace OpenSim.Region.Framework.Scenes
384 /// </param> 534 /// </param>
385 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 535 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
386 { 536 {
387 bool scriptPresent = false; 537 if (m_items.ContainsKey(itemId))
388
389 lock (m_items)
390 {
391 if (m_items.ContainsKey(itemId))
392 scriptPresent = true;
393 }
394
395 if (scriptPresent)
396 { 538 {
397 if (!sceneObjectBeingDeleted) 539 if (!sceneObjectBeingDeleted)
398 m_part.RemoveScriptEvents(itemId); 540 m_part.RemoveScriptEvents(itemId);
@@ -417,14 +559,16 @@ namespace OpenSim.Region.Framework.Scenes
417 /// <returns></returns> 559 /// <returns></returns>
418 private bool InventoryContainsName(string name) 560 private bool InventoryContainsName(string name)
419 { 561 {
420 lock (m_items) 562 m_items.LockItemsForRead(true);
563 foreach (TaskInventoryItem item in m_items.Values)
421 { 564 {
422 foreach (TaskInventoryItem item in m_items.Values) 565 if (item.Name == name)
423 { 566 {
424 if (item.Name == name) 567 m_items.LockItemsForRead(false);
425 return true; 568 return true;
426 } 569 }
427 } 570 }
571 m_items.LockItemsForRead(false);
428 return false; 572 return false;
429 } 573 }
430 574
@@ -466,8 +610,9 @@ namespace OpenSim.Region.Framework.Scenes
466 /// <param name="item"></param> 610 /// <param name="item"></param>
467 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 611 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
468 { 612 {
469 List<TaskInventoryItem> il = GetInventoryItems(); 613 m_items.LockItemsForRead(true);
470 614 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
615 m_items.LockItemsForRead(false);
471 foreach (TaskInventoryItem i in il) 616 foreach (TaskInventoryItem i in il)
472 { 617 {
473 if (i.Name == item.Name) 618 if (i.Name == item.Name)
@@ -505,14 +650,14 @@ namespace OpenSim.Region.Framework.Scenes
505 item.Name = name; 650 item.Name = name;
506 item.GroupID = m_part.GroupID; 651 item.GroupID = m_part.GroupID;
507 652
508 lock (m_items) 653 m_items.LockItemsForWrite(true);
509 m_items.Add(item.ItemID, item); 654 m_items.Add(item.ItemID, item);
510 655 m_items.LockItemsForWrite(false);
511 if (allowedDrop) 656 if (allowedDrop)
512 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 657 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
513 else 658 else
514 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 659 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
515 660
516 m_inventorySerial++; 661 m_inventorySerial++;
517 //m_inventorySerial += 2; 662 //m_inventorySerial += 2;
518 HasInventoryChanged = true; 663 HasInventoryChanged = true;
@@ -528,15 +673,15 @@ namespace OpenSim.Region.Framework.Scenes
528 /// <param name="items"></param> 673 /// <param name="items"></param>
529 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 674 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
530 { 675 {
531 lock (m_items) 676 m_items.LockItemsForWrite(true);
677 foreach (TaskInventoryItem item in items)
532 { 678 {
533 foreach (TaskInventoryItem item in items) 679 m_items.Add(item.ItemID, item);
534 { 680// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
535 m_items.Add(item.ItemID, item);
536// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
537 }
538 m_inventorySerial++;
539 } 681 }
682 m_items.LockItemsForWrite(false);
683
684 m_inventorySerial++;
540 } 685 }
541 686
542 /// <summary> 687 /// <summary>
@@ -547,10 +692,9 @@ namespace OpenSim.Region.Framework.Scenes
547 public TaskInventoryItem GetInventoryItem(UUID itemId) 692 public TaskInventoryItem GetInventoryItem(UUID itemId)
548 { 693 {
549 TaskInventoryItem item; 694 TaskInventoryItem item;
550 695 m_items.LockItemsForRead(true);
551 lock (m_items) 696 m_items.TryGetValue(itemId, out item);
552 m_items.TryGetValue(itemId, out item); 697 m_items.LockItemsForRead(false);
553
554 return item; 698 return item;
555 } 699 }
556 700
@@ -566,15 +710,16 @@ namespace OpenSim.Region.Framework.Scenes
566 { 710 {
567 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 711 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
568 712
569 lock (m_items) 713 m_items.LockItemsForRead(true);
714
715 foreach (TaskInventoryItem item in m_items.Values)
570 { 716 {
571 foreach (TaskInventoryItem item in m_items.Values) 717 if (item.Name == name)
572 { 718 items.Add(item);
573 if (item.Name == name)
574 items.Add(item);
575 }
576 } 719 }
577 720
721 m_items.LockItemsForRead(false);
722
578 return items; 723 return items;
579 } 724 }
580 725
@@ -655,8 +800,9 @@ namespace OpenSim.Region.Framework.Scenes
655 800
656 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 801 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
657 { 802 {
658 TaskInventoryItem it = GetInventoryItem(item.ItemID); 803 m_items.LockItemsForWrite(true);
659 if (it != null) 804
805 if (m_items.ContainsKey(item.ItemID))
660 { 806 {
661 item.ParentID = m_part.UUID; 807 item.ParentID = m_part.UUID;
662 item.ParentPartID = m_part.UUID; 808 item.ParentPartID = m_part.UUID;
@@ -668,19 +814,15 @@ namespace OpenSim.Region.Framework.Scenes
668 item.GroupID = m_part.GroupID; 814 item.GroupID = m_part.GroupID;
669 815
670 if (item.AssetID == UUID.Zero) 816 if (item.AssetID == UUID.Zero)
671 item.AssetID = it.AssetID; 817 item.AssetID = m_items[item.ItemID].AssetID;
672
673 lock (m_items)
674 {
675 m_items[item.ItemID] = item;
676 m_inventorySerial++;
677 }
678 818
819 m_items[item.ItemID] = item;
820 m_inventorySerial++;
679 if (fireScriptEvents) 821 if (fireScriptEvents)
680 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 822 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
681
682 HasInventoryChanged = true; 823 HasInventoryChanged = true;
683 m_part.ParentGroup.HasGroupChanged = true; 824 m_part.ParentGroup.HasGroupChanged = true;
825 m_items.LockItemsForWrite(false);
684 return true; 826 return true;
685 } 827 }
686 else 828 else
@@ -691,8 +833,9 @@ namespace OpenSim.Region.Framework.Scenes
691 item.ItemID, m_part.Name, m_part.UUID, 833 item.ItemID, m_part.Name, m_part.UUID,
692 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 834 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
693 } 835 }
694 return false; 836 m_items.LockItemsForWrite(false);
695 837
838 return false;
696 } 839 }
697 840
698 /// <summary> 841 /// <summary>
@@ -703,37 +846,53 @@ namespace OpenSim.Region.Framework.Scenes
703 /// in this prim's inventory.</returns> 846 /// in this prim's inventory.</returns>
704 public int RemoveInventoryItem(UUID itemID) 847 public int RemoveInventoryItem(UUID itemID)
705 { 848 {
706 TaskInventoryItem item = GetInventoryItem(itemID); 849 m_items.LockItemsForRead(true);
707 if (item != null) 850
851 if (m_items.ContainsKey(itemID))
708 { 852 {
709 int type = m_items[itemID].InvType; 853 int type = m_items[itemID].InvType;
854 m_items.LockItemsForRead(false);
710 if (type == 10) // Script 855 if (type == 10) // Script
711 { 856 {
712 m_part.RemoveScriptEvents(itemID);
713 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 857 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
714 } 858 }
859 m_items.LockItemsForWrite(true);
715 m_items.Remove(itemID); 860 m_items.Remove(itemID);
861 m_items.LockItemsForWrite(false);
716 m_inventorySerial++; 862 m_inventorySerial++;
717 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 863 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
718 864
719 HasInventoryChanged = true; 865 HasInventoryChanged = true;
720 m_part.ParentGroup.HasGroupChanged = true; 866 m_part.ParentGroup.HasGroupChanged = true;
721 867
722 if (!ContainsScripts()) 868 int scriptcount = 0;
869 m_items.LockItemsForRead(true);
870 foreach (TaskInventoryItem item in m_items.Values)
871 {
872 if (item.Type == 10)
873 {
874 scriptcount++;
875 }
876 }
877 m_items.LockItemsForRead(false);
878
879
880 if (scriptcount <= 0)
881 {
723 m_part.RemFlag(PrimFlags.Scripted); 882 m_part.RemFlag(PrimFlags.Scripted);
883 }
724 884
725 m_part.ScheduleFullUpdate(); 885 m_part.ScheduleFullUpdate();
726 886
727 return type; 887 return type;
728
729 } 888 }
730 else 889 else
731 { 890 {
891 m_items.LockItemsForRead(false);
732 m_log.ErrorFormat( 892 m_log.ErrorFormat(
733 "[PRIM INVENTORY]: " + 893 "[PRIM INVENTORY]: " +
734 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 894 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
735 itemID, m_part.Name, m_part.UUID, 895 itemID, m_part.Name, m_part.UUID);
736 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
737 } 896 }
738 897
739 return -1; 898 return -1;
@@ -787,8 +946,9 @@ namespace OpenSim.Region.Framework.Scenes
787 // isn't available (such as drag from prim inventory to agent inventory) 946 // isn't available (such as drag from prim inventory to agent inventory)
788 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 947 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
789 948
790 List<TaskInventoryItem> items = GetInventoryItems(); 949 m_items.LockItemsForRead(true);
791 foreach (TaskInventoryItem item in items) 950
951 foreach (TaskInventoryItem item in m_items.Values)
792 { 952 {
793 UUID ownerID = item.OwnerID; 953 UUID ownerID = item.OwnerID;
794 uint everyoneMask = 0; 954 uint everyoneMask = 0;
@@ -832,6 +992,8 @@ namespace OpenSim.Region.Framework.Scenes
832 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 992 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
833 invString.AddSectionEnd(); 993 invString.AddSectionEnd();
834 } 994 }
995 int count = m_items.Count;
996 m_items.LockItemsForRead(false);
835 997
836 fileData = Utils.StringToBytes(invString.BuildString); 998 fileData = Utils.StringToBytes(invString.BuildString);
837 999
@@ -852,10 +1014,11 @@ namespace OpenSim.Region.Framework.Scenes
852 { 1014 {
853 if (HasInventoryChanged) 1015 if (HasInventoryChanged)
854 { 1016 {
855 HasInventoryChanged = false; 1017 Items.LockItemsForRead(true);
856 List<TaskInventoryItem> items = GetInventoryItems(); 1018 datastore.StorePrimInventory(m_part.UUID, Items.Values);
857 datastore.StorePrimInventory(m_part.UUID, items); 1019 Items.LockItemsForRead(false);
858 1020
1021 HasInventoryChanged = false;
859 } 1022 }
860 } 1023 }
861 1024
@@ -922,89 +1085,75 @@ namespace OpenSim.Region.Framework.Scenes
922 { 1085 {
923 uint mask=0x7fffffff; 1086 uint mask=0x7fffffff;
924 1087
925 lock (m_items) 1088 foreach (TaskInventoryItem item in m_items.Values)
926 { 1089 {
927 foreach (TaskInventoryItem item in m_items.Values) 1090 if (item.InvType != (int)InventoryType.Object)
928 { 1091 {
929 if (item.InvType != (int)InventoryType.Object) 1092 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
930 { 1093 mask &= ~((uint)PermissionMask.Copy >> 13);
931 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1094 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
932 mask &= ~((uint)PermissionMask.Copy >> 13); 1095 mask &= ~((uint)PermissionMask.Transfer >> 13);
933 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1096 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
934 mask &= ~((uint)PermissionMask.Transfer >> 13); 1097 mask &= ~((uint)PermissionMask.Modify >> 13);
935 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1098 }
936 mask &= ~((uint)PermissionMask.Modify >> 13); 1099 else
937 } 1100 {
938 else 1101 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
939 { 1102 mask &= ~((uint)PermissionMask.Copy >> 13);
940 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1103 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
941 mask &= ~((uint)PermissionMask.Copy >> 13); 1104 mask &= ~((uint)PermissionMask.Transfer >> 13);
942 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1105 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
943 mask &= ~((uint)PermissionMask.Transfer >> 13); 1106 mask &= ~((uint)PermissionMask.Modify >> 13);
944 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
945 mask &= ~((uint)PermissionMask.Modify >> 13);
946 }
947
948 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
949 mask &= ~(uint)PermissionMask.Copy;
950 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
951 mask &= ~(uint)PermissionMask.Transfer;
952 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
953 mask &= ~(uint)PermissionMask.Modify;
954 } 1107 }
1108
1109 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1110 mask &= ~(uint)PermissionMask.Copy;
1111 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1112 mask &= ~(uint)PermissionMask.Transfer;
1113 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1114 mask &= ~(uint)PermissionMask.Modify;
955 } 1115 }
956
957 return mask; 1116 return mask;
958 } 1117 }
959 1118
960 public void ApplyNextOwnerPermissions() 1119 public void ApplyNextOwnerPermissions()
961 { 1120 {
962 lock (m_items) 1121 foreach (TaskInventoryItem item in m_items.Values)
963 { 1122 {
964 foreach (TaskInventoryItem item in m_items.Values) 1123 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
965 { 1124 {
966 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1125 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
967 { 1126 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
968 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1127 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
969 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1128 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
970 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1129 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
971 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1130 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
972 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
973 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
974 }
975 item.CurrentPermissions &= item.NextPermissions;
976 item.BasePermissions &= item.NextPermissions;
977 item.EveryonePermissions &= item.NextPermissions;
978 item.OwnerChanged = true;
979 } 1131 }
1132 item.OwnerChanged = true;
1133 item.CurrentPermissions &= item.NextPermissions;
1134 item.BasePermissions &= item.NextPermissions;
1135 item.EveryonePermissions &= item.NextPermissions;
980 } 1136 }
981 } 1137 }
982 1138
983 public void ApplyGodPermissions(uint perms) 1139 public void ApplyGodPermissions(uint perms)
984 { 1140 {
985 lock (m_items) 1141 foreach (TaskInventoryItem item in m_items.Values)
986 { 1142 {
987 foreach (TaskInventoryItem item in m_items.Values) 1143 item.CurrentPermissions = perms;
988 { 1144 item.BasePermissions = perms;
989 item.CurrentPermissions = perms;
990 item.BasePermissions = perms;
991 }
992 } 1145 }
993 } 1146 }
994 1147
995 public bool ContainsScripts() 1148 public bool ContainsScripts()
996 { 1149 {
997 lock (m_items) 1150 foreach (TaskInventoryItem item in m_items.Values)
998 { 1151 {
999 foreach (TaskInventoryItem item in m_items.Values) 1152 if (item.InvType == (int)InventoryType.LSL)
1000 { 1153 {
1001 if (item.InvType == (int)InventoryType.LSL) 1154 return true;
1002 {
1003 return true;
1004 }
1005 } 1155 }
1006 } 1156 }
1007
1008 return false; 1157 return false;
1009 } 1158 }
1010 1159
@@ -1012,11 +1161,8 @@ namespace OpenSim.Region.Framework.Scenes
1012 { 1161 {
1013 List<UUID> ret = new List<UUID>(); 1162 List<UUID> ret = new List<UUID>();
1014 1163
1015 lock (m_items) 1164 foreach (TaskInventoryItem item in m_items.Values)
1016 { 1165 ret.Add(item.ItemID);
1017 foreach (TaskInventoryItem item in m_items.Values)
1018 ret.Add(item.ItemID);
1019 }
1020 1166
1021 return ret; 1167 return ret;
1022 } 1168 }
@@ -1047,31 +1193,44 @@ namespace OpenSim.Region.Framework.Scenes
1047 1193
1048 public Dictionary<UUID, string> GetScriptStates() 1194 public Dictionary<UUID, string> GetScriptStates()
1049 { 1195 {
1196 return GetScriptStates(false);
1197 }
1198
1199 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1200 {
1050 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1201 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1051 1202
1052 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1203 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1053 if (engines == null) // No engine at all 1204 if (engines == null) // No engine at all
1054 return ret; 1205 return ret;
1055 1206
1056 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1207 foreach (TaskInventoryItem item in m_items.Values)
1057
1058 foreach (TaskInventoryItem item in scripts)
1059 { 1208 {
1060 foreach (IScriptModule e in engines) 1209 if (item.InvType == (int)InventoryType.LSL)
1061 { 1210 {
1062 if (e != null) 1211 foreach (IScriptModule e in engines)
1063 { 1212 {
1064 string n = e.GetXMLState(item.ItemID); 1213 if (e != null)
1065 if (n != String.Empty)
1066 { 1214 {
1067 if (!ret.ContainsKey(item.ItemID)) 1215 string n = e.GetXMLState(item.ItemID);
1068 ret[item.ItemID] = n; 1216 if (n != String.Empty)
1069 break; 1217 {
1218 if (oldIDs)
1219 {
1220 if (!ret.ContainsKey(item.OldItemID))
1221 ret[item.OldItemID] = n;
1222 }
1223 else
1224 {
1225 if (!ret.ContainsKey(item.ItemID))
1226 ret[item.ItemID] = n;
1227 }
1228 break;
1229 }
1070 } 1230 }
1071 } 1231 }
1072 } 1232 }
1073 } 1233 }
1074
1075 return ret; 1234 return ret;
1076 } 1235 }
1077 1236
@@ -1081,21 +1240,27 @@ namespace OpenSim.Region.Framework.Scenes
1081 if (engines == null) 1240 if (engines == null)
1082 return; 1241 return;
1083 1242
1084 List<TaskInventoryItem> scripts = GetInventoryScripts();
1085 1243
1086 foreach (TaskInventoryItem item in scripts) 1244 Items.LockItemsForRead(true);
1245
1246 foreach (TaskInventoryItem item in m_items.Values)
1087 { 1247 {
1088 foreach (IScriptModule engine in engines) 1248 if (item.InvType == (int)InventoryType.LSL)
1089 { 1249 {
1090 if (engine != null) 1250 foreach (IScriptModule engine in engines)
1091 { 1251 {
1092 if (item.OwnerChanged) 1252 if (engine != null)
1093 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1253 {
1094 item.OwnerChanged = false; 1254 if (item.OwnerChanged)
1095 engine.ResumeScript(item.ItemID); 1255 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1256 item.OwnerChanged = false;
1257 engine.ResumeScript(item.ItemID);
1258 }
1096 } 1259 }
1097 } 1260 }
1098 } 1261 }
1262
1263 Items.LockItemsForRead(false);
1099 } 1264 }
1100 } 1265 }
1101} 1266}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index a77f38c..caf376b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 }; 79 private static readonly byte[] BAKE_INDICES = new byte[] { 8, 9, 10, 11, 19, 20 };
@@ -88,7 +89,9 @@ namespace OpenSim.Region.Framework.Scenes
88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 89 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
89 /// issue #1716 90 /// issue #1716
90 /// </summary> 91 /// </summary>
91 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 92// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
93 // Value revised by KF 091121 by comparison with SL.
94 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
92 95
93 public UUID currentParcelUUID = UUID.Zero; 96 public UUID currentParcelUUID = UUID.Zero;
94 97
@@ -122,8 +125,11 @@ namespace OpenSim.Region.Framework.Scenes
122 public Vector3 lastKnownAllowedPosition; 125 public Vector3 lastKnownAllowedPosition;
123 public bool sentMessageAboutRestrictedParcelFlyingDown; 126 public bool sentMessageAboutRestrictedParcelFlyingDown;
124 public Vector4 CollisionPlane = Vector4.UnitW; 127 public Vector4 CollisionPlane = Vector4.UnitW;
125 128
129 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
130 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
126 private Vector3 m_lastPosition; 131 private Vector3 m_lastPosition;
132 private Vector3 m_lastWorldPosition;
127 private Quaternion m_lastRotation; 133 private Quaternion m_lastRotation;
128 private Vector3 m_lastVelocity; 134 private Vector3 m_lastVelocity;
129 //private int m_lastTerseSent; 135 //private int m_lastTerseSent;
@@ -156,7 +162,6 @@ namespace OpenSim.Region.Framework.Scenes
156 private int m_perfMonMS; 162 private int m_perfMonMS;
157 163
158 private bool m_setAlwaysRun; 164 private bool m_setAlwaysRun;
159
160 private bool m_forceFly; 165 private bool m_forceFly;
161 private bool m_flyDisabled; 166 private bool m_flyDisabled;
162 167
@@ -180,7 +185,8 @@ namespace OpenSim.Region.Framework.Scenes
180 protected RegionInfo m_regionInfo; 185 protected RegionInfo m_regionInfo;
181 protected ulong crossingFromRegion; 186 protected ulong crossingFromRegion;
182 187
183 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 188 private readonly Vector3[] Dir_Vectors = new Vector3[11];
189 private bool m_isNudging = false;
184 190
185 // Position of agent's camera in world (region cordinates) 191 // Position of agent's camera in world (region cordinates)
186 protected Vector3 m_CameraCenter; 192 protected Vector3 m_CameraCenter;
@@ -205,17 +211,23 @@ namespace OpenSim.Region.Framework.Scenes
205 private bool m_autopilotMoving; 211 private bool m_autopilotMoving;
206 private Vector3 m_autoPilotTarget; 212 private Vector3 m_autoPilotTarget;
207 private bool m_sitAtAutoTarget; 213 private bool m_sitAtAutoTarget;
214 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
208 215
209 private string m_nextSitAnimation = String.Empty; 216 private string m_nextSitAnimation = String.Empty;
210 217
211 //PauPaw:Proper PID Controler for autopilot************ 218 //PauPaw:Proper PID Controler for autopilot************
212 private bool m_moveToPositionInProgress; 219 private bool m_moveToPositionInProgress;
213 private Vector3 m_moveToPositionTarget; 220 private Vector3 m_moveToPositionTarget;
221 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
214 222
215 private bool m_followCamAuto; 223 private bool m_followCamAuto;
216 224
217 private int m_movementUpdateCount; 225 private int m_movementUpdateCount;
226 private int m_lastColCount = -1; //KF: Look for Collision chnages
227 private int m_updateCount = 0; //KF: Update Anims for a while
228 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
218 private const int NumMovementsBetweenRayCast = 5; 229 private const int NumMovementsBetweenRayCast = 5;
230 private List<uint> m_lastColliders = new List<uint>();
219 231
220 private bool CameraConstraintActive; 232 private bool CameraConstraintActive;
221 //private int m_moveToPositionStateStatus; 233 //private int m_moveToPositionStateStatus;
@@ -242,7 +254,9 @@ namespace OpenSim.Region.Framework.Scenes
242 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 254 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
243 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 255 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
244 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 256 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
245 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 257 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
258 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
259 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
246 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 260 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
247 } 261 }
248 262
@@ -449,9 +463,18 @@ namespace OpenSim.Region.Framework.Scenes
449 get 463 get
450 { 464 {
451 PhysicsActor actor = m_physicsActor; 465 PhysicsActor actor = m_physicsActor;
452 if (actor != null) 466// if (actor != null)
467 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
453 m_pos = actor.Position; 468 m_pos = actor.Position;
454 469
470 // If we're sitting, we need to update our position
471 if (m_parentID != 0)
472 {
473 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
474 if (part != null)
475 m_parentPosition = part.AbsolutePosition;
476 }
477
455 return m_parentPosition + m_pos; 478 return m_parentPosition + m_pos;
456 } 479 }
457 set 480 set
@@ -470,7 +493,8 @@ namespace OpenSim.Region.Framework.Scenes
470 } 493 }
471 } 494 }
472 495
473 m_pos = value; 496 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
497 m_pos = value;
474 m_parentPosition = Vector3.Zero; 498 m_parentPosition = Vector3.Zero;
475 } 499 }
476 } 500 }
@@ -514,10 +538,39 @@ namespace OpenSim.Region.Framework.Scenes
514 } 538 }
515 } 539 }
516 540
541 public Quaternion OffsetRotation
542 {
543 get { return m_offsetRotation; }
544 set { m_offsetRotation = value; }
545 }
546
517 public Quaternion Rotation 547 public Quaternion Rotation
518 { 548 {
519 get { return m_bodyRot; } 549 get {
520 set { m_bodyRot = value; } 550 if (m_parentID != 0)
551 {
552 if (m_offsetRotation != null)
553 {
554 return m_offsetRotation;
555 }
556 else
557 {
558 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
559 }
560
561 }
562 else
563 {
564 return m_bodyRot;
565 }
566 }
567 set {
568 m_bodyRot = value;
569 if (m_parentID != 0)
570 {
571 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
572 }
573 }
521 } 574 }
522 575
523 public Quaternion PreviousRotation 576 public Quaternion PreviousRotation
@@ -542,11 +595,21 @@ namespace OpenSim.Region.Framework.Scenes
542 595
543 private uint m_parentID; 596 private uint m_parentID;
544 597
598
599 private UUID m_linkedPrim;
600
545 public uint ParentID 601 public uint ParentID
546 { 602 {
547 get { return m_parentID; } 603 get { return m_parentID; }
548 set { m_parentID = value; } 604 set { m_parentID = value; }
549 } 605 }
606
607 public UUID LinkedPrim
608 {
609 get { return m_linkedPrim; }
610 set { m_linkedPrim = value; }
611 }
612
550 public float Health 613 public float Health
551 { 614 {
552 get { return m_health; } 615 get { return m_health; }
@@ -668,7 +731,7 @@ namespace OpenSim.Region.Framework.Scenes
668 CreateSceneViewer(); 731 CreateSceneViewer();
669 m_animator = new ScenePresenceAnimator(this); 732 m_animator = new ScenePresenceAnimator(this);
670 } 733 }
671 734
672 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 735 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
673 { 736 {
674 m_rootRegionHandle = reginfo.RegionHandle; 737 m_rootRegionHandle = reginfo.RegionHandle;
@@ -700,16 +763,16 @@ namespace OpenSim.Region.Framework.Scenes
700 m_reprioritization_timer.AutoReset = false; 763 m_reprioritization_timer.AutoReset = false;
701 764
702 AdjustKnownSeeds(); 765 AdjustKnownSeeds();
703
704 // TODO: I think, this won't send anything, as we are still a child here...
705 Animator.TrySetMovementAnimation("STAND"); 766 Animator.TrySetMovementAnimation("STAND");
706
707 // we created a new ScenePresence (a new child agent) in a fresh region. 767 // we created a new ScenePresence (a new child agent) in a fresh region.
708 // Request info about all the (root) agents in this region 768 // Request info about all the (root) agents in this region
709 // Note: This won't send data *to* other clients in that region (children don't send) 769 // Note: This won't send data *to* other clients in that region (children don't send)
710 SendInitialFullUpdateToAllClients(); 770 SendInitialFullUpdateToAllClients();
711
712 RegisterToEvents(); 771 RegisterToEvents();
772 if (m_controllingClient != null)
773 {
774 m_controllingClient.ProcessPendingPackets();
775 }
713 SetDirectionVectors(); 776 SetDirectionVectors();
714 } 777 }
715 778
@@ -759,25 +822,47 @@ namespace OpenSim.Region.Framework.Scenes
759 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 822 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
760 Dir_Vectors[4] = Vector3.UnitZ; //UP 823 Dir_Vectors[4] = Vector3.UnitZ; //UP
761 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 824 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
762 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 825 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
763 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 826 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
764 Dir_Vectors[7] = -Vector3.UnitX; //BACK 827 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
828 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
829 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
765 } 830 }
766 831
767 private Vector3[] GetWalkDirectionVectors() 832 private Vector3[] GetWalkDirectionVectors()
768 { 833 {
769 Vector3[] vector = new Vector3[9]; 834 Vector3[] vector = new Vector3[11];
770 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 835 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
771 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 836 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
772 vector[2] = Vector3.UnitY; //LEFT 837 vector[2] = Vector3.UnitY; //LEFT
773 vector[3] = -Vector3.UnitY; //RIGHT 838 vector[3] = -Vector3.UnitY; //RIGHT
774 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 839 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
775 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 840 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
776 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 841 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
777 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 842 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
778 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 843 vector[8] = Vector3.UnitY; //LEFT_NUDGE
844 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
845 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
779 return vector; 846 return vector;
780 } 847 }
848
849 private bool[] GetDirectionIsNudge()
850 {
851 bool[] isNudge = new bool[11];
852 isNudge[0] = false; //FORWARD
853 isNudge[1] = false; //BACK
854 isNudge[2] = false; //LEFT
855 isNudge[3] = false; //RIGHT
856 isNudge[4] = false; //UP
857 isNudge[5] = false; //DOWN
858 isNudge[6] = true; //FORWARD_NUDGE
859 isNudge[7] = true; //BACK_NUDGE
860 isNudge[8] = true; //LEFT_NUDGE
861 isNudge[9] = true; //RIGHT_NUDGE
862 isNudge[10] = true; //DOWN_Nudge
863 return isNudge;
864 }
865
781 866
782 #endregion 867 #endregion
783 868
@@ -839,6 +924,52 @@ namespace OpenSim.Region.Framework.Scenes
839 pos.Y = crossedBorder.BorderLine.Z - 1; 924 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 925 }
841 926
927 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
928 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
929 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
930 if (KnownChildRegionHandles.Count == 0)
931 {
932 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
933 if (land != null)
934 {
935 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
936 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
937 {
938 pos = land.LandData.UserLocation;
939 }
940 }
941 }
942
943 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
944 {
945 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
946
947 if (pos.X < 0)
948 {
949 emergencyPos.X = (int)Constants.RegionSize + pos.X;
950 if (!(pos.Y < 0))
951 emergencyPos.Y = pos.Y;
952 if (!(pos.Z < 0))
953 emergencyPos.Z = pos.Z;
954 }
955 if (pos.Y < 0)
956 {
957 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
958 if (!(pos.X < 0))
959 emergencyPos.X = pos.X;
960 if (!(pos.Z < 0))
961 emergencyPos.Z = pos.Z;
962 }
963 if (pos.Z < 0)
964 {
965 emergencyPos.Z = 128;
966 if (!(pos.Y < 0))
967 emergencyPos.Y = pos.Y;
968 if (!(pos.X < 0))
969 emergencyPos.X = pos.X;
970 }
971 }
972
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 973 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 974 {
844 m_log.WarnFormat( 975 m_log.WarnFormat(
@@ -960,12 +1091,17 @@ namespace OpenSim.Region.Framework.Scenes
960 { 1091 {
961 if (PhysicsActor != null) 1092 if (PhysicsActor != null)
962 { 1093 {
963 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1094 try
964 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1095 {
965 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1096 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
966 m_physicsActor.UnSubscribeEvents(); 1097 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
967 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1098 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
968 PhysicsActor = null; 1099 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1100 m_physicsActor.UnSubscribeEvents();
1101 PhysicsActor = null;
1102 }
1103 catch
1104 { }
969 } 1105 }
970 } 1106 }
971 1107
@@ -976,9 +1112,10 @@ namespace OpenSim.Region.Framework.Scenes
976 public void Teleport(Vector3 pos) 1112 public void Teleport(Vector3 pos)
977 { 1113 {
978 bool isFlying = false; 1114 bool isFlying = false;
1115
979 if (m_physicsActor != null) 1116 if (m_physicsActor != null)
980 isFlying = m_physicsActor.Flying; 1117 isFlying = m_physicsActor.Flying;
981 1118
982 RemoveFromPhysicalScene(); 1119 RemoveFromPhysicalScene();
983 Velocity = Vector3.Zero; 1120 Velocity = Vector3.Zero;
984 AbsolutePosition = pos; 1121 AbsolutePosition = pos;
@@ -990,6 +1127,7 @@ namespace OpenSim.Region.Framework.Scenes
990 } 1127 }
991 1128
992 SendTerseUpdateToAllClients(); 1129 SendTerseUpdateToAllClients();
1130
993 } 1131 }
994 1132
995 public void TeleportWithMomentum(Vector3 pos) 1133 public void TeleportWithMomentum(Vector3 pos)
@@ -1103,7 +1241,6 @@ namespace OpenSim.Region.Framework.Scenes
1103 pos.Z = ground + 1.5f; 1241 pos.Z = ground + 1.5f;
1104 AbsolutePosition = pos; 1242 AbsolutePosition = pos;
1105 } 1243 }
1106
1107 m_isChildAgent = false; 1244 m_isChildAgent = false;
1108 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1245 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1109 MakeRootAgent(AbsolutePosition, m_flying); 1246 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1202,6 +1339,7 @@ namespace OpenSim.Region.Framework.Scenes
1202 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1339 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1203 1340
1204 m_pos = m_LastFinitePos; 1341 m_pos = m_LastFinitePos;
1342
1205 if (!m_pos.IsFinite()) 1343 if (!m_pos.IsFinite())
1206 { 1344 {
1207 m_pos.X = 127f; 1345 m_pos.X = 127f;
@@ -1268,7 +1406,6 @@ namespace OpenSim.Region.Framework.Scenes
1268 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1406 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1269 } 1407 }
1270 } 1408 }
1271
1272 lock (scriptedcontrols) 1409 lock (scriptedcontrols)
1273 { 1410 {
1274 if (scriptedcontrols.Count > 0) 1411 if (scriptedcontrols.Count > 0)
@@ -1283,6 +1420,9 @@ namespace OpenSim.Region.Framework.Scenes
1283 1420
1284 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1421 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1285 { 1422 {
1423 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1424 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1425
1286 // TODO: This doesn't prevent the user from walking yet. 1426 // TODO: This doesn't prevent the user from walking yet.
1287 // Setting parent ID would fix this, if we knew what value 1427 // Setting parent ID would fix this, if we knew what value
1288 // to use. Or we could add a m_isSitting variable. 1428 // to use. Or we could add a m_isSitting variable.
@@ -1331,12 +1471,20 @@ namespace OpenSim.Region.Framework.Scenes
1331 if (actor.Flying != oldflying) 1471 if (actor.Flying != oldflying)
1332 update_movementflag = true; 1472 update_movementflag = true;
1333 1473
1474 if (m_animator.m_jumping) // add for jumping
1475 update_movementflag = true;
1476
1334 if (q != m_bodyRot) 1477 if (q != m_bodyRot)
1335 { 1478 {
1336 m_bodyRot = q; 1479 m_bodyRot = q;
1337 update_rotation = true; 1480 update_rotation = true;
1338 } 1481 }
1339 1482
1483 //guilty until proven innocent..
1484 bool Nudging = true;
1485 //Basically, if there is at least one non-nudge control then we don't need
1486 //to worry about stopping the avatar
1487
1340 if (m_parentID == 0) 1488 if (m_parentID == 0)
1341 { 1489 {
1342 bool bAllowUpdateMoveToPosition = false; 1490 bool bAllowUpdateMoveToPosition = false;
@@ -1351,9 +1499,12 @@ namespace OpenSim.Region.Framework.Scenes
1351 else 1499 else
1352 dirVectors = Dir_Vectors; 1500 dirVectors = Dir_Vectors;
1353 1501
1354 // The fact that m_movementflag is a byte needs to be fixed 1502 bool[] isNudge = GetDirectionIsNudge();
1355 // it really should be a uint 1503
1356 uint nudgehack = 250; 1504
1505
1506
1507
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1508 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1358 { 1509 {
1359 if (((uint)flags & (uint)DCF) != 0) 1510 if (((uint)flags & (uint)DCF) != 0)
@@ -1363,40 +1514,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 try 1514 try
1364 { 1515 {
1365 agent_control_v3 += dirVectors[i]; 1516 agent_control_v3 += dirVectors[i];
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1517 if (isNudge[i] == false)
1518 {
1519 Nudging = false;
1520 }
1367 } 1521 }
1368 catch (IndexOutOfRangeException) 1522 catch (IndexOutOfRangeException)
1369 { 1523 {
1370 // Why did I get this? 1524 // Why did I get this?
1371 } 1525 }
1372 1526
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1527 if ((m_movementflag & (uint)DCF) == 0)
1374 { 1528 {
1375 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1376 {
1377 m_movementflag |= (byte)nudgehack;
1378 }
1379 m_movementflag += (byte)(uint)DCF; 1529 m_movementflag += (byte)(uint)DCF;
1380 update_movementflag = true; 1530 update_movementflag = true;
1381 } 1531 }
1382 } 1532 }
1383 else 1533 else
1384 { 1534 {
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1535 if ((m_movementflag & (uint)DCF) != 0)
1386 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1387 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1388 ) // This or is for Nudge forward
1389 { 1536 {
1390 m_movementflag -= ((byte)(uint)DCF); 1537 m_movementflag -= (byte)(uint)DCF;
1391
1392 update_movementflag = true; 1538 update_movementflag = true;
1393 /*
1394 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1395 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1396 {
1397 m_log.Debug("Removed Hack flag");
1398 }
1399 */
1400 } 1539 }
1401 else 1540 else
1402 { 1541 {
@@ -1405,7 +1544,6 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1544 }
1406 i++; 1545 i++;
1407 } 1546 }
1408
1409 //Paupaw:Do Proper PID for Autopilot here 1547 //Paupaw:Do Proper PID for Autopilot here
1410 if (bResetMoveToPosition) 1548 if (bResetMoveToPosition)
1411 { 1549 {
@@ -1440,6 +1578,9 @@ namespace OpenSim.Region.Framework.Scenes
1440 // Ignore z component of vector 1578 // Ignore z component of vector
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1579 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1442 LocalVectorToTarget2D.Normalize(); 1580 LocalVectorToTarget2D.Normalize();
1581
1582 //We're not nudging
1583 Nudging = false;
1443 agent_control_v3 += LocalVectorToTarget2D; 1584 agent_control_v3 += LocalVectorToTarget2D;
1444 1585
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1586 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1530,13 +1671,13 @@ namespace OpenSim.Region.Framework.Scenes
1530 // m_log.DebugFormat( 1671 // m_log.DebugFormat(
1531 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1672 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1532 1673
1533 AddNewMovement(agent_control_v3, q); 1674 AddNewMovement(agent_control_v3, q, Nudging);
1534 1675
1535 1676
1536 } 1677 }
1537 } 1678 }
1538 1679
1539 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1680 if (update_movementflag && !SitGround)
1540 Animator.UpdateMovementAnimations(); 1681 Animator.UpdateMovementAnimations();
1541 1682
1542 m_scene.EventManager.TriggerOnClientMovement(this); 1683 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1551,7 +1692,6 @@ namespace OpenSim.Region.Framework.Scenes
1551 m_sitAtAutoTarget = false; 1692 m_sitAtAutoTarget = false;
1552 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1693 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1553 //proxy.PCode = (byte)PCode.ParticleSystem; 1694 //proxy.PCode = (byte)PCode.ParticleSystem;
1554
1555 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1695 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1556 proxyObjectGroup.AttachToScene(m_scene); 1696 proxyObjectGroup.AttachToScene(m_scene);
1557 1697
@@ -1593,7 +1733,7 @@ namespace OpenSim.Region.Framework.Scenes
1593 } 1733 }
1594 m_moveToPositionInProgress = true; 1734 m_moveToPositionInProgress = true;
1595 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1735 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1596 } 1736 }
1597 catch (Exception ex) 1737 catch (Exception ex)
1598 { 1738 {
1599 //Why did I get this error? 1739 //Why did I get this error?
@@ -1615,7 +1755,7 @@ namespace OpenSim.Region.Framework.Scenes
1615 Velocity = Vector3.Zero; 1755 Velocity = Vector3.Zero;
1616 SendFullUpdateToAllClients(); 1756 SendFullUpdateToAllClients();
1617 1757
1618 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1758 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1619 } 1759 }
1620 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1760 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1621 m_requestedSitTargetUUID = UUID.Zero; 1761 m_requestedSitTargetUUID = UUID.Zero;
@@ -1652,50 +1792,85 @@ namespace OpenSim.Region.Framework.Scenes
1652 1792
1653 if (m_parentID != 0) 1793 if (m_parentID != 0)
1654 { 1794 {
1655 m_log.Debug("StandupCode Executed"); 1795 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1656 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1657 if (part != null) 1796 if (part != null)
1658 { 1797 {
1798 part.TaskInventory.LockItemsForRead(true);
1659 TaskInventoryDictionary taskIDict = part.TaskInventory; 1799 TaskInventoryDictionary taskIDict = part.TaskInventory;
1660 if (taskIDict != null) 1800 if (taskIDict != null)
1661 { 1801 {
1662 lock (taskIDict) 1802 foreach (UUID taskID in taskIDict.Keys)
1663 { 1803 {
1664 foreach (UUID taskID in taskIDict.Keys) 1804 UnRegisterControlEventsToScript(LocalId, taskID);
1665 { 1805 taskIDict[taskID].PermsMask &= ~(
1666 UnRegisterControlEventsToScript(LocalId, taskID); 1806 2048 | //PERMISSION_CONTROL_CAMERA
1667 taskIDict[taskID].PermsMask &= ~( 1807 4); // PERMISSION_TAKE_CONTROLS
1668 2048 | //PERMISSION_CONTROL_CAMERA
1669 4); // PERMISSION_TAKE_CONTROLS
1670 }
1671 } 1808 }
1672
1673 } 1809 }
1810 part.TaskInventory.LockItemsForRead(false);
1674 // Reset sit target. 1811 // Reset sit target.
1675 if (part.GetAvatarOnSitTarget() == UUID) 1812 if (part.GetAvatarOnSitTarget() == UUID)
1676 part.SetAvatarOnSitTarget(UUID.Zero); 1813 part.SetAvatarOnSitTarget(UUID.Zero);
1677
1678 m_parentPosition = part.GetWorldPosition(); 1814 m_parentPosition = part.GetWorldPosition();
1679 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1815 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1680 } 1816 }
1817 // part.GetWorldRotation() is the rotation of the object being sat on
1818 // Rotation is the sittiing Av's rotation
1819
1820 Quaternion partRot;
1821// if (part.LinkNum == 1)
1822// { // Root prim of linkset
1823// partRot = part.ParentGroup.RootPart.RotationOffset;
1824// }
1825// else
1826// { // single or child prim
1827
1828// }
1829 if (part == null) //CW: Part may be gone. llDie() for example.
1830 {
1831 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1832 }
1833 else
1834 {
1835 partRot = part.GetWorldRotation();
1836 }
1837
1838 Quaternion partIRot = Quaternion.Inverse(partRot);
1681 1839
1840 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1841 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1842
1843
1682 if (m_physicsActor == null) 1844 if (m_physicsActor == null)
1683 { 1845 {
1684 AddToPhysicalScene(false); 1846 AddToPhysicalScene(false);
1685 } 1847 }
1686 1848 //CW: If the part isn't null then we can set the current position
1687 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1849 if (part != null)
1688 m_parentPosition = Vector3.Zero; 1850 {
1689 1851 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1690 m_parentID = 0; 1852 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1853 part.IsOccupied = false;
1854 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1855 }
1856 else
1857 {
1858 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1859 AbsolutePosition = m_lastWorldPosition;
1860 }
1861
1862 m_parentPosition = Vector3.Zero;
1863 m_parentID = 0;
1864 m_linkedPrim = UUID.Zero;
1865 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1691 SendFullUpdateToAllClients(); 1866 SendFullUpdateToAllClients();
1692 m_requestedSitTargetID = 0; 1867 m_requestedSitTargetID = 0;
1868
1693 if ((m_physicsActor != null) && (m_avHeight > 0)) 1869 if ((m_physicsActor != null) && (m_avHeight > 0))
1694 { 1870 {
1695 SetHeight(m_avHeight); 1871 SetHeight(m_avHeight);
1696 } 1872 }
1697 } 1873 }
1698
1699 Animator.TrySetMovementAnimation("STAND"); 1874 Animator.TrySetMovementAnimation("STAND");
1700 } 1875 }
1701 1876
@@ -1726,13 +1901,9 @@ namespace OpenSim.Region.Framework.Scenes
1726 Vector3 avSitOffSet = part.SitTargetPosition; 1901 Vector3 avSitOffSet = part.SitTargetPosition;
1727 Quaternion avSitOrientation = part.SitTargetOrientation; 1902 Quaternion avSitOrientation = part.SitTargetOrientation;
1728 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1903 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1729 1904 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1730 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1905 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1731 bool SitTargetisSet = 1906 if (SitTargetisSet && !SitTargetOccupied)
1732 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1733 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1734
1735 if (SitTargetisSet && SitTargetUnOccupied)
1736 { 1907 {
1737 //switch the target to this prim 1908 //switch the target to this prim
1738 return part; 1909 return part;
@@ -1746,84 +1917,164 @@ namespace OpenSim.Region.Framework.Scenes
1746 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1917 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1747 { 1918 {
1748 bool autopilot = true; 1919 bool autopilot = true;
1920 Vector3 autopilotTarget = new Vector3();
1921 Quaternion sitOrientation = Quaternion.Identity;
1749 Vector3 pos = new Vector3(); 1922 Vector3 pos = new Vector3();
1750 Quaternion sitOrientation = pSitOrientation;
1751 Vector3 cameraEyeOffset = Vector3.Zero; 1923 Vector3 cameraEyeOffset = Vector3.Zero;
1752 Vector3 cameraAtOffset = Vector3.Zero; 1924 Vector3 cameraAtOffset = Vector3.Zero;
1753 bool forceMouselook = false; 1925 bool forceMouselook = false;
1754 1926
1755 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1927 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1756 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1928 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1757 if (part != null) 1929 if (part == null) return;
1758 { 1930
1759 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1931 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1760 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1932 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1761 1933
1762 // Is a sit target available? 1934 // part is the prim to sit on
1763 Vector3 avSitOffSet = part.SitTargetPosition; 1935 // offset is the world-ref vector distance from that prim center to the click-spot
1764 Quaternion avSitOrientation = part.SitTargetOrientation; 1936 // UUID is the UUID of the Avatar doing the clicking
1765 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1937
1766 1938 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1767 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1939
1768 bool SitTargetisSet = 1940 // Is a sit target available?
1769 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1941 Vector3 avSitOffSet = part.SitTargetPosition;
1770 ( 1942 Quaternion avSitOrientation = part.SitTargetOrientation;
1771 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1943
1772 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1944 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1773 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1945 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1774 ) 1946 Quaternion partRot;
1775 )); 1947// if (part.LinkNum == 1)
1776 1948// { // Root prim of linkset
1777 if (SitTargetisSet && SitTargetUnOccupied) 1949// partRot = part.ParentGroup.RootPart.RotationOffset;
1778 { 1950// }
1779 part.SetAvatarOnSitTarget(UUID); 1951// else
1780 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1952// { // single or child prim
1781 sitOrientation = avSitOrientation; 1953 partRot = part.GetWorldRotation();
1782 autopilot = false; 1954// }
1783 } 1955 Quaternion partIRot = Quaternion.Inverse(partRot);
1784 1956//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1785 pos = part.AbsolutePosition + offset; 1957 // Sit analysis rewritten by KF 091125
1786 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1958 if (SitTargetisSet) // scipted sit
1787 //{ 1959 {
1788 // offset = pos; 1960 if (!part.IsOccupied)
1789 //autopilot = false; 1961 {
1790 //} 1962//Console.WriteLine("Scripted, unoccupied");
1791 if (m_physicsActor != null) 1963 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1792 { 1964 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1793 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1965
1794 // We can remove the physicsActor until they stand up. 1966 Quaternion nrot = avSitOrientation;
1795 m_sitAvatarHeight = m_physicsActor.Size.Z; 1967 if (!part.IsRoot)
1796
1797 if (autopilot)
1798 { 1968 {
1799 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1969 nrot = part.RotationOffset * avSitOrientation;
1800 {
1801 autopilot = false;
1802
1803 RemoveFromPhysicalScene();
1804 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1805 }
1806 } 1970 }
1807 else 1971 sitOrientation = nrot; // Change rotatione to the scripted one
1972 OffsetRotation = nrot;
1973 autopilot = false; // Jump direct to scripted llSitPos()
1974 }
1975 else
1976 {
1977//Console.WriteLine("Scripted, occupied");
1978 return;
1979 }
1980 }
1981 else // Not Scripted
1982 {
1983 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1984 {
1985 // large prim & offset, ignore if other Avs sitting
1986// offset.Z -= 0.05f;
1987 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1988 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1989
1990//Console.WriteLine(" offset ={0}", offset);
1991//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1992//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1993
1994 }
1995 else // small offset
1996 {
1997//Console.WriteLine("Small offset");
1998 if (!part.IsOccupied)
1999 {
2000 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
2001 autopilotTarget = part.AbsolutePosition;
2002//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2003 }
2004 else return; // occupied small
2005 } // end large/small
2006 } // end Scripted/not
2007 cameraAtOffset = part.GetCameraAtOffset();
2008 cameraEyeOffset = part.GetCameraEyeOffset();
2009 forceMouselook = part.GetForceMouselook();
2010 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2011 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2012
2013 if (m_physicsActor != null)
2014 {
2015 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2016 // We can remove the physicsActor until they stand up.
2017 m_sitAvatarHeight = m_physicsActor.Size.Z;
2018 if (autopilot)
2019 { // its not a scripted sit
2020// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2021 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1808 { 2022 {
2023 autopilot = false; // close enough
2024 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2025 Not using the part's position because returning the AV to the last known standing
2026 position is likely to be more friendly, isn't it? */
1809 RemoveFromPhysicalScene(); 2027 RemoveFromPhysicalScene();
1810 } 2028 Velocity = Vector3.Zero;
2029 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2030 } // else the autopilot will get us close
2031 }
2032 else
2033 { // its a scripted sit
2034 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2035 I *am* using the part's position this time because we have no real idea how far away
2036 the avatar is from the sit target. */
2037 RemoveFromPhysicalScene();
2038 Velocity = Vector3.Zero;
1811 } 2039 }
1812
1813 cameraAtOffset = part.GetCameraAtOffset();
1814 cameraEyeOffset = part.GetCameraEyeOffset();
1815 forceMouselook = part.GetForceMouselook();
1816 } 2040 }
1817 2041 else return; // physactor is null!
1818 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2042
1819 m_requestedSitTargetUUID = targetID; 2043 Vector3 offsetr; // = offset * partIRot;
2044 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2045 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2046 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2047 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2048 //offsetr = offset * partIRot;
2049//
2050 // else
2051 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2052 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2053 // (offset * partRot);
2054 // }
2055
2056//Console.WriteLine(" ");
2057//Console.WriteLine("link number ={0}", part.LinkNum);
2058//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2059//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2060//Console.WriteLine("Click offst ={0}", offset);
2061//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2062//Console.WriteLine("offsetr ={0}", offsetr);
2063//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2064//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2065
2066 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2067 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2068
2069 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1820 // This calls HandleAgentSit twice, once from here, and the client calls 2070 // This calls HandleAgentSit twice, once from here, and the client calls
1821 // HandleAgentSit itself after it gets to the location 2071 // HandleAgentSit itself after it gets to the location
1822 // It doesn't get to the location until we've moved them there though 2072 // It doesn't get to the location until we've moved them there though
1823 // which happens in HandleAgentSit :P 2073 // which happens in HandleAgentSit :P
1824 m_autopilotMoving = autopilot; 2074 m_autopilotMoving = autopilot;
1825 m_autoPilotTarget = pos; 2075 m_autoPilotTarget = autopilotTarget;
1826 m_sitAtAutoTarget = autopilot; 2076 m_sitAtAutoTarget = autopilot;
2077 m_initialSitTarget = autopilotTarget;
1827 if (!autopilot) 2078 if (!autopilot)
1828 HandleAgentSit(remoteClient, UUID); 2079 HandleAgentSit(remoteClient, UUID);
1829 } 2080 }
@@ -2118,47 +2369,130 @@ namespace OpenSim.Region.Framework.Scenes
2118 { 2369 {
2119 if (part != null) 2370 if (part != null)
2120 { 2371 {
2372//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2121 if (part.GetAvatarOnSitTarget() == UUID) 2373 if (part.GetAvatarOnSitTarget() == UUID)
2122 { 2374 {
2375//Console.WriteLine("Scripted Sit");
2376 // Scripted sit
2123 Vector3 sitTargetPos = part.SitTargetPosition; 2377 Vector3 sitTargetPos = part.SitTargetPosition;
2124 Quaternion sitTargetOrient = part.SitTargetOrientation; 2378 Quaternion sitTargetOrient = part.SitTargetOrientation;
2125
2126 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2127 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2128
2129 //Quaternion result = (sitTargetOrient * vq) * nq;
2130
2131 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2379 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2132 m_pos += SIT_TARGET_ADJUSTMENT; 2380 m_pos += SIT_TARGET_ADJUSTMENT;
2381 if (!part.IsRoot)
2382 {
2383 m_pos *= part.RotationOffset;
2384 }
2133 m_bodyRot = sitTargetOrient; 2385 m_bodyRot = sitTargetOrient;
2134 //Rotation = sitTargetOrient;
2135 m_parentPosition = part.AbsolutePosition; 2386 m_parentPosition = part.AbsolutePosition;
2136 2387 part.IsOccupied = true;
2137 //SendTerseUpdateToAllClients(); 2388 part.ParentGroup.AddAvatar(agentID);
2138 } 2389 }
2139 else 2390 else
2140 { 2391 {
2141 m_pos -= part.AbsolutePosition; 2392 // if m_avUnscriptedSitPos is zero then Av sits above center
2393 // Else Av sits at m_avUnscriptedSitPos
2394
2395 // Non-scripted sit by Kitto Flora 21Nov09
2396 // Calculate angle of line from prim to Av
2397 Quaternion partIRot;
2398// if (part.LinkNum == 1)
2399// { // Root prim of linkset
2400// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2401// }
2402// else
2403// { // single or child prim
2404 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2405// }
2406 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2407 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2408 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2409 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2410 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2411 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2412 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2413 // Av sits at world euler <0,0, z>, translated by part rotation
2414 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2415
2142 m_parentPosition = part.AbsolutePosition; 2416 m_parentPosition = part.AbsolutePosition;
2143 } 2417 part.IsOccupied = true;
2418 part.ParentGroup.AddAvatar(agentID);
2419 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2420 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2421 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2422 m_avUnscriptedSitPos; // adds click offset, if any
2423 //Set up raytrace to find top surface of prim
2424 Vector3 size = part.Scale;
2425 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2426 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2427 Vector3 down = new Vector3(0f, 0f, -1f);
2428//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2429 m_scene.PhysicsScene.RaycastWorld(
2430 start, // Vector3 position,
2431 down, // Vector3 direction,
2432 mag, // float length,
2433 SitAltitudeCallback); // retMethod
2434 } // end scripted/not
2144 } 2435 }
2145 else 2436 else // no Av
2146 { 2437 {
2147 return; 2438 return;
2148 } 2439 }
2149 } 2440 }
2150 m_parentID = m_requestedSitTargetID;
2151 2441
2442 //We want our offsets to reference the root prim, not the child we may have sat on
2443 if (!part.IsRoot)
2444 {
2445 m_parentID = part.ParentGroup.RootPart.LocalId;
2446 m_pos += part.OffsetPosition;
2447 }
2448 else
2449 {
2450 m_parentID = m_requestedSitTargetID;
2451 }
2452
2453 m_linkedPrim = part.UUID;
2454 if (part.GetAvatarOnSitTarget() != UUID)
2455 {
2456 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2457 }
2152 Velocity = Vector3.Zero; 2458 Velocity = Vector3.Zero;
2153 RemoveFromPhysicalScene(); 2459 RemoveFromPhysicalScene();
2154
2155 Animator.TrySetMovementAnimation(sitAnimation); 2460 Animator.TrySetMovementAnimation(sitAnimation);
2156 SendFullUpdateToAllClients(); 2461 SendFullUpdateToAllClients();
2157 // This may seem stupid, but Our Full updates don't send avatar rotation :P 2462 SendTerseUpdateToAllClients();
2158 // So we're also sending a terse update (which has avatar rotation)
2159 // [Update] We do now.
2160 //SendTerseUpdateToAllClients();
2161 } 2463 }
2464
2465 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2466 {
2467 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2468 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2469 if(hitYN)
2470 {
2471 // m_pos = Av offset from prim center to make look like on center
2472 // m_parentPosition = Actual center pos of prim
2473 // collisionPoint = spot on prim where we want to sit
2474 // collisionPoint.Z = global sit surface height
2475 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2476 Quaternion partIRot;
2477// if (part.LinkNum == 1)
2478/// { // Root prim of linkset
2479// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2480// }
2481// else
2482// { // single or child prim
2483 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2484// }
2485 if (m_initialSitTarget != null)
2486 {
2487 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2488 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2489 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2490 m_pos += offset;
2491 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2492 }
2493
2494 }
2495 } // End SitAltitudeCallback KF.
2162 2496
2163 /// <summary> 2497 /// <summary>
2164 /// Event handler for the 'Always run' setting on the client 2498 /// Event handler for the 'Always run' setting on the client
@@ -2188,7 +2522,7 @@ namespace OpenSim.Region.Framework.Scenes
2188 /// </summary> 2522 /// </summary>
2189 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2523 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2190 /// <param name="rotation">The direction in which this avatar should now face. 2524 /// <param name="rotation">The direction in which this avatar should now face.
2191 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2525 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2192 { 2526 {
2193 if (m_isChildAgent) 2527 if (m_isChildAgent)
2194 { 2528 {
@@ -2229,15 +2563,18 @@ namespace OpenSim.Region.Framework.Scenes
2229 Rotation = rotation; 2563 Rotation = rotation;
2230 Vector3 direc = vec * rotation; 2564 Vector3 direc = vec * rotation;
2231 direc.Normalize(); 2565 direc.Normalize();
2566 PhysicsActor actor = m_physicsActor;
2567 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2232 2568
2233 direc *= 0.03f * 128f * m_speedModifier; 2569 direc *= 0.03f * 128f * m_speedModifier;
2234 2570
2235 PhysicsActor actor = m_physicsActor;
2236 if (actor != null) 2571 if (actor != null)
2237 { 2572 {
2238 if (actor.Flying) 2573// rm falling if (actor.Flying)
2574 if ((actor.Flying) || Animator.m_falling) // add for falling lateral speed
2239 { 2575 {
2240 direc *= 4.0f; 2576// rm speed mod direc *= 4.0f;
2577 direc *= 5.2f; // for speed mod
2241 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2578 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2242 //bool colliding = (m_physicsActor.IsColliding==true); 2579 //bool colliding = (m_physicsActor.IsColliding==true);
2243 //if (controlland) 2580 //if (controlland)
@@ -2250,22 +2587,30 @@ namespace OpenSim.Region.Framework.Scenes
2250 // m_log.Info("[AGENT]: Stop FLying"); 2587 // m_log.Info("[AGENT]: Stop FLying");
2251 //} 2588 //}
2252 } 2589 }
2590 /* This jumping section removed to SPA
2253 else if (!actor.Flying && actor.IsColliding) 2591 else if (!actor.Flying && actor.IsColliding)
2254 { 2592 {
2255 if (direc.Z > 2.0f) 2593 if (direc.Z > 2.0f)
2256 { 2594 {
2257 direc.Z *= 3.0f; 2595 if(m_animator.m_animTickJump == -1)
2258 2596 {
2259 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2597 direc.Z *= 3.0f; // jump
2260 Animator.TrySetMovementAnimation("PREJUMP"); 2598 }
2261 Animator.TrySetMovementAnimation("JUMP"); 2599 else
2600 {
2601 direc.Z *= 0.1f; // prejump
2602 }
2603 / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2604 Animator.TrySetMovementAnimation("PREJUMP");
2605 Animator.TrySetMovementAnimation("JUMP");
2606 * /
2262 } 2607 }
2263 } 2608 } */
2264 } 2609 }
2265 2610
2266 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2611 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2267 m_forceToApply = direc; 2612 m_forceToApply = direc;
2268 2613 m_isNudging = Nudging;
2269 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2614 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2270 } 2615 }
2271 2616
@@ -2280,7 +2625,7 @@ namespace OpenSim.Region.Framework.Scenes
2280 const float POSITION_TOLERANCE = 0.05f; 2625 const float POSITION_TOLERANCE = 0.05f;
2281 //const int TIME_MS_TOLERANCE = 3000; 2626 //const int TIME_MS_TOLERANCE = 3000;
2282 2627
2283 SendPrimUpdates(); 2628
2284 2629
2285 if (m_isChildAgent == false) 2630 if (m_isChildAgent == false)
2286 { 2631 {
@@ -2310,6 +2655,9 @@ namespace OpenSim.Region.Framework.Scenes
2310 CheckForBorderCrossing(); 2655 CheckForBorderCrossing();
2311 CheckForSignificantMovement(); // sends update to the modules. 2656 CheckForSignificantMovement(); // sends update to the modules.
2312 } 2657 }
2658
2659 //Sending prim updates AFTER the avatar terse updates are sent
2660 SendPrimUpdates();
2313 } 2661 }
2314 2662
2315 #endregion 2663 #endregion
@@ -3093,6 +3441,7 @@ namespace OpenSim.Region.Framework.Scenes
3093 m_callbackURI = cAgent.CallbackURI; 3441 m_callbackURI = cAgent.CallbackURI;
3094 3442
3095 m_pos = cAgent.Position; 3443 m_pos = cAgent.Position;
3444
3096 m_velocity = cAgent.Velocity; 3445 m_velocity = cAgent.Velocity;
3097 m_CameraCenter = cAgent.Center; 3446 m_CameraCenter = cAgent.Center;
3098 //m_avHeight = cAgent.Size.Z; 3447 //m_avHeight = cAgent.Size.Z;
@@ -3201,17 +3550,46 @@ namespace OpenSim.Region.Framework.Scenes
3201 /// </summary> 3550 /// </summary>
3202 public override void UpdateMovement() 3551 public override void UpdateMovement()
3203 { 3552 {
3204 if (m_forceToApply.HasValue) 3553 if (Animator!=null) // add for jumping
3205 { 3554 { // add for jumping
3206 Vector3 force = m_forceToApply.Value; 3555 // if (!m_animator.m_jumping) // add for jumping
3556 // { // add for jumping
3207 3557
3208 m_updateflag = true; 3558 if (m_forceToApply.HasValue) // this section realigned
3209// movementvector = force; 3559 {
3210 Velocity = force;
3211 3560
3212 m_forceToApply = null; 3561 Vector3 force = m_forceToApply.Value;
3213 } 3562 m_updateflag = true;
3214 } 3563if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3564 Velocity = force;
3565//Console.WriteLine("UM1 {0}", Velocity);
3566 m_forceToApply = null;
3567 }
3568 else
3569 {
3570 if (m_isNudging)
3571 {
3572 Vector3 force = Vector3.Zero;
3573
3574 m_updateflag = true;
3575if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3576 Velocity = force;
3577//Console.WriteLine("UM2 {0}", Velocity);
3578 m_isNudging = false;
3579 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3580 }
3581 else // add for jumping
3582 { // add for jumping
3583 Vector3 force = Vector3.Zero; // add for jumping
3584if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3585//Console.WriteLine("UM3 {0}", Velocity);
3586 Velocity = force; // add for jumping
3587 }
3588
3589 }
3590 // } // end realign
3591 } // add for jumping
3592 } // add for jumping
3215 3593
3216 /// <summary> 3594 /// <summary>
3217 /// Adds a physical representation of the avatar to the Physics plugin 3595 /// Adds a physical representation of the avatar to the Physics plugin
@@ -3256,18 +3634,29 @@ namespace OpenSim.Region.Framework.Scenes
3256 { 3634 {
3257 if (e == null) 3635 if (e == null)
3258 return; 3636 return;
3259 3637
3260 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3638 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3261 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3262 // as of this comment the interval is set in AddToPhysicalScene 3639 // as of this comment the interval is set in AddToPhysicalScene
3263 if (Animator!=null) 3640 if (Animator!=null)
3264 Animator.UpdateMovementAnimations(); 3641 {
3642 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3643 { // else its will lock out other animation changes, like ground sit.
3644 Animator.UpdateMovementAnimations();
3645 m_updateCount--;
3646 }
3647 }
3265 3648
3266 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3649 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3267 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3650 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3268 3651
3269 CollisionPlane = Vector4.UnitW; 3652 CollisionPlane = Vector4.UnitW;
3270 3653
3654 if (m_lastColCount != coldata.Count)
3655 {
3656 m_updateCount = UPDATE_COUNT;
3657 m_lastColCount = coldata.Count;
3658 }
3659
3271 if (coldata.Count != 0 && Animator != null) 3660 if (coldata.Count != 0 && Animator != null)
3272 { 3661 {
3273 switch (Animator.CurrentMovementAnimation) 3662 switch (Animator.CurrentMovementAnimation)
@@ -3297,6 +3686,148 @@ namespace OpenSim.Region.Framework.Scenes
3297 } 3686 }
3298 } 3687 }
3299 3688
3689 List<uint> thisHitColliders = new List<uint>();
3690 List<uint> endedColliders = new List<uint>();
3691 List<uint> startedColliders = new List<uint>();
3692
3693 foreach (uint localid in coldata.Keys)
3694 {
3695 thisHitColliders.Add(localid);
3696 if (!m_lastColliders.Contains(localid))
3697 {
3698 startedColliders.Add(localid);
3699 }
3700 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3701 }
3702
3703 // calculate things that ended colliding
3704 foreach (uint localID in m_lastColliders)
3705 {
3706 if (!thisHitColliders.Contains(localID))
3707 {
3708 endedColliders.Add(localID);
3709 }
3710 }
3711 //add the items that started colliding this time to the last colliders list.
3712 foreach (uint localID in startedColliders)
3713 {
3714 m_lastColliders.Add(localID);
3715 }
3716 // remove things that ended colliding from the last colliders list
3717 foreach (uint localID in endedColliders)
3718 {
3719 m_lastColliders.Remove(localID);
3720 }
3721
3722 // do event notification
3723 if (startedColliders.Count > 0)
3724 {
3725 ColliderArgs StartCollidingMessage = new ColliderArgs();
3726 List<DetectedObject> colliding = new List<DetectedObject>();
3727 foreach (uint localId in startedColliders)
3728 {
3729 if (localId == 0)
3730 continue;
3731
3732 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3733 string data = "";
3734 if (obj != null)
3735 {
3736 DetectedObject detobj = new DetectedObject();
3737 detobj.keyUUID = obj.UUID;
3738 detobj.nameStr = obj.Name;
3739 detobj.ownerUUID = obj.OwnerID;
3740 detobj.posVector = obj.AbsolutePosition;
3741 detobj.rotQuat = obj.GetWorldRotation();
3742 detobj.velVector = obj.Velocity;
3743 detobj.colliderType = 0;
3744 detobj.groupUUID = obj.GroupID;
3745 colliding.Add(detobj);
3746 }
3747 }
3748
3749 if (colliding.Count > 0)
3750 {
3751 StartCollidingMessage.Colliders = colliding;
3752
3753 foreach (SceneObjectGroup att in Attachments)
3754 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3755 }
3756 }
3757
3758 if (endedColliders.Count > 0)
3759 {
3760 ColliderArgs EndCollidingMessage = new ColliderArgs();
3761 List<DetectedObject> colliding = new List<DetectedObject>();
3762 foreach (uint localId in endedColliders)
3763 {
3764 if (localId == 0)
3765 continue;
3766
3767 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3768 string data = "";
3769 if (obj != null)
3770 {
3771 DetectedObject detobj = new DetectedObject();
3772 detobj.keyUUID = obj.UUID;
3773 detobj.nameStr = obj.Name;
3774 detobj.ownerUUID = obj.OwnerID;
3775 detobj.posVector = obj.AbsolutePosition;
3776 detobj.rotQuat = obj.GetWorldRotation();
3777 detobj.velVector = obj.Velocity;
3778 detobj.colliderType = 0;
3779 detobj.groupUUID = obj.GroupID;
3780 colliding.Add(detobj);
3781 }
3782 }
3783
3784 if (colliding.Count > 0)
3785 {
3786 EndCollidingMessage.Colliders = colliding;
3787
3788 foreach (SceneObjectGroup att in Attachments)
3789 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3790 }
3791 }
3792
3793 if (thisHitColliders.Count > 0)
3794 {
3795 ColliderArgs CollidingMessage = new ColliderArgs();
3796 List<DetectedObject> colliding = new List<DetectedObject>();
3797 foreach (uint localId in thisHitColliders)
3798 {
3799 if (localId == 0)
3800 continue;
3801
3802 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3803 string data = "";
3804 if (obj != null)
3805 {
3806 DetectedObject detobj = new DetectedObject();
3807 detobj.keyUUID = obj.UUID;
3808 detobj.nameStr = obj.Name;
3809 detobj.ownerUUID = obj.OwnerID;
3810 detobj.posVector = obj.AbsolutePosition;
3811 detobj.rotQuat = obj.GetWorldRotation();
3812 detobj.velVector = obj.Velocity;
3813 detobj.colliderType = 0;
3814 detobj.groupUUID = obj.GroupID;
3815 colliding.Add(detobj);
3816 }
3817 }
3818
3819 if (colliding.Count > 0)
3820 {
3821 CollidingMessage.Colliders = colliding;
3822
3823 lock (m_attachments)
3824 {
3825 foreach (SceneObjectGroup att in m_attachments)
3826 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3827 }
3828 }
3829 }
3830
3300 if (m_invulnerable) 3831 if (m_invulnerable)
3301 return; 3832 return;
3302 3833
@@ -3492,7 +4023,10 @@ namespace OpenSim.Region.Framework.Scenes
3492 m_scene = scene; 4023 m_scene = scene;
3493 4024
3494 RegisterToEvents(); 4025 RegisterToEvents();
3495 4026 if (m_controllingClient != null)
4027 {
4028 m_controllingClient.ProcessPendingPackets();
4029 }
3496 /* 4030 /*
3497 AbsolutePosition = client.StartPos; 4031 AbsolutePosition = client.StartPos;
3498 4032
@@ -3722,6 +4256,39 @@ namespace OpenSim.Region.Framework.Scenes
3722 return; 4256 return;
3723 } 4257 }
3724 4258
4259 XmlDocument doc = new XmlDocument();
4260 string stateData = String.Empty;
4261
4262 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4263 if (attServ != null)
4264 {
4265 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4266 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4267 if (stateData != String.Empty)
4268 {
4269 try
4270 {
4271 doc.LoadXml(stateData);
4272 }
4273 catch { }
4274 }
4275 }
4276
4277 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4278
4279 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4280 if (nodes.Count > 0)
4281 {
4282 foreach (XmlNode n in nodes)
4283 {
4284 XmlElement elem = (XmlElement)n;
4285 string itemID = elem.GetAttribute("ItemID");
4286 string xml = elem.InnerXml;
4287
4288 itemData[new UUID(itemID)] = xml;
4289 }
4290 }
4291
3725 List<int> attPoints = m_appearance.GetAttachedPoints(); 4292 List<int> attPoints = m_appearance.GetAttachedPoints();
3726 foreach (int p in attPoints) 4293 foreach (int p in attPoints)
3727 { 4294 {
@@ -3741,7 +4308,30 @@ namespace OpenSim.Region.Framework.Scenes
3741 4308
3742 try 4309 try
3743 { 4310 {
3744 m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4311 string xmlData;
4312 XmlDocument d = new XmlDocument();
4313 UUID asset;
4314 if (itemData.TryGetValue(itemID, out xmlData))
4315 {
4316 d.LoadXml(xmlData);
4317 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4318
4319 // Rez from inventory
4320 asset
4321 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4322
4323 }
4324 else
4325 {
4326 // Rez from inventory (with a null doc to let
4327 // CHANGED_OWNER happen)
4328 asset
4329 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4330 }
4331
4332 m_log.InfoFormat(
4333 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
4334 p, itemID, assetID, asset);
3745 } 4335 }
3746 catch (Exception e) 4336 catch (Exception e)
3747 { 4337 {
@@ -3774,5 +4364,16 @@ namespace OpenSim.Region.Framework.Scenes
3774 m_reprioritization_called = false; 4364 m_reprioritization_called = false;
3775 } 4365 }
3776 } 4366 }
4367
4368 private Vector3 Quat2Euler(Quaternion rot){
4369 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4370 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4371 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4372 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4373 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4374 return(new Vector3(x,y,z));
4375 }
4376
4377
3777 } 4378 }
3778} 4379}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 5bdaa17..77e477f 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -105,7 +105,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
105 sceneObject.AddPart(part); 105 sceneObject.AddPart(part);
106 part.LinkNum = linkNum; 106 part.LinkNum = linkNum;
107 part.TrimPermissions(); 107 part.TrimPermissions();
108 part.StoreUndoState(); 108 part.StoreUndoState(UndoType.STATE_ALL);
109 reader.Close(); 109 reader.Close();
110 sr.Close(); 110 sr.Close();
111 } 111 }
@@ -231,7 +231,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
231 if (originalLinkNum != 0) 231 if (originalLinkNum != 0)
232 part.LinkNum = originalLinkNum; 232 part.LinkNum = originalLinkNum;
233 233
234 part.StoreUndoState(); 234 part.StoreUndoState(UndoType.STATE_ALL);
235 reader.Close(); 235 reader.Close();
236 sr.Close(); 236 sr.Close();
237 } 237 }
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249