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-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs7
-rw-r--r--OpenSim/Region/Framework/Interfaces/IDwellModule.cs37
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/EntityManager.cs79
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs15
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs47
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs141
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs134
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs26
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs892
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs270
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs550
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs909
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
21 files changed, 2500 insertions, 874 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 2af2548..9fe6d96 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using OpenMetaverse; 30using OpenMetaverse;
30using OpenMetaverse.Packets; 31using OpenMetaverse.Packets;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -82,6 +83,10 @@ namespace OpenSim.Region.Framework.Interfaces
82 UUID RezSingleAttachmentFromInventory( 83 UUID RezSingleAttachmentFromInventory(
83 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus); 84 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
84 85
86 // Same as above, but also load script states from a separate doc
87 UUID RezSingleAttachmentFromInventory(
88 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
89
85 /// <summary> 90 /// <summary>
86 /// Rez multiple attachments from a user's inventory 91 /// Rez multiple attachments from a user's inventory
87 /// </summary> 92 /// </summary>
@@ -132,4 +137,4 @@ namespace OpenSim.Region.Framework.Interfaces
132 /// </param> 137 /// </param>
133 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient); 138 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient);
134 } 139 }
135} \ No newline at end of file 140}
diff --git a/OpenSim/Region/Framework/Interfaces/IDwellModule.cs b/OpenSim/Region/Framework/Interfaces/IDwellModule.cs
new file mode 100644
index 0000000..db50439
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IDwellModule.cs
@@ -0,0 +1,37 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using OpenMetaverse;
29using OpenSim.Framework;
30
31namespace OpenSim.Region.Framework.Interfaces
32{
33 public interface IDwellModule
34 {
35 int GetDwell(UUID parcelID);
36 }
37}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index fd43923..1e2f60b 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -105,6 +105,8 @@ namespace OpenSim.Region.Framework.Interfaces
105 /// <param name="stateSource"></param> 105 /// <param name="stateSource"></param>
106 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 106 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
107 107
108 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
109
108 /// <summary> 110 /// <summary>
109 /// Stop a script which is in this prim's inventory. 111 /// Stop a script which is in this prim's inventory.
110 /// </summary> 112 /// </summary>
@@ -214,5 +216,6 @@ namespace OpenSim.Region.Framework.Interfaces
214 /// A <see cref="Dictionary`2"/> 216 /// A <see cref="Dictionary`2"/>
215 /// </returns> 217 /// </returns>
216 Dictionary<UUID, string> GetScriptStates(); 218 Dictionary<UUID, string> GetScriptStates();
219 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
217 } 220 }
218} 221}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 23be9c2..69ba2042 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -226,7 +226,8 @@ namespace OpenSim.Region.Framework
226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e); 226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e);
227 227
228 // justincc: Right now this is fatal to really get the user's attention 228 // justincc: Right now this is fatal to really get the user's attention
229 throw e; 229 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
230 //throw e;
230 } 231 }
231 } 232 }
232 233
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index a90e0f3..b847d87 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,10 +53,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59// private int m_animTickJump;
60 public int m_animTickJump; // ScenePresence has to see this to control +Z force
60 61
61 /// <value> 62 /// <value>
62 /// The scene presence that this animator applies to 63 /// The scene presence that this animator applies to
@@ -123,8 +124,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 124 /// </summary>
124 public void TrySetMovementAnimation(string anim) 125 public void TrySetMovementAnimation(string anim)
125 { 126 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 127 if (!m_scenePresence.IsChildAgent)
129 { 128 {
130 if (m_animations.TrySetDefaultAnimation( 129 if (m_animations.TrySetDefaultAnimation(
@@ -146,10 +145,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
146 const float PREJUMP_DELAY = 0.25f; 145 const float PREJUMP_DELAY = 0.25f;
147 146
148 #region Inputs 147 #region Inputs
149 if (m_scenePresence.SitGround) 148
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 149 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 150 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 151
@@ -159,11 +155,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 155 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 156
161 // Check control flags 157 // Check control flags
162 bool heldForward = 158 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 159 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 160 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 161 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 162 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 163 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 164 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -266,7 +261,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
266 m_animTickJump = Environment.TickCount; 261 m_animTickJump = Environment.TickCount;
267 return "PREJUMP"; 262 return "PREJUMP";
268 } 263 }
269 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 264 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
270 { 265 {
271 // Start actual jump 266 // Start actual jump
272 if (m_animTickJump == -1) 267 if (m_animTickJump == -1)
@@ -316,7 +311,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
316 public void UpdateMovementAnimations() 311 public void UpdateMovementAnimations()
317 { 312 {
318 m_movementAnimation = GetMovementAnimation(); 313 m_movementAnimation = GetMovementAnimation();
319
320 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump) 314 if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
321 { 315 {
322 // This was the previous behavior before PREJUMP 316 // This was the previous behavior before PREJUMP
diff --git a/OpenSim/Region/Framework/Scenes/EntityManager.cs b/OpenSim/Region/Framework/Scenes/EntityManager.cs
index 099fcce..c246e32 100644
--- a/OpenSim/Region/Framework/Scenes/EntityManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EntityManager.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Scenes
40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>(); 40 private readonly Dictionary<UUID,EntityBase> m_eb_uuid = new Dictionary<UUID, EntityBase>();
41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>(); 41 private readonly Dictionary<uint, EntityBase> m_eb_localID = new Dictionary<uint, EntityBase>();
42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>(); 42 //private readonly Dictionary<UUID, ScenePresence> m_pres_uuid = new Dictionary<UUID, ScenePresence>();
43 private readonly Object m_lock = new Object(); 43 private System.Threading.ReaderWriterLockSlim m_lock = new System.Threading.ReaderWriterLockSlim();
44 44
45 [Obsolete("Use Add() instead.")] 45 [Obsolete("Use Add() instead.")]
46 public void Add(UUID id, EntityBase eb) 46 public void Add(UUID id, EntityBase eb)
@@ -50,7 +50,8 @@ namespace OpenSim.Region.Framework.Scenes
50 50
51 public void Add(EntityBase entity) 51 public void Add(EntityBase entity)
52 { 52 {
53 lock (m_lock) 53 m_lock.EnterWriteLock();
54 try
54 { 55 {
55 try 56 try
56 { 57 {
@@ -62,11 +63,16 @@ namespace OpenSim.Region.Framework.Scenes
62 m_log.ErrorFormat("Add Entity failed: {0}", e.Message); 63 m_log.ErrorFormat("Add Entity failed: {0}", e.Message);
63 } 64 }
64 } 65 }
66 finally
67 {
68 m_lock.ExitWriteLock();
69 }
65 } 70 }
66 71
67 public void InsertOrReplace(EntityBase entity) 72 public void InsertOrReplace(EntityBase entity)
68 { 73 {
69 lock (m_lock) 74 m_lock.EnterWriteLock();
75 try
70 { 76 {
71 try 77 try
72 { 78 {
@@ -78,15 +84,24 @@ namespace OpenSim.Region.Framework.Scenes
78 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message); 84 m_log.ErrorFormat("Insert or Replace Entity failed: {0}", e.Message);
79 } 85 }
80 } 86 }
87 finally
88 {
89 m_lock.ExitWriteLock();
90 }
81 } 91 }
82 92
83 public void Clear() 93 public void Clear()
84 { 94 {
85 lock (m_lock) 95 m_lock.EnterWriteLock();
96 try
86 { 97 {
87 m_eb_uuid.Clear(); 98 m_eb_uuid.Clear();
88 m_eb_localID.Clear(); 99 m_eb_localID.Clear();
89 } 100 }
101 finally
102 {
103 m_lock.ExitWriteLock();
104 }
90 } 105 }
91 106
92 public int Count 107 public int Count
@@ -123,7 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
123 138
124 public bool Remove(uint localID) 139 public bool Remove(uint localID)
125 { 140 {
126 lock (m_lock) 141 m_lock.EnterWriteLock();
142 try
127 { 143 {
128 try 144 try
129 { 145 {
@@ -141,11 +157,16 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 157 return false;
142 } 158 }
143 } 159 }
160 finally
161 {
162 m_lock.ExitWriteLock();
163 }
144 } 164 }
145 165
146 public bool Remove(UUID id) 166 public bool Remove(UUID id)
147 { 167 {
148 lock (m_lock) 168 m_lock.EnterWriteLock();
169 try
149 { 170 {
150 try 171 try
151 { 172 {
@@ -163,13 +184,18 @@ namespace OpenSim.Region.Framework.Scenes
163 return false; 184 return false;
164 } 185 }
165 } 186 }
187 finally
188 {
189 m_lock.ExitWriteLock();
190 }
166 } 191 }
167 192
168 public List<EntityBase> GetAllByType<T>() 193 public List<EntityBase> GetAllByType<T>()
169 { 194 {
170 List<EntityBase> tmp = new List<EntityBase>(); 195 List<EntityBase> tmp = new List<EntityBase>();
171 196
172 lock (m_lock) 197 m_lock.EnterReadLock();
198 try
173 { 199 {
174 try 200 try
175 { 201 {
@@ -187,23 +213,33 @@ namespace OpenSim.Region.Framework.Scenes
187 tmp = null; 213 tmp = null;
188 } 214 }
189 } 215 }
216 finally
217 {
218 m_lock.ExitReadLock();
219 }
190 220
191 return tmp; 221 return tmp;
192 } 222 }
193 223
194 public List<EntityBase> GetEntities() 224 public List<EntityBase> GetEntities()
195 { 225 {
196 lock (m_lock) 226 m_lock.EnterReadLock();
227 try
197 { 228 {
198 return new List<EntityBase>(m_eb_uuid.Values); 229 return new List<EntityBase>(m_eb_uuid.Values);
199 } 230 }
231 finally
232 {
233 m_lock.ExitReadLock();
234 }
200 } 235 }
201 236
202 public EntityBase this[UUID id] 237 public EntityBase this[UUID id]
203 { 238 {
204 get 239 get
205 { 240 {
206 lock (m_lock) 241 m_lock.EnterReadLock();
242 try
207 { 243 {
208 EntityBase entity; 244 EntityBase entity;
209 if (m_eb_uuid.TryGetValue(id, out entity)) 245 if (m_eb_uuid.TryGetValue(id, out entity))
@@ -211,6 +247,10 @@ namespace OpenSim.Region.Framework.Scenes
211 else 247 else
212 return null; 248 return null;
213 } 249 }
250 finally
251 {
252 m_lock.ExitReadLock();
253 }
214 } 254 }
215 set 255 set
216 { 256 {
@@ -222,7 +262,8 @@ namespace OpenSim.Region.Framework.Scenes
222 { 262 {
223 get 263 get
224 { 264 {
225 lock (m_lock) 265 m_lock.EnterReadLock();
266 try
226 { 267 {
227 EntityBase entity; 268 EntityBase entity;
228 if (m_eb_localID.TryGetValue(localID, out entity)) 269 if (m_eb_localID.TryGetValue(localID, out entity))
@@ -230,6 +271,10 @@ namespace OpenSim.Region.Framework.Scenes
230 else 271 else
231 return null; 272 return null;
232 } 273 }
274 finally
275 {
276 m_lock.ExitReadLock();
277 }
233 } 278 }
234 set 279 set
235 { 280 {
@@ -239,18 +284,28 @@ namespace OpenSim.Region.Framework.Scenes
239 284
240 public bool TryGetValue(UUID key, out EntityBase obj) 285 public bool TryGetValue(UUID key, out EntityBase obj)
241 { 286 {
242 lock (m_lock) 287 m_lock.EnterReadLock();
288 try
243 { 289 {
244 return m_eb_uuid.TryGetValue(key, out obj); 290 return m_eb_uuid.TryGetValue(key, out obj);
245 } 291 }
292 finally
293 {
294 m_lock.ExitReadLock();
295 }
246 } 296 }
247 297
248 public bool TryGetValue(uint key, out EntityBase obj) 298 public bool TryGetValue(uint key, out EntityBase obj)
249 { 299 {
250 lock (m_lock) 300 m_lock.EnterReadLock();
301 try
251 { 302 {
252 return m_eb_localID.TryGetValue(key, out obj); 303 return m_eb_localID.TryGetValue(key, out obj);
253 } 304 }
305 finally
306 {
307 m_lock.ExitReadLock();
308 }
254 } 309 }
255 310
256 /// <summary> 311 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index 0ae3146..52e6e92 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(IRegionDataStore datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -744,6 +748,26 @@ namespace OpenSim.Region.Framework.Scenes
744 } 748 }
745 } 749 }
746 } 750 }
751 public void TriggerTerrainUpdate()
752 {
753 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
754 if (handlerTerrainUpdate != null)
755 {
756 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
757 {
758 try
759 {
760 d();
761 }
762 catch (Exception e)
763 {
764 m_log.ErrorFormat(
765 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
766 e.Message, e.StackTrace);
767 }
768 }
769 }
770 }
747 771
748 public void TriggerTerrainTick() 772 public void TriggerTerrainTick()
749 { 773 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index de3c360..8cd0160 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -211,12 +211,19 @@ namespace OpenSim.Region.Framework.Scenes
211 211
212 if (entity is SceneObjectPart) 212 if (entity is SceneObjectPart)
213 { 213 {
214 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
215 if (physActor == null || !physActor.IsPhysical)
216 priority += 100;
217
218 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 214 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
215 {
219 priority = 1.0; 216 priority = 1.0;
217 }
218 else
219 {
220 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
221 if (physActor == null || !physActor.IsPhysical)
222 priority += 100;
223 }
224
225 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
226 priority +=1;
220 } 227 }
221 return priority; 228 return priority;
222 } 229 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 01edf51..59731f7 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -94,6 +94,22 @@ namespace OpenSim.Region.Framework.Scenes
94 94
95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item) 95 public void AddInventoryItem(UUID AgentID, InventoryItemBase item)
96 { 96 {
97 InventoryFolderBase folder;
98
99 if (item.Folder == UUID.Zero)
100 {
101 folder = InventoryService.GetFolderForType(AgentID, (AssetType)item.AssetType);
102 if (folder == null)
103 {
104 folder = InventoryService.GetRootFolder(AgentID);
105
106 if (folder == null)
107 return;
108 }
109
110 item.Folder = folder.ID;
111 }
112
97 if (InventoryService.AddItem(item)) 113 if (InventoryService.AddItem(item))
98 { 114 {
99 int userlevel = 0; 115 int userlevel = 0;
@@ -214,8 +230,7 @@ namespace OpenSim.Region.Framework.Scenes
214 { 230 {
215 // Needs to determine which engine was running it and use that 231 // Needs to determine which engine was running it and use that
216 // 232 //
217 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 233 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
218 errors = part.Inventory.GetScriptErrors(item.ItemID);
219 } 234 }
220 else 235 else
221 { 236 {
@@ -913,8 +928,12 @@ namespace OpenSim.Region.Framework.Scenes
913 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 928 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
914 { 929 {
915 SceneObjectPart part = GetSceneObjectPart(localID); 930 SceneObjectPart part = GetSceneObjectPart(localID);
916 SceneObjectGroup group = part.ParentGroup; 931 SceneObjectGroup group = null;
917 if (group != null) 932 if (part != null)
933 {
934 group = part.ParentGroup;
935 }
936 if (part != null && group != null)
918 { 937 {
919 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 938 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
920 return; 939 return;
@@ -1489,7 +1508,7 @@ namespace OpenSim.Region.Framework.Scenes
1489 return; 1508 return;
1490 1509
1491 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1510 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1492 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1511 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1493 remoteClient.AgentId); 1512 remoteClient.AgentId);
1494 AssetService.Store(asset); 1513 AssetService.Store(asset);
1495 1514
@@ -1684,11 +1703,19 @@ namespace OpenSim.Region.Framework.Scenes
1684 // Invalid id 1703 // Invalid id
1685 SceneObjectPart part = GetSceneObjectPart(localID); 1704 SceneObjectPart part = GetSceneObjectPart(localID);
1686 if (part == null) 1705 if (part == null)
1706 {
1707 //Client still thinks the object exists, kill it
1708 SendKillObject(localID);
1687 continue; 1709 continue;
1710 }
1688 1711
1689 // Already deleted by someone else 1712 // Already deleted by someone else
1690 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1713 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1714 {
1715 //Client still thinks the object exists, kill it
1716 SendKillObject(localID);
1691 continue; 1717 continue;
1718 }
1692 1719
1693 // Can't delete child prims 1720 // Can't delete child prims
1694 if (part != part.ParentGroup.RootPart) 1721 if (part != part.ParentGroup.RootPart)
@@ -1715,15 +1742,21 @@ namespace OpenSim.Region.Framework.Scenes
1715 } 1742 }
1716 else 1743 else
1717 { 1744 {
1718 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1745 if (action == DeRezAction.TakeCopy)
1746 {
1747 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1748 permissionToTakeCopy = false;
1749 }
1750 else
1751 {
1719 permissionToTakeCopy = false; 1752 permissionToTakeCopy = false;
1753 }
1720 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1754 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1721 permissionToTake = false; 1755 permissionToTake = false;
1722 1756
1723 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1757 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1724 permissionToDelete = false; 1758 permissionToDelete = false;
1725 } 1759 }
1726
1727 } 1760 }
1728 1761
1729 // Handle god perms 1762 // Handle god perms
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index dcd7f3d..d55c7a1 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -137,6 +137,7 @@ namespace OpenSim.Region.Framework.Scenes
137 protected SceneCommunicationService m_sceneGridService; 137 protected SceneCommunicationService m_sceneGridService;
138 public bool LoginsDisabled = true; 138 public bool LoginsDisabled = true;
139 public bool LoadingPrims = false; 139 public bool LoadingPrims = false;
140 public bool CombineRegions = false;
140 141
141 public new float TimeDilation 142 public new float TimeDilation
142 { 143 {
@@ -150,6 +151,20 @@ namespace OpenSim.Region.Framework.Scenes
150 151
151 public IXfer XferManager; 152 public IXfer XferManager;
152 153
154 protected ISnmpModule m_snmpService = null;
155 public ISnmpModule SnmpService
156 {
157 get
158 {
159 if (m_snmpService == null)
160 {
161 m_snmpService = RequestModuleInterface<ISnmpModule>();
162 }
163
164 return m_snmpService;
165 }
166 }
167
153 protected IAssetService m_AssetService; 168 protected IAssetService m_AssetService;
154 protected IAuthorizationService m_AuthorizationService; 169 protected IAuthorizationService m_AuthorizationService;
155 170
@@ -608,6 +623,8 @@ namespace OpenSim.Region.Framework.Scenes
608 623
609 // Load region settings 624 // Load region settings
610 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID); 625 m_regInfo.RegionSettings = m_storageManager.DataStore.LoadRegionSettings(m_regInfo.RegionID);
626 m_regInfo.WindlightSettings = m_storageManager.DataStore.LoadRegionWindlightSettings(m_regInfo.RegionID);
627
611 if (m_storageManager.EstateDataStore != null) 628 if (m_storageManager.EstateDataStore != null)
612 { 629 {
613 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false); 630 m_regInfo.EstateSettings = m_storageManager.EstateDataStore.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -710,7 +727,7 @@ namespace OpenSim.Region.Framework.Scenes
710 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 727 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
711 // TODO: Change default to true once the feature is supported 728 // TODO: Change default to true once the feature is supported
712 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 729 m_usePreJump = startupConfig.GetBoolean("enableprejump", false);
713 730 m_usePreJump = true; // Above line fails!?
714 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 731 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
715 if (RegionInfo.NonphysPrimMax > 0) 732 if (RegionInfo.NonphysPrimMax > 0)
716 { 733 {
@@ -752,6 +769,7 @@ namespace OpenSim.Region.Framework.Scenes
752 } 769 }
753 770
754 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 771 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
772 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
755 773
756 #region BinaryStats 774 #region BinaryStats
757 775
@@ -1024,6 +1042,15 @@ namespace OpenSim.Region.Framework.Scenes
1024 /// <param name="seconds">float indicating duration before restart.</param> 1042 /// <param name="seconds">float indicating duration before restart.</param>
1025 public virtual void Restart(float seconds) 1043 public virtual void Restart(float seconds)
1026 { 1044 {
1045 Restart(seconds, true);
1046 }
1047
1048 /// <summary>
1049 /// Given float seconds, this will restart the region. showDialog will optionally alert the users.
1050 /// </summary>
1051 /// <param name="seconds">float indicating duration before restart.</param>
1052 public virtual void Restart(float seconds, bool showDialog)
1053 {
1027 // notifications are done in 15 second increments 1054 // notifications are done in 15 second increments
1028 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request 1055 // so .. if the number of seconds is less then 15 seconds, it's not really a restart request
1029 // It's a 'Cancel restart' request. 1056 // It's a 'Cancel restart' request.
@@ -1044,8 +1071,11 @@ namespace OpenSim.Region.Framework.Scenes
1044 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed); 1071 m_restartTimer.Elapsed += new ElapsedEventHandler(RestartTimer_Elapsed);
1045 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes"); 1072 m_log.Info("[REGION]: Restarting Region in " + (seconds / 60) + " minutes");
1046 m_restartTimer.Start(); 1073 m_restartTimer.Start();
1047 m_dialogModule.SendNotificationToUsersInRegion( 1074 if (showDialog)
1075 {
1076 m_dialogModule.SendNotificationToUsersInRegion(
1048 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0))); 1077 UUID.Random(), String.Empty, RegionInfo.RegionName + String.Format(": Restarting in {0} Minutes", (int)(seconds / 60.0)));
1078 }
1049 } 1079 }
1050 } 1080 }
1051 1081
@@ -1403,16 +1433,16 @@ namespace OpenSim.Region.Framework.Scenes
1403 // Check if any objects have reached their targets 1433 // Check if any objects have reached their targets
1404 CheckAtTargets(); 1434 CheckAtTargets();
1405 1435
1406 // Update SceneObjectGroups that have scheduled themselves for updates
1407 // Objects queue their updates onto all scene presences
1408 if (m_frame % m_update_objects == 0)
1409 m_sceneGraph.UpdateObjectGroups();
1410
1411 // Run through all ScenePresences looking for updates 1436 // Run through all ScenePresences looking for updates
1412 // Presence updates and queued object updates for each presence are sent to clients 1437 // Presence updates and queued object updates for each presence are sent to clients
1413 if (m_frame % m_update_presences == 0) 1438 if (m_frame % m_update_presences == 0)
1414 m_sceneGraph.UpdatePresences(); 1439 m_sceneGraph.UpdatePresences();
1415 1440
1441 // Update SceneObjectGroups that have scheduled themselves for updates
1442 // Objects queue their updates onto all scene presences
1443 if (m_frame % m_update_objects == 0)
1444 m_sceneGraph.UpdateObjectGroups();
1445
1416 if (m_frame % m_update_coarse_locations == 0) 1446 if (m_frame % m_update_coarse_locations == 0)
1417 { 1447 {
1418 List<Vector3> coarseLocations; 1448 List<Vector3> coarseLocations;
@@ -1741,6 +1771,7 @@ namespace OpenSim.Region.Framework.Scenes
1741 public void StoreWindlightProfile(RegionLightShareData wl) 1771 public void StoreWindlightProfile(RegionLightShareData wl)
1742 { 1772 {
1743 m_regInfo.WindlightSettings = wl; 1773 m_regInfo.WindlightSettings = wl;
1774 wl.Save();
1744 m_storageManager.DataStore.StoreRegionWindlightSettings(wl); 1775 m_storageManager.DataStore.StoreRegionWindlightSettings(wl);
1745 m_eventManager.TriggerOnSaveNewWindlightProfile(); 1776 m_eventManager.TriggerOnSaveNewWindlightProfile();
1746 } 1777 }
@@ -1923,14 +1954,24 @@ namespace OpenSim.Region.Framework.Scenes
1923 /// <returns></returns> 1954 /// <returns></returns>
1924 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1955 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1925 { 1956 {
1957
1958 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1959 Vector3 wpos = Vector3.Zero;
1960 // Check for water surface intersection from above
1961 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1962 {
1963 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1964 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1965 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1966 wpos.Z = wheight;
1967 }
1968
1926 Vector3 pos = Vector3.Zero; 1969 Vector3 pos = Vector3.Zero;
1927 if (RayEndIsIntersection == (byte)1) 1970 if (RayEndIsIntersection == (byte)1)
1928 { 1971 {
1929 pos = RayEnd; 1972 pos = RayEnd;
1930 return pos;
1931 } 1973 }
1932 1974 else if (RayTargetID != UUID.Zero)
1933 if (RayTargetID != UUID.Zero)
1934 { 1975 {
1935 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1976 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1936 1977
@@ -1952,7 +1993,7 @@ namespace OpenSim.Region.Framework.Scenes
1952 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1993 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1953 1994
1954 // Un-comment out the following line to Get Raytrace results printed to the console. 1995 // Un-comment out the following line to Get Raytrace results printed to the console.
1955 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1996 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1956 float ScaleOffset = 0.5f; 1997 float ScaleOffset = 0.5f;
1957 1998
1958 // If we hit something 1999 // If we hit something
@@ -1975,13 +2016,10 @@ namespace OpenSim.Region.Framework.Scenes
1975 //pos.Z -= 0.25F; 2016 //pos.Z -= 0.25F;
1976 2017
1977 } 2018 }
1978
1979 return pos;
1980 } 2019 }
1981 else 2020 else
1982 { 2021 {
1983 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2022 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1984
1985 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2023 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1986 2024
1987 // Un-comment the following line to print the raytrace results to the console. 2025 // Un-comment the following line to print the raytrace results to the console.
@@ -1990,13 +2028,12 @@ namespace OpenSim.Region.Framework.Scenes
1990 if (ei.HitTF) 2028 if (ei.HitTF)
1991 { 2029 {
1992 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2030 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1993 } else 2031 }
2032 else
1994 { 2033 {
1995 // fall back to our stupid functionality 2034 // fall back to our stupid functionality
1996 pos = RayEnd; 2035 pos = RayEnd;
1997 } 2036 }
1998
1999 return pos;
2000 } 2037 }
2001 } 2038 }
2002 else 2039 else
@@ -2007,8 +2044,12 @@ namespace OpenSim.Region.Framework.Scenes
2007 //increase height so its above the ground. 2044 //increase height so its above the ground.
2008 //should be getting the normal of the ground at the rez point and using that? 2045 //should be getting the normal of the ground at the rez point and using that?
2009 pos.Z += scale.Z / 2f; 2046 pos.Z += scale.Z / 2f;
2010 return pos; 2047// return pos;
2011 } 2048 }
2049
2050 // check against posible water intercept
2051 if (wpos.Z > pos.Z) pos = wpos;
2052 return pos;
2012 } 2053 }
2013 2054
2014 2055
@@ -2141,13 +2182,22 @@ namespace OpenSim.Region.Framework.Scenes
2141 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 2182 public bool AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
2142 { 2183 {
2143 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates); 2184 return m_sceneGraph.AddNewSceneObject(sceneObject, attachToBackup, sendClientUpdates);
2144 } 2185 }
2145 2186
2146 /// <summary> 2187 /// <summary>
2147 /// Delete every object from the scene. This does not include attachments worn by avatars. 2188 /// Delete every object from the scene. This does not include attachments worn by avatars.
2148 /// </summary> 2189 /// </summary>
2149 public void DeleteAllSceneObjects() 2190 public void DeleteAllSceneObjects()
2150 { 2191 {
2192 DeleteAllSceneObjects(false);
2193 }
2194
2195 /// <summary>
2196 /// Delete every object from the scene. This does not include attachments worn by avatars.
2197 /// </summary>
2198 public void DeleteAllSceneObjects(bool exceptNoCopy)
2199 {
2200 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2151 lock (Entities) 2201 lock (Entities)
2152 { 2202 {
2153 ICollection<EntityBase> entities = new List<EntityBase>(Entities); 2203 ICollection<EntityBase> entities = new List<EntityBase>(Entities);
@@ -2157,11 +2207,24 @@ namespace OpenSim.Region.Framework.Scenes
2157 if (e is SceneObjectGroup) 2207 if (e is SceneObjectGroup)
2158 { 2208 {
2159 SceneObjectGroup sog = (SceneObjectGroup)e; 2209 SceneObjectGroup sog = (SceneObjectGroup)e;
2160 if (!sog.IsAttachment) 2210 if (sog != null && !sog.IsAttachment)
2161 DeleteSceneObject((SceneObjectGroup)e, false); 2211 {
2212 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2213 {
2214 DeleteSceneObject((SceneObjectGroup)e, false);
2215 }
2216 else
2217 {
2218 toReturn.Add((SceneObjectGroup)e);
2219 }
2220 }
2162 } 2221 }
2163 } 2222 }
2164 } 2223 }
2224 if (toReturn.Count > 0)
2225 {
2226 returnObjects(toReturn.ToArray(), UUID.Zero);
2227 }
2165 } 2228 }
2166 2229
2167 /// <summary> 2230 /// <summary>
@@ -3148,6 +3211,16 @@ namespace OpenSim.Region.Framework.Scenes
3148 /// <param name="flags"></param> 3211 /// <param name="flags"></param>
3149 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3212 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3150 { 3213 {
3214 //Add half the avatar's height so that the user doesn't fall through prims
3215 ScenePresence presence;
3216 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3217 {
3218 if (presence.Appearance != null)
3219 {
3220 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3221 }
3222 }
3223
3151 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3224 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3152 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3225 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3153 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3226 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3535,6 +3608,8 @@ namespace OpenSim.Region.Framework.Scenes
3535 } 3608 }
3536 } 3609 }
3537 // Honor parcel landing type and position. 3610 // Honor parcel landing type and position.
3611 /*
3612 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3538 if (land != null) 3613 if (land != null)
3539 { 3614 {
3540 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3615 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3542,6 +3617,7 @@ namespace OpenSim.Region.Framework.Scenes
3542 agent.startpos = land.LandData.UserLocation; 3617 agent.startpos = land.LandData.UserLocation;
3543 } 3618 }
3544 } 3619 }
3620 */// This is now handled properly in ScenePresence.MakeRootAgent
3545 } 3621 }
3546 3622
3547 return true; 3623 return true;
@@ -3904,12 +3980,22 @@ namespace OpenSim.Region.Framework.Scenes
3904 return false; 3980 return false;
3905 } 3981 }
3906 3982
3983 public bool IncomingCloseAgent(UUID agentID)
3984 {
3985 return IncomingCloseAgent(agentID, false);
3986 }
3987
3988 public bool IncomingCloseChildAgent(UUID agentID)
3989 {
3990 return IncomingCloseAgent(agentID, true);
3991 }
3992
3907 /// <summary> 3993 /// <summary>
3908 /// Tell a single agent to disconnect from the region. 3994 /// Tell a single agent to disconnect from the region.
3909 /// </summary> 3995 /// </summary>
3910 /// <param name="regionHandle"></param>
3911 /// <param name="agentID"></param> 3996 /// <param name="agentID"></param>
3912 public bool IncomingCloseAgent(UUID agentID) 3997 /// <param name="childOnly"></param>
3998 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3913 { 3999 {
3914 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4000 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3915 4001
@@ -3921,7 +4007,7 @@ namespace OpenSim.Region.Framework.Scenes
3921 { 4007 {
3922 m_sceneGraph.removeUserCount(false); 4008 m_sceneGraph.removeUserCount(false);
3923 } 4009 }
3924 else 4010 else if (!childOnly)
3925 { 4011 {
3926 m_sceneGraph.removeUserCount(true); 4012 m_sceneGraph.removeUserCount(true);
3927 } 4013 }
@@ -3937,9 +4023,12 @@ namespace OpenSim.Region.Framework.Scenes
3937 } 4023 }
3938 else 4024 else
3939 presence.ControllingClient.SendShutdownConnectionNotice(); 4025 presence.ControllingClient.SendShutdownConnectionNotice();
4026 presence.ControllingClient.Close(false);
4027 }
4028 else if (!childOnly)
4029 {
4030 presence.ControllingClient.Close(true);
3940 } 4031 }
3941
3942 presence.ControllingClient.Close();
3943 return true; 4032 return true;
3944 } 4033 }
3945 4034
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index c675322..a9ecde8 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -274,7 +274,7 @@ namespace OpenSim.Region.Framework.Scenes
274 uint x = 0, y = 0; 274 uint x = 0, y = 0;
275 Utils.LongToUInts(regionHandle, out x, out y); 275 Utils.LongToUInts(regionHandle, out x, out y);
276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y); 276 GridRegion destination = m_scene.GridService.GetRegionByPosition(UUID.Zero, (int)x, (int)y);
277 m_scene.SimulationService.CloseAgent(destination, agentID); 277 m_scene.SimulationService.CloseChildAgent(destination, agentID);
278 } 278 }
279 279
280 private void SendCloseChildAgentCompleted(IAsyncResult iar) 280 private void SendCloseChildAgentCompleted(IAsyncResult iar)
@@ -293,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
293 d); 293 d);
294 } 294 }
295 } 295 }
296 296
297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 297 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
298 { 298 {
299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 299 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index f47450f..c0ec5df 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -128,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
128 137
129 protected internal void Close() 138 protected internal void Close()
130 { 139 {
131 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
132 { 142 {
133 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
134 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
135 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
136 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
137 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
138 152
139 lock (m_dictionary_lock) 153 lock (m_dictionary_lock)
140 { 154 {
@@ -264,6 +278,33 @@ namespace OpenSim.Region.Framework.Scenes
264 protected internal bool AddRestoredSceneObject( 278 protected internal bool AddRestoredSceneObject(
265 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 279 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
266 { 280 {
281 if (!m_parentScene.CombineRegions)
282 {
283 // KF: Check for out-of-region, move inside and make static.
284 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
285 sceneObject.RootPart.GroupPosition.Y,
286 sceneObject.RootPart.GroupPosition.Z);
287 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 ||
288 npos.X > Constants.RegionSize ||
289 npos.Y > Constants.RegionSize))
290 {
291 if (npos.X < 0.0) npos.X = 1.0f;
292 if (npos.Y < 0.0) npos.Y = 1.0f;
293 if (npos.Z < 0.0) npos.Z = 0.0f;
294 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
295 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
296
297 foreach (SceneObjectPart part in sceneObject.Children.Values)
298 {
299 part.GroupPosition = npos;
300 }
301 sceneObject.RootPart.Velocity = Vector3.Zero;
302 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
303 sceneObject.RootPart.Acceleration = Vector3.Zero;
304 sceneObject.RootPart.Velocity = Vector3.Zero;
305 }
306 }
307
267 if (!alreadyPersisted) 308 if (!alreadyPersisted)
268 { 309 {
269 sceneObject.ForceInventoryPersistence(); 310 sceneObject.ForceInventoryPersistence();
@@ -354,10 +395,14 @@ namespace OpenSim.Region.Framework.Scenes
354 m_numPrim += sceneObject.Children.Count; 395 m_numPrim += sceneObject.Children.Count;
355 396
356 if (attachToBackup) 397 if (attachToBackup)
398 {
357 sceneObject.AttachToBackup(); 399 sceneObject.AttachToBackup();
400 }
358 401
359 if (OnObjectCreate != null) 402 if (OnObjectCreate != null)
403 {
360 OnObjectCreate(sceneObject); 404 OnObjectCreate(sceneObject);
405 }
361 406
362 lock (m_dictionary_lock) 407 lock (m_dictionary_lock)
363 { 408 {
@@ -424,6 +469,30 @@ namespace OpenSim.Region.Framework.Scenes
424 } 469 }
425 } 470 }
426 471
472 public void FireAttachToBackup(SceneObjectGroup obj)
473 {
474 if (OnAttachToBackup != null)
475 {
476 OnAttachToBackup(obj);
477 }
478 }
479
480 public void FireDetachFromBackup(SceneObjectGroup obj)
481 {
482 if (OnDetachFromBackup != null)
483 {
484 OnDetachFromBackup(obj);
485 }
486 }
487
488 public void FireChangeBackup(SceneObjectGroup obj)
489 {
490 if (OnChangeBackup != null)
491 {
492 OnChangeBackup(obj);
493 }
494 }
495
427 /// <summary> 496 /// <summary>
428 /// Process all pending updates 497 /// Process all pending updates
429 /// </summary> 498 /// </summary>
@@ -560,7 +629,8 @@ namespace OpenSim.Region.Framework.Scenes
560 629
561 Entities[presence.UUID] = presence; 630 Entities[presence.UUID] = presence;
562 631
563 lock (m_presenceLock) 632 m_scenePresencesLock.EnterWriteLock();
633 try
564 { 634 {
565 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 635 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
566 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 636 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -584,6 +654,10 @@ namespace OpenSim.Region.Framework.Scenes
584 m_scenePresenceMap = newmap; 654 m_scenePresenceMap = newmap;
585 m_scenePresenceArray = newlist; 655 m_scenePresenceArray = newlist;
586 } 656 }
657 finally
658 {
659 m_scenePresencesLock.ExitWriteLock();
660 }
587 } 661 }
588 662
589 /// <summary> 663 /// <summary>
@@ -598,7 +672,8 @@ namespace OpenSim.Region.Framework.Scenes
598 agentID); 672 agentID);
599 } 673 }
600 674
601 lock (m_presenceLock) 675 m_scenePresencesLock.EnterWriteLock();
676 try
602 { 677 {
603 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 678 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
604 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 679 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -620,6 +695,10 @@ namespace OpenSim.Region.Framework.Scenes
620 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 695 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
621 } 696 }
622 } 697 }
698 finally
699 {
700 m_scenePresencesLock.ExitWriteLock();
701 }
623 } 702 }
624 703
625 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 704 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1497,10 +1576,13 @@ namespace OpenSim.Region.Framework.Scenes
1497 /// <param name="childPrims"></param> 1576 /// <param name="childPrims"></param>
1498 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1577 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1499 { 1578 {
1579 SceneObjectGroup parentGroup = root.ParentGroup;
1580 if (parentGroup == null) return;
1500 Monitor.Enter(m_updateLock); 1581 Monitor.Enter(m_updateLock);
1582
1501 try 1583 try
1502 { 1584 {
1503 SceneObjectGroup parentGroup = root.ParentGroup; 1585 parentGroup.areUpdatesSuspended = true;
1504 1586
1505 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1587 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1506 if (parentGroup != null) 1588 if (parentGroup != null)
@@ -1539,12 +1621,12 @@ namespace OpenSim.Region.Framework.Scenes
1539 // occur on link to invoke this elsewhere (such as object selection) 1621 // occur on link to invoke this elsewhere (such as object selection)
1540 parentGroup.RootPart.CreateSelected = true; 1622 parentGroup.RootPart.CreateSelected = true;
1541 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1623 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1542 parentGroup.HasGroupChanged = true;
1543 parentGroup.ScheduleGroupForFullUpdate();
1544
1545 } 1624 }
1546 finally 1625 finally
1547 { 1626 {
1627 parentGroup.areUpdatesSuspended = false;
1628 parentGroup.HasGroupChanged = true;
1629 parentGroup.ScheduleGroupForFullUpdate();
1548 Monitor.Exit(m_updateLock); 1630 Monitor.Exit(m_updateLock);
1549 } 1631 }
1550 } 1632 }
@@ -1581,11 +1663,22 @@ namespace OpenSim.Region.Framework.Scenes
1581 } 1663 }
1582 } 1664 }
1583 1665
1584 foreach (SceneObjectPart child in childParts) 1666 if (childParts.Count > 0)
1585 { 1667 {
1586 // Unlink all child parts from their groups 1668 try
1587 // 1669 {
1588 child.ParentGroup.DelinkFromGroup(child, true); 1670 childParts[0].ParentGroup.areUpdatesSuspended = true;
1671 foreach (SceneObjectPart child in childParts)
1672 {
1673 // Unlink all child parts from their groups
1674 //
1675 child.ParentGroup.DelinkFromGroup(child, true);
1676 }
1677 }
1678 finally
1679 {
1680 childParts[0].ParentGroup.areUpdatesSuspended = false;
1681 }
1589 } 1682 }
1590 1683
1591 foreach (SceneObjectPart root in rootParts) 1684 foreach (SceneObjectPart root in rootParts)
@@ -1609,10 +1702,21 @@ namespace OpenSim.Region.Framework.Scenes
1609 if (numChildren > 1) 1702 if (numChildren > 1)
1610 sendEventsToRemainder = false; 1703 sendEventsToRemainder = false;
1611 1704
1612 foreach (SceneObjectPart p in newSet) 1705 if (newSet.Count > 0)
1613 { 1706 {
1614 if (p != group.RootPart) 1707 try
1615 group.DelinkFromGroup(p, sendEventsToRemainder); 1708 {
1709 newSet[0].ParentGroup.areUpdatesSuspended = true;
1710 foreach (SceneObjectPart p in newSet)
1711 {
1712 if (p != group.RootPart)
1713 group.DelinkFromGroup(p, sendEventsToRemainder);
1714 }
1715 }
1716 finally
1717 {
1718 newSet[0].ParentGroup.areUpdatesSuspended = false;
1719 }
1616 } 1720 }
1617 1721
1618 // If there is more than one prim remaining, we 1722 // If there is more than one prim remaining, we
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 9a01a28..abb4de6 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -46,12 +46,12 @@ namespace OpenSim.Region.Framework.Scenes
46 /// </summary> 46 /// </summary>
47 public void ForceInventoryPersistence() 47 public void ForceInventoryPersistence()
48 { 48 {
49 lock (m_parts) 49 lockPartsForRead(true);
50 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
51 lockPartsForRead(false);
52 foreach (SceneObjectPart part in values)
50 { 53 {
51 foreach (SceneObjectPart part in m_parts.Values) 54 part.Inventory.ForceInventoryPersistence();
52 {
53 part.Inventory.ForceInventoryPersistence();
54 }
55 } 55 }
56 } 56 }
57 57
@@ -74,19 +74,17 @@ namespace OpenSim.Region.Framework.Scenes
74 /// <summary> 74 /// <summary>
75 /// Stop the scripts contained in all the prims in this group 75 /// Stop the scripts contained in all the prims in this group
76 /// </summary> 76 /// </summary>
77 /// <param name="sceneObjectBeingDeleted">
78 /// Should be true if these scripts are being removed because the scene
79 /// object is being deleted. This will prevent spurious updates to the client.
80 /// </param>
81 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 77 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
82 { 78 {
83 lock (m_parts) 79 lockPartsForRead(true);
80 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
81 lockPartsForRead(false);
82
83 foreach (SceneObjectPart part in values)
84 { 84 {
85 foreach (SceneObjectPart part in m_parts.Values) 85 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
86 {
87 part.Inventory.RemoveScriptInstances(sceneObjectBeingDeleted);
88 }
89 } 86 }
87
90 } 88 }
91 89
92 /// <summary> 90 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index e26e4ae..8ce79a2 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -104,8 +104,104 @@ namespace OpenSim.Region.Framework.Scenes
104 /// since the group's last persistent backup 104 /// since the group's last persistent backup
105 /// </summary> 105 /// </summary>
106 private bool m_hasGroupChanged = false; 106 private bool m_hasGroupChanged = false;
107 private long timeFirstChanged; 107 private long timeFirstChanged = 0;
108 private long timeLastChanged; 108 private long timeLastChanged = 0;
109 private long m_maxPersistTime = 0;
110 private long m_minPersistTime = 0;
111 private Random m_rand;
112 private bool m_suspendUpdates;
113 private System.Threading.ReaderWriterLockSlim m_partsLock = new System.Threading.ReaderWriterLockSlim();
114 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
115
116 public bool areUpdatesSuspended
117 {
118 get
119 {
120 return m_suspendUpdates;
121 }
122 set
123 {
124 m_suspendUpdates = value;
125 if (!value)
126 {
127 QueueForUpdateCheck();
128 }
129 }
130 }
131
132 public void lockPartsForRead(bool locked)
133 {
134 if (locked)
135 {
136 if (m_partsLock.RecursiveReadCount > 0)
137 {
138 m_log.Error("[SceneObjectGroup.m_parts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
139 try
140 {
141 m_partsLock.ExitReadLock();
142 }
143 catch { } // Ignore errors, to allow resync
144 }
145 if (m_partsLock.RecursiveWriteCount > 0)
146 {
147 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.");
148 try
149 {
150 m_partsLock.ExitWriteLock();
151 }
152 catch { }
153
154 }
155
156 while (!m_partsLock.TryEnterReadLock(60000))
157 {
158 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.");
159 if (m_partsLock.IsWriteLockHeld)
160 {
161 m_partsLock = new System.Threading.ReaderWriterLockSlim();
162 }
163 }
164 }
165 else
166 {
167 if (m_partsLock.RecursiveReadCount > 0)
168 {
169 m_partsLock.ExitReadLock();
170 }
171 }
172 }
173 public void lockPartsForWrite(bool locked)
174 {
175 if (locked)
176 {
177 if (m_partsLock.RecursiveReadCount > 0)
178 {
179 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.");
180 m_partsLock.ExitReadLock();
181 }
182 if (m_partsLock.RecursiveWriteCount > 0)
183 {
184 m_log.Error("[SceneObjectGroup.m_parts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
185 m_partsLock.ExitWriteLock();
186 }
187
188 while (!m_partsLock.TryEnterWriteLock(60000))
189 {
190 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.");
191 if (m_partsLock.IsWriteLockHeld)
192 {
193 m_partsLock = new System.Threading.ReaderWriterLockSlim();
194 }
195 }
196 }
197 else
198 {
199 if (m_partsLock.RecursiveWriteCount > 0)
200 {
201 m_partsLock.ExitWriteLock();
202 }
203 }
204 }
109 205
110 public bool HasGroupChanged 206 public bool HasGroupChanged
111 { 207 {
@@ -113,9 +209,39 @@ namespace OpenSim.Region.Framework.Scenes
113 { 209 {
114 if (value) 210 if (value)
115 { 211 {
212 if (m_isBackedUp)
213 {
214 m_scene.SceneGraph.FireChangeBackup(this);
215 }
116 timeLastChanged = DateTime.Now.Ticks; 216 timeLastChanged = DateTime.Now.Ticks;
117 if (!m_hasGroupChanged) 217 if (!m_hasGroupChanged)
118 timeFirstChanged = DateTime.Now.Ticks; 218 timeFirstChanged = DateTime.Now.Ticks;
219 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
220 {
221 if (m_rand == null)
222 {
223 byte[] val = new byte[16];
224 m_rootPart.UUID.ToBytes(val, 0);
225 m_rand = new Random(BitConverter.ToInt32(val, 0));
226 }
227
228 if (m_scene.GetRootAgentCount() == 0)
229 {
230 //If the region is empty, this change has been made by an automated process
231 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
232
233 float factor = 1.5f + (float)(m_rand.NextDouble());
234 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
235 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
236 }
237 else
238 {
239 //If the region is not empty, we want to obey the minimum and maximum persist times
240 //but add a random factor so we stagger the object persistance a little
241 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
242 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
243 }
244 }
119 } 245 }
120 m_hasGroupChanged = value; 246 m_hasGroupChanged = value;
121 } 247 }
@@ -131,8 +257,19 @@ namespace OpenSim.Region.Framework.Scenes
131 return false; 257 return false;
132 if (m_scene.ShuttingDown) 258 if (m_scene.ShuttingDown)
133 return true; 259 return true;
260
261 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
262 {
263 m_maxPersistTime = m_scene.m_persistAfter;
264 m_minPersistTime = m_scene.m_dontPersistBefore;
265 }
266
134 long currentTime = DateTime.Now.Ticks; 267 long currentTime = DateTime.Now.Ticks;
135 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 268
269 if (timeLastChanged == 0) timeLastChanged = currentTime;
270 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
271
272 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
136 return true; 273 return true;
137 return false; 274 return false;
138 } 275 }
@@ -221,7 +358,21 @@ namespace OpenSim.Region.Framework.Scenes
221 public virtual Quaternion Rotation 358 public virtual Quaternion Rotation
222 { 359 {
223 get { return m_rotation; } 360 get { return m_rotation; }
224 set { m_rotation = value; } 361 set {
362 lockPartsForRead(true);
363 try
364 {
365 foreach(SceneObjectPart p in m_parts.Values)
366 {
367 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
368 }
369 }
370 finally
371 {
372 lockPartsForRead(false);
373 }
374 m_rotation = value;
375 }
225 } 376 }
226 377
227 public Quaternion GroupRotation 378 public Quaternion GroupRotation
@@ -258,13 +409,16 @@ namespace OpenSim.Region.Framework.Scenes
258 set 409 set
259 { 410 {
260 m_regionHandle = value; 411 m_regionHandle = value;
261 lock (m_parts) 412 lockPartsForRead(true);
262 { 413 {
263 foreach (SceneObjectPart part in m_parts.Values) 414 foreach (SceneObjectPart part in m_parts.Values)
264 { 415 {
416
265 part.RegionHandle = m_regionHandle; 417 part.RegionHandle = m_regionHandle;
418
266 } 419 }
267 } 420 }
421 lockPartsForRead(false);
268 } 422 }
269 } 423 }
270 424
@@ -298,6 +452,12 @@ namespace OpenSim.Region.Framework.Scenes
298 { 452 {
299 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 453 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
300 } 454 }
455
456 lockPartsForRead(true);
457 foreach (SceneObjectPart part in m_parts.Values)
458 {
459 part.IgnoreUndoUpdate = true;
460 }
301 if (RootPart.GetStatusSandbox()) 461 if (RootPart.GetStatusSandbox())
302 { 462 {
303 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 463 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -305,15 +465,25 @@ namespace OpenSim.Region.Framework.Scenes
305 RootPart.ScriptSetPhysicsStatus(false); 465 RootPart.ScriptSetPhysicsStatus(false);
306 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"), 466 Scene.SimChat(Utils.StringToBytes("Hit Sandbox Limit"),
307 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false); 467 ChatTypeEnum.DebugChannel, 0x7FFFFFFF, RootPart.AbsolutePosition, Name, UUID, false);
468 lockPartsForRead(false);
308 return; 469 return;
309 } 470 }
310 } 471 }
311 lock (m_parts) 472 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
473 lockPartsForRead(false);
474 foreach (SceneObjectPart part in parts)
312 { 475 {
313 foreach (SceneObjectPart part in m_parts.Values) 476 part.IgnoreUndoUpdate = false;
314 { 477 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
315 part.GroupPosition = val; 478 part.GroupPosition = val;
316 } 479 }
480
481 foreach (ScenePresence av in m_linkedAvatars)
482 {
483 Vector3 offset = m_parts[av.LinkedPrim].GetWorldPosition() - av.ParentPosition;
484 av.AbsolutePosition += offset;
485 av.ParentPosition = m_parts[av.LinkedPrim].GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
486 av.SendFullUpdateToAllClients();
317 } 487 }
318 488
319 //if (m_rootPart.PhysActor != null) 489 //if (m_rootPart.PhysActor != null)
@@ -457,6 +627,7 @@ namespace OpenSim.Region.Framework.Scenes
457 /// </summary> 627 /// </summary>
458 public SceneObjectGroup() 628 public SceneObjectGroup()
459 { 629 {
630
460 } 631 }
461 632
462 /// <summary> 633 /// <summary>
@@ -473,7 +644,7 @@ namespace OpenSim.Region.Framework.Scenes
473 /// Constructor. This object is added to the scene later via AttachToScene() 644 /// Constructor. This object is added to the scene later via AttachToScene()
474 /// </summary> 645 /// </summary>
475 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 646 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
476 { 647 {
477 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 648 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
478 } 649 }
479 650
@@ -504,13 +675,16 @@ namespace OpenSim.Region.Framework.Scenes
504 675
505 public void SetFromItemID(UUID AssetId) 676 public void SetFromItemID(UUID AssetId)
506 { 677 {
507 lock (m_parts) 678 lockPartsForRead(true);
508 { 679 {
509 foreach (SceneObjectPart part in m_parts.Values) 680 foreach (SceneObjectPart part in m_parts.Values)
510 { 681 {
682
511 part.FromItemID = AssetId; 683 part.FromItemID = AssetId;
684
512 } 685 }
513 } 686 }
687 lockPartsForRead(false);
514 } 688 }
515 689
516 public UUID GetFromItemID() 690 public UUID GetFromItemID()
@@ -523,6 +697,9 @@ namespace OpenSim.Region.Framework.Scenes
523 /// </summary> 697 /// </summary>
524 public virtual void AttachToBackup() 698 public virtual void AttachToBackup()
525 { 699 {
700 if (IsAttachment) return;
701 m_scene.SceneGraph.FireAttachToBackup(this);
702
526 if (InSceneBackup) 703 if (InSceneBackup)
527 { 704 {
528 //m_log.DebugFormat( 705 //m_log.DebugFormat(
@@ -579,7 +756,7 @@ namespace OpenSim.Region.Framework.Scenes
579 Vector3 maxScale = Vector3.Zero; 756 Vector3 maxScale = Vector3.Zero;
580 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f); 757 Vector3 finalScale = new Vector3(0.5f, 0.5f, 0.5f);
581 758
582 lock (m_parts) 759 lockPartsForRead(true);
583 { 760 {
584 foreach (SceneObjectPart part in m_parts.Values) 761 foreach (SceneObjectPart part in m_parts.Values)
585 { 762 {
@@ -593,8 +770,11 @@ namespace OpenSim.Region.Framework.Scenes
593 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X; 770 maxScale.X = (partscale.X + partoffset.X > maxScale.X) ? partscale.X + partoffset.X : maxScale.X;
594 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y; 771 maxScale.Y = (partscale.Y + partoffset.Y > maxScale.Y) ? partscale.Y + partoffset.Y : maxScale.Y;
595 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z; 772 maxScale.Z = (partscale.Z + partoffset.Z > maxScale.Z) ? partscale.Z + partoffset.Z : maxScale.Z;
773
596 } 774 }
597 } 775 }
776 lockPartsForRead(false);
777
598 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X; 778 finalScale.X = (minScale.X > maxScale.X) ? minScale.X : maxScale.X;
599 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y; 779 finalScale.Y = (minScale.Y > maxScale.Y) ? minScale.Y : maxScale.Y;
600 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z; 780 finalScale.Z = (minScale.Z > maxScale.Z) ? minScale.Z : maxScale.Z;
@@ -610,10 +790,11 @@ namespace OpenSim.Region.Framework.Scenes
610 790
611 EntityIntersection result = new EntityIntersection(); 791 EntityIntersection result = new EntityIntersection();
612 792
613 lock (m_parts) 793 lockPartsForRead(true);
614 { 794 {
615 foreach (SceneObjectPart part in m_parts.Values) 795 foreach (SceneObjectPart part in m_parts.Values)
616 { 796 {
797
617 // Temporary commented to stop compiler warning 798 // Temporary commented to stop compiler warning
618 //Vector3 partPosition = 799 //Vector3 partPosition =
619 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z); 800 // new Vector3(part.AbsolutePosition.X, part.AbsolutePosition.Y, part.AbsolutePosition.Z);
@@ -641,8 +822,10 @@ namespace OpenSim.Region.Framework.Scenes
641 result.distance = inter.distance; 822 result.distance = inter.distance;
642 } 823 }
643 } 824 }
825
644 } 826 }
645 } 827 }
828 lockPartsForRead(false);
646 return result; 829 return result;
647 } 830 }
648 831
@@ -661,10 +844,11 @@ namespace OpenSim.Region.Framework.Scenes
661 minY = 256f; 844 minY = 256f;
662 minZ = 8192f; 845 minZ = 8192f;
663 846
664 lock(m_parts); 847 lockPartsForRead(true);
665 { 848 {
666 foreach (SceneObjectPart part in m_parts.Values) 849 foreach (SceneObjectPart part in m_parts.Values)
667 { 850 {
851
668 Vector3 worldPos = part.GetWorldPosition(); 852 Vector3 worldPos = part.GetWorldPosition();
669 Vector3 offset = worldPos - AbsolutePosition; 853 Vector3 offset = worldPos - AbsolutePosition;
670 Quaternion worldRot; 854 Quaternion worldRot;
@@ -723,6 +907,8 @@ namespace OpenSim.Region.Framework.Scenes
723 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 907 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
724 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 908 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
725 909
910
911
726 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z); 912 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
727 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z); 913 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
728 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z); 914 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
@@ -894,6 +1080,7 @@ namespace OpenSim.Region.Framework.Scenes
894 minZ = backBottomLeft.Z; 1080 minZ = backBottomLeft.Z;
895 } 1081 }
896 } 1082 }
1083 lockPartsForRead(false);
897 } 1084 }
898 1085
899 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight) 1086 public Vector3 GetAxisAlignedBoundingBox(out float offsetHeight)
@@ -929,21 +1116,29 @@ namespace OpenSim.Region.Framework.Scenes
929 1116
930 public void SaveScriptedState(XmlTextWriter writer) 1117 public void SaveScriptedState(XmlTextWriter writer)
931 { 1118 {
1119 SaveScriptedState(writer, false);
1120 }
1121
1122 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1123 {
932 XmlDocument doc = new XmlDocument(); 1124 XmlDocument doc = new XmlDocument();
933 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1125 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
934 1126
935 // Capture script state while holding the lock 1127 // Capture script state while holding the lock
936 lock (m_parts) 1128 lockPartsForRead(true);
937 { 1129 {
938 foreach (SceneObjectPart part in m_parts.Values) 1130 foreach (SceneObjectPart part in m_parts.Values)
939 { 1131 {
940 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(); 1132
1133 Dictionary<UUID,string> pstates = part.Inventory.GetScriptStates(oldIDs);
941 foreach (UUID itemid in pstates.Keys) 1134 foreach (UUID itemid in pstates.Keys)
942 { 1135 {
943 states.Add(itemid, pstates[itemid]); 1136 states.Add(itemid, pstates[itemid]);
944 } 1137 }
1138
945 } 1139 }
946 } 1140 }
1141 lockPartsForRead(false);
947 1142
948 if (states.Count > 0) 1143 if (states.Count > 0)
949 { 1144 {
@@ -962,6 +1157,47 @@ namespace OpenSim.Region.Framework.Scenes
962 } 1157 }
963 1158
964 /// <summary> 1159 /// <summary>
1160 /// Add the avatar to this linkset (avatar is sat).
1161 /// </summary>
1162 /// <param name="agentID"></param>
1163 public void AddAvatar(UUID agentID)
1164 {
1165 ScenePresence presence;
1166 if (m_scene.TryGetScenePresence(agentID, out presence))
1167 {
1168 if (!m_linkedAvatars.Contains(presence))
1169 {
1170 m_linkedAvatars.Add(presence);
1171 }
1172 }
1173 }
1174
1175 /// <summary>
1176 /// Delete the avatar from this linkset (avatar is unsat).
1177 /// </summary>
1178 /// <param name="agentID"></param>
1179 public void DeleteAvatar(UUID agentID)
1180 {
1181 ScenePresence presence;
1182 if (m_scene.TryGetScenePresence(agentID, out presence))
1183 {
1184 if (m_linkedAvatars.Contains(presence))
1185 {
1186 m_linkedAvatars.Remove(presence);
1187 }
1188 }
1189 }
1190
1191 /// <summary>
1192 /// Returns the list of linked presences (avatars sat on this group)
1193 /// </summary>
1194 /// <param name="agentID"></param>
1195 public List<ScenePresence> GetLinkedAvatars()
1196 {
1197 return m_linkedAvatars;
1198 }
1199
1200 /// <summary>
965 /// Attach this scene object to the given avatar. 1201 /// Attach this scene object to the given avatar.
966 /// </summary> 1202 /// </summary>
967 /// <param name="agentID"></param> 1203 /// <param name="agentID"></param>
@@ -1112,13 +1348,16 @@ namespace OpenSim.Region.Framework.Scenes
1112 1348
1113 public override void UpdateMovement() 1349 public override void UpdateMovement()
1114 { 1350 {
1115 lock (m_parts) 1351 lockPartsForRead(true);
1116 { 1352 {
1117 foreach (SceneObjectPart part in m_parts.Values) 1353 foreach (SceneObjectPart part in m_parts.Values)
1118 { 1354 {
1355
1119 part.UpdateMovement(); 1356 part.UpdateMovement();
1357
1120 } 1358 }
1121 } 1359 }
1360 lockPartsForRead(false);
1122 } 1361 }
1123 1362
1124 public ushort GetTimeDilation() 1363 public ushort GetTimeDilation()
@@ -1162,7 +1401,7 @@ namespace OpenSim.Region.Framework.Scenes
1162 /// <param name="part"></param> 1401 /// <param name="part"></param>
1163 public void AddPart(SceneObjectPart part) 1402 public void AddPart(SceneObjectPart part)
1164 { 1403 {
1165 lock (m_parts) 1404 lockPartsForWrite(true);
1166 { 1405 {
1167 part.SetParent(this); 1406 part.SetParent(this);
1168 m_parts.Add(part.UUID, part); 1407 m_parts.Add(part.UUID, part);
@@ -1172,6 +1411,7 @@ namespace OpenSim.Region.Framework.Scenes
1172 if (part.LinkNum == 2 && RootPart != null) 1411 if (part.LinkNum == 2 && RootPart != null)
1173 RootPart.LinkNum = 1; 1412 RootPart.LinkNum = 1;
1174 } 1413 }
1414 lockPartsForWrite(false);
1175 } 1415 }
1176 1416
1177 /// <summary> 1417 /// <summary>
@@ -1179,28 +1419,33 @@ namespace OpenSim.Region.Framework.Scenes
1179 /// </summary> 1419 /// </summary>
1180 private void UpdateParentIDs() 1420 private void UpdateParentIDs()
1181 { 1421 {
1182 lock (m_parts) 1422 lockPartsForRead(true);
1183 { 1423 {
1184 foreach (SceneObjectPart part in m_parts.Values) 1424 foreach (SceneObjectPart part in m_parts.Values)
1185 { 1425 {
1426
1186 if (part.UUID != m_rootPart.UUID) 1427 if (part.UUID != m_rootPart.UUID)
1187 { 1428 {
1188 part.ParentID = m_rootPart.LocalId; 1429 part.ParentID = m_rootPart.LocalId;
1189 } 1430 }
1431
1190 } 1432 }
1191 } 1433 }
1434 lockPartsForRead(false);
1192 } 1435 }
1193 1436
1194 public void RegenerateFullIDs() 1437 public void RegenerateFullIDs()
1195 { 1438 {
1196 lock (m_parts) 1439 lockPartsForRead(true);
1197 { 1440 {
1198 foreach (SceneObjectPart part in m_parts.Values) 1441 foreach (SceneObjectPart part in m_parts.Values)
1199 { 1442 {
1443
1200 part.UUID = UUID.Random(); 1444 part.UUID = UUID.Random();
1201 1445
1202 } 1446 }
1203 } 1447 }
1448 lockPartsForRead(false);
1204 } 1449 }
1205 1450
1206 // helper provided for parts. 1451 // helper provided for parts.
@@ -1261,7 +1506,7 @@ namespace OpenSim.Region.Framework.Scenes
1261 1506
1262 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1507 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1263 { 1508 {
1264 part.StoreUndoState(); 1509 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1265 part.OnGrab(offsetPos, remoteClient); 1510 part.OnGrab(offsetPos, remoteClient);
1266 } 1511 }
1267 1512
@@ -1281,27 +1526,32 @@ namespace OpenSim.Region.Framework.Scenes
1281 1526
1282 DetachFromBackup(); 1527 DetachFromBackup();
1283 1528
1284 lock (m_parts) 1529 lockPartsForRead(true);
1530 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1531 lockPartsForRead(false);
1532
1533 foreach (SceneObjectPart part in values)
1285 { 1534 {
1286 foreach (SceneObjectPart part in m_parts.Values)
1287 {
1288// part.Inventory.RemoveScriptInstances(); 1535// part.Inventory.RemoveScriptInstances();
1289 Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1536
1537 Scene.ForEachScenePresence(delegate (ScenePresence sp)
1538 {
1539 if (sp.ParentID == LocalId)
1290 { 1540 {
1291 if (avatar.ParentID == LocalId) 1541 sp.StandUp();
1292 { 1542 }
1293 avatar.StandUp();
1294 }
1295 1543
1296 if (!silent) 1544 if (!silent)
1297 { 1545 {
1298 part.UpdateFlag = 0; 1546 part.UpdateFlag = 0;
1299 if (part == m_rootPart) 1547 if (part == m_rootPart)
1300 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId); 1548 sp.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1301 } 1549 }
1302 }); 1550 });
1303 } 1551
1304 } 1552 }
1553
1554
1305 } 1555 }
1306 1556
1307 public void AddScriptLPS(int count) 1557 public void AddScriptLPS(int count)
@@ -1326,17 +1576,20 @@ namespace OpenSim.Region.Framework.Scenes
1326 1576
1327 scriptEvents aggregateScriptEvents=0; 1577 scriptEvents aggregateScriptEvents=0;
1328 1578
1329 lock (m_parts) 1579 lockPartsForRead(true);
1330 { 1580 {
1331 foreach (SceneObjectPart part in m_parts.Values) 1581 foreach (SceneObjectPart part in m_parts.Values)
1332 { 1582 {
1583
1333 if (part == null) 1584 if (part == null)
1334 continue; 1585 continue;
1335 if (part != RootPart) 1586 if (part != RootPart)
1336 part.ObjectFlags = objectflagupdate; 1587 part.ObjectFlags = objectflagupdate;
1337 aggregateScriptEvents |= part.AggregateScriptEvents; 1588 aggregateScriptEvents |= part.AggregateScriptEvents;
1589
1338 } 1590 }
1339 } 1591 }
1592 lockPartsForRead(false);
1340 1593
1341 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0); 1594 m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
1342 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0); 1595 m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
@@ -1378,42 +1631,52 @@ namespace OpenSim.Region.Framework.Scenes
1378 /// <param name="m_physicalPrim"></param> 1631 /// <param name="m_physicalPrim"></param>
1379 public void ApplyPhysics(bool m_physicalPrim) 1632 public void ApplyPhysics(bool m_physicalPrim)
1380 { 1633 {
1381 lock (m_parts) 1634 lockPartsForRead(true);
1635
1636 if (m_parts.Count > 1)
1382 { 1637 {
1383 if (m_parts.Count > 1) 1638 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1639 lockPartsForRead(false);
1640 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1641 foreach (SceneObjectPart part in values)
1384 { 1642 {
1385 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); 1643
1386 foreach (SceneObjectPart part in m_parts.Values) 1644 if (part.LocalId != m_rootPart.LocalId)
1387 { 1645 {
1388 if (part.LocalId != m_rootPart.LocalId) 1646 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1389 {
1390 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim);
1391 }
1392 } 1647 }
1393 1648
1394 // Hack to get the physics scene geometries in the right spot
1395 ResetChildPrimPhysicsPositions();
1396 }
1397 else
1398 {
1399 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1400 } 1649 }
1650 // Hack to get the physics scene geometries in the right spot
1651 ResetChildPrimPhysicsPositions();
1652 }
1653 else
1654 {
1655 lockPartsForRead(false);
1656 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim);
1401 } 1657 }
1402 } 1658 }
1403 1659
1404 public void SetOwnerId(UUID userId) 1660 public void SetOwnerId(UUID userId)
1405 { 1661 {
1406 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1662 ForEachPart(delegate(SceneObjectPart part)
1663 {
1664
1665 part.OwnerID = userId;
1666
1667 });
1407 } 1668 }
1408 1669
1409 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1670 public void ForEachPart(Action<SceneObjectPart> whatToDo)
1410 { 1671 {
1411 lock (m_parts) 1672 lockPartsForRead(true);
1673 List<SceneObjectPart> values = new List<SceneObjectPart>(m_parts.Values);
1674 lockPartsForRead(false);
1675 foreach (SceneObjectPart part in values)
1412 { 1676 {
1413 foreach (SceneObjectPart part in m_parts.Values) 1677
1414 { 1678 whatToDo(part);
1415 whatToDo(part); 1679
1416 }
1417 } 1680 }
1418 } 1681 }
1419 1682
@@ -1436,7 +1699,10 @@ namespace OpenSim.Region.Framework.Scenes
1436 1699
1437 try 1700 try
1438 { 1701 {
1439 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1702 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1703 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1704 m_scene.LoadingPrims) // Land may not be valid yet
1705
1440 { 1706 {
1441 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1707 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1442 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1708 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1512,15 +1778,17 @@ namespace OpenSim.Region.Framework.Scenes
1512 RootPart.SendFullUpdate( 1778 RootPart.SendFullUpdate(
1513 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID)); 1779 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, RootPart.UUID));
1514 1780
1515 lock (m_parts) 1781 lockPartsForRead(true);
1516 { 1782 {
1517 foreach (SceneObjectPart part in m_parts.Values) 1783 foreach (SceneObjectPart part in m_parts.Values)
1518 { 1784 {
1785
1519 if (part != RootPart) 1786 if (part != RootPart)
1520 part.SendFullUpdate( 1787 part.SendFullUpdate(
1521 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID)); 1788 remoteClient, m_scene.Permissions.GenerateClientFlags(remoteClient.AgentId, part.UUID));
1522 } 1789 }
1523 } 1790 }
1791 lockPartsForRead(false);
1524 } 1792 }
1525 1793
1526 #region Copying 1794 #region Copying
@@ -1582,10 +1850,11 @@ namespace OpenSim.Region.Framework.Scenes
1582 1850
1583 List<SceneObjectPart> partList; 1851 List<SceneObjectPart> partList;
1584 1852
1585 lock (m_parts) 1853 lockPartsForRead(true);
1586 { 1854
1587 partList = new List<SceneObjectPart>(m_parts.Values); 1855 partList = new List<SceneObjectPart>(m_parts.Values);
1588 } 1856
1857 lockPartsForRead(false);
1589 1858
1590 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1859 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1591 { 1860 {
@@ -1802,13 +2071,40 @@ namespace OpenSim.Region.Framework.Scenes
1802 } 2071 }
1803 } 2072 }
1804 2073
2074 public void rotLookAt(Quaternion target, float strength, float damping)
2075 {
2076 SceneObjectPart rootpart = m_rootPart;
2077 if (rootpart != null)
2078 {
2079 if (IsAttachment)
2080 {
2081 /*
2082 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2083 if (avatar != null)
2084 {
2085 Rotate the Av?
2086 } */
2087 }
2088 else
2089 {
2090 if (rootpart.PhysActor != null)
2091 { // APID must be implemented in your physics system for this to function.
2092 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2093 rootpart.PhysActor.APIDStrength = strength;
2094 rootpart.PhysActor.APIDDamping = damping;
2095 rootpart.PhysActor.APIDActive = true;
2096 }
2097 }
2098 }
2099 }
2100
1805 public void stopLookAt() 2101 public void stopLookAt()
1806 { 2102 {
1807 SceneObjectPart rootpart = m_rootPart; 2103 SceneObjectPart rootpart = m_rootPart;
1808 if (rootpart != null) 2104 if (rootpart != null)
1809 { 2105 {
1810 if (rootpart.PhysActor != null) 2106 if (rootpart.PhysActor != null)
1811 { 2107 { // APID must be implemented in your physics system for this to function.
1812 rootpart.PhysActor.APIDActive = false; 2108 rootpart.PhysActor.APIDActive = false;
1813 } 2109 }
1814 } 2110 }
@@ -1876,10 +2172,11 @@ namespace OpenSim.Region.Framework.Scenes
1876 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2172 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
1877 newPart.SetParent(this); 2173 newPart.SetParent(this);
1878 2174
1879 lock (m_parts) 2175 lockPartsForWrite(true);
1880 { 2176 {
1881 m_parts.Add(newPart.UUID, newPart); 2177 m_parts.Add(newPart.UUID, newPart);
1882 } 2178 }
2179 lockPartsForWrite(false);
1883 2180
1884 SetPartAsNonRoot(newPart); 2181 SetPartAsNonRoot(newPart);
1885 2182
@@ -1942,7 +2239,7 @@ namespace OpenSim.Region.Framework.Scenes
1942 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 2239 //if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1943 // return; 2240 // return;
1944 2241
1945 lock (m_parts) 2242 lockPartsForRead(true);
1946 { 2243 {
1947 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2244 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
1948 2245
@@ -1962,9 +2259,12 @@ namespace OpenSim.Region.Framework.Scenes
1962 { 2259 {
1963 if (!IsSelected) 2260 if (!IsSelected)
1964 part.UpdateLookAt(); 2261 part.UpdateLookAt();
2262
1965 part.SendScheduledUpdates(); 2263 part.SendScheduledUpdates();
2264
1966 } 2265 }
1967 } 2266 }
2267 lockPartsForRead(false);
1968 } 2268 }
1969 2269
1970 public void ScheduleFullUpdateToAvatar(ScenePresence presence) 2270 public void ScheduleFullUpdateToAvatar(ScenePresence presence)
@@ -1973,27 +2273,29 @@ namespace OpenSim.Region.Framework.Scenes
1973 2273
1974 RootPart.AddFullUpdateToAvatar(presence); 2274 RootPart.AddFullUpdateToAvatar(presence);
1975 2275
1976 lock (m_parts) 2276 lockPartsForRead(true);
1977 { 2277 {
1978 foreach (SceneObjectPart part in m_parts.Values) 2278 foreach (SceneObjectPart part in m_parts.Values)
1979 { 2279 {
2280
1980 if (part != RootPart) 2281 if (part != RootPart)
1981 part.AddFullUpdateToAvatar(presence); 2282 part.AddFullUpdateToAvatar(presence);
2283
1982 } 2284 }
1983 } 2285 }
2286 lockPartsForRead(false);
1984 } 2287 }
1985 2288
1986 public void ScheduleTerseUpdateToAvatar(ScenePresence presence) 2289 public void ScheduleTerseUpdateToAvatar(ScenePresence presence)
1987 { 2290 {
1988// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1} just to avatar {2}", Name, UUID, presence.Name); 2291 lockPartsForRead(true);
1989 2292
1990 lock (m_parts) 2293 foreach (SceneObjectPart part in m_parts.Values)
1991 { 2294 {
1992 foreach (SceneObjectPart part in m_parts.Values) 2295 part.AddTerseUpdateToAvatar(presence);
1993 {
1994 part.AddTerseUpdateToAvatar(presence);
1995 }
1996 } 2296 }
2297
2298 lockPartsForRead(false);
1997 } 2299 }
1998 2300
1999 /// <summary> 2301 /// <summary>
@@ -2001,20 +2303,23 @@ namespace OpenSim.Region.Framework.Scenes
2001 /// </summary> 2303 /// </summary>
2002 public void ScheduleGroupForFullUpdate() 2304 public void ScheduleGroupForFullUpdate()
2003 { 2305 {
2004 if (IsAttachment) 2306 //if (IsAttachment)
2005 m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId); 2307 // m_log.DebugFormat("[SOG]: Scheduling full update for {0} {1}", Name, LocalId);
2006 2308
2007 checkAtTargets(); 2309 checkAtTargets();
2008 RootPart.ScheduleFullUpdate(); 2310 RootPart.ScheduleFullUpdate();
2009 2311
2010 lock (m_parts) 2312 lockPartsForRead(true);
2011 { 2313 {
2012 foreach (SceneObjectPart part in m_parts.Values) 2314 foreach (SceneObjectPart part in m_parts.Values)
2013 { 2315 {
2316
2014 if (part != RootPart) 2317 if (part != RootPart)
2015 part.ScheduleFullUpdate(); 2318 part.ScheduleFullUpdate();
2319
2016 } 2320 }
2017 } 2321 }
2322 lockPartsForRead(false);
2018 } 2323 }
2019 2324
2020 /// <summary> 2325 /// <summary>
@@ -2022,37 +2327,38 @@ namespace OpenSim.Region.Framework.Scenes
2022 /// </summary> 2327 /// </summary>
2023 public void ScheduleGroupForTerseUpdate() 2328 public void ScheduleGroupForTerseUpdate()
2024 { 2329 {
2025// m_log.DebugFormat("[SOG]: Scheduling terse update for {0} {1}", Name, UUID); 2330 lockPartsForRead(true);
2026 2331 foreach (SceneObjectPart part in m_parts.Values)
2027 lock (m_parts)
2028 { 2332 {
2029 foreach (SceneObjectPart part in m_parts.Values) 2333 part.ScheduleTerseUpdate();
2030 {
2031 part.ScheduleTerseUpdate();
2032 }
2033 } 2334 }
2335
2336 lockPartsForRead(false);
2034 } 2337 }
2035 2338
2036 /// <summary> 2339 /// <summary>
2037 /// Immediately send a full update for this scene object. 2340 /// Immediately send a full update for this scene object.
2038 /// </summary> 2341 /// </summary>
2039 public void SendGroupFullUpdate() 2342 public void SendGroupFullUpdate()
2040 { 2343 {
2041 if (IsDeleted) 2344 if (IsDeleted)
2042 return; 2345 return;
2043 2346
2044// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2347// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
2045 2348
2046 RootPart.SendFullUpdateToAllClients(); 2349 RootPart.SendFullUpdateToAllClients();
2047 2350
2048 lock (m_parts) 2351 lockPartsForRead(true);
2049 { 2352 {
2050 foreach (SceneObjectPart part in m_parts.Values) 2353 foreach (SceneObjectPart part in m_parts.Values)
2051 { 2354 {
2355
2052 if (part != RootPart) 2356 if (part != RootPart)
2053 part.SendFullUpdateToAllClients(); 2357 part.SendFullUpdateToAllClients();
2358
2054 } 2359 }
2055 } 2360 }
2361 lockPartsForRead(false);
2056 } 2362 }
2057 2363
2058 /// <summary> 2364 /// <summary>
@@ -2084,14 +2390,15 @@ namespace OpenSim.Region.Framework.Scenes
2084 { 2390 {
2085 if (IsDeleted) 2391 if (IsDeleted)
2086 return; 2392 return;
2087 2393
2088 lock (m_parts) 2394 lockPartsForRead(true);
2089 { 2395 {
2090 foreach (SceneObjectPart part in m_parts.Values) 2396 foreach (SceneObjectPart part in m_parts.Values)
2091 { 2397 {
2092 part.SendTerseUpdateToAllClients(); 2398 part.SendTerseUpdateToAllClients();
2093 } 2399 }
2094 } 2400 }
2401 lockPartsForRead(false);
2095 } 2402 }
2096 2403
2097 #endregion 2404 #endregion
@@ -2105,16 +2412,18 @@ namespace OpenSim.Region.Framework.Scenes
2105 /// <returns>null if no child part with that linknum or child part</returns> 2412 /// <returns>null if no child part with that linknum or child part</returns>
2106 public SceneObjectPart GetLinkNumPart(int linknum) 2413 public SceneObjectPart GetLinkNumPart(int linknum)
2107 { 2414 {
2108 lock (m_parts) 2415 lockPartsForRead(true);
2109 { 2416 {
2110 foreach (SceneObjectPart part in m_parts.Values) 2417 foreach (SceneObjectPart part in m_parts.Values)
2111 { 2418 {
2112 if (part.LinkNum == linknum) 2419 if (part.LinkNum == linknum)
2113 { 2420 {
2421 lockPartsForRead(false);
2114 return part; 2422 return part;
2115 } 2423 }
2116 } 2424 }
2117 } 2425 }
2426 lockPartsForRead(false);
2118 2427
2119 return null; 2428 return null;
2120 } 2429 }
@@ -2142,17 +2451,19 @@ namespace OpenSim.Region.Framework.Scenes
2142 public SceneObjectPart GetChildPart(uint localID) 2451 public SceneObjectPart GetChildPart(uint localID)
2143 { 2452 {
2144 //m_log.DebugFormat("Entered looking for {0}", localID); 2453 //m_log.DebugFormat("Entered looking for {0}", localID);
2145 lock (m_parts) 2454 lockPartsForRead(true);
2146 { 2455 {
2147 foreach (SceneObjectPart part in m_parts.Values) 2456 foreach (SceneObjectPart part in m_parts.Values)
2148 { 2457 {
2149 //m_log.DebugFormat("Found {0}", part.LocalId); 2458 //m_log.DebugFormat("Found {0}", part.LocalId);
2150 if (part.LocalId == localID) 2459 if (part.LocalId == localID)
2151 { 2460 {
2461 lockPartsForRead(false);
2152 return part; 2462 return part;
2153 } 2463 }
2154 } 2464 }
2155 } 2465 }
2466 lockPartsForRead(false);
2156 2467
2157 return null; 2468 return null;
2158 } 2469 }
@@ -2182,17 +2493,19 @@ namespace OpenSim.Region.Framework.Scenes
2182 public bool HasChildPrim(uint localID) 2493 public bool HasChildPrim(uint localID)
2183 { 2494 {
2184 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID); 2495 //m_log.DebugFormat("Entered HasChildPrim looking for {0}", localID);
2185 lock (m_parts) 2496 lockPartsForRead(true);
2186 { 2497 {
2187 foreach (SceneObjectPart part in m_parts.Values) 2498 foreach (SceneObjectPart part in m_parts.Values)
2188 { 2499 {
2189 //m_log.DebugFormat("Found {0}", part.LocalId); 2500 //m_log.DebugFormat("Found {0}", part.LocalId);
2190 if (part.LocalId == localID) 2501 if (part.LocalId == localID)
2191 { 2502 {
2503 lockPartsForRead(false);
2192 return true; 2504 return true;
2193 } 2505 }
2194 } 2506 }
2195 } 2507 }
2508 lockPartsForRead(false);
2196 2509
2197 return false; 2510 return false;
2198 } 2511 }
@@ -2242,53 +2555,57 @@ namespace OpenSim.Region.Framework.Scenes
2242 if (m_rootPart.LinkNum == 0) 2555 if (m_rootPart.LinkNum == 0)
2243 m_rootPart.LinkNum = 1; 2556 m_rootPart.LinkNum = 1;
2244 2557
2245 lock (m_parts) 2558 lockPartsForWrite(true);
2246 { 2559
2247 m_parts.Add(linkPart.UUID, linkPart); 2560 m_parts.Add(linkPart.UUID, linkPart);
2561
2562 lockPartsForWrite(false);
2248 2563
2249 // Insert in terms of link numbers, the new links 2564 // Insert in terms of link numbers, the new links
2250 // before the current ones (with the exception of 2565 // before the current ones (with the exception of
2251 // the root prim. Shuffle the old ones up 2566 // the root prim. Shuffle the old ones up
2252 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts) 2567 lockPartsForRead(true);
2568 foreach (KeyValuePair<UUID, SceneObjectPart> kvp in m_parts)
2569 {
2570 if (kvp.Value.LinkNum != 1)
2253 { 2571 {
2254 if (kvp.Value.LinkNum != 1) 2572 // Don't update root prim link number
2255 { 2573 kvp.Value.LinkNum += objectGroup.PrimCount;
2256 // Don't update root prim link number
2257 kvp.Value.LinkNum += objectGroup.PrimCount;
2258 }
2259 } 2574 }
2575 }
2576 lockPartsForRead(false);
2260 2577
2261 linkPart.LinkNum = 2; 2578 linkPart.LinkNum = 2;
2262 2579
2263 linkPart.SetParent(this); 2580 linkPart.SetParent(this);
2264 linkPart.CreateSelected = true; 2581 linkPart.CreateSelected = true;
2265 2582
2266 //if (linkPart.PhysActor != null) 2583 //if (linkPart.PhysActor != null)
2267 //{ 2584 //{
2268 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2585 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
2269 2586
2270 //linkPart.PhysActor = null; 2587 //linkPart.PhysActor = null;
2271 //} 2588 //}
2272 2589
2273 //TODO: rest of parts 2590 //TODO: rest of parts
2274 int linkNum = 3; 2591 int linkNum = 3;
2275 foreach (SceneObjectPart part in objectGroup.Children.Values) 2592 foreach (SceneObjectPart part in objectGroup.Children.Values)
2593 {
2594 if (part.UUID != objectGroup.m_rootPart.UUID)
2276 { 2595 {
2277 if (part.UUID != objectGroup.m_rootPart.UUID) 2596 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2278 {
2279 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2280 }
2281 part.ClearUndoState();
2282 } 2597 }
2598 part.ClearUndoState();
2283 } 2599 }
2284 2600
2285 m_scene.UnlinkSceneObject(objectGroup.UUID, true); 2601 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
2286 objectGroup.m_isDeleted = true; 2602 objectGroup.m_isDeleted = true;
2603
2604 objectGroup.lockPartsForWrite(true);
2287 2605
2288 lock (objectGroup.m_parts) 2606 objectGroup.m_parts.Clear();
2289 { 2607
2290 objectGroup.m_parts.Clear(); 2608 objectGroup.lockPartsForWrite(false);
2291 }
2292 2609
2293 // Can't do this yet since backup still makes use of the root part without any synchronization 2610 // Can't do this yet since backup still makes use of the root part without any synchronization
2294// objectGroup.m_rootPart = null; 2611// objectGroup.m_rootPart = null;
@@ -2358,11 +2675,12 @@ namespace OpenSim.Region.Framework.Scenes
2358 Quaternion worldRot = linkPart.GetWorldRotation(); 2675 Quaternion worldRot = linkPart.GetWorldRotation();
2359 2676
2360 // Remove the part from this object 2677 // Remove the part from this object
2361 lock (m_parts) 2678 lockPartsForWrite(true);
2362 { 2679 {
2363 m_parts.Remove(linkPart.UUID); 2680 m_parts.Remove(linkPart.UUID);
2364 } 2681 }
2365 2682 lockPartsForWrite(false);
2683 lockPartsForRead(true);
2366 if (m_parts.Count == 1 && RootPart != null) //Single prim is left 2684 if (m_parts.Count == 1 && RootPart != null) //Single prim is left
2367 RootPart.LinkNum = 0; 2685 RootPart.LinkNum = 0;
2368 else 2686 else
@@ -2373,6 +2691,7 @@ namespace OpenSim.Region.Framework.Scenes
2373 p.LinkNum--; 2691 p.LinkNum--;
2374 } 2692 }
2375 } 2693 }
2694 lockPartsForRead(false);
2376 2695
2377 linkPart.ParentID = 0; 2696 linkPart.ParentID = 0;
2378 linkPart.LinkNum = 0; 2697 linkPart.LinkNum = 0;
@@ -2416,6 +2735,8 @@ namespace OpenSim.Region.Framework.Scenes
2416 /// <param name="objectGroup"></param> 2735 /// <param name="objectGroup"></param>
2417 public virtual void DetachFromBackup() 2736 public virtual void DetachFromBackup()
2418 { 2737 {
2738 m_scene.SceneGraph.FireDetachFromBackup(this);
2739
2419 if (m_isBackedUp) 2740 if (m_isBackedUp)
2420 m_scene.EventManager.OnBackup -= ProcessBackup; 2741 m_scene.EventManager.OnBackup -= ProcessBackup;
2421 2742
@@ -2694,9 +3015,12 @@ namespace OpenSim.Region.Framework.Scenes
2694 3015
2695 if (selectionPart != null) 3016 if (selectionPart != null)
2696 { 3017 {
2697 lock (m_parts) 3018 lockPartsForRead(true);
3019 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_parts.Values);
3020 lockPartsForRead(false);
3021 foreach (SceneObjectPart part in parts)
2698 { 3022 {
2699 foreach (SceneObjectPart part in m_parts.Values) 3023 if (part.Scale.X > 10.0 || part.Scale.Y > 10.0 || part.Scale.Z > 10.0)
2700 { 3024 {
2701 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || 3025 if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax ||
2702 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || 3026 part.Scale.Y > m_scene.RegionInfo.PhysPrimMax ||
@@ -2706,12 +3030,13 @@ namespace OpenSim.Region.Framework.Scenes
2706 break; 3030 break;
2707 } 3031 }
2708 } 3032 }
3033 }
2709 3034
2710 foreach (SceneObjectPart part in m_parts.Values) 3035 foreach (SceneObjectPart part in parts)
2711 { 3036 {
2712 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3037 part.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2713 }
2714 } 3038 }
3039
2715 } 3040 }
2716 } 3041 }
2717 3042
@@ -2724,6 +3049,17 @@ namespace OpenSim.Region.Framework.Scenes
2724 } 3049 }
2725 } 3050 }
2726 3051
3052
3053
3054 /// <summary>
3055 /// Gets the number of parts
3056 /// </summary>
3057 /// <returns></returns>
3058 public int GetPartCount()
3059 {
3060 return Children.Count;
3061 }
3062
2727 /// <summary> 3063 /// <summary>
2728 /// Get the parts of this scene object 3064 /// Get the parts of this scene object
2729 /// </summary> 3065 /// </summary>
@@ -2797,11 +3133,9 @@ namespace OpenSim.Region.Framework.Scenes
2797 scale.Y = m_scene.m_maxNonphys; 3133 scale.Y = m_scene.m_maxNonphys;
2798 if (scale.Z > m_scene.m_maxNonphys) 3134 if (scale.Z > m_scene.m_maxNonphys)
2799 scale.Z = m_scene.m_maxNonphys; 3135 scale.Z = m_scene.m_maxNonphys;
2800
2801 SceneObjectPart part = GetChildPart(localID); 3136 SceneObjectPart part = GetChildPart(localID);
2802 if (part != null) 3137 if (part != null)
2803 { 3138 {
2804 part.Resize(scale);
2805 if (part.PhysActor != null) 3139 if (part.PhysActor != null)
2806 { 3140 {
2807 if (part.PhysActor.IsPhysical) 3141 if (part.PhysActor.IsPhysical)
@@ -2816,7 +3150,7 @@ namespace OpenSim.Region.Framework.Scenes
2816 part.PhysActor.Size = scale; 3150 part.PhysActor.Size = scale;
2817 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 3151 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2818 } 3152 }
2819 //if (part.UUID != m_rootPart.UUID) 3153 part.Resize(scale);
2820 3154
2821 HasGroupChanged = true; 3155 HasGroupChanged = true;
2822 ScheduleGroupForFullUpdate(); 3156 ScheduleGroupForFullUpdate();
@@ -2838,7 +3172,6 @@ namespace OpenSim.Region.Framework.Scenes
2838 SceneObjectPart part = GetChildPart(localID); 3172 SceneObjectPart part = GetChildPart(localID);
2839 if (part != null) 3173 if (part != null)
2840 { 3174 {
2841 part.IgnoreUndoUpdate = true;
2842 if (scale.X > m_scene.m_maxNonphys) 3175 if (scale.X > m_scene.m_maxNonphys)
2843 scale.X = m_scene.m_maxNonphys; 3176 scale.X = m_scene.m_maxNonphys;
2844 if (scale.Y > m_scene.m_maxNonphys) 3177 if (scale.Y > m_scene.m_maxNonphys)
@@ -2858,94 +3191,100 @@ namespace OpenSim.Region.Framework.Scenes
2858 float y = (scale.Y / part.Scale.Y); 3191 float y = (scale.Y / part.Scale.Y);
2859 float z = (scale.Z / part.Scale.Z); 3192 float z = (scale.Z / part.Scale.Z);
2860 3193
2861 lock (m_parts) 3194 lockPartsForRead(true);
3195 if (x > 1.0f || y > 1.0f || z > 1.0f)
2862 { 3196 {
2863 if (x > 1.0f || y > 1.0f || z > 1.0f) 3197 foreach (SceneObjectPart obPart in m_parts.Values)
2864 { 3198 {
2865 foreach (SceneObjectPart obPart in m_parts.Values) 3199 if (obPart.UUID != m_rootPart.UUID)
2866 { 3200 {
2867 if (obPart.UUID != m_rootPart.UUID) 3201 Vector3 oldSize = new Vector3(obPart.Scale);
2868 { 3202 obPart.IgnoreUndoUpdate = true;
2869 obPart.IgnoreUndoUpdate = true;
2870 Vector3 oldSize = new Vector3(obPart.Scale);
2871 3203
2872 float f = 1.0f; 3204 float f = 1.0f;
2873 float a = 1.0f; 3205 float a = 1.0f;
2874 3206
2875 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3207 if (part.PhysActor != null && part.PhysActor.IsPhysical)
3208 {
3209 if (oldSize.X*x > m_scene.m_maxPhys)
2876 { 3210 {
2877 if (oldSize.X*x > m_scene.m_maxPhys) 3211 f = m_scene.m_maxPhys / oldSize.X;
2878 { 3212 a = f / x;
2879 f = m_scene.m_maxPhys / oldSize.X; 3213 x *= a;
2880 a = f / x; 3214 y *= a;
2881 x *= a; 3215 z *= a;
2882 y *= a;
2883 z *= a;
2884 }
2885 if (oldSize.Y*y > m_scene.m_maxPhys)
2886 {
2887 f = m_scene.m_maxPhys / oldSize.Y;
2888 a = f / y;
2889 x *= a;
2890 y *= a;
2891 z *= a;
2892 }
2893 if (oldSize.Z*z > m_scene.m_maxPhys)
2894 {
2895 f = m_scene.m_maxPhys / oldSize.Z;
2896 a = f / z;
2897 x *= a;
2898 y *= a;
2899 z *= a;
2900 }
2901 } 3216 }
2902 else 3217 if (oldSize.Y*y > m_scene.m_maxPhys)
3218 {
3219 f = m_scene.m_maxPhys / oldSize.Y;
3220 a = f / y;
3221 x *= a;
3222 y *= a;
3223 z *= a;
3224 }
3225 if (oldSize.Z*z > m_scene.m_maxPhys)
3226 {
3227 f = m_scene.m_maxPhys / oldSize.Z;
3228 a = f / z;
3229 x *= a;
3230 y *= a;
3231 z *= a;
3232 }
3233 }
3234 else
3235 {
3236 if (oldSize.X*x > m_scene.m_maxNonphys)
3237 {
3238 f = m_scene.m_maxNonphys / oldSize.X;
3239 a = f / x;
3240 x *= a;
3241 y *= a;
3242 z *= a;
3243 }
3244 if (oldSize.Y*y > m_scene.m_maxNonphys)
3245 {
3246 f = m_scene.m_maxNonphys / oldSize.Y;
3247 a = f / y;
3248 x *= a;
3249 y *= a;
3250 z *= a;
3251 }
3252 if (oldSize.Z*z > m_scene.m_maxNonphys)
2903 { 3253 {
2904 if (oldSize.X*x > m_scene.m_maxNonphys) 3254 f = m_scene.m_maxNonphys / oldSize.Z;
2905 { 3255 a = f / z;
2906 f = m_scene.m_maxNonphys / oldSize.X; 3256 x *= a;
2907 a = f / x; 3257 y *= a;
2908 x *= a; 3258 z *= a;
2909 y *= a;
2910 z *= a;
2911 }
2912 if (oldSize.Y*y > m_scene.m_maxNonphys)
2913 {
2914 f = m_scene.m_maxNonphys / oldSize.Y;
2915 a = f / y;
2916 x *= a;
2917 y *= a;
2918 z *= a;
2919 }
2920 if (oldSize.Z*z > m_scene.m_maxNonphys)
2921 {
2922 f = m_scene.m_maxNonphys / oldSize.Z;
2923 a = f / z;
2924 x *= a;
2925 y *= a;
2926 z *= a;
2927 }
2928 } 3259 }
2929 obPart.IgnoreUndoUpdate = false; 3260
2930 obPart.StoreUndoState();
2931 } 3261 }
2932 } 3262 }
2933 } 3263 }
2934 } 3264 }
3265 lockPartsForRead(false);
2935 3266
2936 Vector3 prevScale = part.Scale; 3267 Vector3 prevScale = part.Scale;
2937 prevScale.X *= x; 3268 prevScale.X *= x;
2938 prevScale.Y *= y; 3269 prevScale.Y *= y;
2939 prevScale.Z *= z; 3270 prevScale.Z *= z;;
3271
3272 part.IgnoreUndoUpdate = false;
3273 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3274 part.IgnoreUndoUpdate = true;
2940 part.Resize(prevScale); 3275 part.Resize(prevScale);
3276 part.IgnoreUndoUpdate = false;
2941 3277
2942 lock (m_parts) 3278 lockPartsForRead(true);
2943 { 3279 {
2944 foreach (SceneObjectPart obPart in m_parts.Values) 3280 foreach (SceneObjectPart obPart in m_parts.Values)
2945 { 3281 {
2946 obPart.IgnoreUndoUpdate = true;
2947 if (obPart.UUID != m_rootPart.UUID) 3282 if (obPart.UUID != m_rootPart.UUID)
2948 { 3283 {
3284 obPart.IgnoreUndoUpdate = false;
3285 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3286 obPart.IgnoreUndoUpdate = true;
3287
2949 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3288 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2950 currentpos.X *= x; 3289 currentpos.X *= x;
2951 currentpos.Y *= y; 3290 currentpos.Y *= y;
@@ -2958,9 +3297,9 @@ namespace OpenSim.Region.Framework.Scenes
2958 obPart.UpdateOffSet(currentpos); 3297 obPart.UpdateOffSet(currentpos);
2959 } 3298 }
2960 obPart.IgnoreUndoUpdate = false; 3299 obPart.IgnoreUndoUpdate = false;
2961 obPart.StoreUndoState();
2962 } 3300 }
2963 } 3301 }
3302 lockPartsForRead(false);
2964 3303
2965 if (part.PhysActor != null) 3304 if (part.PhysActor != null)
2966 { 3305 {
@@ -2969,7 +3308,6 @@ namespace OpenSim.Region.Framework.Scenes
2969 } 3308 }
2970 3309
2971 part.IgnoreUndoUpdate = false; 3310 part.IgnoreUndoUpdate = false;
2972 part.StoreUndoState();
2973 HasGroupChanged = true; 3311 HasGroupChanged = true;
2974 ScheduleGroupForTerseUpdate(); 3312 ScheduleGroupForTerseUpdate();
2975 } 3313 }
@@ -2985,14 +3323,11 @@ namespace OpenSim.Region.Framework.Scenes
2985 /// <param name="pos"></param> 3323 /// <param name="pos"></param>
2986 public void UpdateGroupPosition(Vector3 pos) 3324 public void UpdateGroupPosition(Vector3 pos)
2987 { 3325 {
2988 foreach (SceneObjectPart part in Children.Values)
2989 {
2990 part.StoreUndoState();
2991 }
2992 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3326 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2993 { 3327 {
2994 if (IsAttachment) 3328 if (IsAttachment)
2995 { 3329 {
3330 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2996 m_rootPart.AttachedPos = pos; 3331 m_rootPart.AttachedPos = pos;
2997 } 3332 }
2998 if (RootPart.GetStatusSandbox()) 3333 if (RootPart.GetStatusSandbox())
@@ -3025,7 +3360,7 @@ namespace OpenSim.Region.Framework.Scenes
3025 SceneObjectPart part = GetChildPart(localID); 3360 SceneObjectPart part = GetChildPart(localID);
3026 foreach (SceneObjectPart parts in Children.Values) 3361 foreach (SceneObjectPart parts in Children.Values)
3027 { 3362 {
3028 parts.StoreUndoState(); 3363 parts.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3029 } 3364 }
3030 if (part != null) 3365 if (part != null)
3031 { 3366 {
@@ -3050,7 +3385,7 @@ namespace OpenSim.Region.Framework.Scenes
3050 { 3385 {
3051 foreach (SceneObjectPart part in Children.Values) 3386 foreach (SceneObjectPart part in Children.Values)
3052 { 3387 {
3053 part.StoreUndoState(); 3388 part.StoreUndoState(UndoType.STATE_PRIM_POSITION);
3054 } 3389 }
3055 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3390 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3056 Vector3 oldPos = 3391 Vector3 oldPos =
@@ -3063,7 +3398,7 @@ namespace OpenSim.Region.Framework.Scenes
3063 axDiff *= Quaternion.Inverse(partRotation); 3398 axDiff *= Quaternion.Inverse(partRotation);
3064 diff = axDiff; 3399 diff = axDiff;
3065 3400
3066 lock (m_parts) 3401 lockPartsForRead(true);
3067 { 3402 {
3068 foreach (SceneObjectPart obPart in m_parts.Values) 3403 foreach (SceneObjectPart obPart in m_parts.Values)
3069 { 3404 {
@@ -3073,11 +3408,29 @@ namespace OpenSim.Region.Framework.Scenes
3073 } 3408 }
3074 } 3409 }
3075 } 3410 }
3411 lockPartsForRead(false);
3076 3412
3077 AbsolutePosition = newPos; 3413 //We have to set undoing here because otherwise an undo state will be saved
3414 if (!m_rootPart.Undoing)
3415 {
3416 m_rootPart.Undoing = true;
3417 AbsolutePosition = newPos;
3418 m_rootPart.Undoing = false;
3419 }
3420 else
3421 {
3422 AbsolutePosition = newPos;
3423 }
3078 3424
3079 HasGroupChanged = true; 3425 HasGroupChanged = true;
3080 ScheduleGroupForTerseUpdate(); 3426 if (m_rootPart.Undoing)
3427 {
3428 ScheduleGroupForFullUpdate();
3429 }
3430 else
3431 {
3432 ScheduleGroupForTerseUpdate();
3433 }
3081 } 3434 }
3082 3435
3083 public void OffsetForNewRegion(Vector3 offset) 3436 public void OffsetForNewRegion(Vector3 offset)
@@ -3097,7 +3450,7 @@ namespace OpenSim.Region.Framework.Scenes
3097 { 3450 {
3098 foreach (SceneObjectPart parts in Children.Values) 3451 foreach (SceneObjectPart parts in Children.Values)
3099 { 3452 {
3100 parts.StoreUndoState(); 3453 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3101 } 3454 }
3102 m_rootPart.UpdateRotation(rot); 3455 m_rootPart.UpdateRotation(rot);
3103 3456
@@ -3121,7 +3474,7 @@ namespace OpenSim.Region.Framework.Scenes
3121 { 3474 {
3122 foreach (SceneObjectPart parts in Children.Values) 3475 foreach (SceneObjectPart parts in Children.Values)
3123 { 3476 {
3124 parts.StoreUndoState(); 3477 parts.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
3125 } 3478 }
3126 m_rootPart.UpdateRotation(rot); 3479 m_rootPart.UpdateRotation(rot);
3127 3480
@@ -3148,7 +3501,7 @@ namespace OpenSim.Region.Framework.Scenes
3148 SceneObjectPart part = GetChildPart(localID); 3501 SceneObjectPart part = GetChildPart(localID);
3149 foreach (SceneObjectPart parts in Children.Values) 3502 foreach (SceneObjectPart parts in Children.Values)
3150 { 3503 {
3151 parts.StoreUndoState(); 3504 parts.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3152 } 3505 }
3153 if (part != null) 3506 if (part != null)
3154 { 3507 {
@@ -3176,15 +3529,24 @@ namespace OpenSim.Region.Framework.Scenes
3176 if (part.UUID == m_rootPart.UUID) 3529 if (part.UUID == m_rootPart.UUID)
3177 { 3530 {
3178 UpdateRootRotation(rot); 3531 UpdateRootRotation(rot);
3179 AbsolutePosition = pos; 3532 if (!m_rootPart.Undoing)
3533 {
3534 m_rootPart.Undoing = true;
3535 AbsolutePosition = pos;
3536 m_rootPart.Undoing = false;
3537 }
3538 else
3539 {
3540 AbsolutePosition = pos;
3541 }
3180 } 3542 }
3181 else 3543 else
3182 { 3544 {
3545 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3183 part.IgnoreUndoUpdate = true; 3546 part.IgnoreUndoUpdate = true;
3184 part.UpdateRotation(rot); 3547 part.UpdateRotation(rot);
3185 part.OffsetPosition = pos; 3548 part.OffsetPosition = pos;
3186 part.IgnoreUndoUpdate = false; 3549 part.IgnoreUndoUpdate = false;
3187 part.StoreUndoState();
3188 } 3550 }
3189 } 3551 }
3190 } 3552 }
@@ -3198,7 +3560,13 @@ namespace OpenSim.Region.Framework.Scenes
3198 Quaternion axRot = rot; 3560 Quaternion axRot = rot;
3199 Quaternion oldParentRot = m_rootPart.RotationOffset; 3561 Quaternion oldParentRot = m_rootPart.RotationOffset;
3200 3562
3201 m_rootPart.StoreUndoState(); 3563 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3564 bool cancelUndo = false;
3565 if (!m_rootPart.Undoing)
3566 {
3567 m_rootPart.Undoing = true;
3568 cancelUndo = true;
3569 }
3202 m_rootPart.UpdateRotation(rot); 3570 m_rootPart.UpdateRotation(rot);
3203 if (m_rootPart.PhysActor != null) 3571 if (m_rootPart.PhysActor != null)
3204 { 3572 {
@@ -3206,33 +3574,31 @@ namespace OpenSim.Region.Framework.Scenes
3206 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); 3574 m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
3207 } 3575 }
3208 3576
3209 lock (m_parts) 3577 lockPartsForRead(true);
3578
3579 foreach (SceneObjectPart prim in m_parts.Values)
3210 { 3580 {
3211 foreach (SceneObjectPart prim in m_parts.Values) 3581 if (prim.UUID != m_rootPart.UUID)
3212 { 3582 {
3213 if (prim.UUID != m_rootPart.UUID) 3583 prim.IgnoreUndoUpdate = true;
3214 { 3584 Vector3 axPos = prim.OffsetPosition;
3215 prim.IgnoreUndoUpdate = true; 3585 axPos *= oldParentRot;
3216 Vector3 axPos = prim.OffsetPosition; 3586 axPos *= Quaternion.Inverse(axRot);
3217 axPos *= oldParentRot; 3587 prim.OffsetPosition = axPos;
3218 axPos *= Quaternion.Inverse(axRot); 3588 Quaternion primsRot = prim.RotationOffset;
3219 prim.OffsetPosition = axPos; 3589 Quaternion newRot = primsRot * oldParentRot;
3220 Quaternion primsRot = prim.RotationOffset; 3590 newRot *= Quaternion.Inverse(axRot);
3221 Quaternion newRot = primsRot * oldParentRot; 3591 prim.RotationOffset = newRot;
3222 newRot *= Quaternion.Inverse(axRot); 3592 prim.ScheduleTerseUpdate();
3223 prim.RotationOffset = newRot; 3593 prim.IgnoreUndoUpdate = false;
3224 prim.ScheduleTerseUpdate();
3225 }
3226 } 3594 }
3227 } 3595 }
3228 foreach (SceneObjectPart childpart in Children.Values) 3596 if (cancelUndo == true)
3229 { 3597 {
3230 if (childpart != m_rootPart) 3598 m_rootPart.Undoing = false;
3231 {
3232 childpart.IgnoreUndoUpdate = false;
3233 childpart.StoreUndoState();
3234 }
3235 } 3599 }
3600 lockPartsForRead(false);
3601
3236 m_rootPart.ScheduleTerseUpdate(); 3602 m_rootPart.ScheduleTerseUpdate();
3237 } 3603 }
3238 3604
@@ -3354,7 +3720,7 @@ namespace OpenSim.Region.Framework.Scenes
3354 if (atTargets.Count > 0) 3720 if (atTargets.Count > 0)
3355 { 3721 {
3356 uint[] localids = new uint[0]; 3722 uint[] localids = new uint[0];
3357 lock (m_parts) 3723 lockPartsForRead(true);
3358 { 3724 {
3359 localids = new uint[m_parts.Count]; 3725 localids = new uint[m_parts.Count];
3360 int cntr = 0; 3726 int cntr = 0;
@@ -3364,6 +3730,7 @@ namespace OpenSim.Region.Framework.Scenes
3364 cntr++; 3730 cntr++;
3365 } 3731 }
3366 } 3732 }
3733 lockPartsForRead(false);
3367 3734
3368 for (int ctr = 0; ctr < localids.Length; ctr++) 3735 for (int ctr = 0; ctr < localids.Length; ctr++)
3369 { 3736 {
@@ -3382,7 +3749,7 @@ namespace OpenSim.Region.Framework.Scenes
3382 { 3749 {
3383 //trigger not_at_target 3750 //trigger not_at_target
3384 uint[] localids = new uint[0]; 3751 uint[] localids = new uint[0];
3385 lock (m_parts) 3752 lockPartsForRead(true);
3386 { 3753 {
3387 localids = new uint[m_parts.Count]; 3754 localids = new uint[m_parts.Count];
3388 int cntr = 0; 3755 int cntr = 0;
@@ -3392,7 +3759,8 @@ namespace OpenSim.Region.Framework.Scenes
3392 cntr++; 3759 cntr++;
3393 } 3760 }
3394 } 3761 }
3395 3762 lockPartsForRead(false);
3763
3396 for (int ctr = 0; ctr < localids.Length; ctr++) 3764 for (int ctr = 0; ctr < localids.Length; ctr++)
3397 { 3765 {
3398 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]); 3766 m_scene.EventManager.TriggerNotAtTargetEvent(localids[ctr]);
@@ -3433,7 +3801,8 @@ namespace OpenSim.Region.Framework.Scenes
3433 if (atRotTargets.Count > 0) 3801 if (atRotTargets.Count > 0)
3434 { 3802 {
3435 uint[] localids = new uint[0]; 3803 uint[] localids = new uint[0];
3436 lock (m_parts) 3804 lockPartsForRead(true);
3805 try
3437 { 3806 {
3438 localids = new uint[m_parts.Count]; 3807 localids = new uint[m_parts.Count];
3439 int cntr = 0; 3808 int cntr = 0;
@@ -3443,6 +3812,10 @@ namespace OpenSim.Region.Framework.Scenes
3443 cntr++; 3812 cntr++;
3444 } 3813 }
3445 } 3814 }
3815 finally
3816 {
3817 lockPartsForRead(false);
3818 }
3446 3819
3447 for (int ctr = 0; ctr < localids.Length; ctr++) 3820 for (int ctr = 0; ctr < localids.Length; ctr++)
3448 { 3821 {
@@ -3461,7 +3834,8 @@ namespace OpenSim.Region.Framework.Scenes
3461 { 3834 {
3462 //trigger not_at_target 3835 //trigger not_at_target
3463 uint[] localids = new uint[0]; 3836 uint[] localids = new uint[0];
3464 lock (m_parts) 3837 lockPartsForRead(true);
3838 try
3465 { 3839 {
3466 localids = new uint[m_parts.Count]; 3840 localids = new uint[m_parts.Count];
3467 int cntr = 0; 3841 int cntr = 0;
@@ -3471,6 +3845,10 @@ namespace OpenSim.Region.Framework.Scenes
3471 cntr++; 3845 cntr++;
3472 } 3846 }
3473 } 3847 }
3848 finally
3849 {
3850 lockPartsForRead(false);
3851 }
3474 3852
3475 for (int ctr = 0; ctr < localids.Length; ctr++) 3853 for (int ctr = 0; ctr < localids.Length; ctr++)
3476 { 3854 {
@@ -3484,19 +3862,20 @@ namespace OpenSim.Region.Framework.Scenes
3484 public float GetMass() 3862 public float GetMass()
3485 { 3863 {
3486 float retmass = 0f; 3864 float retmass = 0f;
3487 lock (m_parts) 3865 lockPartsForRead(true);
3488 { 3866 {
3489 foreach (SceneObjectPart part in m_parts.Values) 3867 foreach (SceneObjectPart part in m_parts.Values)
3490 { 3868 {
3491 retmass += part.GetMass(); 3869 retmass += part.GetMass();
3492 } 3870 }
3493 } 3871 }
3872 lockPartsForRead(false);
3494 return retmass; 3873 return retmass;
3495 } 3874 }
3496 3875
3497 public void CheckSculptAndLoad() 3876 public void CheckSculptAndLoad()
3498 { 3877 {
3499 lock (m_parts) 3878 lockPartsForRead(true);
3500 { 3879 {
3501 if (!IsDeleted) 3880 if (!IsDeleted)
3502 { 3881 {
@@ -3521,6 +3900,7 @@ namespace OpenSim.Region.Framework.Scenes
3521 } 3900 }
3522 } 3901 }
3523 } 3902 }
3903 lockPartsForRead(false);
3524 } 3904 }
3525 3905
3526 protected void AssetReceived(string id, Object sender, AssetBase asset) 3906 protected void AssetReceived(string id, Object sender, AssetBase asset)
@@ -3541,7 +3921,7 @@ namespace OpenSim.Region.Framework.Scenes
3541 /// <param name="client"></param> 3921 /// <param name="client"></param>
3542 public void SetGroup(UUID GroupID, IClientAPI client) 3922 public void SetGroup(UUID GroupID, IClientAPI client)
3543 { 3923 {
3544 lock (m_parts) 3924 lockPartsForRead(true);
3545 { 3925 {
3546 foreach (SceneObjectPart part in m_parts.Values) 3926 foreach (SceneObjectPart part in m_parts.Values)
3547 { 3927 {
@@ -3551,6 +3931,7 @@ namespace OpenSim.Region.Framework.Scenes
3551 3931
3552 HasGroupChanged = true; 3932 HasGroupChanged = true;
3553 } 3933 }
3934 lockPartsForRead(false);
3554 3935
3555 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 3936 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
3556 // for the same object with very different properties. The caller must schedule the update. 3937 // for the same object with very different properties. The caller must schedule the update.
@@ -3572,11 +3953,12 @@ namespace OpenSim.Region.Framework.Scenes
3572 3953
3573 public void SetAttachmentPoint(byte point) 3954 public void SetAttachmentPoint(byte point)
3574 { 3955 {
3575 lock (m_parts) 3956 lockPartsForRead(true);
3576 { 3957 {
3577 foreach (SceneObjectPart part in m_parts.Values) 3958 foreach (SceneObjectPart part in m_parts.Values)
3578 part.SetAttachmentPoint(point); 3959 part.SetAttachmentPoint(point);
3579 } 3960 }
3961 lockPartsForRead(false);
3580 } 3962 }
3581 3963
3582 #region ISceneObject 3964 #region ISceneObject
@@ -3610,6 +3992,14 @@ namespace OpenSim.Region.Framework.Scenes
3610 SetFromItemID(uuid); 3992 SetFromItemID(uuid);
3611 } 3993 }
3612 3994
3995 public void ResetOwnerChangeFlag()
3996 {
3997 ForEachPart(delegate(SceneObjectPart part)
3998 {
3999 part.ResetOwnerChangeFlag();
4000 });
4001 }
4002
3613 #endregion 4003 #endregion
3614 } 4004 }
3615} 4005}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 3dac0ad..efdc19c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -149,7 +149,7 @@ namespace OpenSim.Region.Framework.Scenes
149 149
150 // TODO: This needs to be persisted in next XML version update! 150 // TODO: This needs to be persisted in next XML version update!
151 [XmlIgnore] 151 [XmlIgnore]
152 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 152 public int[] PayPrice = {-2,-2,-2,-2,-2};
153 [XmlIgnore] 153 [XmlIgnore]
154 public PhysicsActor PhysActor; 154 public PhysicsActor PhysActor;
155 155
@@ -184,6 +184,14 @@ namespace OpenSim.Region.Framework.Scenes
184 [XmlIgnore] 184 [XmlIgnore]
185 public UUID FromFolderID; 185 public UUID FromFolderID;
186 186
187 // The following two are to hold the attachment data
188 // while an object is inworld
189 [XmlIgnore]
190 public byte AttachPoint = 0;
191
192 [XmlIgnore]
193 public Vector3 AttachOffset = Vector3.Zero;
194
187 [XmlIgnore] 195 [XmlIgnore]
188 public int STATUS_ROTATE_X; 196 public int STATUS_ROTATE_X;
189 197
@@ -279,6 +287,7 @@ namespace OpenSim.Region.Framework.Scenes
279 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 287 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
280 private Vector3 m_sitTargetPosition; 288 private Vector3 m_sitTargetPosition;
281 private string m_sitAnimation = "SIT"; 289 private string m_sitAnimation = "SIT";
290 private bool m_occupied; // KF if any av is sitting on this prim
282 private string m_text = String.Empty; 291 private string m_text = String.Empty;
283 private string m_touchName = String.Empty; 292 private string m_touchName = String.Empty;
284 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 293 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -367,7 +376,7 @@ namespace OpenSim.Region.Framework.Scenes
367 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 376 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
368 Quaternion rotationOffset, Vector3 offsetPosition) 377 Quaternion rotationOffset, Vector3 offsetPosition)
369 { 378 {
370 m_name = "Primitive"; 379 m_name = "Object";
371 380
372 Rezzed = DateTime.UtcNow; 381 Rezzed = DateTime.UtcNow;
373 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 382 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -463,12 +472,16 @@ namespace OpenSim.Region.Framework.Scenes
463 } 472 }
464 473
465 /// <value> 474 /// <value>
466 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 475 /// Get the inventory list
467 /// </value> 476 /// </value>
468 public TaskInventoryDictionary TaskInventory 477 public TaskInventoryDictionary TaskInventory
469 { 478 {
470 get { return m_inventory.Items; } 479 get {
471 set { m_inventory.Items = value; } 480 return m_inventory.Items;
481 }
482 set {
483 m_inventory.Items = value;
484 }
472 } 485 }
473 486
474 public uint ObjectFlags 487 public uint ObjectFlags
@@ -597,14 +610,12 @@ namespace OpenSim.Region.Framework.Scenes
597 set { m_LoopSoundSlavePrims = value; } 610 set { m_LoopSoundSlavePrims = value; }
598 } 611 }
599 612
600 [XmlIgnore]
601 public Byte[] TextureAnimation 613 public Byte[] TextureAnimation
602 { 614 {
603 get { return m_TextureAnimation; } 615 get { return m_TextureAnimation; }
604 set { m_TextureAnimation = value; } 616 set { m_TextureAnimation = value; }
605 } 617 }
606 618
607 [XmlIgnore]
608 public Byte[] ParticleSystem 619 public Byte[] ParticleSystem
609 { 620 {
610 get { return m_particleSystem; } 621 get { return m_particleSystem; }
@@ -658,7 +669,6 @@ namespace OpenSim.Region.Framework.Scenes
658 set 669 set
659 { 670 {
660 m_groupPosition = value; 671 m_groupPosition = value;
661
662 PhysicsActor actor = PhysActor; 672 PhysicsActor actor = PhysActor;
663 if (actor != null) 673 if (actor != null)
664 { 674 {
@@ -678,25 +688,13 @@ namespace OpenSim.Region.Framework.Scenes
678 688
679 // Tell the physics engines that this prim changed. 689 // Tell the physics engines that this prim changed.
680 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 690 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
691
681 } 692 }
682 catch (Exception e) 693 catch (Exception e)
683 { 694 {
684 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 695 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
685 } 696 }
686 } 697 }
687
688 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
689 if (m_sitTargetAvatar != UUID.Zero)
690 {
691 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
692 {
693 ScenePresence avatar;
694 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
695 {
696 avatar.ParentPosition = GetWorldPosition();
697 }
698 }
699 }
700 } 698 }
701 } 699 }
702 700
@@ -705,7 +703,8 @@ namespace OpenSim.Region.Framework.Scenes
705 get { return m_offsetPosition; } 703 get { return m_offsetPosition; }
706 set 704 set
707 { 705 {
708 StoreUndoState(); 706 Vector3 oldpos = m_offsetPosition;
707 StoreUndoState(UndoType.STATE_PRIM_POSITION);
709 m_offsetPosition = value; 708 m_offsetPosition = value;
710 709
711 if (ParentGroup != null && !ParentGroup.IsDeleted) 710 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -719,6 +718,17 @@ namespace OpenSim.Region.Framework.Scenes
719 // Tell the physics engines that this prim changed. 718 // Tell the physics engines that this prim changed.
720 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 719 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
721 } 720 }
721
722 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
723 foreach (ScenePresence av in avs)
724 {
725 if (av.LinkedPrim == m_uuid)
726 {
727 Vector3 offset = (m_offsetPosition - oldpos);
728 av.OffsetPosition += offset;
729 av.SendFullUpdateToAllClients();
730 }
731 }
722 } 732 }
723 } 733 }
724 } 734 }
@@ -761,7 +771,7 @@ namespace OpenSim.Region.Framework.Scenes
761 771
762 set 772 set
763 { 773 {
764 StoreUndoState(); 774 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
765 m_rotationOffset = value; 775 m_rotationOffset = value;
766 776
767 PhysicsActor actor = PhysActor; 777 PhysicsActor actor = PhysActor;
@@ -845,7 +855,16 @@ namespace OpenSim.Region.Framework.Scenes
845 /// <summary></summary> 855 /// <summary></summary>
846 public Vector3 Acceleration 856 public Vector3 Acceleration
847 { 857 {
848 get { return m_acceleration; } 858 get
859 {
860 PhysicsActor actor = PhysActor;
861 if (actor != null)
862 {
863 m_acceleration = actor.Acceleration;
864 }
865 return m_acceleration;
866 }
867
849 set { m_acceleration = value; } 868 set { m_acceleration = value; }
850 } 869 }
851 870
@@ -950,7 +969,7 @@ namespace OpenSim.Region.Framework.Scenes
950 get { return m_shape.Scale; } 969 get { return m_shape.Scale; }
951 set 970 set
952 { 971 {
953 StoreUndoState(); 972 StoreUndoState(UndoType.STATE_PRIM_SCALE);
954 if (m_shape != null) 973 if (m_shape != null)
955 { 974 {
956 m_shape.Scale = value; 975 m_shape.Scale = value;
@@ -1016,7 +1035,8 @@ namespace OpenSim.Region.Framework.Scenes
1016 if (IsAttachment) 1035 if (IsAttachment)
1017 return GroupPosition; 1036 return GroupPosition;
1018 1037
1019 return m_offsetPosition + m_groupPosition; } 1038// return m_offsetPosition + m_groupPosition; }
1039 return m_groupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset) ; } //KF: Rotation was ignored!
1020 } 1040 }
1021 1041
1022 public SceneObjectGroup ParentGroup 1042 public SceneObjectGroup ParentGroup
@@ -1167,6 +1187,13 @@ namespace OpenSim.Region.Framework.Scenes
1167 get { return _flags; } 1187 get { return _flags; }
1168 set { _flags = value; } 1188 set { _flags = value; }
1169 } 1189 }
1190
1191 [XmlIgnore]
1192 public bool IsOccupied // KF If an av is sittingon this prim
1193 {
1194 get { return m_occupied; }
1195 set { m_occupied = value; }
1196 }
1170 1197
1171 [XmlIgnore] 1198 [XmlIgnore]
1172 public UUID SitTargetAvatar 1199 public UUID SitTargetAvatar
@@ -1242,14 +1269,6 @@ namespace OpenSim.Region.Framework.Scenes
1242 } 1269 }
1243 } 1270 }
1244 1271
1245 /// <summary>
1246 /// Clear all pending updates of parts to clients
1247 /// </summary>
1248 private void ClearUpdateSchedule()
1249 {
1250 m_updateFlag = 0;
1251 }
1252
1253 private void SendObjectPropertiesToClient(UUID AgentID) 1272 private void SendObjectPropertiesToClient(UUID AgentID)
1254 { 1273 {
1255 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1274 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1500,14 +1519,21 @@ namespace OpenSim.Region.Framework.Scenes
1500 // or flexible 1519 // or flexible
1501 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1520 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1502 { 1521 {
1503 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1522 try
1504 Name, 1523 {
1505 Shape, 1524 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1506 AbsolutePosition, 1525 Name,
1507 Scale, 1526 Shape,
1508 RotationOffset, 1527 AbsolutePosition,
1509 RigidBody); 1528 Scale,
1510 1529 RotationOffset,
1530 RigidBody);
1531 }
1532 catch
1533 {
1534 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1535 PhysActor = null;
1536 }
1511 // Basic Physics returns null.. joy joy joy. 1537 // Basic Physics returns null.. joy joy joy.
1512 if (PhysActor != null) 1538 if (PhysActor != null)
1513 { 1539 {
@@ -1535,7 +1561,7 @@ namespace OpenSim.Region.Framework.Scenes
1535 { 1561 {
1536 m_redo.Clear(); 1562 m_redo.Clear();
1537 } 1563 }
1538 StoreUndoState(); 1564 StoreUndoState(UndoType.STATE_ALL);
1539 } 1565 }
1540 1566
1541 public byte ConvertScriptUintToByte(uint indata) 1567 public byte ConvertScriptUintToByte(uint indata)
@@ -1647,7 +1673,7 @@ namespace OpenSim.Region.Framework.Scenes
1647 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1673 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1648 part.Shape = shape; 1674 part.Shape = shape;
1649 1675
1650 part.Name = "Primitive"; 1676 part.Name = "Object";
1651 part._ownerID = UUID.Random(); 1677 part._ownerID = UUID.Random();
1652 1678
1653 return part; 1679 return part;
@@ -1770,7 +1796,7 @@ namespace OpenSim.Region.Framework.Scenes
1770 // which stops client-side interpolation of deactivated joint proxy objects. 1796 // which stops client-side interpolation of deactivated joint proxy objects.
1771 } 1797 }
1772 1798
1773 if (!UsePhysics && !isNew) 1799 if (!UsePhysics)
1774 { 1800 {
1775 // reset velocity to 0 on physics switch-off. Without that, the client thinks the 1801 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1776 // prim still has velocity and continues to interpolate its position along the old 1802 // prim still has velocity and continues to interpolate its position along the old
@@ -2005,12 +2031,17 @@ namespace OpenSim.Region.Framework.Scenes
2005 public Vector3 GetWorldPosition() 2031 public Vector3 GetWorldPosition()
2006 { 2032 {
2007 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2033 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2008
2009 Vector3 axPos = OffsetPosition; 2034 Vector3 axPos = OffsetPosition;
2010
2011 axPos *= parentRot; 2035 axPos *= parentRot;
2012 Vector3 translationOffsetPosition = axPos; 2036 Vector3 translationOffsetPosition = axPos;
2013 return GroupPosition + translationOffsetPosition; 2037 if(_parentID == 0)
2038 {
2039 return GroupPosition;
2040 }
2041 else
2042 {
2043 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2044 }
2014 } 2045 }
2015 2046
2016 /// <summary> 2047 /// <summary>
@@ -2021,7 +2052,7 @@ namespace OpenSim.Region.Framework.Scenes
2021 { 2052 {
2022 Quaternion newRot; 2053 Quaternion newRot;
2023 2054
2024 if (this.LinkNum == 0) 2055 if (this.LinkNum < 2) //KF Single or root prim
2025 { 2056 {
2026 newRot = RotationOffset; 2057 newRot = RotationOffset;
2027 } 2058 }
@@ -2667,17 +2698,18 @@ namespace OpenSim.Region.Framework.Scenes
2667 //Trys to fetch sound id from prim's inventory. 2698 //Trys to fetch sound id from prim's inventory.
2668 //Prim's inventory doesn't support non script items yet 2699 //Prim's inventory doesn't support non script items yet
2669 2700
2670 lock (TaskInventory) 2701 TaskInventory.LockItemsForRead(true);
2702
2703 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2671 { 2704 {
2672 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2705 if (item.Value.Name == sound)
2673 { 2706 {
2674 if (item.Value.Name == sound) 2707 soundID = item.Value.ItemID;
2675 { 2708 break;
2676 soundID = item.Value.ItemID;
2677 break;
2678 }
2679 } 2709 }
2680 } 2710 }
2711
2712 TaskInventory.LockItemsForRead(false);
2681 } 2713 }
2682 2714
2683 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2715 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2737,7 +2769,7 @@ namespace OpenSim.Region.Framework.Scenes
2737 /// <param name="scale"></param> 2769 /// <param name="scale"></param>
2738 public void Resize(Vector3 scale) 2770 public void Resize(Vector3 scale)
2739 { 2771 {
2740 StoreUndoState(); 2772 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2741 m_shape.Scale = scale; 2773 m_shape.Scale = scale;
2742 2774
2743 ParentGroup.HasGroupChanged = true; 2775 ParentGroup.HasGroupChanged = true;
@@ -2746,38 +2778,7 @@ namespace OpenSim.Region.Framework.Scenes
2746 2778
2747 public void RotLookAt(Quaternion target, float strength, float damping) 2779 public void RotLookAt(Quaternion target, float strength, float damping)
2748 { 2780 {
2749 rotLookAt(target, strength, damping); 2781 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2750 }
2751
2752 public void rotLookAt(Quaternion target, float strength, float damping)
2753 {
2754 if (IsAttachment)
2755 {
2756 /*
2757 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2758 if (avatar != null)
2759 {
2760 Rotate the Av?
2761 } */
2762 }
2763 else
2764 {
2765 APIDDamp = damping;
2766 APIDStrength = strength;
2767 APIDTarget = target;
2768 }
2769 }
2770
2771 public void startLookAt(Quaternion rot, float damp, float strength)
2772 {
2773 APIDDamp = damp;
2774 APIDStrength = strength;
2775 APIDTarget = rot;
2776 }
2777
2778 public void stopLookAt()
2779 {
2780 APIDTarget = Quaternion.Identity;
2781 } 2782 }
2782 2783
2783 /// <summary> 2784 /// <summary>
@@ -2789,7 +2790,10 @@ namespace OpenSim.Region.Framework.Scenes
2789 2790
2790 if (m_parentGroup != null) 2791 if (m_parentGroup != null)
2791 { 2792 {
2792 m_parentGroup.QueueForUpdateCheck(); 2793 if (!m_parentGroup.areUpdatesSuspended)
2794 {
2795 m_parentGroup.QueueForUpdateCheck();
2796 }
2793 } 2797 }
2794 2798
2795 int timeNow = Util.UnixTimeSinceEpoch(); 2799 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3006,8 +3010,8 @@ namespace OpenSim.Region.Framework.Scenes
3006 { 3010 {
3007 const float ROTATION_TOLERANCE = 0.01f; 3011 const float ROTATION_TOLERANCE = 0.01f;
3008 const float VELOCITY_TOLERANCE = 0.001f; 3012 const float VELOCITY_TOLERANCE = 0.001f;
3009 const float POSITION_TOLERANCE = 0.05f; 3013 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3010 const int TIME_MS_TOLERANCE = 3000; 3014 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3011 3015
3012 if (m_updateFlag == 1) 3016 if (m_updateFlag == 1)
3013 { 3017 {
@@ -3021,7 +3025,7 @@ namespace OpenSim.Region.Framework.Scenes
3021 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3025 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3022 { 3026 {
3023 AddTerseUpdateToAllAvatars(); 3027 AddTerseUpdateToAllAvatars();
3024 ClearUpdateSchedule(); 3028
3025 3029
3026 // This causes the Scene to 'poll' physical objects every couple of frames 3030 // This causes the Scene to 'poll' physical objects every couple of frames
3027 // bad, so it's been replaced by an event driven method. 3031 // bad, so it's been replaced by an event driven method.
@@ -3039,16 +3043,18 @@ namespace OpenSim.Region.Framework.Scenes
3039 m_lastAngularVelocity = AngularVelocity; 3043 m_lastAngularVelocity = AngularVelocity;
3040 m_lastTerseSent = Environment.TickCount; 3044 m_lastTerseSent = Environment.TickCount;
3041 } 3045 }
3046 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3047 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3042 } 3048 }
3043 else 3049 else
3044 { 3050 {
3045 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3051 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3046 { 3052 {
3047 AddFullUpdateToAllAvatars(); 3053 AddFullUpdateToAllAvatars();
3048 ClearUpdateSchedule(); 3054 m_updateFlag = 0; //Same here
3049 } 3055 }
3050 } 3056 }
3051 ClearUpdateSchedule(); 3057 m_updateFlag = 0;
3052 } 3058 }
3053 3059
3054 /// <summary> 3060 /// <summary>
@@ -3068,6 +3074,15 @@ namespace OpenSim.Region.Framework.Scenes
3068 UUID ownerID = _ownerID; 3074 UUID ownerID = _ownerID;
3069 UUID objectID = UUID; 3075 UUID objectID = UUID;
3070 UUID parentID = GetRootPartUUID(); 3076 UUID parentID = GetRootPartUUID();
3077
3078 if (ParentGroup.IsAttachment && ParentGroup.RootPart.Shape.State > 30)
3079 {
3080 // Use the avatar as the parent for HUDs, since the prims
3081 // are not sent to other avatars
3082 objectID = _ownerID;
3083 parentID = _ownerID;
3084 }
3085
3071 UUID soundID = UUID.Zero; 3086 UUID soundID = UUID.Zero;
3072 Vector3 position = AbsolutePosition; // region local 3087 Vector3 position = AbsolutePosition; // region local
3073 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle; 3088 ulong regionHandle = m_parentGroup.Scene.RegionInfo.RegionHandle;
@@ -3075,17 +3090,16 @@ namespace OpenSim.Region.Framework.Scenes
3075 if (!UUID.TryParse(sound, out soundID)) 3090 if (!UUID.TryParse(sound, out soundID))
3076 { 3091 {
3077 // search sound file from inventory 3092 // search sound file from inventory
3078 lock (TaskInventory) 3093 TaskInventory.LockItemsForRead(true);
3094 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3079 { 3095 {
3080 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3096 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3081 { 3097 {
3082 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3098 soundID = item.Value.ItemID;
3083 { 3099 break;
3084 soundID = item.Value.ItemID;
3085 break;
3086 }
3087 } 3100 }
3088 } 3101 }
3102 TaskInventory.LockItemsForRead(false);
3089 } 3103 }
3090 3104
3091 if (soundID == UUID.Zero) 3105 if (soundID == UUID.Zero)
@@ -3520,7 +3534,7 @@ namespace OpenSim.Region.Framework.Scenes
3520 3534
3521 public void StopLookAt() 3535 public void StopLookAt()
3522 { 3536 {
3523 m_parentGroup.stopLookAt(); 3537 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3524 3538
3525 m_parentGroup.ScheduleGroupForTerseUpdate(); 3539 m_parentGroup.ScheduleGroupForTerseUpdate();
3526 } 3540 }
@@ -3547,10 +3561,9 @@ namespace OpenSim.Region.Framework.Scenes
3547 m_parentGroup.ScheduleGroupForTerseUpdate(); 3561 m_parentGroup.ScheduleGroupForTerseUpdate();
3548 //m_parentGroup.ScheduleGroupForFullUpdate(); 3562 //m_parentGroup.ScheduleGroupForFullUpdate();
3549 } 3563 }
3550 3564 public void StoreUndoState(UndoType type)
3551 public void StoreUndoState()
3552 { 3565 {
3553 if (!Undoing) 3566 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3554 { 3567 {
3555 if (!IgnoreUndoUpdate) 3568 if (!IgnoreUndoUpdate)
3556 { 3569 {
@@ -3561,17 +3574,25 @@ namespace OpenSim.Region.Framework.Scenes
3561 if (m_undo.Count > 0) 3574 if (m_undo.Count > 0)
3562 { 3575 {
3563 UndoState last = m_undo.Peek(); 3576 UndoState last = m_undo.Peek();
3564 if (last != null) 3577
3565 {
3566 if (last.Compare(this))
3567 return;
3568 }
3569 } 3578 }
3570 3579
3571 if (m_parentGroup.GetSceneMaxUndo() > 0) 3580 if (m_parentGroup.GetSceneMaxUndo() > 0)
3572 { 3581 {
3573 UndoState nUndo = new UndoState(this); 3582 UndoState lastUndo = m_undo.Peek();
3574 3583
3584 UndoState nUndo = new UndoState(this, type);
3585
3586 if (lastUndo != null)
3587 {
3588 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3589 if (ts.TotalMilliseconds < 500)
3590 {
3591 //Delete the last entry since it was less than 500 milliseconds ago
3592 nUndo.Merge(lastUndo);
3593 m_undo.Pop();
3594 }
3595 }
3575 m_undo.Push(nUndo); 3596 m_undo.Push(nUndo);
3576 } 3597 }
3577 3598
@@ -4048,11 +4069,13 @@ namespace OpenSim.Region.Framework.Scenes
4048 if (m_undo.Count > 0) 4069 if (m_undo.Count > 0)
4049 { 4070 {
4050 UndoState nUndo = null; 4071 UndoState nUndo = null;
4072 UndoState goback = m_undo.Pop();
4051 if (m_parentGroup.GetSceneMaxUndo() > 0) 4073 if (m_parentGroup.GetSceneMaxUndo() > 0)
4052 { 4074 {
4053 nUndo = new UndoState(this); 4075 nUndo = new UndoState(this, goback.Type);
4054 } 4076 }
4055 UndoState goback = m_undo.Pop(); 4077
4078
4056 if (goback != null) 4079 if (goback != null)
4057 { 4080 {
4058 goback.PlaybackState(this); 4081 goback.PlaybackState(this);
@@ -4067,13 +4090,13 @@ namespace OpenSim.Region.Framework.Scenes
4067 { 4090 {
4068 lock (m_redo) 4091 lock (m_redo)
4069 { 4092 {
4093 UndoState gofwd = m_redo.Pop();
4070 if (m_parentGroup.GetSceneMaxUndo() > 0) 4094 if (m_parentGroup.GetSceneMaxUndo() > 0)
4071 { 4095 {
4072 UndoState nUndo = new UndoState(this); 4096 UndoState nUndo = new UndoState(this, gofwd.Type);
4073 4097
4074 m_undo.Push(nUndo); 4098 m_undo.Push(nUndo);
4075 } 4099 }
4076 UndoState gofwd = m_redo.Pop();
4077 if (gofwd != null) 4100 if (gofwd != null)
4078 gofwd.PlayfwdState(this); 4101 gofwd.PlayfwdState(this);
4079 } 4102 }
@@ -4521,8 +4544,9 @@ namespace OpenSim.Region.Framework.Scenes
4521 { 4544 {
4522 m_shape.TextureEntry = textureEntry; 4545 m_shape.TextureEntry = textureEntry;
4523 TriggerScriptChangedEvent(Changed.TEXTURE); 4546 TriggerScriptChangedEvent(Changed.TEXTURE);
4524 4547 m_updateFlag = 1;
4525 ParentGroup.HasGroupChanged = true; 4548 ParentGroup.HasGroupChanged = true;
4549
4526 //This is madness.. 4550 //This is madness..
4527 //ParentGroup.ScheduleGroupForFullUpdate(); 4551 //ParentGroup.ScheduleGroupForFullUpdate();
4528 //This is sparta 4552 //This is sparta
@@ -4767,5 +4791,17 @@ namespace OpenSim.Region.Framework.Scenes
4767 Color color = Color; 4791 Color color = Color;
4768 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4792 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4769 } 4793 }
4794
4795 public void ResetOwnerChangeFlag()
4796 {
4797 List<UUID> inv = Inventory.GetInventoryList();
4798
4799 foreach (UUID itemID in inv)
4800 {
4801 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4802 item.OwnerChanged = false;
4803 Inventory.UpdateInventoryItem(item);
4804 }
4805 }
4770 } 4806 }
4771} 4807}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 4ae53a2..8b4f0ed 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -46,6 +46,8 @@ namespace OpenSim.Region.Framework.Scenes
46 46
47 private string m_inventoryFileName = String.Empty; 47 private string m_inventoryFileName = String.Empty;
48 private int m_inventoryFileNameSerial = 0; 48 private int m_inventoryFileNameSerial = 0;
49
50 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
49 51
50 /// <value> 52 /// <value>
51 /// The part to which the inventory belongs. 53 /// The part to which the inventory belongs.
@@ -82,7 +84,9 @@ namespace OpenSim.Region.Framework.Scenes
82 /// </value> 84 /// </value>
83 protected internal TaskInventoryDictionary Items 85 protected internal TaskInventoryDictionary Items
84 { 86 {
85 get { return m_items; } 87 get {
88 return m_items;
89 }
86 set 90 set
87 { 91 {
88 m_items = value; 92 m_items = value;
@@ -118,22 +122,25 @@ namespace OpenSim.Region.Framework.Scenes
118 /// <param name="linkNum">Link number for the part</param> 122 /// <param name="linkNum">Link number for the part</param>
119 public void ResetInventoryIDs() 123 public void ResetInventoryIDs()
120 { 124 {
121 lock (m_items) 125 m_items.LockItemsForWrite(true);
126
127 if (0 == Items.Count)
122 { 128 {
123 if (0 == m_items.Count) 129 m_items.LockItemsForWrite(false);
124 return; 130 return;
131 }
125 132
126 HasInventoryChanged = true; 133 HasInventoryChanged = true;
127 m_part.ParentGroup.HasGroupChanged = true; 134 m_part.ParentGroup.HasGroupChanged = true;
128 IList<TaskInventoryItem> items = GetInventoryItems(); 135 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
129 m_items.Clear(); 136 Items.Clear();
130 137
131 foreach (TaskInventoryItem item in items) 138 foreach (TaskInventoryItem item in items)
132 { 139 {
133 item.ResetIDs(m_part.UUID); 140 item.ResetIDs(m_part.UUID);
134 m_items.Add(item.ItemID, item); 141 Items.Add(item.ItemID, item);
135 }
136 } 142 }
143 m_items.LockItemsForWrite(false);
137 } 144 }
138 145
139 /// <summary> 146 /// <summary>
@@ -142,12 +149,11 @@ namespace OpenSim.Region.Framework.Scenes
142 /// <param name="ownerId"></param> 149 /// <param name="ownerId"></param>
143 public void ChangeInventoryOwner(UUID ownerId) 150 public void ChangeInventoryOwner(UUID ownerId)
144 { 151 {
145 lock (Items) 152 m_items.LockItemsForWrite(true);
153 if (0 == Items.Count)
146 { 154 {
147 if (0 == Items.Count) 155 m_items.LockItemsForWrite(false);
148 { 156 return;
149 return;
150 }
151 } 157 }
152 158
153 HasInventoryChanged = true; 159 HasInventoryChanged = true;
@@ -161,6 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
161 item.OwnerID = ownerId; 167 item.OwnerID = ownerId;
162 } 168 }
163 } 169 }
170 m_items.LockItemsForWrite(false);
164 } 171 }
165 172
166 /// <summary> 173 /// <summary>
@@ -169,22 +176,24 @@ namespace OpenSim.Region.Framework.Scenes
169 /// <param name="groupID"></param> 176 /// <param name="groupID"></param>
170 public void ChangeInventoryGroup(UUID groupID) 177 public void ChangeInventoryGroup(UUID groupID)
171 { 178 {
172 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
173 { 181 {
174 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
175 { 183 return;
176 return;
177 }
178 } 184 }
179 185
180 HasInventoryChanged = true; 186 HasInventoryChanged = true;
181 m_part.ParentGroup.HasGroupChanged = true; 187 m_part.ParentGroup.HasGroupChanged = true;
182 List<TaskInventoryItem> items = GetInventoryItems(); 188 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
183 foreach (TaskInventoryItem item in items) 189 foreach (TaskInventoryItem item in items)
184 { 190 {
185 if (groupID != item.GroupID) 191 if (groupID != item.GroupID)
192 {
186 item.GroupID = groupID; 193 item.GroupID = groupID;
194 }
187 } 195 }
196 m_items.LockItemsForWrite(false);
188 } 197 }
189 198
190 /// <summary> 199 /// <summary>
@@ -192,9 +201,14 @@ namespace OpenSim.Region.Framework.Scenes
192 /// </summary> 201 /// </summary>
193 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 202 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
194 { 203 {
195 List<TaskInventoryItem> scripts = GetInventoryScripts(); 204 Items.LockItemsForRead(true);
196 foreach (TaskInventoryItem item in scripts) 205 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
197 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 206 Items.LockItemsForRead(false);
207 foreach (TaskInventoryItem item in items)
208 {
209 if ((int)InventoryType.LSL == item.InvType)
210 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
211 }
198 } 212 }
199 213
200 public ArrayList GetScriptErrors(UUID itemID) 214 public ArrayList GetScriptErrors(UUID itemID)
@@ -227,9 +241,18 @@ namespace OpenSim.Region.Framework.Scenes
227 /// </param> 241 /// </param>
228 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 242 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
229 { 243 {
230 List<TaskInventoryItem> scripts = GetInventoryScripts(); 244 Items.LockItemsForRead(true);
231 foreach (TaskInventoryItem item in scripts) 245 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
232 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 246 Items.LockItemsForRead(false);
247
248 foreach (TaskInventoryItem item in items)
249 {
250 if ((int)InventoryType.LSL == item.InvType)
251 {
252 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
253 m_part.RemoveScriptEvents(item.ItemID);
254 }
255 }
233 } 256 }
234 257
235 /// <summary> 258 /// <summary>
@@ -245,7 +268,10 @@ namespace OpenSim.Region.Framework.Scenes
245 // item.Name, item.ItemID, Name, UUID); 268 // item.Name, item.ItemID, Name, UUID);
246 269
247 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 270 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
271 {
272 StoreScriptError(item.ItemID, "no permission");
248 return; 273 return;
274 }
249 275
250 m_part.AddFlag(PrimFlags.Scripted); 276 m_part.AddFlag(PrimFlags.Scripted);
251 277
@@ -254,14 +280,13 @@ namespace OpenSim.Region.Framework.Scenes
254 if (stateSource == 1 && // Prim crossing 280 if (stateSource == 1 && // Prim crossing
255 m_part.ParentGroup.Scene.m_trustBinaries) 281 m_part.ParentGroup.Scene.m_trustBinaries)
256 { 282 {
257 lock (m_items) 283 m_items.LockItemsForWrite(true);
258 { 284 m_items[item.ItemID].PermsMask = 0;
259 m_items[item.ItemID].PermsMask = 0; 285 m_items[item.ItemID].PermsGranter = UUID.Zero;
260 m_items[item.ItemID].PermsGranter = UUID.Zero; 286 m_items.LockItemsForWrite(false);
261 }
262
263 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 287 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
264 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 288 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
289 StoreScriptErrors(item.ItemID, null);
265 m_part.ParentGroup.AddActiveScriptCount(1); 290 m_part.ParentGroup.AddActiveScriptCount(1);
266 m_part.ScheduleFullUpdate(); 291 m_part.ScheduleFullUpdate();
267 return; 292 return;
@@ -270,6 +295,8 @@ namespace OpenSim.Region.Framework.Scenes
270 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 295 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
271 if (null == asset) 296 if (null == asset)
272 { 297 {
298 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
299 StoreScriptError(item.ItemID, msg);
273 m_log.ErrorFormat( 300 m_log.ErrorFormat(
274 "[PRIM INVENTORY]: " + 301 "[PRIM INVENTORY]: " +
275 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 302 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -281,15 +308,17 @@ namespace OpenSim.Region.Framework.Scenes
281 if (m_part.ParentGroup.m_savedScriptState != null) 308 if (m_part.ParentGroup.m_savedScriptState != null)
282 RestoreSavedScriptState(item.OldItemID, item.ItemID); 309 RestoreSavedScriptState(item.OldItemID, item.ItemID);
283 310
284 lock (m_items) 311 m_items.LockItemsForWrite(true);
285 { 312
286 m_items[item.ItemID].PermsMask = 0; 313 m_items[item.ItemID].PermsMask = 0;
287 m_items[item.ItemID].PermsGranter = UUID.Zero; 314 m_items[item.ItemID].PermsGranter = UUID.Zero;
288 } 315
316 m_items.LockItemsForWrite(false);
289 317
290 string script = Utils.BytesToString(asset.Data); 318 string script = Utils.BytesToString(asset.Data);
291 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 319 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
292 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 320 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
321 StoreScriptErrors(item.ItemID, null);
293 m_part.ParentGroup.AddActiveScriptCount(1); 322 m_part.ParentGroup.AddActiveScriptCount(1);
294 m_part.ScheduleFullUpdate(); 323 m_part.ScheduleFullUpdate();
295 } 324 }
@@ -353,21 +382,145 @@ namespace OpenSim.Region.Framework.Scenes
353 382
354 /// <summary> 383 /// <summary>
355 /// Start a script which is in this prim's inventory. 384 /// Start a script which is in this prim's inventory.
385 /// Some processing may occur in the background, but this routine returns asap.
356 /// </summary> 386 /// </summary>
357 /// <param name="itemId"> 387 /// <param name="itemId">
358 /// A <see cref="UUID"/> 388 /// A <see cref="UUID"/>
359 /// </param> 389 /// </param>
360 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 390 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
361 { 391 {
362 TaskInventoryItem item = GetInventoryItem(itemId); 392 lock (m_scriptErrors)
363 if (item != null) 393 {
364 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 394 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
395 m_scriptErrors.Remove(itemId);
396 }
397 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
398 }
399
400 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
401 {
402 m_items.LockItemsForRead(true);
403 if (m_items.ContainsKey(itemId))
404 {
405 if (m_items.ContainsKey(itemId))
406 {
407 m_items.LockItemsForRead(false);
408 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
409 }
410 else
411 {
412 m_items.LockItemsForRead(false);
413 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
414 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
415 StoreScriptError(itemId, msg);
416 m_log.ErrorFormat(
417 "[PRIM INVENTORY]: " +
418 "Couldn't start script with ID {0} since it {1}", itemId, msg);
419 }
420 }
365 else 421 else
422 {
423 m_items.LockItemsForRead(false);
424 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
425 StoreScriptError(itemId, msg);
366 m_log.ErrorFormat( 426 m_log.ErrorFormat(
367 "[PRIM INVENTORY]: " + 427 "[PRIM INVENTORY]: " +
368 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 428 "Couldn't start script with ID {0} since it {1}", itemId, msg);
369 itemId, m_part.Name, m_part.UUID, 429 }
370 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 430
431 }
432
433 /// <summary>
434 /// Start a script which is in this prim's inventory and return any compilation error messages.
435 /// </summary>
436 /// <param name="itemId">
437 /// A <see cref="UUID"/>
438 /// </param>
439 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
440 {
441 ArrayList errors;
442
443 // Indicate to CreateScriptInstanceInternal() we want it to
444 // post any compilation/loading error messages
445 lock (m_scriptErrors)
446 {
447 m_scriptErrors[itemId] = null;
448 }
449
450 // Perform compilation/loading
451 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
452
453 // Wait for and retrieve any errors
454 lock (m_scriptErrors)
455 {
456 while ((errors = m_scriptErrors[itemId]) == null)
457 {
458 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
459 {
460 m_log.ErrorFormat(
461 "[PRIM INVENTORY]: " +
462 "timedout waiting for script {0} errors", itemId);
463 errors = m_scriptErrors[itemId];
464 if (errors == null)
465 {
466 errors = new ArrayList(1);
467 errors.Add("timedout waiting for errors");
468 }
469 break;
470 }
471 }
472 m_scriptErrors.Remove(itemId);
473 }
474 return errors;
475 }
476
477 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
478 private void StoreScriptErrors(UUID itemId, ArrayList errors)
479 {
480 lock (m_scriptErrors)
481 {
482 // If compilation/loading initiated via CreateScriptInstance(),
483 // it does not want the errors, so just get out
484 if (!m_scriptErrors.ContainsKey(itemId))
485 {
486 return;
487 }
488
489 // Initiated via CreateScriptInstanceEr(), if we know what the
490 // errors are, save them and wake CreateScriptInstanceEr().
491 if (errors != null)
492 {
493 m_scriptErrors[itemId] = errors;
494 System.Threading.Monitor.PulseAll(m_scriptErrors);
495 return;
496 }
497 }
498
499 // Initiated via CreateScriptInstanceEr() but we don't know what
500 // the errors are yet, so retrieve them from the script engine.
501 // This may involve some waiting internal to GetScriptErrors().
502 errors = GetScriptErrors(itemId);
503
504 // Get a default non-null value to indicate success.
505 if (errors == null)
506 {
507 errors = new ArrayList();
508 }
509
510 // Post to CreateScriptInstanceEr() and wake it up
511 lock (m_scriptErrors)
512 {
513 m_scriptErrors[itemId] = errors;
514 System.Threading.Monitor.PulseAll(m_scriptErrors);
515 }
516 }
517
518 // Like StoreScriptErrors(), but just posts a single string message
519 private void StoreScriptError(UUID itemId, string message)
520 {
521 ArrayList errors = new ArrayList(1);
522 errors.Add(message);
523 StoreScriptErrors(itemId, errors);
371 } 524 }
372 525
373 /// <summary> 526 /// <summary>
@@ -380,15 +533,7 @@ namespace OpenSim.Region.Framework.Scenes
380 /// </param> 533 /// </param>
381 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 534 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
382 { 535 {
383 bool scriptPresent = false; 536 if (m_items.ContainsKey(itemId))
384
385 lock (m_items)
386 {
387 if (m_items.ContainsKey(itemId))
388 scriptPresent = true;
389 }
390
391 if (scriptPresent)
392 { 537 {
393 if (!sceneObjectBeingDeleted) 538 if (!sceneObjectBeingDeleted)
394 m_part.RemoveScriptEvents(itemId); 539 m_part.RemoveScriptEvents(itemId);
@@ -413,14 +558,16 @@ namespace OpenSim.Region.Framework.Scenes
413 /// <returns></returns> 558 /// <returns></returns>
414 private bool InventoryContainsName(string name) 559 private bool InventoryContainsName(string name)
415 { 560 {
416 lock (m_items) 561 m_items.LockItemsForRead(true);
562 foreach (TaskInventoryItem item in m_items.Values)
417 { 563 {
418 foreach (TaskInventoryItem item in m_items.Values) 564 if (item.Name == name)
419 { 565 {
420 if (item.Name == name) 566 m_items.LockItemsForRead(false);
421 return true; 567 return true;
422 } 568 }
423 } 569 }
570 m_items.LockItemsForRead(false);
424 return false; 571 return false;
425 } 572 }
426 573
@@ -462,8 +609,9 @@ namespace OpenSim.Region.Framework.Scenes
462 /// <param name="item"></param> 609 /// <param name="item"></param>
463 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 610 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
464 { 611 {
465 List<TaskInventoryItem> il = GetInventoryItems(); 612 m_items.LockItemsForRead(true);
466 613 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
614 m_items.LockItemsForRead(false);
467 foreach (TaskInventoryItem i in il) 615 foreach (TaskInventoryItem i in il)
468 { 616 {
469 if (i.Name == item.Name) 617 if (i.Name == item.Name)
@@ -501,14 +649,14 @@ namespace OpenSim.Region.Framework.Scenes
501 item.Name = name; 649 item.Name = name;
502 item.GroupID = m_part.GroupID; 650 item.GroupID = m_part.GroupID;
503 651
504 lock (m_items) 652 m_items.LockItemsForWrite(true);
505 m_items.Add(item.ItemID, item); 653 m_items.Add(item.ItemID, item);
506 654 m_items.LockItemsForWrite(false);
507 if (allowedDrop) 655 if (allowedDrop)
508 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 656 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
509 else 657 else
510 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 658 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
511 659
512 m_inventorySerial++; 660 m_inventorySerial++;
513 //m_inventorySerial += 2; 661 //m_inventorySerial += 2;
514 HasInventoryChanged = true; 662 HasInventoryChanged = true;
@@ -524,15 +672,15 @@ namespace OpenSim.Region.Framework.Scenes
524 /// <param name="items"></param> 672 /// <param name="items"></param>
525 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 673 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
526 { 674 {
527 lock (m_items) 675 m_items.LockItemsForWrite(true);
676 foreach (TaskInventoryItem item in items)
528 { 677 {
529 foreach (TaskInventoryItem item in items) 678 m_items.Add(item.ItemID, item);
530 { 679// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
531 m_items.Add(item.ItemID, item);
532// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
533 }
534 m_inventorySerial++;
535 } 680 }
681 m_items.LockItemsForWrite(false);
682
683 m_inventorySerial++;
536 } 684 }
537 685
538 /// <summary> 686 /// <summary>
@@ -543,10 +691,9 @@ namespace OpenSim.Region.Framework.Scenes
543 public TaskInventoryItem GetInventoryItem(UUID itemId) 691 public TaskInventoryItem GetInventoryItem(UUID itemId)
544 { 692 {
545 TaskInventoryItem item; 693 TaskInventoryItem item;
546 694 m_items.LockItemsForRead(true);
547 lock (m_items) 695 m_items.TryGetValue(itemId, out item);
548 m_items.TryGetValue(itemId, out item); 696 m_items.LockItemsForRead(false);
549
550 return item; 697 return item;
551 } 698 }
552 699
@@ -562,15 +709,16 @@ namespace OpenSim.Region.Framework.Scenes
562 { 709 {
563 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 710 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
564 711
565 lock (m_items) 712 m_items.LockItemsForRead(true);
713
714 foreach (TaskInventoryItem item in m_items.Values)
566 { 715 {
567 foreach (TaskInventoryItem item in m_items.Values) 716 if (item.Name == name)
568 { 717 items.Add(item);
569 if (item.Name == name)
570 items.Add(item);
571 }
572 } 718 }
573 719
720 m_items.LockItemsForRead(false);
721
574 return items; 722 return items;
575 } 723 }
576 724
@@ -587,8 +735,9 @@ namespace OpenSim.Region.Framework.Scenes
587 735
588 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents) 736 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents)
589 { 737 {
590 TaskInventoryItem it = GetInventoryItem(item.ItemID); 738 m_items.LockItemsForWrite(true);
591 if (it != null) 739
740 if (m_items.ContainsKey(item.ItemID))
592 { 741 {
593 item.ParentID = m_part.UUID; 742 item.ParentID = m_part.UUID;
594 item.ParentPartID = m_part.UUID; 743 item.ParentPartID = m_part.UUID;
@@ -600,19 +749,15 @@ namespace OpenSim.Region.Framework.Scenes
600 item.GroupID = m_part.GroupID; 749 item.GroupID = m_part.GroupID;
601 750
602 if (item.AssetID == UUID.Zero) 751 if (item.AssetID == UUID.Zero)
603 item.AssetID = it.AssetID; 752 item.AssetID = m_items[item.ItemID].AssetID;
604
605 lock (m_items)
606 {
607 m_items[item.ItemID] = item;
608 m_inventorySerial++;
609 }
610 753
754 m_items[item.ItemID] = item;
755 m_inventorySerial++;
611 if (fireScriptEvents) 756 if (fireScriptEvents)
612 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 757 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
613
614 HasInventoryChanged = true; 758 HasInventoryChanged = true;
615 m_part.ParentGroup.HasGroupChanged = true; 759 m_part.ParentGroup.HasGroupChanged = true;
760 m_items.LockItemsForWrite(false);
616 return true; 761 return true;
617 } 762 }
618 else 763 else
@@ -623,8 +768,9 @@ namespace OpenSim.Region.Framework.Scenes
623 item.ItemID, m_part.Name, m_part.UUID, 768 item.ItemID, m_part.Name, m_part.UUID,
624 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 769 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
625 } 770 }
626 return false; 771 m_items.LockItemsForWrite(false);
627 772
773 return false;
628 } 774 }
629 775
630 /// <summary> 776 /// <summary>
@@ -635,37 +781,53 @@ namespace OpenSim.Region.Framework.Scenes
635 /// in this prim's inventory.</returns> 781 /// in this prim's inventory.</returns>
636 public int RemoveInventoryItem(UUID itemID) 782 public int RemoveInventoryItem(UUID itemID)
637 { 783 {
638 TaskInventoryItem item = GetInventoryItem(itemID); 784 m_items.LockItemsForRead(true);
639 if (item != null) 785
786 if (m_items.ContainsKey(itemID))
640 { 787 {
641 int type = m_items[itemID].InvType; 788 int type = m_items[itemID].InvType;
789 m_items.LockItemsForRead(false);
642 if (type == 10) // Script 790 if (type == 10) // Script
643 { 791 {
644 m_part.RemoveScriptEvents(itemID);
645 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 792 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
646 } 793 }
794 m_items.LockItemsForWrite(true);
647 m_items.Remove(itemID); 795 m_items.Remove(itemID);
796 m_items.LockItemsForWrite(false);
648 m_inventorySerial++; 797 m_inventorySerial++;
649 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 798 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
650 799
651 HasInventoryChanged = true; 800 HasInventoryChanged = true;
652 m_part.ParentGroup.HasGroupChanged = true; 801 m_part.ParentGroup.HasGroupChanged = true;
653 802
654 if (!ContainsScripts()) 803 int scriptcount = 0;
804 m_items.LockItemsForRead(true);
805 foreach (TaskInventoryItem item in m_items.Values)
806 {
807 if (item.Type == 10)
808 {
809 scriptcount++;
810 }
811 }
812 m_items.LockItemsForRead(false);
813
814
815 if (scriptcount <= 0)
816 {
655 m_part.RemFlag(PrimFlags.Scripted); 817 m_part.RemFlag(PrimFlags.Scripted);
818 }
656 819
657 m_part.ScheduleFullUpdate(); 820 m_part.ScheduleFullUpdate();
658 821
659 return type; 822 return type;
660
661 } 823 }
662 else 824 else
663 { 825 {
826 m_items.LockItemsForRead(false);
664 m_log.ErrorFormat( 827 m_log.ErrorFormat(
665 "[PRIM INVENTORY]: " + 828 "[PRIM INVENTORY]: " +
666 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 829 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
667 itemID, m_part.Name, m_part.UUID, 830 itemID, m_part.Name, m_part.UUID);
668 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
669 } 831 }
670 832
671 return -1; 833 return -1;
@@ -719,8 +881,9 @@ namespace OpenSim.Region.Framework.Scenes
719 // isn't available (such as drag from prim inventory to agent inventory) 881 // isn't available (such as drag from prim inventory to agent inventory)
720 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 882 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
721 883
722 List<TaskInventoryItem> items = GetInventoryItems(); 884 m_items.LockItemsForRead(true);
723 foreach (TaskInventoryItem item in items) 885
886 foreach (TaskInventoryItem item in m_items.Values)
724 { 887 {
725 UUID ownerID = item.OwnerID; 888 UUID ownerID = item.OwnerID;
726 uint everyoneMask = 0; 889 uint everyoneMask = 0;
@@ -764,6 +927,8 @@ namespace OpenSim.Region.Framework.Scenes
764 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 927 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
765 invString.AddSectionEnd(); 928 invString.AddSectionEnd();
766 } 929 }
930 int count = m_items.Count;
931 m_items.LockItemsForRead(false);
767 932
768 fileData = Utils.StringToBytes(invString.BuildString); 933 fileData = Utils.StringToBytes(invString.BuildString);
769 934
@@ -784,10 +949,11 @@ namespace OpenSim.Region.Framework.Scenes
784 { 949 {
785 if (HasInventoryChanged) 950 if (HasInventoryChanged)
786 { 951 {
787 HasInventoryChanged = false; 952 Items.LockItemsForRead(true);
788 List<TaskInventoryItem> items = GetInventoryItems(); 953 datastore.StorePrimInventory(m_part.UUID, Items.Values);
789 datastore.StorePrimInventory(m_part.UUID, items); 954 Items.LockItemsForRead(false);
790 955
956 HasInventoryChanged = false;
791 } 957 }
792 } 958 }
793 959
@@ -854,89 +1020,75 @@ namespace OpenSim.Region.Framework.Scenes
854 { 1020 {
855 uint mask=0x7fffffff; 1021 uint mask=0x7fffffff;
856 1022
857 lock (m_items) 1023 foreach (TaskInventoryItem item in m_items.Values)
858 { 1024 {
859 foreach (TaskInventoryItem item in m_items.Values) 1025 if (item.InvType != (int)InventoryType.Object)
860 { 1026 {
861 if (item.InvType != (int)InventoryType.Object) 1027 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
862 { 1028 mask &= ~((uint)PermissionMask.Copy >> 13);
863 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1029 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
864 mask &= ~((uint)PermissionMask.Copy >> 13); 1030 mask &= ~((uint)PermissionMask.Transfer >> 13);
865 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1031 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
866 mask &= ~((uint)PermissionMask.Transfer >> 13); 1032 mask &= ~((uint)PermissionMask.Modify >> 13);
867 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
868 mask &= ~((uint)PermissionMask.Modify >> 13);
869 }
870 else
871 {
872 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
873 mask &= ~((uint)PermissionMask.Copy >> 13);
874 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
875 mask &= ~((uint)PermissionMask.Transfer >> 13);
876 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
877 mask &= ~((uint)PermissionMask.Modify >> 13);
878 }
879
880 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
881 mask &= ~(uint)PermissionMask.Copy;
882 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
883 mask &= ~(uint)PermissionMask.Transfer;
884 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
885 mask &= ~(uint)PermissionMask.Modify;
886 } 1033 }
1034 else
1035 {
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1037 mask &= ~((uint)PermissionMask.Copy >> 13);
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1039 mask &= ~((uint)PermissionMask.Transfer >> 13);
1040 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1041 mask &= ~((uint)PermissionMask.Modify >> 13);
1042 }
1043
1044 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1045 mask &= ~(uint)PermissionMask.Copy;
1046 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1047 mask &= ~(uint)PermissionMask.Transfer;
1048 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1049 mask &= ~(uint)PermissionMask.Modify;
887 } 1050 }
888
889 return mask; 1051 return mask;
890 } 1052 }
891 1053
892 public void ApplyNextOwnerPermissions() 1054 public void ApplyNextOwnerPermissions()
893 { 1055 {
894 lock (m_items) 1056 foreach (TaskInventoryItem item in m_items.Values)
895 { 1057 {
896 foreach (TaskInventoryItem item in m_items.Values) 1058 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
897 { 1059 {
898 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1060 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
899 { 1061 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
900 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1062 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
901 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1063 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
902 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1064 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
903 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1065 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
904 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
905 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
906 }
907 item.CurrentPermissions &= item.NextPermissions;
908 item.BasePermissions &= item.NextPermissions;
909 item.EveryonePermissions &= item.NextPermissions;
910 item.OwnerChanged = true;
911 } 1066 }
1067 item.OwnerChanged = true;
1068 item.CurrentPermissions &= item.NextPermissions;
1069 item.BasePermissions &= item.NextPermissions;
1070 item.EveryonePermissions &= item.NextPermissions;
912 } 1071 }
913 } 1072 }
914 1073
915 public void ApplyGodPermissions(uint perms) 1074 public void ApplyGodPermissions(uint perms)
916 { 1075 {
917 lock (m_items) 1076 foreach (TaskInventoryItem item in m_items.Values)
918 { 1077 {
919 foreach (TaskInventoryItem item in m_items.Values) 1078 item.CurrentPermissions = perms;
920 { 1079 item.BasePermissions = perms;
921 item.CurrentPermissions = perms;
922 item.BasePermissions = perms;
923 }
924 } 1080 }
925 } 1081 }
926 1082
927 public bool ContainsScripts() 1083 public bool ContainsScripts()
928 { 1084 {
929 lock (m_items) 1085 foreach (TaskInventoryItem item in m_items.Values)
930 { 1086 {
931 foreach (TaskInventoryItem item in m_items.Values) 1087 if (item.InvType == (int)InventoryType.LSL)
932 { 1088 {
933 if (item.InvType == (int)InventoryType.LSL) 1089 return true;
934 {
935 return true;
936 }
937 } 1090 }
938 } 1091 }
939
940 return false; 1092 return false;
941 } 1093 }
942 1094
@@ -944,11 +1096,8 @@ namespace OpenSim.Region.Framework.Scenes
944 { 1096 {
945 List<UUID> ret = new List<UUID>(); 1097 List<UUID> ret = new List<UUID>();
946 1098
947 lock (m_items) 1099 foreach (TaskInventoryItem item in m_items.Values)
948 { 1100 ret.Add(item.ItemID);
949 foreach (TaskInventoryItem item in m_items.Values)
950 ret.Add(item.ItemID);
951 }
952 1101
953 return ret; 1102 return ret;
954 } 1103 }
@@ -979,31 +1128,44 @@ namespace OpenSim.Region.Framework.Scenes
979 1128
980 public Dictionary<UUID, string> GetScriptStates() 1129 public Dictionary<UUID, string> GetScriptStates()
981 { 1130 {
1131 return GetScriptStates(false);
1132 }
1133
1134 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1135 {
982 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1136 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
983 1137
984 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1138 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
985 if (engines == null) // No engine at all 1139 if (engines == null) // No engine at all
986 return ret; 1140 return ret;
987 1141
988 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1142 foreach (TaskInventoryItem item in m_items.Values)
989
990 foreach (TaskInventoryItem item in scripts)
991 { 1143 {
992 foreach (IScriptModule e in engines) 1144 if (item.InvType == (int)InventoryType.LSL)
993 { 1145 {
994 if (e != null) 1146 foreach (IScriptModule e in engines)
995 { 1147 {
996 string n = e.GetXMLState(item.ItemID); 1148 if (e != null)
997 if (n != String.Empty)
998 { 1149 {
999 if (!ret.ContainsKey(item.ItemID)) 1150 string n = e.GetXMLState(item.ItemID);
1000 ret[item.ItemID] = n; 1151 if (n != String.Empty)
1001 break; 1152 {
1153 if (oldIDs)
1154 {
1155 if (!ret.ContainsKey(item.OldItemID))
1156 ret[item.OldItemID] = n;
1157 }
1158 else
1159 {
1160 if (!ret.ContainsKey(item.ItemID))
1161 ret[item.ItemID] = n;
1162 }
1163 break;
1164 }
1002 } 1165 }
1003 } 1166 }
1004 } 1167 }
1005 } 1168 }
1006
1007 return ret; 1169 return ret;
1008 } 1170 }
1009 1171
@@ -1013,21 +1175,27 @@ namespace OpenSim.Region.Framework.Scenes
1013 if (engines == null) 1175 if (engines == null)
1014 return; 1176 return;
1015 1177
1016 List<TaskInventoryItem> scripts = GetInventoryScripts();
1017 1178
1018 foreach (TaskInventoryItem item in scripts) 1179 Items.LockItemsForRead(true);
1180
1181 foreach (TaskInventoryItem item in m_items.Values)
1019 { 1182 {
1020 foreach (IScriptModule engine in engines) 1183 if (item.InvType == (int)InventoryType.LSL)
1021 { 1184 {
1022 if (engine != null) 1185 foreach (IScriptModule engine in engines)
1023 { 1186 {
1024 if (item.OwnerChanged) 1187 if (engine != null)
1025 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1188 {
1026 item.OwnerChanged = false; 1189 if (item.OwnerChanged)
1027 engine.ResumeScript(item.ItemID); 1190 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1191 item.OwnerChanged = false;
1192 engine.ResumeScript(item.ItemID);
1193 }
1028 } 1194 }
1029 } 1195 }
1030 } 1196 }
1197
1198 Items.LockItemsForRead(false);
1031 } 1199 }
1032 1200
1033 } 1201 }
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 4c17615..b3fa2f4 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
@@ -820,7 +905,6 @@ namespace OpenSim.Region.Framework.Scenes
820 m_grouptitle = gm.GetGroupTitle(m_uuid); 905 m_grouptitle = gm.GetGroupTitle(m_uuid);
821 906
822 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle; 907 m_rootRegionHandle = m_scene.RegionInfo.RegionHandle;
823
824 m_scene.SetRootAgentScene(m_uuid); 908 m_scene.SetRootAgentScene(m_uuid);
825 909
826 // Moved this from SendInitialData to ensure that m_appearance is initialized 910 // Moved this from SendInitialData to ensure that m_appearance is initialized
@@ -839,6 +923,52 @@ namespace OpenSim.Region.Framework.Scenes
839 pos.Y = crossedBorder.BorderLine.Z - 1; 923 pos.Y = crossedBorder.BorderLine.Z - 1;
840 } 924 }
841 925
926 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
927 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
928 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
929 if (KnownChildRegionHandles.Count == 0)
930 {
931 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
932 if (land != null)
933 {
934 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
935 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)
936 {
937 pos = land.LandData.UserLocation;
938 }
939 }
940 }
941
942 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
943 {
944 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
945
946 if (pos.X < 0)
947 {
948 emergencyPos.X = (int)Constants.RegionSize + pos.X;
949 if (!(pos.Y < 0))
950 emergencyPos.Y = pos.Y;
951 if (!(pos.Z < 0))
952 emergencyPos.Z = pos.Z;
953 }
954 if (pos.Y < 0)
955 {
956 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
957 if (!(pos.X < 0))
958 emergencyPos.X = pos.X;
959 if (!(pos.Z < 0))
960 emergencyPos.Z = pos.Z;
961 }
962 if (pos.Z < 0)
963 {
964 emergencyPos.Z = 128;
965 if (!(pos.Y < 0))
966 emergencyPos.Y = pos.Y;
967 if (!(pos.X < 0))
968 emergencyPos.X = pos.X;
969 }
970 }
971
842 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 972 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
843 { 973 {
844 m_log.WarnFormat( 974 m_log.WarnFormat(
@@ -976,9 +1106,10 @@ namespace OpenSim.Region.Framework.Scenes
976 public void Teleport(Vector3 pos) 1106 public void Teleport(Vector3 pos)
977 { 1107 {
978 bool isFlying = false; 1108 bool isFlying = false;
1109
979 if (m_physicsActor != null) 1110 if (m_physicsActor != null)
980 isFlying = m_physicsActor.Flying; 1111 isFlying = m_physicsActor.Flying;
981 1112
982 RemoveFromPhysicalScene(); 1113 RemoveFromPhysicalScene();
983 Velocity = Vector3.Zero; 1114 Velocity = Vector3.Zero;
984 AbsolutePosition = pos; 1115 AbsolutePosition = pos;
@@ -990,6 +1121,7 @@ namespace OpenSim.Region.Framework.Scenes
990 } 1121 }
991 1122
992 SendTerseUpdateToAllClients(); 1123 SendTerseUpdateToAllClients();
1124
993 } 1125 }
994 1126
995 public void TeleportWithMomentum(Vector3 pos) 1127 public void TeleportWithMomentum(Vector3 pos)
@@ -1103,7 +1235,6 @@ namespace OpenSim.Region.Framework.Scenes
1103 pos.Z = ground + 1.5f; 1235 pos.Z = ground + 1.5f;
1104 AbsolutePosition = pos; 1236 AbsolutePosition = pos;
1105 } 1237 }
1106
1107 m_isChildAgent = false; 1238 m_isChildAgent = false;
1108 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); 1239 bool m_flying = ((m_AgentControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0);
1109 MakeRootAgent(AbsolutePosition, m_flying); 1240 MakeRootAgent(AbsolutePosition, m_flying);
@@ -1202,6 +1333,7 @@ namespace OpenSim.Region.Framework.Scenes
1202 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1333 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1203 1334
1204 m_pos = m_LastFinitePos; 1335 m_pos = m_LastFinitePos;
1336
1205 if (!m_pos.IsFinite()) 1337 if (!m_pos.IsFinite())
1206 { 1338 {
1207 m_pos.X = 127f; 1339 m_pos.X = 127f;
@@ -1268,7 +1400,6 @@ 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); 1400 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1269 } 1401 }
1270 } 1402 }
1271
1272 lock (scriptedcontrols) 1403 lock (scriptedcontrols)
1273 { 1404 {
1274 if (scriptedcontrols.Count > 0) 1405 if (scriptedcontrols.Count > 0)
@@ -1283,6 +1414,9 @@ namespace OpenSim.Region.Framework.Scenes
1283 1414
1284 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1415 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1285 { 1416 {
1417 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1418 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1419
1286 // TODO: This doesn't prevent the user from walking yet. 1420 // TODO: This doesn't prevent the user from walking yet.
1287 // Setting parent ID would fix this, if we knew what value 1421 // Setting parent ID would fix this, if we knew what value
1288 // to use. Or we could add a m_isSitting variable. 1422 // to use. Or we could add a m_isSitting variable.
@@ -1337,6 +1471,11 @@ namespace OpenSim.Region.Framework.Scenes
1337 update_rotation = true; 1471 update_rotation = true;
1338 } 1472 }
1339 1473
1474 //guilty until proven innocent..
1475 bool Nudging = true;
1476 //Basically, if there is at least one non-nudge control then we don't need
1477 //to worry about stopping the avatar
1478
1340 if (m_parentID == 0) 1479 if (m_parentID == 0)
1341 { 1480 {
1342 bool bAllowUpdateMoveToPosition = false; 1481 bool bAllowUpdateMoveToPosition = false;
@@ -1351,9 +1490,12 @@ namespace OpenSim.Region.Framework.Scenes
1351 else 1490 else
1352 dirVectors = Dir_Vectors; 1491 dirVectors = Dir_Vectors;
1353 1492
1354 // The fact that m_movementflag is a byte needs to be fixed 1493 bool[] isNudge = GetDirectionIsNudge();
1355 // it really should be a uint 1494
1356 uint nudgehack = 250; 1495
1496
1497
1498
1357 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1499 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1358 { 1500 {
1359 if (((uint)flags & (uint)DCF) != 0) 1501 if (((uint)flags & (uint)DCF) != 0)
@@ -1363,40 +1505,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 try 1505 try
1364 { 1506 {
1365 agent_control_v3 += dirVectors[i]; 1507 agent_control_v3 += dirVectors[i];
1366 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1508 if (isNudge[i] == false)
1509 {
1510 Nudging = false;
1511 }
1367 } 1512 }
1368 catch (IndexOutOfRangeException) 1513 catch (IndexOutOfRangeException)
1369 { 1514 {
1370 // Why did I get this? 1515 // Why did I get this?
1371 } 1516 }
1372 1517
1373 if ((m_movementflag & (byte)(uint)DCF) == 0) 1518 if ((m_movementflag & (uint)DCF) == 0)
1374 { 1519 {
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; 1520 m_movementflag += (byte)(uint)DCF;
1380 update_movementflag = true; 1521 update_movementflag = true;
1381 } 1522 }
1382 } 1523 }
1383 else 1524 else
1384 { 1525 {
1385 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1526 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 { 1527 {
1390 m_movementflag -= ((byte)(uint)DCF); 1528 m_movementflag -= (byte)(uint)DCF;
1391
1392 update_movementflag = true; 1529 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 } 1530 }
1401 else 1531 else
1402 { 1532 {
@@ -1405,7 +1535,6 @@ namespace OpenSim.Region.Framework.Scenes
1405 } 1535 }
1406 i++; 1536 i++;
1407 } 1537 }
1408
1409 //Paupaw:Do Proper PID for Autopilot here 1538 //Paupaw:Do Proper PID for Autopilot here
1410 if (bResetMoveToPosition) 1539 if (bResetMoveToPosition)
1411 { 1540 {
@@ -1440,6 +1569,9 @@ namespace OpenSim.Region.Framework.Scenes
1440 // Ignore z component of vector 1569 // Ignore z component of vector
1441 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1570 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1442 LocalVectorToTarget2D.Normalize(); 1571 LocalVectorToTarget2D.Normalize();
1572
1573 //We're not nudging
1574 Nudging = false;
1443 agent_control_v3 += LocalVectorToTarget2D; 1575 agent_control_v3 += LocalVectorToTarget2D;
1444 1576
1445 // update avatar movement flags. the avatar coordinate system is as follows: 1577 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1528,13 +1660,13 @@ namespace OpenSim.Region.Framework.Scenes
1528 // m_log.DebugFormat( 1660 // m_log.DebugFormat(
1529 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1661 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1530 1662
1531 AddNewMovement(agent_control_v3, q); 1663 AddNewMovement(agent_control_v3, q, Nudging);
1532 1664
1533 1665
1534 } 1666 }
1535 } 1667 }
1536 1668
1537 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1669 if (update_movementflag && !SitGround)
1538 Animator.UpdateMovementAnimations(); 1670 Animator.UpdateMovementAnimations();
1539 1671
1540 m_scene.EventManager.TriggerOnClientMovement(this); 1672 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1549,7 +1681,6 @@ namespace OpenSim.Region.Framework.Scenes
1549 m_sitAtAutoTarget = false; 1681 m_sitAtAutoTarget = false;
1550 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1682 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1551 //proxy.PCode = (byte)PCode.ParticleSystem; 1683 //proxy.PCode = (byte)PCode.ParticleSystem;
1552
1553 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1684 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1554 proxyObjectGroup.AttachToScene(m_scene); 1685 proxyObjectGroup.AttachToScene(m_scene);
1555 1686
@@ -1591,7 +1722,7 @@ namespace OpenSim.Region.Framework.Scenes
1591 } 1722 }
1592 m_moveToPositionInProgress = true; 1723 m_moveToPositionInProgress = true;
1593 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1724 m_moveToPositionTarget = new Vector3(locx, locy, locz);
1594 } 1725 }
1595 catch (Exception ex) 1726 catch (Exception ex)
1596 { 1727 {
1597 //Why did I get this error? 1728 //Why did I get this error?
@@ -1613,7 +1744,7 @@ namespace OpenSim.Region.Framework.Scenes
1613 Velocity = Vector3.Zero; 1744 Velocity = Vector3.Zero;
1614 SendFullUpdateToAllClients(); 1745 SendFullUpdateToAllClients();
1615 1746
1616 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1747 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1617 } 1748 }
1618 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1749 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1619 m_requestedSitTargetUUID = UUID.Zero; 1750 m_requestedSitTargetUUID = UUID.Zero;
@@ -1650,50 +1781,85 @@ namespace OpenSim.Region.Framework.Scenes
1650 1781
1651 if (m_parentID != 0) 1782 if (m_parentID != 0)
1652 { 1783 {
1653 m_log.Debug("StandupCode Executed"); 1784 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1654 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1655 if (part != null) 1785 if (part != null)
1656 { 1786 {
1787 part.TaskInventory.LockItemsForRead(true);
1657 TaskInventoryDictionary taskIDict = part.TaskInventory; 1788 TaskInventoryDictionary taskIDict = part.TaskInventory;
1658 if (taskIDict != null) 1789 if (taskIDict != null)
1659 { 1790 {
1660 lock (taskIDict) 1791 foreach (UUID taskID in taskIDict.Keys)
1661 { 1792 {
1662 foreach (UUID taskID in taskIDict.Keys) 1793 UnRegisterControlEventsToScript(LocalId, taskID);
1663 { 1794 taskIDict[taskID].PermsMask &= ~(
1664 UnRegisterControlEventsToScript(LocalId, taskID); 1795 2048 | //PERMISSION_CONTROL_CAMERA
1665 taskIDict[taskID].PermsMask &= ~( 1796 4); // PERMISSION_TAKE_CONTROLS
1666 2048 | //PERMISSION_CONTROL_CAMERA
1667 4); // PERMISSION_TAKE_CONTROLS
1668 }
1669 } 1797 }
1670
1671 } 1798 }
1799 part.TaskInventory.LockItemsForRead(false);
1672 // Reset sit target. 1800 // Reset sit target.
1673 if (part.GetAvatarOnSitTarget() == UUID) 1801 if (part.GetAvatarOnSitTarget() == UUID)
1674 part.SetAvatarOnSitTarget(UUID.Zero); 1802 part.SetAvatarOnSitTarget(UUID.Zero);
1675
1676 m_parentPosition = part.GetWorldPosition(); 1803 m_parentPosition = part.GetWorldPosition();
1677 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1804 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1678 } 1805 }
1806 // part.GetWorldRotation() is the rotation of the object being sat on
1807 // Rotation is the sittiing Av's rotation
1808
1809 Quaternion partRot;
1810// if (part.LinkNum == 1)
1811// { // Root prim of linkset
1812// partRot = part.ParentGroup.RootPart.RotationOffset;
1813// }
1814// else
1815// { // single or child prim
1816
1817// }
1818 if (part == null) //CW: Part may be gone. llDie() for example.
1819 {
1820 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1821 }
1822 else
1823 {
1824 partRot = part.GetWorldRotation();
1825 }
1826
1827 Quaternion partIRot = Quaternion.Inverse(partRot);
1828
1829 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1830 Vector3 avStandUp = new Vector3(1.0f, 0f, 0f) * avatarRot; // 1M infront of av
1679 1831
1832
1680 if (m_physicsActor == null) 1833 if (m_physicsActor == null)
1681 { 1834 {
1682 AddToPhysicalScene(false); 1835 AddToPhysicalScene(false);
1683 } 1836 }
1684 1837 //CW: If the part isn't null then we can set the current position
1685 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1838 if (part != null)
1686 m_parentPosition = Vector3.Zero; 1839 {
1687 1840 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1688 m_parentID = 0; 1841 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1842 part.IsOccupied = false;
1843 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1844 }
1845 else
1846 {
1847 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1848 AbsolutePosition = m_lastWorldPosition;
1849 }
1850
1851 m_parentPosition = Vector3.Zero;
1852 m_parentID = 0;
1853 m_linkedPrim = UUID.Zero;
1854 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1689 SendFullUpdateToAllClients(); 1855 SendFullUpdateToAllClients();
1690 m_requestedSitTargetID = 0; 1856 m_requestedSitTargetID = 0;
1857
1691 if ((m_physicsActor != null) && (m_avHeight > 0)) 1858 if ((m_physicsActor != null) && (m_avHeight > 0))
1692 { 1859 {
1693 SetHeight(m_avHeight); 1860 SetHeight(m_avHeight);
1694 } 1861 }
1695 } 1862 }
1696
1697 Animator.TrySetMovementAnimation("STAND"); 1863 Animator.TrySetMovementAnimation("STAND");
1698 } 1864 }
1699 1865
@@ -1724,13 +1890,9 @@ namespace OpenSim.Region.Framework.Scenes
1724 Vector3 avSitOffSet = part.SitTargetPosition; 1890 Vector3 avSitOffSet = part.SitTargetPosition;
1725 Quaternion avSitOrientation = part.SitTargetOrientation; 1891 Quaternion avSitOrientation = part.SitTargetOrientation;
1726 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1892 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1727 1893 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1728 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1894 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1729 bool SitTargetisSet = 1895 if (SitTargetisSet && !SitTargetOccupied)
1730 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1731 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1732
1733 if (SitTargetisSet && SitTargetUnOccupied)
1734 { 1896 {
1735 //switch the target to this prim 1897 //switch the target to this prim
1736 return part; 1898 return part;
@@ -1744,84 +1906,162 @@ namespace OpenSim.Region.Framework.Scenes
1744 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1906 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1745 { 1907 {
1746 bool autopilot = true; 1908 bool autopilot = true;
1909 Vector3 autopilotTarget = new Vector3();
1910 Quaternion sitOrientation = Quaternion.Identity;
1747 Vector3 pos = new Vector3(); 1911 Vector3 pos = new Vector3();
1748 Quaternion sitOrientation = pSitOrientation;
1749 Vector3 cameraEyeOffset = Vector3.Zero; 1912 Vector3 cameraEyeOffset = Vector3.Zero;
1750 Vector3 cameraAtOffset = Vector3.Zero; 1913 Vector3 cameraAtOffset = Vector3.Zero;
1751 bool forceMouselook = false; 1914 bool forceMouselook = false;
1752 1915
1753 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1916 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1754 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1917 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1755 if (part != null) 1918 if (part == null) return;
1756 { 1919
1757 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1920 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1758 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1921 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1759 1922
1760 // Is a sit target available? 1923 // part is the prim to sit on
1761 Vector3 avSitOffSet = part.SitTargetPosition; 1924 // offset is the world-ref vector distance from that prim center to the click-spot
1762 Quaternion avSitOrientation = part.SitTargetOrientation; 1925 // UUID is the UUID of the Avatar doing the clicking
1763 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1926
1764 1927 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1765 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1928
1766 bool SitTargetisSet = 1929 // Is a sit target available?
1767 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1930 Vector3 avSitOffSet = part.SitTargetPosition;
1768 ( 1931 Quaternion avSitOrientation = part.SitTargetOrientation;
1769 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1932
1770 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1933 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1771 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1934 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1772 ) 1935 Quaternion partRot;
1773 )); 1936// if (part.LinkNum == 1)
1774 1937// { // Root prim of linkset
1775 if (SitTargetisSet && SitTargetUnOccupied) 1938// partRot = part.ParentGroup.RootPart.RotationOffset;
1776 { 1939// }
1777 part.SetAvatarOnSitTarget(UUID); 1940// else
1778 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1941// { // single or child prim
1779 sitOrientation = avSitOrientation; 1942 partRot = part.GetWorldRotation();
1780 autopilot = false; 1943// }
1781 } 1944 Quaternion partIRot = Quaternion.Inverse(partRot);
1782 1945//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1783 pos = part.AbsolutePosition + offset; 1946 // Sit analysis rewritten by KF 091125
1784 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1947 if (SitTargetisSet) // scipted sit
1785 //{ 1948 {
1786 // offset = pos; 1949 if (!part.IsOccupied)
1787 //autopilot = false; 1950 {
1788 //} 1951//Console.WriteLine("Scripted, unoccupied");
1789 if (m_physicsActor != null) 1952 part.SetAvatarOnSitTarget(UUID); // set that Av will be on it
1790 { 1953 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1791 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1954
1792 // We can remove the physicsActor until they stand up. 1955 Quaternion nrot = avSitOrientation;
1793 m_sitAvatarHeight = m_physicsActor.Size.Z; 1956 if (!part.IsRoot)
1794
1795 if (autopilot)
1796 { 1957 {
1797 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1958 nrot = part.RotationOffset * avSitOrientation;
1798 {
1799 autopilot = false;
1800
1801 RemoveFromPhysicalScene();
1802 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1803 }
1804 } 1959 }
1805 else 1960 sitOrientation = nrot; // Change rotatione to the scripted one
1961 OffsetRotation = nrot;
1962 autopilot = false; // Jump direct to scripted llSitPos()
1963 }
1964 else
1965 {
1966//Console.WriteLine("Scripted, occupied");
1967 return;
1968 }
1969 }
1970 else // Not Scripted
1971 {
1972 if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) )
1973 {
1974 // large prim & offset, ignore if other Avs sitting
1975// offset.Z -= 0.05f;
1976 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
1977 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
1978
1979//Console.WriteLine(" offset ={0}", offset);
1980//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
1981//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
1982
1983 }
1984 else // small offset
1985 {
1986//Console.WriteLine("Small offset");
1987 if (!part.IsOccupied)
1988 {
1989 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
1990 autopilotTarget = part.AbsolutePosition;
1991//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
1992 }
1993 else return; // occupied small
1994 } // end large/small
1995 } // end Scripted/not
1996 cameraAtOffset = part.GetCameraAtOffset();
1997 cameraEyeOffset = part.GetCameraEyeOffset();
1998 forceMouselook = part.GetForceMouselook();
1999 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2000 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2001
2002 if (m_physicsActor != null)
2003 {
2004 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2005 // We can remove the physicsActor until they stand up.
2006 m_sitAvatarHeight = m_physicsActor.Size.Z;
2007 if (autopilot)
2008 { // its not a scripted sit
2009// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2010 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 2.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 2.0f) )
1806 { 2011 {
2012 autopilot = false; // close enough
2013 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2014 Not using the part's position because returning the AV to the last known standing
2015 position is likely to be more friendly, isn't it? */
1807 RemoveFromPhysicalScene(); 2016 RemoveFromPhysicalScene();
1808 } 2017 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2018 } // else the autopilot will get us close
2019 }
2020 else
2021 { // its a scripted sit
2022 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2023 I *am* using the part's position this time because we have no real idea how far away
2024 the avatar is from the sit target. */
2025 RemoveFromPhysicalScene();
1809 } 2026 }
1810
1811 cameraAtOffset = part.GetCameraAtOffset();
1812 cameraEyeOffset = part.GetCameraEyeOffset();
1813 forceMouselook = part.GetForceMouselook();
1814 } 2027 }
1815 2028 else return; // physactor is null!
1816 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2029
1817 m_requestedSitTargetUUID = targetID; 2030 Vector3 offsetr; // = offset * partIRot;
2031 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2032 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2033 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2034 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2035 //offsetr = offset * partIRot;
2036//
2037 // else
2038 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2039 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2040 // (offset * partRot);
2041 // }
2042
2043//Console.WriteLine(" ");
2044//Console.WriteLine("link number ={0}", part.LinkNum);
2045//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2046//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2047//Console.WriteLine("Click offst ={0}", offset);
2048//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2049//Console.WriteLine("offsetr ={0}", offsetr);
2050//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2051//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2052
2053 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2054 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2055
2056 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1818 // This calls HandleAgentSit twice, once from here, and the client calls 2057 // This calls HandleAgentSit twice, once from here, and the client calls
1819 // HandleAgentSit itself after it gets to the location 2058 // HandleAgentSit itself after it gets to the location
1820 // It doesn't get to the location until we've moved them there though 2059 // It doesn't get to the location until we've moved them there though
1821 // which happens in HandleAgentSit :P 2060 // which happens in HandleAgentSit :P
1822 m_autopilotMoving = autopilot; 2061 m_autopilotMoving = autopilot;
1823 m_autoPilotTarget = pos; 2062 m_autoPilotTarget = autopilotTarget;
1824 m_sitAtAutoTarget = autopilot; 2063 m_sitAtAutoTarget = autopilot;
2064 m_initialSitTarget = autopilotTarget;
1825 if (!autopilot) 2065 if (!autopilot)
1826 HandleAgentSit(remoteClient, UUID); 2066 HandleAgentSit(remoteClient, UUID);
1827 } 2067 }
@@ -2116,47 +2356,128 @@ namespace OpenSim.Region.Framework.Scenes
2116 { 2356 {
2117 if (part != null) 2357 if (part != null)
2118 { 2358 {
2359//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2119 if (part.GetAvatarOnSitTarget() == UUID) 2360 if (part.GetAvatarOnSitTarget() == UUID)
2120 { 2361 {
2362//Console.WriteLine("Scripted Sit");
2363 // Scripted sit
2121 Vector3 sitTargetPos = part.SitTargetPosition; 2364 Vector3 sitTargetPos = part.SitTargetPosition;
2122 Quaternion sitTargetOrient = part.SitTargetOrientation; 2365 Quaternion sitTargetOrient = part.SitTargetOrientation;
2123
2124 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2125 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2126
2127 //Quaternion result = (sitTargetOrient * vq) * nq;
2128
2129 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2366 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2130 m_pos += SIT_TARGET_ADJUSTMENT; 2367 m_pos += SIT_TARGET_ADJUSTMENT;
2368 if (!part.IsRoot)
2369 {
2370 m_pos *= part.RotationOffset;
2371 }
2131 m_bodyRot = sitTargetOrient; 2372 m_bodyRot = sitTargetOrient;
2132 //Rotation = sitTargetOrient;
2133 m_parentPosition = part.AbsolutePosition; 2373 m_parentPosition = part.AbsolutePosition;
2134 2374 part.IsOccupied = true;
2135 //SendTerseUpdateToAllClients(); 2375 part.ParentGroup.AddAvatar(agentID);
2376Console.WriteLine("Scripted Sit ofset {0}", m_pos);
2136 } 2377 }
2137 else 2378 else
2138 { 2379 {
2139 m_pos -= part.AbsolutePosition; 2380 // if m_avUnscriptedSitPos is zero then Av sits above center
2381 // Else Av sits at m_avUnscriptedSitPos
2382
2383 // Non-scripted sit by Kitto Flora 21Nov09
2384 // Calculate angle of line from prim to Av
2385 Quaternion partIRot;
2386// if (part.LinkNum == 1)
2387// { // Root prim of linkset
2388// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2389// }
2390// else
2391// { // single or child prim
2392 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2393// }
2394 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2395 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2396 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2397 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2398 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2399 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2400 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2401 // Av sits at world euler <0,0, z>, translated by part rotation
2402 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2403
2140 m_parentPosition = part.AbsolutePosition; 2404 m_parentPosition = part.AbsolutePosition;
2141 } 2405 part.IsOccupied = true;
2406 part.ParentGroup.AddAvatar(agentID);
2407 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2408 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2409 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2410 m_avUnscriptedSitPos; // adds click offset, if any
2411 //Set up raytrace to find top surface of prim
2412 Vector3 size = part.Scale;
2413 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2414 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2415 Vector3 down = new Vector3(0f, 0f, -1f);
2416//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2417 m_scene.PhysicsScene.RaycastWorld(
2418 start, // Vector3 position,
2419 down, // Vector3 direction,
2420 mag, // float length,
2421 SitAltitudeCallback); // retMethod
2422 } // end scripted/not
2142 } 2423 }
2143 else 2424 else // no Av
2144 { 2425 {
2145 return; 2426 return;
2146 } 2427 }
2147 } 2428 }
2148 m_parentID = m_requestedSitTargetID; 2429
2430 //We want our offsets to reference the root prim, not the child we may have sat on
2431 if (!part.IsRoot)
2432 {
2433 m_parentID = part.ParentGroup.RootPart.LocalId;
2434 m_pos += part.OffsetPosition;
2435 }
2436 else
2437 {
2438 m_parentID = m_requestedSitTargetID;
2439 }
2440
2441 m_linkedPrim = part.UUID;
2149 2442
2150 Velocity = Vector3.Zero; 2443 Velocity = Vector3.Zero;
2151 RemoveFromPhysicalScene(); 2444 RemoveFromPhysicalScene();
2152 2445
2153 Animator.TrySetMovementAnimation(sitAnimation); 2446 Animator.TrySetMovementAnimation(sitAnimation);
2154 SendFullUpdateToAllClients(); 2447 SendFullUpdateToAllClients();
2155 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2156 // So we're also sending a terse update (which has avatar rotation)
2157 // [Update] We do now.
2158 //SendTerseUpdateToAllClients();
2159 } 2448 }
2449
2450 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2451 {
2452 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2453 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2454 if(hitYN)
2455 {
2456 // m_pos = Av offset from prim center to make look like on center
2457 // m_parentPosition = Actual center pos of prim
2458 // collisionPoint = spot on prim where we want to sit
2459 // collisionPoint.Z = global sit surface height
2460 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2461 Quaternion partIRot;
2462// if (part.LinkNum == 1)
2463/// { // Root prim of linkset
2464// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2465// }
2466// else
2467// { // single or child prim
2468 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2469// }
2470 if (m_initialSitTarget != null)
2471 {
2472 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2473 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2474 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2475 m_pos += offset;
2476 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2477 }
2478
2479 }
2480 } // End SitAltitudeCallback KF.
2160 2481
2161 /// <summary> 2482 /// <summary>
2162 /// Event handler for the 'Always run' setting on the client 2483 /// Event handler for the 'Always run' setting on the client
@@ -2186,7 +2507,7 @@ namespace OpenSim.Region.Framework.Scenes
2186 /// </summary> 2507 /// </summary>
2187 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2508 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2188 /// <param name="rotation">The direction in which this avatar should now face. 2509 /// <param name="rotation">The direction in which this avatar should now face.
2189 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2510 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2190 { 2511 {
2191 if (m_isChildAgent) 2512 if (m_isChildAgent)
2192 { 2513 {
@@ -2227,10 +2548,11 @@ namespace OpenSim.Region.Framework.Scenes
2227 Rotation = rotation; 2548 Rotation = rotation;
2228 Vector3 direc = vec * rotation; 2549 Vector3 direc = vec * rotation;
2229 direc.Normalize(); 2550 direc.Normalize();
2551 PhysicsActor actor = m_physicsActor;
2552 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2230 2553
2231 direc *= 0.03f * 128f * m_speedModifier; 2554 direc *= 0.03f * 128f * m_speedModifier;
2232 2555
2233 PhysicsActor actor = m_physicsActor;
2234 if (actor != null) 2556 if (actor != null)
2235 { 2557 {
2236 if (actor.Flying) 2558 if (actor.Flying)
@@ -2252,18 +2574,25 @@ namespace OpenSim.Region.Framework.Scenes
2252 { 2574 {
2253 if (direc.Z > 2.0f) 2575 if (direc.Z > 2.0f)
2254 { 2576 {
2255 direc.Z *= 3.0f; 2577 if(m_animator.m_animTickJump == -1)
2256 2578 {
2257 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2579 direc.Z *= 3.0f; // jump
2258 Animator.TrySetMovementAnimation("PREJUMP"); 2580 }
2259 Animator.TrySetMovementAnimation("JUMP"); 2581 else
2582 {
2583 direc.Z *= 0.1f; // prejump
2584 }
2585 /* Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2586 Animator.TrySetMovementAnimation("PREJUMP");
2587 Animator.TrySetMovementAnimation("JUMP");
2588 */
2260 } 2589 }
2261 } 2590 }
2262 } 2591 }
2263 2592
2264 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2593 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2265 m_forceToApply = direc; 2594 m_forceToApply = direc;
2266 2595 m_isNudging = Nudging;
2267 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2596 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2268 } 2597 }
2269 2598
@@ -2278,7 +2607,7 @@ namespace OpenSim.Region.Framework.Scenes
2278 const float POSITION_TOLERANCE = 0.05f; 2607 const float POSITION_TOLERANCE = 0.05f;
2279 //const int TIME_MS_TOLERANCE = 3000; 2608 //const int TIME_MS_TOLERANCE = 3000;
2280 2609
2281 SendPrimUpdates(); 2610
2282 2611
2283 if (m_isChildAgent == false) 2612 if (m_isChildAgent == false)
2284 { 2613 {
@@ -2308,6 +2637,9 @@ namespace OpenSim.Region.Framework.Scenes
2308 CheckForBorderCrossing(); 2637 CheckForBorderCrossing();
2309 CheckForSignificantMovement(); // sends update to the modules. 2638 CheckForSignificantMovement(); // sends update to the modules.
2310 } 2639 }
2640
2641 //Sending prim updates AFTER the avatar terse updates are sent
2642 SendPrimUpdates();
2311 } 2643 }
2312 2644
2313 #endregion 2645 #endregion
@@ -3092,6 +3424,7 @@ namespace OpenSim.Region.Framework.Scenes
3092 m_callbackURI = cAgent.CallbackURI; 3424 m_callbackURI = cAgent.CallbackURI;
3093 3425
3094 m_pos = cAgent.Position; 3426 m_pos = cAgent.Position;
3427
3095 m_velocity = cAgent.Velocity; 3428 m_velocity = cAgent.Velocity;
3096 m_CameraCenter = cAgent.Center; 3429 m_CameraCenter = cAgent.Center;
3097 //m_avHeight = cAgent.Size.Z; 3430 //m_avHeight = cAgent.Size.Z;
@@ -3202,14 +3535,25 @@ namespace OpenSim.Region.Framework.Scenes
3202 { 3535 {
3203 if (m_forceToApply.HasValue) 3536 if (m_forceToApply.HasValue)
3204 { 3537 {
3205 Vector3 force = m_forceToApply.Value;
3206 3538
3539 Vector3 force = m_forceToApply.Value;
3207 m_updateflag = true; 3540 m_updateflag = true;
3208// movementvector = force;
3209 Velocity = force; 3541 Velocity = force;
3210 3542
3211 m_forceToApply = null; 3543 m_forceToApply = null;
3212 } 3544 }
3545 else
3546 {
3547 if (m_isNudging)
3548 {
3549 Vector3 force = Vector3.Zero;
3550
3551 m_updateflag = true;
3552 Velocity = force;
3553 m_isNudging = false;
3554 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3555 }
3556 }
3213 } 3557 }
3214 3558
3215 public override void SetText(string text, Vector3 color, double alpha) 3559 public override void SetText(string text, Vector3 color, double alpha)
@@ -3260,18 +3604,29 @@ namespace OpenSim.Region.Framework.Scenes
3260 { 3604 {
3261 if (e == null) 3605 if (e == null)
3262 return; 3606 return;
3263 3607
3264 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3608 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3265 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3266 // as of this comment the interval is set in AddToPhysicalScene 3609 // as of this comment the interval is set in AddToPhysicalScene
3267 if (Animator!=null) 3610 if (Animator!=null)
3268 Animator.UpdateMovementAnimations(); 3611 {
3612 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3613 { // else its will lock out other animation changes, like ground sit.
3614 Animator.UpdateMovementAnimations();
3615 m_updateCount--;
3616 }
3617 }
3269 3618
3270 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3619 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3271 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3620 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3272 3621
3273 CollisionPlane = Vector4.UnitW; 3622 CollisionPlane = Vector4.UnitW;
3274 3623
3624 if (m_lastColCount != coldata.Count)
3625 {
3626 m_updateCount = UPDATE_COUNT;
3627 m_lastColCount = coldata.Count;
3628 }
3629
3275 if (coldata.Count != 0 && Animator != null) 3630 if (coldata.Count != 0 && Animator != null)
3276 { 3631 {
3277 switch (Animator.CurrentMovementAnimation) 3632 switch (Animator.CurrentMovementAnimation)
@@ -3301,6 +3656,148 @@ namespace OpenSim.Region.Framework.Scenes
3301 } 3656 }
3302 } 3657 }
3303 3658
3659 List<uint> thisHitColliders = new List<uint>();
3660 List<uint> endedColliders = new List<uint>();
3661 List<uint> startedColliders = new List<uint>();
3662
3663 foreach (uint localid in coldata.Keys)
3664 {
3665 thisHitColliders.Add(localid);
3666 if (!m_lastColliders.Contains(localid))
3667 {
3668 startedColliders.Add(localid);
3669 }
3670 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3671 }
3672
3673 // calculate things that ended colliding
3674 foreach (uint localID in m_lastColliders)
3675 {
3676 if (!thisHitColliders.Contains(localID))
3677 {
3678 endedColliders.Add(localID);
3679 }
3680 }
3681 //add the items that started colliding this time to the last colliders list.
3682 foreach (uint localID in startedColliders)
3683 {
3684 m_lastColliders.Add(localID);
3685 }
3686 // remove things that ended colliding from the last colliders list
3687 foreach (uint localID in endedColliders)
3688 {
3689 m_lastColliders.Remove(localID);
3690 }
3691
3692 // do event notification
3693 if (startedColliders.Count > 0)
3694 {
3695 ColliderArgs StartCollidingMessage = new ColliderArgs();
3696 List<DetectedObject> colliding = new List<DetectedObject>();
3697 foreach (uint localId in startedColliders)
3698 {
3699 if (localId == 0)
3700 continue;
3701
3702 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3703 string data = "";
3704 if (obj != null)
3705 {
3706 DetectedObject detobj = new DetectedObject();
3707 detobj.keyUUID = obj.UUID;
3708 detobj.nameStr = obj.Name;
3709 detobj.ownerUUID = obj.OwnerID;
3710 detobj.posVector = obj.AbsolutePosition;
3711 detobj.rotQuat = obj.GetWorldRotation();
3712 detobj.velVector = obj.Velocity;
3713 detobj.colliderType = 0;
3714 detobj.groupUUID = obj.GroupID;
3715 colliding.Add(detobj);
3716 }
3717 }
3718
3719 if (colliding.Count > 0)
3720 {
3721 StartCollidingMessage.Colliders = colliding;
3722
3723 foreach (SceneObjectGroup att in Attachments)
3724 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3725 }
3726 }
3727
3728 if (endedColliders.Count > 0)
3729 {
3730 ColliderArgs EndCollidingMessage = new ColliderArgs();
3731 List<DetectedObject> colliding = new List<DetectedObject>();
3732 foreach (uint localId in endedColliders)
3733 {
3734 if (localId == 0)
3735 continue;
3736
3737 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3738 string data = "";
3739 if (obj != null)
3740 {
3741 DetectedObject detobj = new DetectedObject();
3742 detobj.keyUUID = obj.UUID;
3743 detobj.nameStr = obj.Name;
3744 detobj.ownerUUID = obj.OwnerID;
3745 detobj.posVector = obj.AbsolutePosition;
3746 detobj.rotQuat = obj.GetWorldRotation();
3747 detobj.velVector = obj.Velocity;
3748 detobj.colliderType = 0;
3749 detobj.groupUUID = obj.GroupID;
3750 colliding.Add(detobj);
3751 }
3752 }
3753
3754 if (colliding.Count > 0)
3755 {
3756 EndCollidingMessage.Colliders = colliding;
3757
3758 foreach (SceneObjectGroup att in Attachments)
3759 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3760 }
3761 }
3762
3763 if (thisHitColliders.Count > 0)
3764 {
3765 ColliderArgs CollidingMessage = new ColliderArgs();
3766 List<DetectedObject> colliding = new List<DetectedObject>();
3767 foreach (uint localId in thisHitColliders)
3768 {
3769 if (localId == 0)
3770 continue;
3771
3772 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3773 string data = "";
3774 if (obj != null)
3775 {
3776 DetectedObject detobj = new DetectedObject();
3777 detobj.keyUUID = obj.UUID;
3778 detobj.nameStr = obj.Name;
3779 detobj.ownerUUID = obj.OwnerID;
3780 detobj.posVector = obj.AbsolutePosition;
3781 detobj.rotQuat = obj.GetWorldRotation();
3782 detobj.velVector = obj.Velocity;
3783 detobj.colliderType = 0;
3784 detobj.groupUUID = obj.GroupID;
3785 colliding.Add(detobj);
3786 }
3787 }
3788
3789 if (colliding.Count > 0)
3790 {
3791 CollidingMessage.Colliders = colliding;
3792
3793 lock (m_attachments)
3794 {
3795 foreach (SceneObjectGroup att in m_attachments)
3796 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3797 }
3798 }
3799 }
3800
3304 if (m_invulnerable) 3801 if (m_invulnerable)
3305 return; 3802 return;
3306 3803
@@ -3475,7 +3972,10 @@ namespace OpenSim.Region.Framework.Scenes
3475 m_scene = scene; 3972 m_scene = scene;
3476 3973
3477 RegisterToEvents(); 3974 RegisterToEvents();
3478 3975 if (m_controllingClient != null)
3976 {
3977 m_controllingClient.ProcessPendingPackets();
3978 }
3479 /* 3979 /*
3480 AbsolutePosition = client.StartPos; 3980 AbsolutePosition = client.StartPos;
3481 3981
@@ -3705,6 +4205,39 @@ namespace OpenSim.Region.Framework.Scenes
3705 return; 4205 return;
3706 } 4206 }
3707 4207
4208 XmlDocument doc = new XmlDocument();
4209 string stateData = String.Empty;
4210
4211 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4212 if (attServ != null)
4213 {
4214 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4215 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4216 if (stateData != String.Empty)
4217 {
4218 try
4219 {
4220 doc.LoadXml(stateData);
4221 }
4222 catch { }
4223 }
4224 }
4225
4226 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4227
4228 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4229 if (nodes.Count > 0)
4230 {
4231 foreach (XmlNode n in nodes)
4232 {
4233 XmlElement elem = (XmlElement)n;
4234 string itemID = elem.GetAttribute("ItemID");
4235 string xml = elem.InnerXml;
4236
4237 itemData[new UUID(itemID)] = xml;
4238 }
4239 }
4240
3708 List<int> attPoints = m_appearance.GetAttachedPoints(); 4241 List<int> attPoints = m_appearance.GetAttachedPoints();
3709 foreach (int p in attPoints) 4242 foreach (int p in attPoints)
3710 { 4243 {
@@ -3724,9 +4257,26 @@ namespace OpenSim.Region.Framework.Scenes
3724 4257
3725 try 4258 try
3726 { 4259 {
3727 // Rez from inventory 4260 string xmlData;
3728 UUID asset 4261 XmlDocument d = new XmlDocument();
3729 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4262 UUID asset;
4263 if (itemData.TryGetValue(itemID, out xmlData))
4264 {
4265 d.LoadXml(xmlData);
4266 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4267
4268 // Rez from inventory
4269 asset
4270 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4271
4272 }
4273 else
4274 {
4275 // Rez from inventory (with a null doc to let
4276 // CHANGED_OWNER happen)
4277 asset
4278 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4279 }
3730 4280
3731 m_log.InfoFormat( 4281 m_log.InfoFormat(
3732 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", 4282 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})",
@@ -3763,5 +4313,16 @@ namespace OpenSim.Region.Framework.Scenes
3763 m_reprioritization_called = false; 4313 m_reprioritization_called = false;
3764 } 4314 }
3765 } 4315 }
4316
4317 private Vector3 Quat2Euler(Quaternion rot){
4318 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4319 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4320 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4321 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4322 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4323 return(new Vector3(x,y,z));
4324 }
4325
4326
3766 } 4327 }
3767} 4328}
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