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-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs20
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IScriptModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs226
-rw-r--r--OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs11
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs34
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs253
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Permissions.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs353
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs50
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs230
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs7
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs670
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs296
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs754
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs979
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneViewer.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs168
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
25 files changed, 3002 insertions, 1157 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index 6cc64c6..788f42b 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using OpenMetaverse; 30using OpenMetaverse;
30using OpenMetaverse.Packets; 31using OpenMetaverse.Packets;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -82,6 +83,10 @@ namespace OpenSim.Region.Framework.Interfaces
82 UUID RezSingleAttachmentFromInventory( 83 UUID RezSingleAttachmentFromInventory(
83 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus); 84 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus);
84 85
86 // Same as above, but also load script states from a separate doc
87 UUID RezSingleAttachmentFromInventory(
88 IClientAPI remoteClient, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
89
85 /// <summary> 90 /// <summary>
86 /// Rez multiple attachments from a user's inventory 91 /// Rez multiple attachments from a user's inventory
87 /// </summary> 92 /// </summary>
@@ -113,18 +118,15 @@ namespace OpenSim.Region.Framework.Interfaces
113 /// <summary> 118 /// <summary>
114 /// Update the user inventory to show a detach. 119 /// Update the user inventory to show a detach.
115 /// </summary> 120 /// </summary>
116 /// <param name="itemID">/param> 121 /// <param name="itemID">
117 /// <param name="remoteClient"></param> 122 /// A <see cref="UUID"/>
123 /// </param>
124 /// <param name="remoteClient">
125 /// A <see cref="IClientAPI"/>
126 /// </param>
118 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient); 127 void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient);
119 128
120 /// <summary> 129 /// <summary>
121 /// Update the position of an attachment.
122 /// </summary>
123 /// <param name="sog"></param>
124 /// <param name="pos"></param>
125 void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos);
126
127 /// <summary>
128 /// Update the user inventory with a changed attachment 130 /// Update the user inventory with a changed attachment
129 /// </summary> 131 /// </summary>
130 /// <param name="remoteClient"> 132 /// <param name="remoteClient">
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 15060fd..4b17b9a 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -115,6 +115,8 @@ namespace OpenSim.Region.Framework.Interfaces
115 /// <param name="stateSource"></param> 115 /// <param name="stateSource"></param>
116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
117 117
118 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
119
118 /// <summary> 120 /// <summary>
119 /// Stop a script which is in this prim's inventory. 121 /// Stop a script which is in this prim's inventory.
120 /// </summary> 122 /// </summary>
@@ -229,5 +231,6 @@ namespace OpenSim.Region.Framework.Interfaces
229 /// A <see cref="Dictionary`2"/> 231 /// A <see cref="Dictionary`2"/>
230 /// </returns> 232 /// </returns>
231 Dictionary<UUID, string> GetScriptStates(); 233 Dictionary<UUID, string> GetScriptStates();
234 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
232 } 235 }
233} 236}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index e8738c4..45ca5c5 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -40,7 +40,7 @@ namespace OpenSim.Region.Framework.Interfaces
40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, 40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position,
41 Vector3 lookAt, uint teleportFlags); 41 Vector3 lookAt, uint teleportFlags);
42 42
43 void TeleportHome(UUID id, IClientAPI client); 43 bool TeleportHome(UUID id, IClientAPI client);
44 44
45 void Cross(ScenePresence agent, bool isFlying); 45 void Cross(ScenePresence agent, bool isFlying);
46 46
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
index fecdd1b..4a3c634 100644
--- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
@@ -50,5 +50,7 @@ namespace OpenSim.Region.Framework.Interfaces
50 void ResumeScript(UUID itemID); 50 void ResumeScript(UUID itemID);
51 51
52 ArrayList GetScriptErrors(UUID itemID); 52 ArrayList GetScriptErrors(UUID itemID);
53
54 bool HasScript(UUID itemID, out bool running);
53 } 55 }
54} 56}
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 23be9c2..69ba2042 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -226,7 +226,8 @@ namespace OpenSim.Region.Framework
226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e); 226 "[MODULES]: Could not load types for [{0}]. Exception {1}", pluginAssembly.FullName, e);
227 227
228 // justincc: Right now this is fatal to really get the user's attention 228 // justincc: Right now this is fatal to really get the user's attention
229 throw e; 229 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
230 //throw e;
230 } 231 }
231 } 232 }
232 233
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 4865481..9c103cb 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -53,11 +53,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation
53 { 53 {
54 get { return m_movementAnimation; } 54 get { return m_movementAnimation; }
55 } 55 }
56 protected string m_movementAnimation = "DEFAULT"; 56 // protected string m_movementAnimation = "DEFAULT"; //KF: 'DEFAULT' does not exist!
57 57 protected string m_movementAnimation = "CROUCH"; //KF: CROUCH ensures reliable Av Anim. init.
58 private int m_animTickFall; 58 private int m_animTickFall;
59 private int m_animTickJump; 59// private int m_animTickJump;
60 60 public int m_animTickJump; // ScenePresence has to see this to control +Z force
61 public bool m_jumping = false; // Add for jumping
62 public float m_jumpVelocity = 0f; // Add for jumping
63 private int m_landing = 0; // Add for jumping
64 public bool m_falling = false; // Add for falling
65 private float m_fallHeight; // Add for falling
66
61 /// <value> 67 /// <value>
62 /// The scene presence that this animator applies to 68 /// The scene presence that this animator applies to
63 /// </value> 69 /// </value>
@@ -114,7 +120,9 @@ namespace OpenSim.Region.Framework.Scenes.Animation
114 120
115 public void ResetAnimations() 121 public void ResetAnimations()
116 { 122 {
123Console.WriteLine("ResetA.............");
117 m_animations.Clear(); 124 m_animations.Clear();
125TrySetMovementAnimation("STAND");
118 } 126 }
119 127
120 /// <summary> 128 /// <summary>
@@ -123,8 +131,6 @@ namespace OpenSim.Region.Framework.Scenes.Animation
123 /// </summary> 131 /// </summary>
124 public void TrySetMovementAnimation(string anim) 132 public void TrySetMovementAnimation(string anim)
125 { 133 {
126 //m_log.DebugFormat("Updating movement animation to {0}", anim);
127
128 if (!m_scenePresence.IsChildAgent) 134 if (!m_scenePresence.IsChildAgent)
129 { 135 {
130 if (m_animations.TrySetDefaultAnimation( 136 if (m_animations.TrySetDefaultAnimation(
@@ -142,14 +148,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
142 /// </summary> 148 /// </summary>
143 public string GetMovementAnimation() 149 public string GetMovementAnimation()
144 { 150 {
145 const float FALL_DELAY = 0.33f; 151//Console.WriteLine("GMA-------"); //##
146 const float PREJUMP_DELAY = 0.25f; 152//#@ const float FALL_DELAY = 0.33f;
147 153 const float FALL_DELAY = 800f; //## mS
154//rm for jumping const float PREJUMP_DELAY = 0.25f;
155 const float PREJUMP_DELAY = 200f; // mS add for jumping
156 const float JUMP_PERIOD = 800f; // mS add for jumping
148 #region Inputs 157 #region Inputs
149 if (m_scenePresence.SitGround) 158
150 {
151 return "SIT_GROUND_CONSTRAINED";
152 }
153 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags; 159 AgentManager.ControlFlags controlFlags = (AgentManager.ControlFlags)m_scenePresence.AgentControlFlags;
154 PhysicsActor actor = m_scenePresence.PhysicsActor; 160 PhysicsActor actor = m_scenePresence.PhysicsActor;
155 161
@@ -159,11 +165,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
159 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); 165 Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
160 166
161 // Check control flags 167 // Check control flags
162 bool heldForward = 168 bool heldForward = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS);
163 (((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) || ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS)); 169 bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
164 bool heldBack = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; 170 bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
165 bool heldLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; 171 bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
166 bool heldRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
167 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; 172 //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
168 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; 173 //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
169 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; 174 bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
@@ -182,8 +187,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
182 187
183 // Is the avatar trying to move? 188 // Is the avatar trying to move?
184// bool moving = (move != Vector3.Zero); 189// bool moving = (move != Vector3.Zero);
185 bool jumping = m_animTickJump != 0; 190// rm for jumping bool jumping = m_animTickJump != 0;
186
187 #endregion Inputs 191 #endregion Inputs
188 192
189 #region Flying 193 #region Flying
@@ -192,6 +196,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
192 { 196 {
193 m_animTickFall = 0; 197 m_animTickFall = 0;
194 m_animTickJump = 0; 198 m_animTickJump = 0;
199 m_jumping = false; //add for jumping
200 m_falling = true; //add for falling
201 m_jumpVelocity = 0f; //add for jumping
202 actor.Selected = false; //add for jumping flag
203 m_fallHeight = actor.Position.Z; // save latest flying height
195 204
196 if (move.X != 0f || move.Y != 0f) 205 if (move.X != 0f || move.Y != 0f)
197 { 206 {
@@ -203,8 +212,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
203 } 212 }
204 else if (move.Z < 0f) 213 else if (move.Z < 0f)
205 { 214 {
206 if (actor != null && actor.IsColliding) 215 if (actor != null && actor.IsColliding)
216 { //##
217//Console.WriteLine("LAND FLYING"); // ##
207 return "LAND"; 218 return "LAND";
219 } //#
208 else 220 else
209 return "HOVER_DOWN"; 221 return "HOVER_DOWN";
210 } 222 }
@@ -218,48 +230,127 @@ namespace OpenSim.Region.Framework.Scenes.Animation
218 230
219 #region Falling/Floating/Landing 231 #region Falling/Floating/Landing
220 232
221 if (actor == null || !actor.IsColliding) 233// rm for jumping if (actor == null || !actor.IsColliding)
234 if ((actor == null || !actor.IsColliding) && !m_jumping) // add for jumping
222 { 235 {
223 float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 236// rm float fallElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
237 float fallElapsed = (float)(Environment.TickCount - m_animTickFall); // add, in mS
224 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f; 238 float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
239//Console.WriteLine("falling t={0} v={1}", fallElapsed, fallVelocity); //##
240
241// rm for fall if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f))
242 if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true; // add for falling and jumping
225 243
226 if (m_animTickFall == 0 || (fallElapsed > FALL_DELAY && fallVelocity >= 0.0f)) 244 if (m_animTickFall == 0 || (fallVelocity >= 0.0f)) // add for jumping
245 // not falling yet or going up
227 { 246 {
228 // Just started falling 247 // reset start of fall time
229 m_animTickFall = Environment.TickCount; 248 m_animTickFall = Environment.TickCount;
230 } 249 }
231 else if (!jumping && fallElapsed > FALL_DELAY) 250// else if (!jumping && fallElapsed > FALL_DELAY)
251 else if (!m_jumping && (fallElapsed > FALL_DELAY) && (fallVelocity < -3.0f) && (m_scenePresence.m_wasFlying)) // add for falling and jumping
232 { 252 {
233 // Falling long enough to trigger the animation 253 // Falling long enough to trigger the animation
254//Console.WriteLine("FALLDOWN"); //##
234 return "FALLDOWN"; 255 return "FALLDOWN";
235 } 256 }
236 else if (m_animTickJump == -1)
237 {
238 m_animTickJump = 0;
239 return "STAND";
240 }
241 257
242 return m_movementAnimation; 258 return m_movementAnimation;
243 } 259 }
244 260
245 #endregion Falling/Floating/Landing 261 #endregion Falling/Floating/Landing
246 262
263
264 #region Jumping // section added for jumping...
265
266 int jumptime;
267 jumptime = Environment.TickCount - m_animTickJump;
268
269
270 if ((move.Z > 0f) && (!m_jumping))
271 {
272//Console.WriteLine("PJ {0}", jumptime); //##
273 // Start jumping, prejump
274 m_animTickFall = 0;
275 m_jumping = true;
276 m_falling = false;
277 actor.Selected = true; // borrowed for jmping flag
278 m_animTickJump = Environment.TickCount;
279 m_jumpVelocity = 0.35f;
280 return "PREJUMP";
281 }
282
283 if(m_jumping)
284 {
285 if ( (jumptime > (JUMP_PERIOD * 1.5f)) && actor.IsColliding)
286 {
287//Console.WriteLine("LA {0}", jumptime); //##
288 // end jumping
289 m_jumping = false;
290 m_falling = false;
291 actor.Selected = false; // borrowed for jumping flag
292 m_jumpVelocity = 0f;
293 m_animTickFall = Environment.TickCount;
294 return "LAND";
295 }
296 else if (jumptime > JUMP_PERIOD)
297 {
298//Console.WriteLine("JD {0}", jumptime); //##
299 // jump down
300 m_jumpVelocity = 0f;
301 return "JUMP";
302 }
303 else if (jumptime > PREJUMP_DELAY)
304 {
305//Console.WriteLine("JU {0}", jumptime); //##
306 // jump up
307 m_jumping = true;
308 m_jumpVelocity = 10f;
309 return "JUMP";
310 }
311 }
312
313 #endregion Jumping // end added section
314
247 #region Ground Movement 315 #region Ground Movement
248 316
249 if (m_movementAnimation == "FALLDOWN") 317 if (m_movementAnimation == "FALLDOWN")
250 { 318 {
319 m_falling = false;
251 m_animTickFall = Environment.TickCount; 320 m_animTickFall = Environment.TickCount;
252
253 // TODO: SOFT_LAND support 321 // TODO: SOFT_LAND support
254 return "LAND"; 322 float fallHeight = m_fallHeight - actor.Position.Z;
323//Console.WriteLine("Hit from {0}", fallHeight); //##
324 if (fallHeight > 15.0f) // add for falling
325 return "STANDUP";
326 else if (fallHeight > 8.0f) // add for falling
327 return "SOFT_LAND"; // add for falling
328 else // add for falling
329 return "LAND"; // add for falling
255 } 330 }
256 else if (m_movementAnimation == "LAND") 331// rm jumping float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
332// rm jumping if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
333// rm for landing return "LAND";
334 else if ((m_movementAnimation == "LAND") || (m_movementAnimation == "SOFT_LAND") || (m_movementAnimation == "STANDUP"))
257 { 335 {
258 float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f; 336 int landElapsed = Environment.TickCount - m_animTickFall; // add for jumping
259 if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY)) 337 int limit = 1000; // add for jumping
260 return "LAND"; 338 if(m_movementAnimation == "LAND") limit = 350; // add for jumping
261 } 339 // NB if the above is set too long a weird anim reset from some place prevents STAND from being sent to client
262 340
341 if ((m_animTickFall != 0) && (landElapsed <= limit)) // add for jumping
342 {
343//Console.WriteLine("Lelapse {0}", m_movementAnimation); //##
344 return m_movementAnimation;
345 }
346 else
347 {
348//Console.WriteLine("end/STAND"); //##
349 m_fallHeight = actor.Position.Z; // save latest flying height
350 return "STAND";
351 }
352 }
353/* This section removed, replaced by jumping section
263 m_animTickFall = 0; 354 m_animTickFall = 0;
264 355
265 if (move.Z > 0f) 356 if (move.Z > 0f)
@@ -271,7 +362,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
271 m_animTickJump = Environment.TickCount; 362 m_animTickJump = Environment.TickCount;
272 return "PREJUMP"; 363 return "PREJUMP";
273 } 364 }
274 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 1000.0f) 365 else if (Environment.TickCount - m_animTickJump > PREJUMP_DELAY * 800.0f)
275 { 366 {
276 // Start actual jump 367 // Start actual jump
277 if (m_animTickJump == -1) 368 if (m_animTickJump == -1)
@@ -284,37 +375,40 @@ namespace OpenSim.Region.Framework.Scenes.Animation
284 m_animTickJump = -1; 375 m_animTickJump = -1;
285 return "JUMP"; 376 return "JUMP";
286 } 377 }
287 else
288 return "JUMP";
289 } 378 }
290 else 379 else
291 { 380 {
292 // Not jumping 381 // Not jumping
293 m_animTickJump = 0; 382 m_animTickJump = 0;
294 383 */
295 if (move.X != 0f || move.Y != 0f) 384 // next section moved outside paren. and realigned for jumping
296 { 385 if (move.X != 0f || move.Y != 0f)
297 // Walking / crouchwalking / running 386 {
298 if (move.Z < 0f) 387 m_fallHeight = actor.Position.Z; // save latest flying height
299 return "CROUCHWALK"; 388 m_falling = false; // Add for falling
300 else if (m_scenePresence.SetAlwaysRun) 389 // Walking / crouchwalking / running
301 return "RUN"; 390 if (move.Z < 0f)
302 else 391 return "CROUCHWALK";
303 return "WALK"; 392 else if (m_scenePresence.SetAlwaysRun)
304 } 393 return "RUN";
305 else 394 else
306 { 395 return "WALK";
307 // Not walking
308 if (move.Z < 0f)
309 return "CROUCH";
310 else
311 return "STAND";
312 }
313 } 396 }
314 397// rm for jumping else
398 else if (!m_jumping) // add for jumping
399 {
400 m_falling = false; // Add for falling
401 // Not walking
402 if (move.Z < 0f)
403 return "CROUCH";
404 else
405 return "STAND";
406 }
407 // end section realign for jumping
315 #endregion Ground Movement 408 #endregion Ground Movement
316 409
317 //return m_movementAnimation; 410 m_falling = false; // Add for falling
411 return m_movementAnimation;
318 } 412 }
319 413
320 /// <summary> 414 /// <summary>
@@ -323,7 +417,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
323 public void UpdateMovementAnimations() 417 public void UpdateMovementAnimations()
324 { 418 {
325 m_movementAnimation = GetMovementAnimation(); 419 m_movementAnimation = GetMovementAnimation();
326 TrySetMovementAnimation(m_movementAnimation); 420/* if (m_movementAnimation == "PREJUMP" && !m_scenePresence.Scene.m_usePreJump)
421 {
422 // This was the previous behavior before PREJUMP
423 TrySetMovementAnimation("JUMP");
424 }
425 else
426 { removed for jumping */
427 TrySetMovementAnimation(m_movementAnimation);
428// rm for jumping }
327 } 429 }
328 430
329 public UUID[] GetAnimationArray() 431 public UUID[] GetAnimationArray()
diff --git a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
index 64567db..a8d24fd 100644
--- a/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
+++ b/OpenSim/Region/Framework/Scenes/AsyncSceneObjectGroupDeleter.cs
@@ -104,8 +104,15 @@ namespace OpenSim.Region.Framework.Scenes
104 // better than losing the object for now. 104 // better than losing the object for now.
105 if (permissionToDelete) 105 if (permissionToDelete)
106 { 106 {
107 List<uint> killIDs = new List<uint>();
108
107 foreach (SceneObjectGroup g in objectGroups) 109 foreach (SceneObjectGroup g in objectGroups)
110 {
111 killIDs.Add(g.LocalId);
108 g.DeleteGroupFromScene(false); 112 g.DeleteGroupFromScene(false);
113 }
114
115 m_scene.SendKillObject(killIDs);
109 } 116 }
110 } 117 }
111 118
@@ -137,7 +144,7 @@ namespace OpenSim.Region.Framework.Scenes
137 x = m_inventoryDeletes.Dequeue(); 144 x = m_inventoryDeletes.Dequeue();
138 145
139 m_log.DebugFormat( 146 m_log.DebugFormat(
140 "[ASYNC DELETER]: Sending object to user's inventory, {0} item(s) remaining.", left); 147 "[ASYNC DELETER]: Sending object to user's inventory, action {1}, count {2}, {0} item(s) remaining.", left, x.action, x.objectGroups.Count);
141 148
142 try 149 try
143 { 150 {
@@ -177,4 +184,4 @@ namespace OpenSim.Region.Framework.Scenes
177 return false; 184 return false;
178 } 185 }
179 } 186 }
180} \ No newline at end of file 187}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index c321a15..f24c53c 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -757,6 +761,26 @@ namespace OpenSim.Region.Framework.Scenes
757 } 761 }
758 } 762 }
759 } 763 }
764 public void TriggerTerrainUpdate()
765 {
766 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
767 if (handlerTerrainUpdate != null)
768 {
769 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
770 {
771 try
772 {
773 d();
774 }
775 catch (Exception e)
776 {
777 m_log.ErrorFormat(
778 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
779 e.Message, e.StackTrace);
780 }
781 }
782 }
783 }
760 784
761 public void TriggerTerrainTick() 785 public void TriggerTerrainTick()
762 { 786 {
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index f9599f5..cde8d3f 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -167,6 +167,7 @@ namespace OpenSim.Region.Framework.Scenes
167 167
168 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity) 168 private double GetPriorityByFrontBack(IClientAPI client, ISceneEntity entity)
169 { 169 {
170 if (entity == null) return double.NaN;
170 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 171 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
171 if (presence != null) 172 if (presence != null)
172 { 173 {
@@ -224,22 +225,16 @@ namespace OpenSim.Region.Framework.Scenes
224 if (entity == null) 225 if (entity == null)
225 return double.NaN; 226 return double.NaN;
226 227
227 // Use group position for child prims 228 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
228 Vector3 entityPos = entity.AbsolutePosition; 229 if (presence != null)
229 if (entity is SceneObjectPart)
230 { 230 {
231 SceneObjectGroup group = (entity as SceneObjectPart).ParentGroup; 231 // Use group position for child prims
232 if (group != null) 232 Vector3 entityPos;
233 entityPos = group.AbsolutePosition; 233 if (entity is SceneObjectPart)
234 entityPos = ((SceneObjectPart)entity).ParentGroup.AbsolutePosition;
234 else 235 else
235 entityPos = entity.AbsolutePosition; 236 entityPos = entity.AbsolutePosition;
236 }
237 else
238 entityPos = entity.AbsolutePosition;
239 237
240 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
241 if (presence != null)
242 {
243 if (!presence.IsChildAgent) 238 if (!presence.IsChildAgent)
244 { 239 {
245 if (entity is ScenePresence) 240 if (entity is ScenePresence)
@@ -259,12 +254,19 @@ namespace OpenSim.Region.Framework.Scenes
259 254
260 if (entity is SceneObjectPart) 255 if (entity is SceneObjectPart)
261 { 256 {
262 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
263 if (physActor == null || !physActor.IsPhysical)
264 priority += 100;
265
266 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment) 257 if (((SceneObjectPart)entity).ParentGroup.RootPart.IsAttachment)
258 {
267 priority = 1.0; 259 priority = 1.0;
260 }
261 else
262 {
263 PhysicsActor physActor = ((SceneObjectPart)entity).ParentGroup.RootPart.PhysActor;
264 if (physActor == null || !physActor.IsPhysical)
265 priority += 100;
266 }
267
268 if (((SceneObjectPart)entity).ParentGroup.RootPart != (SceneObjectPart)entity)
269 priority +=1;
268 } 270 }
269 return priority; 271 return priority;
270 } 272 }
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index e2d96d9..9a93a26 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -99,34 +99,22 @@ namespace OpenSim.Region.Framework.Scenes
99 /// <param name="item"></param> 99 /// <param name="item"></param>
100 public bool AddInventoryItem(InventoryItemBase item) 100 public bool AddInventoryItem(InventoryItemBase item)
101 { 101 {
102 if (UUID.Zero == item.Folder) 102 InventoryFolderBase folder;
103
104 if (item.Folder == UUID.Zero)
103 { 105 {
104 InventoryFolderBase f = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType); 106 folder = InventoryService.GetFolderForType(item.Owner, (AssetType)item.AssetType);
105 if (f != null) 107 if (folder == null)
106 {
107// m_log.DebugFormat(
108// "[LOCAL INVENTORY SERVICES CONNECTOR]: Found folder {0} type {1} for item {2}",
109// f.Name, (AssetType)f.Type, item.Name);
110
111 item.Folder = f.ID;
112 }
113 else
114 { 108 {
115 f = InventoryService.GetRootFolder(item.Owner); 109 folder = InventoryService.GetRootFolder(item.Owner);
116 if (f != null) 110
117 { 111 if (folder == null)
118 item.Folder = f.ID;
119 }
120 else
121 {
122 m_log.WarnFormat(
123 "[AGENT INVENTORY]: Could not find root folder for {0} when trying to add item {1} with no parent folder specified",
124 item.Owner, item.Name);
125 return false; 112 return false;
126 }
127 } 113 }
114
115 item.Folder = folder.ID;
128 } 116 }
129 117
130 if (InventoryService.AddItem(item)) 118 if (InventoryService.AddItem(item))
131 { 119 {
132 int userlevel = 0; 120 int userlevel = 0;
@@ -252,8 +240,7 @@ namespace OpenSim.Region.Framework.Scenes
252 240
253 // Update item with new asset 241 // Update item with new asset
254 item.AssetID = asset.FullID; 242 item.AssetID = asset.FullID;
255 if (group.UpdateInventoryItem(item)) 243 group.UpdateInventoryItem(item);
256 remoteClient.SendAgentAlertMessage("Script saved", false);
257 244
258 part.GetProperties(remoteClient); 245 part.GetProperties(remoteClient);
259 246
@@ -264,12 +251,7 @@ namespace OpenSim.Region.Framework.Scenes
264 { 251 {
265 // Needs to determine which engine was running it and use that 252 // Needs to determine which engine was running it and use that
266 // 253 //
267 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 254 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
268 errors = part.Inventory.GetScriptErrors(item.ItemID);
269 }
270 else
271 {
272 remoteClient.SendAgentAlertMessage("Script saved", false);
273 } 255 }
274 part.ParentGroup.ResumeScripts(); 256 part.ParentGroup.ResumeScripts();
275 return errors; 257 return errors;
@@ -326,6 +308,7 @@ namespace OpenSim.Region.Framework.Scenes
326 { 308 {
327 if (UUID.Zero == transactionID) 309 if (UUID.Zero == transactionID)
328 { 310 {
311 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
329 item.Name = itemUpd.Name; 312 item.Name = itemUpd.Name;
330 item.Description = itemUpd.Description; 313 item.Description = itemUpd.Description;
331 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) 314 if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
@@ -698,6 +681,8 @@ namespace OpenSim.Region.Framework.Scenes
698 return; 681 return;
699 } 682 }
700 683
684 if (newName == null) newName = item.Name;
685
701 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 686 AssetBase asset = AssetService.Get(item.AssetID.ToString());
702 687
703 if (asset != null) 688 if (asset != null)
@@ -751,6 +736,24 @@ namespace OpenSim.Region.Framework.Scenes
751 } 736 }
752 737
753 /// <summary> 738 /// <summary>
739 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
740 /// </summary>
741 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
742 {
743 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
744 foreach (InventoryItemBase b in items)
745 {
746 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
747 InventoryItemBase n = InventoryService.GetItem(b);
748 n.Folder = destfolder;
749 moveitems.Add(n);
750 remoteClient.SendInventoryItemCreateUpdate(n, 0);
751 }
752
753 MoveInventoryItem(remoteClient, moveitems);
754 }
755
756 /// <summary>
754 /// Move an item within the agent's inventory. 757 /// Move an item within the agent's inventory.
755 /// </summary> 758 /// </summary>
756 /// <param name="remoteClient"></param> 759 /// <param name="remoteClient"></param>
@@ -983,8 +986,12 @@ namespace OpenSim.Region.Framework.Scenes
983 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID) 986 public void RemoveTaskInventory(IClientAPI remoteClient, UUID itemID, uint localID)
984 { 987 {
985 SceneObjectPart part = GetSceneObjectPart(localID); 988 SceneObjectPart part = GetSceneObjectPart(localID);
986 SceneObjectGroup group = part.ParentGroup; 989 SceneObjectGroup group = null;
987 if (group != null) 990 if (part != null)
991 {
992 group = part.ParentGroup;
993 }
994 if (part != null && group != null)
988 { 995 {
989 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId)) 996 if (!Permissions.CanEditObjectInventory(part.UUID, remoteClient.AgentId))
990 return; 997 return;
@@ -1433,13 +1440,6 @@ namespace OpenSim.Region.Framework.Scenes
1433 { 1440 {
1434 agentTransactions.HandleTaskItemUpdateFromTransaction( 1441 agentTransactions.HandleTaskItemUpdateFromTransaction(
1435 remoteClient, part, transactionID, currentItem); 1442 remoteClient, part, transactionID, currentItem);
1436
1437 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1438 remoteClient.SendAgentAlertMessage("Notecard saved", false);
1439 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1440 remoteClient.SendAgentAlertMessage("Script saved", false);
1441 else
1442 remoteClient.SendAgentAlertMessage("Item saved", false);
1443 } 1443 }
1444 1444
1445 // Base ALWAYS has move 1445 // Base ALWAYS has move
@@ -1580,7 +1580,7 @@ namespace OpenSim.Region.Framework.Scenes
1580 return; 1580 return;
1581 1581
1582 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1582 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1583 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1583 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1584 remoteClient.AgentId); 1584 remoteClient.AgentId);
1585 AssetService.Store(asset); 1585 AssetService.Store(asset);
1586 1586
@@ -1733,23 +1733,32 @@ namespace OpenSim.Region.Framework.Scenes
1733 // build a list of eligible objects 1733 // build a list of eligible objects
1734 List<uint> deleteIDs = new List<uint>(); 1734 List<uint> deleteIDs = new List<uint>();
1735 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1735 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1736 1736 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1737 // Start with true for both, then remove the flags if objects
1738 // that we can't derez are part of the selection
1739 bool permissionToTake = true;
1740 bool permissionToTakeCopy = true;
1741 bool permissionToDelete = true;
1742 1737
1743 foreach (uint localID in localIDs) 1738 foreach (uint localID in localIDs)
1744 { 1739 {
1740 // Start with true for both, then remove the flags if objects
1741 // that we can't derez are part of the selection
1742 bool permissionToTake = true;
1743 bool permissionToTakeCopy = true;
1744 bool permissionToDelete = true;
1745
1745 // Invalid id 1746 // Invalid id
1746 SceneObjectPart part = GetSceneObjectPart(localID); 1747 SceneObjectPart part = GetSceneObjectPart(localID);
1747 if (part == null) 1748 if (part == null)
1749 {
1750 //Client still thinks the object exists, kill it
1751 deleteIDs.Add(localID);
1748 continue; 1752 continue;
1753 }
1749 1754
1750 // Already deleted by someone else 1755 // Already deleted by someone else
1751 if (part.ParentGroup == null || part.ParentGroup.IsDeleted) 1756 if (part.ParentGroup == null || part.ParentGroup.IsDeleted)
1757 {
1758 //Client still thinks the object exists, kill it
1759 deleteIDs.Add(localID);
1752 continue; 1760 continue;
1761 }
1753 1762
1754 // Can't delete child prims 1763 // Can't delete child prims
1755 if (part != part.ParentGroup.RootPart) 1764 if (part != part.ParentGroup.RootPart)
@@ -1757,9 +1766,6 @@ namespace OpenSim.Region.Framework.Scenes
1757 1766
1758 SceneObjectGroup grp = part.ParentGroup; 1767 SceneObjectGroup grp = part.ParentGroup;
1759 1768
1760 deleteIDs.Add(localID);
1761 deleteGroups.Add(grp);
1762
1763 if (remoteClient == null) 1769 if (remoteClient == null)
1764 { 1770 {
1765 // Autoreturn has a null client. Nothing else does. So 1771 // Autoreturn has a null client. Nothing else does. So
@@ -1776,80 +1782,104 @@ namespace OpenSim.Region.Framework.Scenes
1776 } 1782 }
1777 else 1783 else
1778 { 1784 {
1779 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1785 if (action == DeRezAction.TakeCopy)
1786 {
1787 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1788 permissionToTakeCopy = false;
1789 }
1790 else
1791 {
1780 permissionToTakeCopy = false; 1792 permissionToTakeCopy = false;
1781 1793 }
1782 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1794 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1783 permissionToTake = false; 1795 permissionToTake = false;
1784 1796
1785 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1797 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1786 permissionToDelete = false; 1798 permissionToDelete = false;
1787 } 1799 }
1788 }
1789 1800
1790 // Handle god perms 1801 // Handle god perms
1791 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1802 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1792 { 1803 {
1793 permissionToTake = true; 1804 permissionToTake = true;
1794 permissionToTakeCopy = true; 1805 permissionToTakeCopy = true;
1795 permissionToDelete = true; 1806 permissionToDelete = true;
1796 } 1807 }
1797 1808
1798 // If we're re-saving, we don't even want to delete 1809 // If we're re-saving, we don't even want to delete
1799 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1810 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1800 permissionToDelete = false; 1811 permissionToDelete = false;
1801 1812
1802 // if we want to take a copy, we also don't want to delete 1813 // if we want to take a copy, we also don't want to delete
1803 // Note: after this point, the permissionToTakeCopy flag 1814 // Note: after this point, the permissionToTakeCopy flag
1804 // becomes irrelevant. It already includes the permissionToTake 1815 // becomes irrelevant. It already includes the permissionToTake
1805 // permission and after excluding no copy items here, we can 1816 // permission and after excluding no copy items here, we can
1806 // just use that. 1817 // just use that.
1807 if (action == DeRezAction.TakeCopy) 1818 if (action == DeRezAction.TakeCopy)
1808 { 1819 {
1809 // If we don't have permission, stop right here 1820 // If we don't have permission, stop right here
1810 if (!permissionToTakeCopy) 1821 if (!permissionToTakeCopy)
1811 return; 1822 return;
1812 1823
1813 permissionToTake = true; 1824 permissionToTake = true;
1814 // Don't delete 1825 // Don't delete
1815 permissionToDelete = false; 1826 permissionToDelete = false;
1816 } 1827 }
1817 1828
1818 if (action == DeRezAction.Return) 1829 if (action == DeRezAction.Return)
1819 {
1820 if (remoteClient != null)
1821 { 1830 {
1822 if (Permissions.CanReturnObjects( 1831 if (remoteClient != null)
1823 null,
1824 remoteClient.AgentId,
1825 deleteGroups))
1826 { 1832 {
1827 permissionToTake = true; 1833 if (Permissions.CanReturnObjects(
1828 permissionToDelete = true; 1834 null,
1829 1835 remoteClient.AgentId,
1830 foreach (SceneObjectGroup g in deleteGroups) 1836 deleteGroups))
1831 { 1837 {
1832 AddReturn(g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 1838 permissionToTake = true;
1839 permissionToDelete = true;
1840
1841 AddReturn(grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1833 } 1842 }
1834 } 1843 }
1844 else // Auto return passes through here with null agent
1845 {
1846 permissionToTake = true;
1847 permissionToDelete = true;
1848 }
1835 } 1849 }
1836 else // Auto return passes through here with null agent 1850
1851 if (permissionToTake && (!permissionToDelete))
1852 takeGroups.Add(grp);
1853
1854 if (permissionToDelete)
1837 { 1855 {
1838 permissionToTake = true; 1856 if (permissionToTake)
1839 permissionToDelete = true; 1857 deleteGroups.Add(grp);
1858 deleteIDs.Add(grp.LocalId);
1840 } 1859 }
1841 } 1860 }
1842 1861
1843 if (permissionToTake) 1862 SendKillObject(deleteIDs);
1863
1864 if (deleteGroups.Count > 0)
1844 { 1865 {
1866 foreach (SceneObjectGroup g in deleteGroups)
1867 deleteIDs.Remove(g.LocalId);
1868
1845 m_asyncSceneObjectDeleter.DeleteToInventory( 1869 m_asyncSceneObjectDeleter.DeleteToInventory(
1846 action, destinationID, deleteGroups, remoteClient, 1870 action, destinationID, deleteGroups, remoteClient,
1847 permissionToDelete); 1871 true);
1872 }
1873 if (takeGroups.Count > 0)
1874 {
1875 m_asyncSceneObjectDeleter.DeleteToInventory(
1876 action, destinationID, takeGroups, remoteClient,
1877 false);
1848 } 1878 }
1849 else if (permissionToDelete) 1879 if (deleteIDs.Count > 0)
1850 { 1880 {
1851 foreach (SceneObjectGroup g in deleteGroups) 1881 foreach (SceneObjectGroup g in deleteGroups)
1852 DeleteSceneObject(g, false); 1882 DeleteSceneObject(g, true);
1853 } 1883 }
1854 } 1884 }
1855 1885
@@ -1901,21 +1931,29 @@ namespace OpenSim.Region.Framework.Scenes
1901 else // oopsies 1931 else // oopsies
1902 item.Folder = UUID.Zero; 1932 item.Folder = UUID.Zero;
1903 1933
1934 // Set up base perms properly
1935 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
1936 permsBase &= grp.RootPart.BaseMask;
1937 permsBase |= (uint)PermissionMask.Move;
1938
1939 // Make sure we don't lock it
1940 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
1941
1904 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions()) 1942 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
1905 { 1943 {
1906 item.BasePermissions = grp.RootPart.NextOwnerMask; 1944 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
1907 item.CurrentPermissions = grp.RootPart.NextOwnerMask; 1945 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
1908 item.NextPermissions = grp.RootPart.NextOwnerMask; 1946 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1909 item.EveryOnePermissions = grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask; 1947 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
1910 item.GroupPermissions = grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask; 1948 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
1911 } 1949 }
1912 else 1950 else
1913 { 1951 {
1914 item.BasePermissions = grp.RootPart.BaseMask; 1952 item.BasePermissions = permsBase;
1915 item.CurrentPermissions = grp.RootPart.OwnerMask; 1953 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
1916 item.NextPermissions = grp.RootPart.NextOwnerMask; 1954 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
1917 item.EveryOnePermissions = grp.RootPart.EveryoneMask; 1955 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
1918 item.GroupPermissions = grp.RootPart.GroupMask; 1956 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
1919 } 1957 }
1920 item.CreationDate = Util.UnixTimeSinceEpoch(); 1958 item.CreationDate = Util.UnixTimeSinceEpoch();
1921 1959
@@ -2021,6 +2059,9 @@ namespace OpenSim.Region.Framework.Scenes
2021 2059
2022 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2060 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2023 { 2061 {
2062 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2063 return;
2064
2024 SceneObjectPart part = GetSceneObjectPart(objectID); 2065 SceneObjectPart part = GetSceneObjectPart(objectID);
2025 if (part == null) 2066 if (part == null)
2026 return; 2067 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
index e1fedf4..48beb9c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Permissions.cs
@@ -49,6 +49,7 @@ namespace OpenSim.Region.Framework.Scenes
49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition); 49 public delegate bool DuplicateObjectHandler(int objectCount, UUID objectID, UUID owner, Scene scene, Vector3 objectPosition);
50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene); 50 public delegate bool EditObjectHandler(UUID objectID, UUID editorID, Scene scene);
51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene); 51 public delegate bool EditObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool ViewObjectInventoryHandler(UUID objectID, UUID editorID, Scene scene);
52 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene); 53 public delegate bool MoveObjectHandler(UUID objectID, UUID moverID, Scene scene);
53 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene); 54 public delegate bool ObjectEntryHandler(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene);
54 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene); 55 public delegate bool ReturnObjectsHandler(ILandObject land, UUID user, List<SceneObjectGroup> objects, Scene scene);
@@ -116,6 +117,7 @@ namespace OpenSim.Region.Framework.Scenes
116 public event DuplicateObjectHandler OnDuplicateObject; 117 public event DuplicateObjectHandler OnDuplicateObject;
117 public event EditObjectHandler OnEditObject; 118 public event EditObjectHandler OnEditObject;
118 public event EditObjectInventoryHandler OnEditObjectInventory; 119 public event EditObjectInventoryHandler OnEditObjectInventory;
120 public event ViewObjectInventoryHandler OnViewObjectInventory;
119 public event MoveObjectHandler OnMoveObject; 121 public event MoveObjectHandler OnMoveObject;
120 public event ObjectEntryHandler OnObjectEntry; 122 public event ObjectEntryHandler OnObjectEntry;
121 public event ReturnObjectsHandler OnReturnObjects; 123 public event ReturnObjectsHandler OnReturnObjects;
@@ -401,6 +403,21 @@ namespace OpenSim.Region.Framework.Scenes
401 return true; 403 return true;
402 } 404 }
403 405
406 public bool CanViewObjectInventory(UUID objectID, UUID editorID)
407 {
408 ViewObjectInventoryHandler handler = OnViewObjectInventory;
409 if (handler != null)
410 {
411 Delegate[] list = handler.GetInvocationList();
412 foreach (ViewObjectInventoryHandler h in list)
413 {
414 if (h(objectID, editorID, m_scene) == false)
415 return false;
416 }
417 }
418 return true;
419 }
420
404 #endregion 421 #endregion
405 422
406 #region MOVE OBJECT 423 #region MOVE OBJECT
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 12fd813..a4f630a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -84,6 +84,7 @@ namespace OpenSim.Region.Framework.Scenes
84 // TODO: need to figure out how allow client agents but deny 84 // TODO: need to figure out how allow client agents but deny
85 // root agents when ACL denies access to root agent 85 // root agents when ACL denies access to root agent
86 public bool m_strictAccessControl = true; 86 public bool m_strictAccessControl = true;
87 public bool m_seeIntoBannedRegion = false;
87 public int MaxUndoCount = 5; 88 public int MaxUndoCount = 5;
88 public bool LoginsDisabled = true; 89 public bool LoginsDisabled = true;
89 public bool LoadingPrims; 90 public bool LoadingPrims;
@@ -102,6 +103,7 @@ namespace OpenSim.Region.Framework.Scenes
102 protected ModuleLoader m_moduleLoader; 103 protected ModuleLoader m_moduleLoader;
103 protected AgentCircuitManager m_authenticateHandler; 104 protected AgentCircuitManager m_authenticateHandler;
104 protected SceneCommunicationService m_sceneGridService; 105 protected SceneCommunicationService m_sceneGridService;
106 protected ISnmpModule m_snmpService = null;
105 107
106 protected ISimulationDataService m_SimulationDataService; 108 protected ISimulationDataService m_SimulationDataService;
107 protected IEstateDataService m_EstateDataService; 109 protected IEstateDataService m_EstateDataService;
@@ -149,7 +151,7 @@ namespace OpenSim.Region.Framework.Scenes
149 private int m_update_events = 1; 151 private int m_update_events = 1;
150 private int m_update_backup = 200; 152 private int m_update_backup = 200;
151 private int m_update_terrain = 50; 153 private int m_update_terrain = 50;
152// private int m_update_land = 1; 154 private int m_update_land = 10;
153 private int m_update_coarse_locations = 50; 155 private int m_update_coarse_locations = 50;
154 156
155 private int frameMS; 157 private int frameMS;
@@ -163,6 +165,7 @@ namespace OpenSim.Region.Framework.Scenes
163 private int landMS; 165 private int landMS;
164 private int lastCompletedFrame; 166 private int lastCompletedFrame;
165 167
168 public bool CombineRegions = false;
166 private bool m_physics_enabled = true; 169 private bool m_physics_enabled = true;
167 private bool m_scripts_enabled = true; 170 private bool m_scripts_enabled = true;
168 private string m_defaultScriptEngine; 171 private string m_defaultScriptEngine;
@@ -171,6 +174,8 @@ namespace OpenSim.Region.Framework.Scenes
171 private volatile bool shuttingdown; 174 private volatile bool shuttingdown;
172 175
173 private int m_lastUpdate; 176 private int m_lastUpdate;
177 private int m_lastIncoming;
178 private int m_lastOutgoing;
174 private bool m_firstHeartbeat = true; 179 private bool m_firstHeartbeat = true;
175 180
176 private object m_deleting_scene_object = new object(); 181 private object m_deleting_scene_object = new object();
@@ -222,6 +227,19 @@ namespace OpenSim.Region.Framework.Scenes
222 get { return m_sceneGridService; } 227 get { return m_sceneGridService; }
223 } 228 }
224 229
230 public ISnmpModule SnmpService
231 {
232 get
233 {
234 if (m_snmpService == null)
235 {
236 m_snmpService = RequestModuleInterface<ISnmpModule>();
237 }
238
239 return m_snmpService;
240 }
241 }
242
225 public ISimulationDataService SimulationDataService 243 public ISimulationDataService SimulationDataService
226 { 244 {
227 get 245 get
@@ -553,6 +571,8 @@ namespace OpenSim.Region.Framework.Scenes
553 m_regionName = m_regInfo.RegionName; 571 m_regionName = m_regInfo.RegionName;
554 m_datastore = m_regInfo.DataStore; 572 m_datastore = m_regInfo.DataStore;
555 m_lastUpdate = Util.EnvironmentTickCount(); 573 m_lastUpdate = Util.EnvironmentTickCount();
574 m_lastIncoming = 0;
575 m_lastOutgoing = 0;
556 576
557 m_physicalPrim = physicalPrim; 577 m_physicalPrim = physicalPrim;
558 m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor; 578 m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
@@ -566,6 +586,8 @@ namespace OpenSim.Region.Framework.Scenes
566 #region Region Settings 586 #region Region Settings
567 587
568 // Load region settings 588 // Load region settings
589 m_regInfo.WindlightSettings = SimulationDataService.LoadRegionWindlightSettings(m_regInfo.RegionID);
590
569 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID); 591 m_regInfo.RegionSettings = simDataService.LoadRegionSettings(m_regInfo.RegionID);
570 if (estateDataService != null) 592 if (estateDataService != null)
571 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false); 593 m_regInfo.EstateSettings = estateDataService.LoadEstateSettings(m_regInfo.RegionID, false);
@@ -625,9 +647,10 @@ namespace OpenSim.Region.Framework.Scenes
625 //Animation states 647 //Animation states
626 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 648 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
627 // TODO: Change default to true once the feature is supported 649 // TODO: Change default to true once the feature is supported
628 m_usePreJump = startupConfig.GetBoolean("enableprejump", false); 650 m_usePreJump = startupConfig.GetBoolean("enableprejump", true);
629
630 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); 651 m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
652
653 m_log.DebugFormat("[SCENE]: prejump is {0}", m_usePreJump ? "ON" : "OFF");
631 if (RegionInfo.NonphysPrimMax > 0) 654 if (RegionInfo.NonphysPrimMax > 0)
632 { 655 {
633 m_maxNonphys = RegionInfo.NonphysPrimMax; 656 m_maxNonphys = RegionInfo.NonphysPrimMax;
@@ -659,6 +682,7 @@ namespace OpenSim.Region.Framework.Scenes
659 m_persistAfter *= 10000000; 682 m_persistAfter *= 10000000;
660 683
661 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 684 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
685 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
662 686
663 IConfig packetConfig = m_config.Configs["PacketPool"]; 687 IConfig packetConfig = m_config.Configs["PacketPool"];
664 if (packetConfig != null) 688 if (packetConfig != null)
@@ -668,6 +692,8 @@ namespace OpenSim.Region.Framework.Scenes
668 } 692 }
669 693
670 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 694 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
695 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
696 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
671 697
672 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 698 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
673 if (m_generateMaptiles) 699 if (m_generateMaptiles)
@@ -692,9 +718,9 @@ namespace OpenSim.Region.Framework.Scenes
692 } 718 }
693 } 719 }
694 } 720 }
695 catch 721 catch (Exception e)
696 { 722 {
697 m_log.Warn("[SCENE]: Failed to load StartupConfig"); 723 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
698 } 724 }
699 725
700 #endregion Region Config 726 #endregion Region Config
@@ -1065,7 +1091,9 @@ namespace OpenSim.Region.Framework.Scenes
1065 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1091 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1066 if (HeartbeatThread != null) 1092 if (HeartbeatThread != null)
1067 { 1093 {
1094 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1068 HeartbeatThread.Abort(); 1095 HeartbeatThread.Abort();
1096 Watchdog.RemoveThread(HeartbeatThread.ManagedThreadId);
1069 HeartbeatThread = null; 1097 HeartbeatThread = null;
1070 } 1098 }
1071 m_lastUpdate = Util.EnvironmentTickCount(); 1099 m_lastUpdate = Util.EnvironmentTickCount();
@@ -1188,9 +1216,6 @@ namespace OpenSim.Region.Framework.Scenes
1188 try 1216 try
1189 { 1217 {
1190 Update(); 1218 Update();
1191
1192 m_lastUpdate = Util.EnvironmentTickCount();
1193 m_firstHeartbeat = false;
1194 } 1219 }
1195 catch (ThreadAbortException) 1220 catch (ThreadAbortException)
1196 { 1221 {
@@ -1305,12 +1330,12 @@ namespace OpenSim.Region.Framework.Scenes
1305 terrainMS = Util.EnvironmentTickCountSubtract(terMS); 1330 terrainMS = Util.EnvironmentTickCountSubtract(terMS);
1306 } 1331 }
1307 1332
1308 //if (m_frame % m_update_land == 0) 1333 if (m_frame % m_update_land == 0)
1309 //{ 1334 {
1310 // int ldMS = Util.EnvironmentTickCount(); 1335 int ldMS = Util.EnvironmentTickCount();
1311 // UpdateLand(); 1336 UpdateLand();
1312 // landMS = Util.EnvironmentTickCountSubtract(ldMS); 1337 landMS = Util.EnvironmentTickCountSubtract(ldMS);
1313 //} 1338 }
1314 1339
1315 frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS); 1340 frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
1316 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1341 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
@@ -1381,6 +1406,9 @@ namespace OpenSim.Region.Framework.Scenes
1381 1406
1382 // Tell the watchdog that this thread is still alive 1407 // Tell the watchdog that this thread is still alive
1383 Watchdog.UpdateThread(); 1408 Watchdog.UpdateThread();
1409
1410 m_lastUpdate = Util.EnvironmentTickCount();
1411 m_firstHeartbeat = false;
1384 } 1412 }
1385 } 1413 }
1386 1414
@@ -1400,9 +1428,9 @@ namespace OpenSim.Region.Framework.Scenes
1400 1428
1401 private void CheckAtTargets() 1429 private void CheckAtTargets()
1402 { 1430 {
1403 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1431 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1404 lock (m_groupsWithTargets) 1432 lock (m_groupsWithTargets)
1405 objs = m_groupsWithTargets.Values; 1433 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1406 1434
1407 foreach (SceneObjectGroup entry in objs) 1435 foreach (SceneObjectGroup entry in objs)
1408 entry.checkAtTargets(); 1436 entry.checkAtTargets();
@@ -1736,14 +1764,24 @@ namespace OpenSim.Region.Framework.Scenes
1736 /// <returns></returns> 1764 /// <returns></returns>
1737 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1765 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1738 { 1766 {
1767
1768 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1769 Vector3 wpos = Vector3.Zero;
1770 // Check for water surface intersection from above
1771 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1772 {
1773 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1774 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1775 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1776 wpos.Z = wheight;
1777 }
1778
1739 Vector3 pos = Vector3.Zero; 1779 Vector3 pos = Vector3.Zero;
1740 if (RayEndIsIntersection == (byte)1) 1780 if (RayEndIsIntersection == (byte)1)
1741 { 1781 {
1742 pos = RayEnd; 1782 pos = RayEnd;
1743 return pos;
1744 } 1783 }
1745 1784 else if (RayTargetID != UUID.Zero)
1746 if (RayTargetID != UUID.Zero)
1747 { 1785 {
1748 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1786 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1749 1787
@@ -1765,7 +1803,7 @@ namespace OpenSim.Region.Framework.Scenes
1765 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1803 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1766 1804
1767 // Un-comment out the following line to Get Raytrace results printed to the console. 1805 // Un-comment out the following line to Get Raytrace results printed to the console.
1768 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1806 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1769 float ScaleOffset = 0.5f; 1807 float ScaleOffset = 0.5f;
1770 1808
1771 // If we hit something 1809 // If we hit something
@@ -1788,13 +1826,10 @@ namespace OpenSim.Region.Framework.Scenes
1788 //pos.Z -= 0.25F; 1826 //pos.Z -= 0.25F;
1789 1827
1790 } 1828 }
1791
1792 return pos;
1793 } 1829 }
1794 else 1830 else
1795 { 1831 {
1796 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1832 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1797
1798 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1833 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1799 1834
1800 // Un-comment the following line to print the raytrace results to the console. 1835 // Un-comment the following line to print the raytrace results to the console.
@@ -1803,13 +1838,12 @@ namespace OpenSim.Region.Framework.Scenes
1803 if (ei.HitTF) 1838 if (ei.HitTF)
1804 { 1839 {
1805 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1840 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1806 } else 1841 }
1842 else
1807 { 1843 {
1808 // fall back to our stupid functionality 1844 // fall back to our stupid functionality
1809 pos = RayEnd; 1845 pos = RayEnd;
1810 } 1846 }
1811
1812 return pos;
1813 } 1847 }
1814 } 1848 }
1815 else 1849 else
@@ -1820,8 +1854,12 @@ namespace OpenSim.Region.Framework.Scenes
1820 //increase height so its above the ground. 1854 //increase height so its above the ground.
1821 //should be getting the normal of the ground at the rez point and using that? 1855 //should be getting the normal of the ground at the rez point and using that?
1822 pos.Z += scale.Z / 2f; 1856 pos.Z += scale.Z / 2f;
1823 return pos; 1857// return pos;
1824 } 1858 }
1859
1860 // check against posible water intercept
1861 if (wpos.Z > pos.Z) pos = wpos;
1862 return pos;
1825 } 1863 }
1826 1864
1827 1865
@@ -1901,7 +1939,10 @@ namespace OpenSim.Region.Framework.Scenes
1901 public bool AddRestoredSceneObject( 1939 public bool AddRestoredSceneObject(
1902 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 1940 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
1903 { 1941 {
1904 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 1942 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
1943 if (result)
1944 sceneObject.IsDeleted = false;
1945 return result;
1905 } 1946 }
1906 1947
1907 /// <summary> 1948 /// <summary>
@@ -1978,6 +2019,15 @@ namespace OpenSim.Region.Framework.Scenes
1978 /// </summary> 2019 /// </summary>
1979 public void DeleteAllSceneObjects() 2020 public void DeleteAllSceneObjects()
1980 { 2021 {
2022 DeleteAllSceneObjects(false);
2023 }
2024
2025 /// <summary>
2026 /// Delete every object from the scene. This does not include attachments worn by avatars.
2027 /// </summary>
2028 public void DeleteAllSceneObjects(bool exceptNoCopy)
2029 {
2030 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
1981 lock (Entities) 2031 lock (Entities)
1982 { 2032 {
1983 EntityBase[] entities = Entities.GetEntities(); 2033 EntityBase[] entities = Entities.GetEntities();
@@ -1986,11 +2036,24 @@ namespace OpenSim.Region.Framework.Scenes
1986 if (e is SceneObjectGroup) 2036 if (e is SceneObjectGroup)
1987 { 2037 {
1988 SceneObjectGroup sog = (SceneObjectGroup)e; 2038 SceneObjectGroup sog = (SceneObjectGroup)e;
1989 if (!sog.IsAttachment) 2039 if (sog != null && !sog.IsAttachment)
1990 DeleteSceneObject((SceneObjectGroup)e, false); 2040 {
2041 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2042 {
2043 DeleteSceneObject((SceneObjectGroup)e, false);
2044 }
2045 else
2046 {
2047 toReturn.Add((SceneObjectGroup)e);
2048 }
2049 }
1991 } 2050 }
1992 } 2051 }
1993 } 2052 }
2053 if (toReturn.Count > 0)
2054 {
2055 returnObjects(toReturn.ToArray(), UUID.Zero);
2056 }
1994 } 2057 }
1995 2058
1996 /// <summary> 2059 /// <summary>
@@ -2039,6 +2102,8 @@ namespace OpenSim.Region.Framework.Scenes
2039 } 2102 }
2040 2103
2041 group.DeleteGroupFromScene(silent); 2104 group.DeleteGroupFromScene(silent);
2105 if (!silent)
2106 SendKillObject(new List<uint>() { group.LocalId });
2042 2107
2043// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2108// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2044 } 2109 }
@@ -2369,6 +2434,12 @@ namespace OpenSim.Region.Framework.Scenes
2369 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2434 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2370 public bool AddSceneObject(SceneObjectGroup sceneObject) 2435 public bool AddSceneObject(SceneObjectGroup sceneObject)
2371 { 2436 {
2437 if (sceneObject.OwnerID == UUID.Zero)
2438 {
2439 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2440 return false;
2441 }
2442
2372 // If the user is banned, we won't let any of their objects 2443 // If the user is banned, we won't let any of their objects
2373 // enter. Period. 2444 // enter. Period.
2374 // 2445 //
@@ -2416,15 +2487,28 @@ namespace OpenSim.Region.Framework.Scenes
2416 2487
2417 if (AttachmentsModule != null) 2488 if (AttachmentsModule != null)
2418 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false); 2489 AttachmentsModule.AttachObject(sp.ControllingClient, grp, 0, false);
2490
2491 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was found, attaching", sceneObject.UUID);
2419 } 2492 }
2420 else 2493 else
2421 { 2494 {
2495 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2422 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2496 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2423 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2497 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2424 } 2498 }
2499 if (sceneObject.OwnerID == UUID.Zero)
2500 {
2501 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2502 return false;
2503 }
2425 } 2504 }
2426 else 2505 else
2427 { 2506 {
2507 if (sceneObject.OwnerID == UUID.Zero)
2508 {
2509 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2510 return false;
2511 }
2428 AddRestoredSceneObject(sceneObject, true, false); 2512 AddRestoredSceneObject(sceneObject, true, false);
2429 2513
2430 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2514 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2536,12 +2620,19 @@ namespace OpenSim.Region.Framework.Scenes
2536 } 2620 }
2537 } 2621 }
2538 2622
2539 if (GetScenePresence(client.AgentId) != null) 2623 if (TryGetScenePresence(client.AgentId, out presence))
2540 { 2624 {
2541 m_LastLogin = Util.EnvironmentTickCount(); 2625 m_LastLogin = Util.EnvironmentTickCount();
2542 EventManager.TriggerOnNewClient(client); 2626 EventManager.TriggerOnNewClient(client);
2543 if (vialogin) 2627 if (vialogin)
2628 {
2544 EventManager.TriggerOnClientLogin(client); 2629 EventManager.TriggerOnClientLogin(client);
2630
2631 // Send initial parcel data
2632 Vector3 pos = presence.AbsolutePosition;
2633 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2634 land.SendLandUpdateToClient(presence.ControllingClient);
2635 }
2545 } 2636 }
2546 } 2637 }
2547 2638
@@ -2592,19 +2683,12 @@ namespace OpenSim.Region.Framework.Scenes
2592 // and the scene presence and the client, if they exist 2683 // and the scene presence and the client, if they exist
2593 try 2684 try
2594 { 2685 {
2595 // We need to wait for the client to make UDP contact first. 2686 ScenePresence sp = GetScenePresence(agentID);
2596 // It's the UDP contact that creates the scene presence 2687 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2597 ScenePresence sp = WaitGetScenePresence(agentID); 2688
2598 if (sp != null) 2689 if (sp != null)
2599 {
2600 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2601
2602 sp.ControllingClient.Close(); 2690 sp.ControllingClient.Close();
2603 } 2691
2604 else
2605 {
2606 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2607 }
2608 // BANG! SLASH! 2692 // BANG! SLASH!
2609 m_authenticateHandler.RemoveCircuit(agentID); 2693 m_authenticateHandler.RemoveCircuit(agentID);
2610 2694
@@ -2704,6 +2788,7 @@ namespace OpenSim.Region.Framework.Scenes
2704 client.OnFetchInventory += HandleFetchInventory; 2788 client.OnFetchInventory += HandleFetchInventory;
2705 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 2789 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2706 client.OnCopyInventoryItem += CopyInventoryItem; 2790 client.OnCopyInventoryItem += CopyInventoryItem;
2791 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2707 client.OnMoveInventoryItem += MoveInventoryItem; 2792 client.OnMoveInventoryItem += MoveInventoryItem;
2708 client.OnRemoveInventoryItem += RemoveInventoryItem; 2793 client.OnRemoveInventoryItem += RemoveInventoryItem;
2709 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 2794 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2882,15 +2967,16 @@ namespace OpenSim.Region.Framework.Scenes
2882 /// </summary> 2967 /// </summary>
2883 /// <param name="agentId">The avatar's Unique ID</param> 2968 /// <param name="agentId">The avatar's Unique ID</param>
2884 /// <param name="client">The IClientAPI for the client</param> 2969 /// <param name="client">The IClientAPI for the client</param>
2885 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 2970 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
2886 { 2971 {
2887 if (m_teleportModule != null) 2972 if (m_teleportModule != null)
2888 m_teleportModule.TeleportHome(agentId, client); 2973 return m_teleportModule.TeleportHome(agentId, client);
2889 else 2974 else
2890 { 2975 {
2891 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 2976 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
2892 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 2977 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
2893 } 2978 }
2979 return false;
2894 } 2980 }
2895 2981
2896 /// <summary> 2982 /// <summary>
@@ -2989,6 +3075,16 @@ namespace OpenSim.Region.Framework.Scenes
2989 /// <param name="flags"></param> 3075 /// <param name="flags"></param>
2990 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3076 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
2991 { 3077 {
3078 //Add half the avatar's height so that the user doesn't fall through prims
3079 ScenePresence presence;
3080 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3081 {
3082 if (presence.Appearance != null)
3083 {
3084 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3085 }
3086 }
3087
2992 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3088 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
2993 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3089 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
2994 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3090 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3082,7 +3178,9 @@ namespace OpenSim.Region.Framework.Scenes
3082 regions.Remove(RegionInfo.RegionHandle); 3178 regions.Remove(RegionInfo.RegionHandle);
3083 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3179 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3084 } 3180 }
3181 m_log.Debug("[Scene] Beginning ClientClosed");
3085 m_eventManager.TriggerClientClosed(agentID, this); 3182 m_eventManager.TriggerClientClosed(agentID, this);
3183 m_log.Debug("[Scene] Finished ClientClosed");
3086 } 3184 }
3087 catch (NullReferenceException) 3185 catch (NullReferenceException)
3088 { 3186 {
@@ -3090,7 +3188,12 @@ namespace OpenSim.Region.Framework.Scenes
3090 // Avatar is already disposed :/ 3188 // Avatar is already disposed :/
3091 } 3189 }
3092 3190
3191 m_log.Debug("[Scene] Beginning OnRemovePresence");
3093 m_eventManager.TriggerOnRemovePresence(agentID); 3192 m_eventManager.TriggerOnRemovePresence(agentID);
3193 m_log.Debug("[Scene] Finished OnRemovePresence");
3194
3195 if (avatar != null && (!avatar.IsChildAgent))
3196 avatar.SaveChangedAttachments();
3094 3197
3095 if (avatar != null && (!avatar.IsChildAgent)) 3198 if (avatar != null && (!avatar.IsChildAgent))
3096 avatar.SaveChangedAttachments(); 3199 avatar.SaveChangedAttachments();
@@ -3099,7 +3202,7 @@ namespace OpenSim.Region.Framework.Scenes
3099 delegate(IClientAPI client) 3202 delegate(IClientAPI client)
3100 { 3203 {
3101 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway 3204 //We can safely ignore null reference exceptions. It means the avatar is dead and cleaned up anyway
3102 try { client.SendKillObject(avatar.RegionHandle, avatar.LocalId); } 3205 try { client.SendKillObject(avatar.RegionHandle, new List<uint>() { avatar.LocalId}); }
3103 catch (NullReferenceException) { } 3206 catch (NullReferenceException) { }
3104 }); 3207 });
3105 3208
@@ -3110,8 +3213,11 @@ namespace OpenSim.Region.Framework.Scenes
3110 } 3213 }
3111 3214
3112 // Remove the avatar from the scene 3215 // Remove the avatar from the scene
3216 m_log.Debug("[Scene] Begin RemoveScenePresence");
3113 m_sceneGraph.RemoveScenePresence(agentID); 3217 m_sceneGraph.RemoveScenePresence(agentID);
3218 m_log.Debug("[Scene] Finished RemoveScenePresence. Removing the client manager");
3114 m_clientManager.Remove(agentID); 3219 m_clientManager.Remove(agentID);
3220 m_log.Debug("[Scene] Removed the client manager. Firing avatar.close");
3115 3221
3116 try 3222 try
3117 { 3223 {
@@ -3125,9 +3231,10 @@ namespace OpenSim.Region.Framework.Scenes
3125 { 3231 {
3126 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString()); 3232 m_log.Error("[SCENE] Scene.cs:RemoveClient exception: " + e.ToString());
3127 } 3233 }
3128 3234 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3129 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3235 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3130 CleanDroppedAttachments(); 3236 CleanDroppedAttachments();
3237 m_log.Debug("[Scene] The avatar has left the building");
3131 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3238 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3132 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3239 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3133 } 3240 }
@@ -3158,18 +3265,24 @@ namespace OpenSim.Region.Framework.Scenes
3158 3265
3159 #region Entities 3266 #region Entities
3160 3267
3161 public void SendKillObject(uint localID) 3268 public void SendKillObject(List<uint> localIDs)
3162 { 3269 {
3163 SceneObjectPart part = GetSceneObjectPart(localID); 3270 List<uint> deleteIDs = new List<uint>();
3164 if (part != null) // It is a prim 3271
3272 foreach (uint localID in localIDs)
3165 { 3273 {
3166 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid 3274 SceneObjectPart part = GetSceneObjectPart(localID);
3275 if (part != null) // It is a prim
3167 { 3276 {
3168 if (part.ParentGroup.RootPart != part) // Child part 3277 if (part.ParentGroup != null && !part.ParentGroup.IsDeleted) // Valid
3169 return; 3278 {
3279 if (part.ParentGroup.RootPart != part) // Child part
3280 continue;
3281 }
3170 } 3282 }
3283 deleteIDs.Add(localID);
3171 } 3284 }
3172 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, localID); }); 3285 ForEachClient(delegate(IClientAPI client) { client.SendKillObject(m_regionHandle, deleteIDs); });
3173 } 3286 }
3174 3287
3175 #endregion 3288 #endregion
@@ -3187,7 +3300,6 @@ namespace OpenSim.Region.Framework.Scenes
3187 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate; 3300 //m_sceneGridService.OnChildAgentUpdate += IncomingChildAgentDataUpdate;
3188 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar; 3301 //m_sceneGridService.OnRemoveKnownRegionFromAvatar += HandleRemoveKnownRegionsFromAvatar;
3189 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid; 3302 m_sceneGridService.OnLogOffUser += HandleLogOffUserFromGrid;
3190 m_sceneGridService.KiPrimitive += SendKillObject;
3191 m_sceneGridService.OnGetLandData += GetLandData; 3303 m_sceneGridService.OnGetLandData += GetLandData;
3192 } 3304 }
3193 3305
@@ -3196,7 +3308,6 @@ namespace OpenSim.Region.Framework.Scenes
3196 /// </summary> 3308 /// </summary>
3197 public void UnRegisterRegionWithComms() 3309 public void UnRegisterRegionWithComms()
3198 { 3310 {
3199 m_sceneGridService.KiPrimitive -= SendKillObject;
3200 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid; 3311 m_sceneGridService.OnLogOffUser -= HandleLogOffUserFromGrid;
3201 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar; 3312 //m_sceneGridService.OnRemoveKnownRegionFromAvatar -= HandleRemoveKnownRegionsFromAvatar;
3202 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate; 3313 //m_sceneGridService.OnChildAgentUpdate -= IncomingChildAgentDataUpdate;
@@ -3283,6 +3394,7 @@ namespace OpenSim.Region.Framework.Scenes
3283 { 3394 {
3284 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3395 if (land != null && !TestLandRestrictions(agent, land, out reason))
3285 { 3396 {
3397 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3286 return false; 3398 return false;
3287 } 3399 }
3288 } 3400 }
@@ -3400,6 +3512,8 @@ namespace OpenSim.Region.Framework.Scenes
3400 } 3512 }
3401 } 3513 }
3402 // Honor parcel landing type and position. 3514 // Honor parcel landing type and position.
3515 /*
3516 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3403 if (land != null) 3517 if (land != null)
3404 { 3518 {
3405 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3519 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3407,6 +3521,7 @@ namespace OpenSim.Region.Framework.Scenes
3407 agent.startpos = land.LandData.UserLocation; 3521 agent.startpos = land.LandData.UserLocation;
3408 } 3522 }
3409 } 3523 }
3524 */// This is now handled properly in ScenePresence.MakeRootAgent
3410 } 3525 }
3411 3526
3412 return true; 3527 return true;
@@ -3502,7 +3617,7 @@ namespace OpenSim.Region.Framework.Scenes
3502 3617
3503 if (m_regInfo.EstateSettings != null) 3618 if (m_regInfo.EstateSettings != null)
3504 { 3619 {
3505 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3620 if ((!m_seeIntoBannedRegion) && m_regInfo.EstateSettings.IsBanned(agent.AgentID))
3506 { 3621 {
3507 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3622 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3508 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3623 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3692,6 +3807,12 @@ namespace OpenSim.Region.Framework.Scenes
3692 3807
3693 // We have to wait until the viewer contacts this region after receiving EAC. 3808 // We have to wait until the viewer contacts this region after receiving EAC.
3694 // That calls AddNewClient, which finally creates the ScenePresence 3809 // That calls AddNewClient, which finally creates the ScenePresence
3810 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID))
3811 {
3812 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
3813 return false;
3814 }
3815
3695 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 3816 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3696 if (nearestParcel == null) 3817 if (nearestParcel == null)
3697 { 3818 {
@@ -3699,6 +3820,14 @@ namespace OpenSim.Region.Framework.Scenes
3699 return false; 3820 return false;
3700 } 3821 }
3701 3822
3823 int num = m_sceneGraph.GetNumberOfScenePresences();
3824
3825 if (num >= RegionInfo.RegionSettings.AgentLimit)
3826 {
3827 if (!Permissions.IsAdministrator(cAgentData.AgentID))
3828 return false;
3829 }
3830
3702 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID); 3831 ScenePresence childAgentUpdate = WaitGetScenePresence(cAgentData.AgentID);
3703 3832
3704 if (childAgentUpdate != null) 3833 if (childAgentUpdate != null)
@@ -3765,12 +3894,22 @@ namespace OpenSim.Region.Framework.Scenes
3765 return false; 3894 return false;
3766 } 3895 }
3767 3896
3897 public bool IncomingCloseAgent(UUID agentID)
3898 {
3899 return IncomingCloseAgent(agentID, false);
3900 }
3901
3902 public bool IncomingCloseChildAgent(UUID agentID)
3903 {
3904 return IncomingCloseAgent(agentID, true);
3905 }
3906
3768 /// <summary> 3907 /// <summary>
3769 /// Tell a single agent to disconnect from the region. 3908 /// Tell a single agent to disconnect from the region.
3770 /// </summary> 3909 /// </summary>
3771 /// <param name="regionHandle"></param>
3772 /// <param name="agentID"></param> 3910 /// <param name="agentID"></param>
3773 public bool IncomingCloseAgent(UUID agentID) 3911 /// <param name="childOnly"></param>
3912 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3774 { 3913 {
3775 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 3914 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3776 3915
@@ -3782,7 +3921,7 @@ namespace OpenSim.Region.Framework.Scenes
3782 { 3921 {
3783 m_sceneGraph.removeUserCount(false); 3922 m_sceneGraph.removeUserCount(false);
3784 } 3923 }
3785 else 3924 else if (!childOnly)
3786 { 3925 {
3787 m_sceneGraph.removeUserCount(true); 3926 m_sceneGraph.removeUserCount(true);
3788 } 3927 }
@@ -3798,9 +3937,12 @@ namespace OpenSim.Region.Framework.Scenes
3798 } 3937 }
3799 else 3938 else
3800 presence.ControllingClient.SendShutdownConnectionNotice(); 3939 presence.ControllingClient.SendShutdownConnectionNotice();
3940 presence.ControllingClient.Close(false);
3941 }
3942 else if (!childOnly)
3943 {
3944 presence.ControllingClient.Close(true);
3801 } 3945 }
3802
3803 presence.ControllingClient.Close();
3804 return true; 3946 return true;
3805 } 3947 }
3806 3948
@@ -4408,34 +4550,66 @@ namespace OpenSim.Region.Framework.Scenes
4408 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4550 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4409 } 4551 }
4410 4552
4411 public int GetHealth() 4553 public int GetHealth(out int flags, out string message)
4412 { 4554 {
4413 // Returns: 4555 // Returns:
4414 // 1 = sim is up and accepting http requests. The heartbeat has 4556 // 1 = sim is up and accepting http requests. The heartbeat has
4415 // stopped and the sim is probably locked up, but a remote 4557 // stopped and the sim is probably locked up, but a remote
4416 // admin restart may succeed 4558 // admin restart may succeed
4417 // 4559 //
4418 // 2 = Sim is up and the heartbeat is running. The sim is likely 4560 // 2 = Sim is up and the heartbeat is running. The sim is likely
4419 // usable for people within and logins _may_ work 4561 // usable for people within
4562 //
4563 // 3 = Sim is up and one packet thread is running. Sim is
4564 // unstable and will not accept new logins
4565 //
4566 // 4 = Sim is up and both packet threads are running. Sim is
4567 // likely usable
4420 // 4568 //
4421 // 3 = We have seen a new user enter within the past 4 minutes 4569 // 5 = We have seen a new user enter within the past 4 minutes
4422 // which can be seen as positive confirmation of sim health 4570 // which can be seen as positive confirmation of sim health
4423 // 4571 //
4572
4573 flags = 0;
4574 message = String.Empty;
4575
4576 CheckHeartbeat();
4577
4578 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4579 {
4580 // We're still starting
4581 // 0 means "in startup", it can't happen another way, since
4582 // to get here, we must be able to accept http connections
4583 return 0;
4584 }
4585
4424 int health=1; // Start at 1, means we're up 4586 int health=1; // Start at 1, means we're up
4425 4587
4426 if ((Util.EnvironmentTickCountSubtract(m_lastUpdate)) < 1000) 4588 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) < 1000)
4589 {
4427 health+=1; 4590 health+=1;
4428 else 4591 flags |= 1;
4592 }
4593
4594 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4595 {
4596 health+=1;
4597 flags |= 2;
4598 }
4599
4600 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4601 {
4602 health+=1;
4603 flags |= 4;
4604 }
4605
4606 if (flags != 7)
4429 return health; 4607 return health;
4430 4608
4431 // A login in the last 4 mins? We can't be doing too badly 4609 // A login in the last 4 mins? We can't be doing too badly
4432 // 4610 //
4433 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4611 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4434 health++; 4612 health++;
4435 else
4436 return health;
4437
4438 CheckHeartbeat();
4439 4613
4440 return health; 4614 return health;
4441 } 4615 }
@@ -4628,7 +4802,7 @@ namespace OpenSim.Region.Framework.Scenes
4628 if (m_firstHeartbeat) 4802 if (m_firstHeartbeat)
4629 return; 4803 return;
4630 4804
4631 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 2000) 4805 if (Util.EnvironmentTickCountSubtract(m_lastUpdate) > 10000)
4632 StartTimer(); 4806 StartTimer();
4633 } 4807 }
4634 4808
@@ -4886,8 +5060,17 @@ namespace OpenSim.Region.Framework.Scenes
4886 { 5060 {
4887 float ominX, ominY, ominZ, omaxX, omaxY, omaxZ; 5061 float ominX, ominY, ominZ, omaxX, omaxY, omaxZ;
4888 5062
5063 Vector3 vec = g.AbsolutePosition;
5064
4889 g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ); 5065 g.GetAxisAlignedBoundingBoxRaw(out ominX, out omaxX, out ominY, out omaxY, out ominZ, out omaxZ);
4890 5066
5067 ominX += vec.X;
5068 omaxX += vec.X;
5069 ominY += vec.Y;
5070 omaxY += vec.Y;
5071 ominZ += vec.Z;
5072 omaxZ += vec.Z;
5073
4891 if (minX > ominX) 5074 if (minX > ominX)
4892 minX = ominX; 5075 minX = ominX;
4893 if (minY > ominY) 5076 if (minY > ominY)
@@ -4957,10 +5140,28 @@ namespace OpenSim.Region.Framework.Scenes
4957 }); 5140 });
4958 } 5141 }
4959 5142
4960 foreach (SceneObjectGroup grp in objectsToDelete) 5143 if (objectsToDelete.Count > 0)
4961 { 5144 {
4962 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID); 5145 m_log.DebugFormat("[SCENE]: Starting delete of {0} dropped attachments", objectsToDelete.Count);
4963 DeleteSceneObject(grp, true); 5146 foreach (SceneObjectGroup grp in objectsToDelete)
5147 {
5148 m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5149 DeleteSceneObject(grp, true);
5150 }
5151 m_log.Debug("[SCENE]: Finished dropped attachment deletion");
5152 }
5153 }
5154
5155 public void ThreadAlive(int threadCode)
5156 {
5157 switch(threadCode)
5158 {
5159 case 1: // Incoming
5160 m_lastIncoming = Util.EnvironmentTickCount();
5161 break;
5162 case 2: // Incoming
5163 m_lastOutgoing = Util.EnvironmentTickCount();
5164 break;
4964 } 5165 }
4965 } 5166 }
4966 5167
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index f8ff308..c8af4c3 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -44,8 +44,6 @@ using GridRegion = OpenSim.Services.Interfaces.GridRegion;
44 44
45namespace OpenSim.Region.Framework.Scenes 45namespace OpenSim.Region.Framework.Scenes
46{ 46{
47 public delegate void KiPrimitiveDelegate(uint localID);
48
49 public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst); 47 public delegate void RemoveKnownRegionsFromAvatarList(UUID avatarID, List<ulong> regionlst);
50 48
51 /// <summary> 49 /// <summary>
@@ -113,8 +111,6 @@ namespace OpenSim.Region.Framework.Scenes
113// private LogOffUser handlerLogOffUser = null; 111// private LogOffUser handlerLogOffUser = null;
114// private GetLandData handlerGetLandData = null; // OnGetLandData 112// private GetLandData handlerGetLandData = null; // OnGetLandData
115 113
116 public KiPrimitiveDelegate KiPrimitive;
117
118 public SceneCommunicationService() 114 public SceneCommunicationService()
119 { 115 {
120 } 116 }
@@ -168,7 +164,7 @@ namespace OpenSim.Region.Framework.Scenes
168 164
169 if (neighbour != null) 165 if (neighbour != null)
170 { 166 {
171 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 167 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
172 m_scene.EventManager.TriggerOnRegionUp(neighbour); 168 m_scene.EventManager.TriggerOnRegionUp(neighbour);
173 } 169 }
174 else 170 else
@@ -183,7 +179,7 @@ namespace OpenSim.Region.Framework.Scenes
183 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 179 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
184 180
185 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 181 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
186 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 182 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
187 foreach (GridRegion n in neighbours) 183 foreach (GridRegion n in neighbours)
188 { 184 {
189 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 185 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -258,46 +254,42 @@ namespace OpenSim.Region.Framework.Scenes
258 254
259 } 255 }
260 256
261 //public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle); 257 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
262 //private void SendCloseChildAgentCompleted(IAsyncResult iar)
263 //{
264 // SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
265 // icon.EndInvoke(iar);
266 //}
267 258
268 /// <summary> 259 /// <summary>
269 /// Closes a child agent on a given region 260 /// This Closes child agents on neighboring regions
261 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
270 /// </summary> 262 /// </summary>
271 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 263 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
272 { 264 {
273 265
274 m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle); 266 //m_log.Debug("[INTERGRID]: Sending close agent to " + regionHandle);
275 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 267 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
276 268
277 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID); 269 //m_commsProvider.InterRegion.TellRegionToCloseChildConnection(regionHandle, agentID);
278 uint x = 0, y = 0; 270 uint x = 0, y = 0;
279 Utils.LongToUInts(regionHandle, out x, out y); 271 Utils.LongToUInts(regionHandle, out x, out y);
280 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 272 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
281 m_scene.SimulationService.CloseAgent(destination, agentID); 273 m_scene.SimulationService.CloseChildAgent(destination, agentID);
274 }
275
276 private void SendCloseChildAgentCompleted(IAsyncResult iar)
277 {
278 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
279 icon.EndInvoke(iar);
282 } 280 }
283 281
284 /// <summary>
285 /// Closes a child agents in a collection of regions. Does so asynchronously
286 /// so that the caller doesn't wait.
287 /// </summary>
288 /// <param name="agentID"></param>
289 /// <param name="regionslst"></param>
290 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 282 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
291 { 283 {
292 Util.FireAndForget(delegate 284 foreach (ulong handle in regionslst)
293 { 285 {
294 foreach (ulong handle in regionslst) 286 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
295 { 287 d.BeginInvoke(agentID, handle,
296 SendCloseChildAgent(agentID, handle); 288 SendCloseChildAgentCompleted,
297 } 289 d);
298 }); 290 }
299 } 291 }
300 292
301 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 293 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
302 { 294 {
303 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 295 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 a2ed54f..7eebb99 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -43,6 +43,12 @@ namespace OpenSim.Region.Framework.Scenes
43 43
44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone); 44 public delegate void ObjectDuplicateDelegate(EntityBase original, EntityBase clone);
45 45
46 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
49
50 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
51
46 public delegate void ObjectCreateDelegate(EntityBase obj); 52 public delegate void ObjectCreateDelegate(EntityBase obj);
47 53
48 public delegate void ObjectDeleteDelegate(EntityBase obj); 54 public delegate void ObjectDeleteDelegate(EntityBase obj);
@@ -61,6 +67,9 @@ namespace OpenSim.Region.Framework.Scenes
61 private PhysicsCrash handlerPhysicsCrash = null; 67 private PhysicsCrash handlerPhysicsCrash = null;
62 68
63 public event ObjectDuplicateDelegate OnObjectDuplicate; 69 public event ObjectDuplicateDelegate OnObjectDuplicate;
70 public event AttachToBackupDelegate OnAttachToBackup;
71 public event DetachFromBackupDelegate OnDetachFromBackup;
72 public event ChangedBackupDelegate OnChangeBackup;
64 public event ObjectCreateDelegate OnObjectCreate; 73 public event ObjectCreateDelegate OnObjectCreate;
65 public event ObjectDeleteDelegate OnObjectRemove; 74 public event ObjectDeleteDelegate OnObjectRemove;
66 75
@@ -68,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes
68 77
69 #region Fields 78 #region Fields
70 79
71 protected object m_presenceLock = new object(); 80 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 81 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 82 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
74 83
@@ -124,13 +133,18 @@ namespace OpenSim.Region.Framework.Scenes
124 133
125 protected internal void Close() 134 protected internal void Close()
126 { 135 {
127 lock (m_presenceLock) 136 m_scenePresencesLock.EnterWriteLock();
137 try
128 { 138 {
129 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 139 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
130 List<ScenePresence> newlist = new List<ScenePresence>(); 140 List<ScenePresence> newlist = new List<ScenePresence>();
131 m_scenePresenceMap = newmap; 141 m_scenePresenceMap = newmap;
132 m_scenePresenceArray = newlist; 142 m_scenePresenceArray = newlist;
133 } 143 }
144 finally
145 {
146 m_scenePresencesLock.ExitWriteLock();
147 }
134 148
135 lock (SceneObjectGroupsByFullID) 149 lock (SceneObjectGroupsByFullID)
136 SceneObjectGroupsByFullID.Clear(); 150 SceneObjectGroupsByFullID.Clear();
@@ -259,6 +273,33 @@ namespace OpenSim.Region.Framework.Scenes
259 protected internal bool AddRestoredSceneObject( 273 protected internal bool AddRestoredSceneObject(
260 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 274 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
261 { 275 {
276 if (!m_parentScene.CombineRegions)
277 {
278 // KF: Check for out-of-region, move inside and make static.
279 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
280 sceneObject.RootPart.GroupPosition.Y,
281 sceneObject.RootPart.GroupPosition.Z);
282 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
283 npos.X > Constants.RegionSize ||
284 npos.Y > Constants.RegionSize))
285 {
286 if (npos.X < 0.0) npos.X = 1.0f;
287 if (npos.Y < 0.0) npos.Y = 1.0f;
288 if (npos.Z < 0.0) npos.Z = 0.0f;
289 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
290 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
291
292 foreach (SceneObjectPart part in sceneObject.Parts)
293 {
294 part.GroupPosition = npos;
295 }
296 sceneObject.RootPart.Velocity = Vector3.Zero;
297 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
298 sceneObject.RootPart.Acceleration = Vector3.Zero;
299 sceneObject.RootPart.Velocity = Vector3.Zero;
300 }
301 }
302
262 if (attachToBackup && (!alreadyPersisted)) 303 if (attachToBackup && (!alreadyPersisted))
263 { 304 {
264 sceneObject.ForceInventoryPersistence(); 305 sceneObject.ForceInventoryPersistence();
@@ -458,6 +499,30 @@ namespace OpenSim.Region.Framework.Scenes
458 m_updateList[obj.UUID] = obj; 499 m_updateList[obj.UUID] = obj;
459 } 500 }
460 501
502 public void FireAttachToBackup(SceneObjectGroup obj)
503 {
504 if (OnAttachToBackup != null)
505 {
506 OnAttachToBackup(obj);
507 }
508 }
509
510 public void FireDetachFromBackup(SceneObjectGroup obj)
511 {
512 if (OnDetachFromBackup != null)
513 {
514 OnDetachFromBackup(obj);
515 }
516 }
517
518 public void FireChangeBackup(SceneObjectGroup obj)
519 {
520 if (OnChangeBackup != null)
521 {
522 OnChangeBackup(obj);
523 }
524 }
525
461 /// <summary> 526 /// <summary>
462 /// Process all pending updates 527 /// Process all pending updates
463 /// </summary> 528 /// </summary>
@@ -592,7 +657,8 @@ namespace OpenSim.Region.Framework.Scenes
592 657
593 Entities[presence.UUID] = presence; 658 Entities[presence.UUID] = presence;
594 659
595 lock (m_presenceLock) 660 m_scenePresencesLock.EnterWriteLock();
661 try
596 { 662 {
597 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 663 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
598 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 664 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -616,6 +682,10 @@ namespace OpenSim.Region.Framework.Scenes
616 m_scenePresenceMap = newmap; 682 m_scenePresenceMap = newmap;
617 m_scenePresenceArray = newlist; 683 m_scenePresenceArray = newlist;
618 } 684 }
685 finally
686 {
687 m_scenePresencesLock.ExitWriteLock();
688 }
619 } 689 }
620 690
621 /// <summary> 691 /// <summary>
@@ -630,7 +700,8 @@ namespace OpenSim.Region.Framework.Scenes
630 agentID); 700 agentID);
631 } 701 }
632 702
633 lock (m_presenceLock) 703 m_scenePresencesLock.EnterWriteLock();
704 try
634 { 705 {
635 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 706 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
636 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 707 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -652,6 +723,10 @@ namespace OpenSim.Region.Framework.Scenes
652 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 723 m_log.WarnFormat("[SCENE]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
653 } 724 }
654 } 725 }
726 finally
727 {
728 m_scenePresencesLock.ExitWriteLock();
729 }
655 } 730 }
656 731
657 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 732 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -775,6 +850,11 @@ namespace OpenSim.Region.Framework.Scenes
775 return m_scenePresenceArray; 850 return m_scenePresenceArray;
776 } 851 }
777 852
853 public int GetNumberOfScenePresences()
854 {
855 return m_scenePresenceArray.Count;
856 }
857
778 /// <summary> 858 /// <summary>
779 /// Request a scene presence by UUID. Fast, indexed lookup. 859 /// Request a scene presence by UUID. Fast, indexed lookup.
780 /// </summary> 860 /// </summary>
@@ -1068,9 +1148,11 @@ namespace OpenSim.Region.Framework.Scenes
1068 /// <param name="action"></param> 1148 /// <param name="action"></param>
1069 protected internal void ForEachSOG(Action<SceneObjectGroup> action) 1149 protected internal void ForEachSOG(Action<SceneObjectGroup> action)
1070 { 1150 {
1071 List<SceneObjectGroup> objlist = new List<SceneObjectGroup>(SceneObjectGroupsByFullID.Values); 1151 EntityBase[] objlist = Entities.GetAllByType<SceneObjectGroup>();
1072 foreach (SceneObjectGroup obj in objlist) 1152 foreach (EntityBase ent in objlist)
1073 { 1153 {
1154 SceneObjectGroup obj = (SceneObjectGroup)ent;
1155
1074 try 1156 try
1075 { 1157 {
1076 action(obj); 1158 action(obj);
@@ -1281,8 +1363,13 @@ namespace OpenSim.Region.Framework.Scenes
1281 { 1363 {
1282 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1364 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1283 { 1365 {
1284 if (m_parentScene.AttachmentsModule != null) 1366 // Set the new attachment point data in the object
1285 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1367 byte attachmentPoint = group.GetAttachmentPoint();
1368 group.UpdateGroupPosition(pos);
1369 group.RootPart.IsAttachment = false;
1370 group.AbsolutePosition = group.RootPart.AttachedPos;
1371 group.SetAttachmentPoint(attachmentPoint);
1372 group.HasGroupChanged = true;
1286 } 1373 }
1287 else 1374 else
1288 { 1375 {
@@ -1526,10 +1613,13 @@ namespace OpenSim.Region.Framework.Scenes
1526 /// <param name="childPrims"></param> 1613 /// <param name="childPrims"></param>
1527 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1614 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1528 { 1615 {
1616 SceneObjectGroup parentGroup = root.ParentGroup;
1617 if (parentGroup == null) return;
1529 Monitor.Enter(m_updateLock); 1618 Monitor.Enter(m_updateLock);
1619
1530 try 1620 try
1531 { 1621 {
1532 SceneObjectGroup parentGroup = root.ParentGroup; 1622 parentGroup.areUpdatesSuspended = true;
1533 1623
1534 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1624 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1535 if (parentGroup != null) 1625 if (parentGroup != null)
@@ -1541,11 +1631,6 @@ namespace OpenSim.Region.Framework.Scenes
1541 1631
1542 if (child != null) 1632 if (child != null)
1543 { 1633 {
1544 // Make sure no child prim is set for sale
1545 // So that, on delink, no prims are unwittingly
1546 // left for sale and sold off
1547 child.RootPart.ObjectSaleType = 0;
1548 child.RootPart.SalePrice = 10;
1549 childGroups.Add(child); 1634 childGroups.Add(child);
1550 } 1635 }
1551 } 1636 }
@@ -1568,12 +1653,13 @@ namespace OpenSim.Region.Framework.Scenes
1568 // occur on link to invoke this elsewhere (such as object selection) 1653 // occur on link to invoke this elsewhere (such as object selection)
1569 parentGroup.RootPart.CreateSelected = true; 1654 parentGroup.RootPart.CreateSelected = true;
1570 parentGroup.TriggerScriptChangedEvent(Changed.LINK); 1655 parentGroup.TriggerScriptChangedEvent(Changed.LINK);
1571 parentGroup.HasGroupChanged = true;
1572 parentGroup.ScheduleGroupForFullUpdate();
1573
1574 } 1656 }
1575 finally 1657 finally
1576 { 1658 {
1659 parentGroup.areUpdatesSuspended = false;
1660 parentGroup.HasGroupChanged = true;
1661 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1662 parentGroup.ScheduleGroupForFullUpdate();
1577 Monitor.Exit(m_updateLock); 1663 Monitor.Exit(m_updateLock);
1578 } 1664 }
1579 } 1665 }
@@ -1605,21 +1691,24 @@ namespace OpenSim.Region.Framework.Scenes
1605 1691
1606 SceneObjectGroup group = part.ParentGroup; 1692 SceneObjectGroup group = part.ParentGroup;
1607 if (!affectedGroups.Contains(group)) 1693 if (!affectedGroups.Contains(group))
1694 {
1695 group.areUpdatesSuspended = true;
1608 affectedGroups.Add(group); 1696 affectedGroups.Add(group);
1697 }
1609 } 1698 }
1610 } 1699 }
1611 } 1700 }
1612 1701
1613 foreach (SceneObjectPart child in childParts) 1702 if (childParts.Count > 0)
1614 { 1703 {
1615 // Unlink all child parts from their groups 1704 foreach (SceneObjectPart child in childParts)
1616 // 1705 {
1617 child.ParentGroup.DelinkFromGroup(child, true); 1706 // Unlink all child parts from their groups
1618 1707 //
1619 // These are not in affected groups and will not be 1708 child.ParentGroup.DelinkFromGroup(child, true);
1620 // handled further. Do the honors here. 1709 child.ParentGroup.HasGroupChanged = true;
1621 child.ParentGroup.HasGroupChanged = true; 1710 child.ParentGroup.ScheduleGroupForFullUpdate();
1622 child.ParentGroup.ScheduleGroupForFullUpdate(); 1711 }
1623 } 1712 }
1624 1713
1625 foreach (SceneObjectPart root in rootParts) 1714 foreach (SceneObjectPart root in rootParts)
@@ -1629,56 +1718,68 @@ namespace OpenSim.Region.Framework.Scenes
1629 // However, editing linked parts and unlinking may be different 1718 // However, editing linked parts and unlinking may be different
1630 // 1719 //
1631 SceneObjectGroup group = root.ParentGroup; 1720 SceneObjectGroup group = root.ParentGroup;
1721 group.areUpdatesSuspended = true;
1632 1722
1633 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1723 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1634 int numChildren = newSet.Count; 1724 int numChildren = newSet.Count;
1635 1725
1726 if (numChildren == 1)
1727 break;
1728
1636 // If there are prims left in a link set, but the root is 1729 // If there are prims left in a link set, but the root is
1637 // slated for unlink, we need to do this 1730 // slated for unlink, we need to do this
1731 // Unlink the remaining set
1638 // 1732 //
1639 if (numChildren != 1) 1733 bool sendEventsToRemainder = true;
1640 { 1734 if (numChildren > 1)
1641 // Unlink the remaining set 1735 sendEventsToRemainder = false;
1642 //
1643 bool sendEventsToRemainder = true;
1644 if (numChildren > 1)
1645 sendEventsToRemainder = false;
1646 1736
1647 foreach (SceneObjectPart p in newSet) 1737 foreach (SceneObjectPart p in newSet)
1738 {
1739 if (p != group.RootPart)
1648 { 1740 {
1649 if (p != group.RootPart) 1741 group.DelinkFromGroup(p, sendEventsToRemainder);
1650 group.DelinkFromGroup(p, sendEventsToRemainder); 1742 if (numChildren > 2)
1743 {
1744 p.ParentGroup.areUpdatesSuspended = true;
1745 }
1746 else
1747 {
1748 p.ParentGroup.HasGroupChanged = true;
1749 p.ParentGroup.ScheduleGroupForFullUpdate();
1750 }
1651 } 1751 }
1752 }
1753
1754 // If there is more than one prim remaining, we
1755 // need to re-link
1756 //
1757 if (numChildren > 2)
1758 {
1759 // Remove old root
1760 //
1761 if (newSet.Contains(root))
1762 newSet.Remove(root);
1652 1763
1653 // If there is more than one prim remaining, we 1764 // Preserve link ordering
1654 // need to re-link
1655 // 1765 //
1656 if (numChildren > 2) 1766 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1657 { 1767 {
1658 // Remove old root 1768 return a.LinkNum.CompareTo(b.LinkNum);
1659 // 1769 });
1660 if (newSet.Contains(root))
1661 newSet.Remove(root);
1662
1663 // Preserve link ordering
1664 //
1665 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1666 {
1667 return a.LinkNum.CompareTo(b.LinkNum);
1668 });
1669 1770
1670 // Determine new root 1771 // Determine new root
1671 // 1772 //
1672 SceneObjectPart newRoot = newSet[0]; 1773 SceneObjectPart newRoot = newSet[0];
1673 newSet.RemoveAt(0); 1774 newSet.RemoveAt(0);
1674 1775
1675 foreach (SceneObjectPart newChild in newSet) 1776 foreach (SceneObjectPart newChild in newSet)
1676 newChild.UpdateFlag = 0; 1777 newChild.UpdateFlag = 0;
1677 1778
1678 LinkObjects(newRoot, newSet); 1779 newRoot.ParentGroup.areUpdatesSuspended = true;
1679 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1780 LinkObjects(newRoot, newSet);
1680 affectedGroups.Add(newRoot.ParentGroup); 1781 if (!affectedGroups.Contains(newRoot.ParentGroup))
1681 } 1782 affectedGroups.Add(newRoot.ParentGroup);
1682 } 1783 }
1683 } 1784 }
1684 1785
@@ -1686,8 +1787,14 @@ namespace OpenSim.Region.Framework.Scenes
1686 // 1787 //
1687 foreach (SceneObjectGroup g in affectedGroups) 1788 foreach (SceneObjectGroup g in affectedGroups)
1688 { 1789 {
1790 // Child prims that have been unlinked and deleted will
1791 // return unless the root is deleted. This will remove them
1792 // from the database. They will be rewritten immediately,
1793 // minus the rows for the unlinked child prims.
1794 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1689 g.TriggerScriptChangedEvent(Changed.LINK); 1795 g.TriggerScriptChangedEvent(Changed.LINK);
1690 g.HasGroupChanged = true; // Persist 1796 g.HasGroupChanged = true; // Persist
1797 g.areUpdatesSuspended = false;
1691 g.ScheduleGroupForFullUpdate(); 1798 g.ScheduleGroupForFullUpdate();
1692 } 1799 }
1693 } 1800 }
@@ -1802,9 +1909,6 @@ namespace OpenSim.Region.Framework.Scenes
1802 child.ApplyNextOwnerPermissions(); 1909 child.ApplyNextOwnerPermissions();
1803 } 1910 }
1804 } 1911 }
1805
1806 copy.RootPart.ObjectSaleType = 0;
1807 copy.RootPart.SalePrice = 10;
1808 } 1912 }
1809 1913
1810 Entities.Add(copy); 1914 Entities.Add(copy);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index e8095c0..0b545c4 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -376,6 +372,9 @@ namespace OpenSim.Region.Framework.Scenes
376 372
377 public void ResumeScripts() 373 public void ResumeScripts()
378 { 374 {
375 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
376 return;
377
379 SceneObjectPart[] parts = m_parts.GetArray(); 378 SceneObjectPart[] parts = m_parts.GetArray();
380 for (int i = 0; i < parts.Length; i++) 379 for (int i = 0; i < parts.Length; i++)
381 parts[i].Inventory.ResumeScripts(); 380 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index f17fb28..6e0fc43 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -29,6 +29,7 @@ using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -105,8 +106,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 106 /// since the group's last persistent backup
106 /// </summary> 107 /// </summary>
107 private bool m_hasGroupChanged = false; 108 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 109 private long timeFirstChanged = 0;
109 private long timeLastChanged; 110 private long timeLastChanged = 0;
111 private long m_maxPersistTime = 0;
112 private long m_minPersistTime = 0;
113 private Random m_rand;
114 private bool m_suspendUpdates;
115 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
116
117 public bool areUpdatesSuspended
118 {
119 get
120 {
121 return m_suspendUpdates;
122 }
123 set
124 {
125 m_suspendUpdates = value;
126 if (!value)
127 {
128 QueueForUpdateCheck();
129 }
130 }
131 }
110 132
111 public bool HasGroupChanged 133 public bool HasGroupChanged
112 { 134 {
@@ -114,9 +136,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 136 {
115 if (value) 137 if (value)
116 { 138 {
139 if (m_isBackedUp)
140 {
141 m_scene.SceneGraph.FireChangeBackup(this);
142 }
117 timeLastChanged = DateTime.Now.Ticks; 143 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 144 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 145 timeFirstChanged = DateTime.Now.Ticks;
146 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
147 {
148 if (m_rand == null)
149 {
150 byte[] val = new byte[16];
151 m_rootPart.UUID.ToBytes(val, 0);
152 m_rand = new Random(BitConverter.ToInt32(val, 0));
153 }
154
155 if (m_scene.GetRootAgentCount() == 0)
156 {
157 //If the region is empty, this change has been made by an automated process
158 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
159
160 float factor = 1.5f + (float)(m_rand.NextDouble());
161 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
162 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
163 }
164 else
165 {
166 //If the region is not empty, we want to obey the minimum and maximum persist times
167 //but add a random factor so we stagger the object persistance a little
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
170 }
171 }
120 } 172 }
121 m_hasGroupChanged = value; 173 m_hasGroupChanged = value;
122 174
@@ -141,8 +193,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 193 return false;
142 if (m_scene.ShuttingDown) 194 if (m_scene.ShuttingDown)
143 return true; 195 return true;
196
197 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
198 {
199 m_maxPersistTime = m_scene.m_persistAfter;
200 m_minPersistTime = m_scene.m_dontPersistBefore;
201 }
202
144 long currentTime = DateTime.Now.Ticks; 203 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 204
205 if (timeLastChanged == 0) timeLastChanged = currentTime;
206 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
207
208 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 209 return true;
147 return false; 210 return false;
148 } 211 }
@@ -185,10 +248,10 @@ namespace OpenSim.Region.Framework.Scenes
185 248
186 private bool m_scriptListens_atTarget; 249 private bool m_scriptListens_atTarget;
187 private bool m_scriptListens_notAtTarget; 250 private bool m_scriptListens_notAtTarget;
188
189 private bool m_scriptListens_atRotTarget; 251 private bool m_scriptListens_atRotTarget;
190 private bool m_scriptListens_notAtRotTarget; 252 private bool m_scriptListens_notAtRotTarget;
191 253
254 public bool m_dupeInProgress = false;
192 internal Dictionary<UUID, string> m_savedScriptState; 255 internal Dictionary<UUID, string> m_savedScriptState;
193 256
194 #region Properties 257 #region Properties
@@ -228,7 +291,13 @@ namespace OpenSim.Region.Framework.Scenes
228 public virtual Quaternion Rotation 291 public virtual Quaternion Rotation
229 { 292 {
230 get { return m_rotation; } 293 get { return m_rotation; }
231 set { m_rotation = value; } 294 set {
295 foreach(SceneObjectPart p in m_parts.GetArray())
296 {
297 p.StoreUndoState(UndoType.STATE_GROUP_ROTATION);
298 }
299 m_rotation = value;
300 }
232 } 301 }
233 302
234 public Quaternion GroupRotation 303 public Quaternion GroupRotation
@@ -302,7 +371,11 @@ namespace OpenSim.Region.Framework.Scenes
302 { 371 {
303 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 372 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
304 } 373 }
305 374
375 foreach (SceneObjectPart part in m_parts.GetArray())
376 {
377 part.IgnoreUndoUpdate = true;
378 }
306 if (RootPart.GetStatusSandbox()) 379 if (RootPart.GetStatusSandbox())
307 { 380 {
308 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 381 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -313,10 +386,31 @@ namespace OpenSim.Region.Framework.Scenes
313 return; 386 return;
314 } 387 }
315 } 388 }
316
317 SceneObjectPart[] parts = m_parts.GetArray(); 389 SceneObjectPart[] parts = m_parts.GetArray();
318 for (int i = 0; i < parts.Length; i++) 390 foreach (SceneObjectPart part in parts)
319 parts[i].GroupPosition = val; 391 {
392 part.IgnoreUndoUpdate = false;
393 part.StoreUndoState(UndoType.STATE_GROUP_POSITION);
394 part.GroupPosition = val;
395 if (!m_dupeInProgress)
396 {
397 part.TriggerScriptChangedEvent(Changed.POSITION);
398 }
399 }
400 if (!m_dupeInProgress)
401 {
402 foreach (ScenePresence av in m_linkedAvatars)
403 {
404 SceneObjectPart p;
405 if (m_parts.TryGetValue(av.LinkedPrim, out p))
406 {
407 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
408 av.AbsolutePosition += offset;
409 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
410 av.SendAvatarDataToAllAgents();
411 }
412 }
413 }
320 414
321 //if (m_rootPart.PhysActor != null) 415 //if (m_rootPart.PhysActor != null)
322 //{ 416 //{
@@ -467,6 +561,7 @@ namespace OpenSim.Region.Framework.Scenes
467 /// </summary> 561 /// </summary>
468 public SceneObjectGroup() 562 public SceneObjectGroup()
469 { 563 {
564
470 } 565 }
471 566
472 /// <summary> 567 /// <summary>
@@ -483,7 +578,7 @@ namespace OpenSim.Region.Framework.Scenes
483 /// Constructor. This object is added to the scene later via AttachToScene() 578 /// Constructor. This object is added to the scene later via AttachToScene()
484 /// </summary> 579 /// </summary>
485 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 580 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
486 { 581 {
487 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 582 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
488 } 583 }
489 584
@@ -531,6 +626,9 @@ namespace OpenSim.Region.Framework.Scenes
531 /// </summary> 626 /// </summary>
532 public virtual void AttachToBackup() 627 public virtual void AttachToBackup()
533 { 628 {
629 if (IsAttachment) return;
630 m_scene.SceneGraph.FireAttachToBackup(this);
631
534 if (InSceneBackup) 632 if (InSceneBackup)
535 { 633 {
536 //m_log.DebugFormat( 634 //m_log.DebugFormat(
@@ -646,9 +744,9 @@ namespace OpenSim.Region.Framework.Scenes
646 result.normal = inter.normal; 744 result.normal = inter.normal;
647 result.distance = inter.distance; 745 result.distance = inter.distance;
648 } 746 }
747
649 } 748 }
650 } 749 }
651
652 return result; 750 return result;
653 } 751 }
654 752
@@ -668,17 +766,19 @@ namespace OpenSim.Region.Framework.Scenes
668 minZ = 8192f; 766 minZ = 8192f;
669 767
670 SceneObjectPart[] parts = m_parts.GetArray(); 768 SceneObjectPart[] parts = m_parts.GetArray();
671 for (int i = 0; i < parts.Length; i++) 769 foreach (SceneObjectPart part in parts)
672 { 770 {
673 SceneObjectPart part = parts[i];
674
675 Vector3 worldPos = part.GetWorldPosition(); 771 Vector3 worldPos = part.GetWorldPosition();
676 Vector3 offset = worldPos - AbsolutePosition; 772 Vector3 offset = worldPos - AbsolutePosition;
677 Quaternion worldRot; 773 Quaternion worldRot;
678 if (part.ParentID == 0) 774 if (part.ParentID == 0)
775 {
679 worldRot = part.RotationOffset; 776 worldRot = part.RotationOffset;
777 }
680 else 778 else
779 {
681 worldRot = part.GetWorldRotation(); 780 worldRot = part.GetWorldRotation();
781 }
682 782
683 Vector3 frontTopLeft; 783 Vector3 frontTopLeft;
684 Vector3 frontTopRight; 784 Vector3 frontTopRight;
@@ -690,6 +790,8 @@ namespace OpenSim.Region.Framework.Scenes
690 Vector3 backBottomLeft; 790 Vector3 backBottomLeft;
691 Vector3 backBottomRight; 791 Vector3 backBottomRight;
692 792
793 // Vector3[] corners = new Vector3[8];
794
693 Vector3 orig = Vector3.Zero; 795 Vector3 orig = Vector3.Zero;
694 796
695 frontTopLeft.X = orig.X - (part.Scale.X / 2); 797 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -724,6 +826,38 @@ namespace OpenSim.Region.Framework.Scenes
724 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 826 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
725 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 827 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
726 828
829
830
831 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
832 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
833 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
834 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
835 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
836 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
837 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
838 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
839
840 //for (int i = 0; i < 8; i++)
841 //{
842 // corners[i] = corners[i] * worldRot;
843 // corners[i] += offset;
844
845 // if (corners[i].X > maxX)
846 // maxX = corners[i].X;
847 // if (corners[i].X < minX)
848 // minX = corners[i].X;
849
850 // if (corners[i].Y > maxY)
851 // maxY = corners[i].Y;
852 // if (corners[i].Y < minY)
853 // minY = corners[i].Y;
854
855 // if (corners[i].Z > maxZ)
856 // maxZ = corners[i].Y;
857 // if (corners[i].Z < minZ)
858 // minZ = corners[i].Z;
859 //}
860
727 frontTopLeft = frontTopLeft * worldRot; 861 frontTopLeft = frontTopLeft * worldRot;
728 frontTopRight = frontTopRight * worldRot; 862 frontTopRight = frontTopRight * worldRot;
729 frontBottomLeft = frontBottomLeft * worldRot; 863 frontBottomLeft = frontBottomLeft * worldRot;
@@ -745,6 +879,15 @@ namespace OpenSim.Region.Framework.Scenes
745 backTopLeft += offset; 879 backTopLeft += offset;
746 backTopRight += offset; 880 backTopRight += offset;
747 881
882 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
883 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
884 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
885 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
886 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
887 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
888 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
889 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
890
748 if (frontTopRight.X > maxX) 891 if (frontTopRight.X > maxX)
749 maxX = frontTopRight.X; 892 maxX = frontTopRight.X;
750 if (frontTopLeft.X > maxX) 893 if (frontTopLeft.X > maxX)
@@ -890,15 +1033,20 @@ namespace OpenSim.Region.Framework.Scenes
890 1033
891 public void SaveScriptedState(XmlTextWriter writer) 1034 public void SaveScriptedState(XmlTextWriter writer)
892 { 1035 {
1036 SaveScriptedState(writer, false);
1037 }
1038
1039 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1040 {
893 XmlDocument doc = new XmlDocument(); 1041 XmlDocument doc = new XmlDocument();
894 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1042 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
895 1043
896 SceneObjectPart[] parts = m_parts.GetArray(); 1044 SceneObjectPart[] parts = m_parts.GetArray();
897 for (int i = 0; i < parts.Length; i++) 1045 for (int i = 0; i < parts.Length; i++)
898 { 1046 {
899 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1047 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
900 foreach (KeyValuePair<UUID, string> kvp in pstates) 1048 foreach (KeyValuePair<UUID, string> kvp in pstates)
901 states.Add(kvp.Key, kvp.Value); 1049 states[kvp.Key] = kvp.Value;
902 } 1050 }
903 1051
904 if (states.Count > 0) 1052 if (states.Count > 0)
@@ -917,6 +1065,118 @@ namespace OpenSim.Region.Framework.Scenes
917 } 1065 }
918 } 1066 }
919 1067
1068 /// <summary>
1069 /// Add the avatar to this linkset (avatar is sat).
1070 /// </summary>
1071 /// <param name="agentID"></param>
1072 public void AddAvatar(UUID agentID)
1073 {
1074 ScenePresence presence;
1075 if (m_scene.TryGetScenePresence(agentID, out presence))
1076 {
1077 if (!m_linkedAvatars.Contains(presence))
1078 {
1079 m_linkedAvatars.Add(presence);
1080 }
1081 }
1082 }
1083
1084 /// <summary>
1085 /// Delete the avatar from this linkset (avatar is unsat).
1086 /// </summary>
1087 /// <param name="agentID"></param>
1088 public void DeleteAvatar(UUID agentID)
1089 {
1090 ScenePresence presence;
1091 if (m_scene.TryGetScenePresence(agentID, out presence))
1092 {
1093 if (m_linkedAvatars.Contains(presence))
1094 {
1095 m_linkedAvatars.Remove(presence);
1096 }
1097 }
1098 }
1099
1100 /// <summary>
1101 /// Returns the list of linked presences (avatars sat on this group)
1102 /// </summary>
1103 /// <param name="agentID"></param>
1104 public List<ScenePresence> GetLinkedAvatars()
1105 {
1106 return m_linkedAvatars;
1107 }
1108
1109 /// <summary>
1110 /// Attach this scene object to the given avatar.
1111 /// </summary>
1112 /// <param name="agentID"></param>
1113 /// <param name="attachmentpoint"></param>
1114 /// <param name="AttachOffset"></param>
1115 public void AttachToAgent(UUID agentID, uint attachmentpoint, Vector3 AttachOffset, bool silent)
1116 {
1117 ScenePresence avatar = m_scene.GetScenePresence(agentID);
1118 if (avatar != null)
1119 {
1120 // don't attach attachments to child agents
1121 if (avatar.IsChildAgent) return;
1122
1123// m_log.DebugFormat("[SOG]: Adding attachment {0} to avatar {1}", Name, avatar.Name);
1124
1125 DetachFromBackup();
1126
1127 // Remove from database and parcel prim count
1128 m_scene.DeleteFromStorage(UUID);
1129 m_scene.EventManager.TriggerParcelPrimCountTainted();
1130
1131 m_rootPart.AttachedAvatar = agentID;
1132
1133 //Anakin Lohner bug #3839
1134 lock (m_parts)
1135 {
1136 foreach (SceneObjectPart p in m_parts.GetArray())
1137 {
1138 p.AttachedAvatar = agentID;
1139 }
1140 }
1141
1142 if (m_rootPart.PhysActor != null)
1143 {
1144 m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
1145 m_rootPart.PhysActor = null;
1146 }
1147
1148 AbsolutePosition = AttachOffset;
1149 m_rootPart.AttachedPos = AttachOffset;
1150 m_rootPart.IsAttachment = true;
1151
1152 m_rootPart.SetParentLocalId(avatar.LocalId);
1153 SetAttachmentPoint(Convert.ToByte(attachmentpoint));
1154
1155 avatar.AddAttachment(this);
1156
1157 if (!silent)
1158 {
1159 // Killing it here will cause the client to deselect it
1160 // It then reappears on the avatar, deselected
1161 // through the full update below
1162 //
1163 if (IsSelected)
1164 {
1165 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1166 }
1167
1168 IsSelected = false; // fudge....
1169 ScheduleGroupForFullUpdate();
1170 }
1171 }
1172 else
1173 {
1174 m_log.WarnFormat(
1175 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1176 UUID, agentID, Scene.RegionInfo.RegionName);
1177 }
1178 }
1179
920 public byte GetAttachmentPoint() 1180 public byte GetAttachmentPoint()
921 { 1181 {
922 return m_rootPart.Shape.State; 1182 return m_rootPart.Shape.State;
@@ -1043,7 +1303,10 @@ namespace OpenSim.Region.Framework.Scenes
1043 public void AddPart(SceneObjectPart part) 1303 public void AddPart(SceneObjectPart part)
1044 { 1304 {
1045 part.SetParent(this); 1305 part.SetParent(this);
1046 part.LinkNum = m_parts.Add(part.UUID, part); 1306 m_parts.Add(part.UUID, part);
1307
1308 part.LinkNum = m_parts.Count;
1309
1047 if (part.LinkNum == 2 && RootPart != null) 1310 if (part.LinkNum == 2 && RootPart != null)
1048 RootPart.LinkNum = 1; 1311 RootPart.LinkNum = 1;
1049 } 1312 }
@@ -1127,7 +1390,7 @@ namespace OpenSim.Region.Framework.Scenes
1127 1390
1128 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient) 1391 public virtual void OnGrabPart(SceneObjectPart part, Vector3 offsetPos, IClientAPI remoteClient)
1129 { 1392 {
1130 part.StoreUndoState(); 1393 part.StoreUndoState(UndoType.STATE_PRIM_ALL);
1131 part.OnGrab(offsetPos, remoteClient); 1394 part.OnGrab(offsetPos, remoteClient);
1132 } 1395 }
1133 1396
@@ -1147,6 +1410,11 @@ namespace OpenSim.Region.Framework.Scenes
1147 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1410 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1148 public void DeleteGroupFromScene(bool silent) 1411 public void DeleteGroupFromScene(bool silent)
1149 { 1412 {
1413 // We need to keep track of this state in case this group is still queued for backup.
1414 m_isDeleted = true;
1415
1416 DetachFromBackup();
1417
1150 SceneObjectPart[] parts = m_parts.GetArray(); 1418 SceneObjectPart[] parts = m_parts.GetArray();
1151 for (int i = 0; i < parts.Length; i++) 1419 for (int i = 0; i < parts.Length; i++)
1152 { 1420 {
@@ -1158,13 +1426,11 @@ namespace OpenSim.Region.Framework.Scenes
1158 avatar.StandUp(); 1426 avatar.StandUp();
1159 1427
1160 if (!silent) 1428 if (!silent)
1161 {
1162 part.UpdateFlag = 0; 1429 part.UpdateFlag = 0;
1163 if (part == m_rootPart)
1164 avatar.ControllingClient.SendKillObject(m_regionHandle, part.LocalId);
1165 }
1166 }); 1430 });
1167 } 1431 }
1432
1433
1168 } 1434 }
1169 1435
1170 public void AddScriptLPS(int count) 1436 public void AddScriptLPS(int count)
@@ -1261,7 +1527,12 @@ namespace OpenSim.Region.Framework.Scenes
1261 1527
1262 public void SetOwnerId(UUID userId) 1528 public void SetOwnerId(UUID userId)
1263 { 1529 {
1264 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1530 ForEachPart(delegate(SceneObjectPart part)
1531 {
1532
1533 part.OwnerID = userId;
1534
1535 });
1265 } 1536 }
1266 1537
1267 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1538 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1293,11 +1564,17 @@ namespace OpenSim.Region.Framework.Scenes
1293 return; 1564 return;
1294 } 1565 }
1295 1566
1567 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1568 return;
1569
1296 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1570 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1297 // any exception propogate upwards. 1571 // any exception propogate upwards.
1298 try 1572 try
1299 { 1573 {
1300 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1574 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1575 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1576 m_scene.LoadingPrims) // Land may not be valid yet
1577
1301 { 1578 {
1302 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1579 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1303 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1580 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1322,6 +1599,7 @@ namespace OpenSim.Region.Framework.Scenes
1322 } 1599 }
1323 } 1600 }
1324 } 1601 }
1602
1325 } 1603 }
1326 1604
1327 if (HasGroupChanged) 1605 if (HasGroupChanged)
@@ -1329,6 +1607,20 @@ namespace OpenSim.Region.Framework.Scenes
1329 // don't backup while it's selected or you're asking for changes mid stream. 1607 // don't backup while it's selected or you're asking for changes mid stream.
1330 if (isTimeToPersist() || forcedBackup) 1608 if (isTimeToPersist() || forcedBackup)
1331 { 1609 {
1610 if (m_rootPart.PhysActor != null &&
1611 (!m_rootPart.PhysActor.IsPhysical))
1612 {
1613 // Possible ghost prim
1614 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1615 {
1616 foreach (SceneObjectPart part in m_parts.GetArray())
1617 {
1618 // Re-set physics actor positions and
1619 // orientations
1620 part.GroupPosition = m_rootPart.GroupPosition;
1621 }
1622 }
1623 }
1332// m_log.DebugFormat( 1624// m_log.DebugFormat(
1333// "[SCENE]: Storing {0}, {1} in {2}", 1625// "[SCENE]: Storing {0}, {1} in {2}",
1334// Name, UUID, m_scene.RegionInfo.RegionName); 1626// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1392,81 +1684,90 @@ namespace OpenSim.Region.Framework.Scenes
1392 /// <returns></returns> 1684 /// <returns></returns>
1393 public SceneObjectGroup Copy(bool userExposed) 1685 public SceneObjectGroup Copy(bool userExposed)
1394 { 1686 {
1395 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 1687 SceneObjectGroup dupe;
1396 dupe.m_isBackedUp = false; 1688 try
1397 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 1689 {
1690 m_dupeInProgress = true;
1691 dupe = (SceneObjectGroup)MemberwiseClone();
1692 dupe.m_isBackedUp = false;
1693 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1398 1694
1399 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 1695 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1400 // attachments do not bordercross while they're being duplicated. This is hacktastic! 1696 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1401 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 1697 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
1402 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state 1698 // unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
1403 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position, 1699 // (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
1404 // then restore it's attachment state 1700 // then restore it's attachment state
1405 1701
1406 // This is only necessary when userExposed is false! 1702 // This is only necessary when userExposed is false!
1407 1703
1408 bool previousAttachmentStatus = dupe.RootPart.IsAttachment; 1704 bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
1409
1410 if (!userExposed)
1411 dupe.RootPart.IsAttachment = true;
1412 1705
1413 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); 1706 if (!userExposed)
1707 dupe.RootPart.IsAttachment = true;
1414 1708
1415 if (!userExposed) 1709 dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
1416 {
1417 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1418 }
1419 1710
1420 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 1711 if (!userExposed)
1421 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1422
1423 if (userExposed)
1424 dupe.m_rootPart.TrimPermissions();
1425
1426 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1427
1428 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1429 { 1712 {
1430 return p1.LinkNum.CompareTo(p2.LinkNum); 1713 dupe.RootPart.IsAttachment = previousAttachmentStatus;
1431 } 1714 }
1432 );
1433 1715
1434 foreach (SceneObjectPart part in partList) 1716 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1435 { 1717 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
1436 if (part.UUID != m_rootPart.UUID) 1718
1719 if (userExposed)
1720 dupe.m_rootPart.TrimPermissions();
1721
1722 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1723
1724 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1725 {
1726 return p1.LinkNum.CompareTo(p2.LinkNum);
1727 }
1728 );
1729
1730 foreach (SceneObjectPart part in partList)
1437 { 1731 {
1438 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 1732 if (part.UUID != m_rootPart.UUID)
1439 newPart.LinkNum = part.LinkNum; 1733 {
1440 } 1734 SceneObjectPart newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1441 1735
1442 // Need to duplicate the physics actor as well 1736 newPart.LinkNum = part.LinkNum;
1443 if (part.PhysActor != null && userExposed) 1737 }
1738
1739 // Need to duplicate the physics actor as well
1740 if (part.PhysActor != null && userExposed)
1741 {
1742 PrimitiveBaseShape pbs = part.Shape;
1743
1744 part.PhysActor
1745 = m_scene.PhysicsScene.AddPrimShape(
1746 string.Format("{0}/{1}", part.Name, part.UUID),
1747 pbs,
1748 part.AbsolutePosition,
1749 part.Scale,
1750 part.RotationOffset,
1751 part.PhysActor.IsPhysical);
1752 part.PhysActor.SetMaterial((int)part.Material);
1753
1754 part.PhysActor.LocalID = part.LocalId;
1755 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1756 }
1757 }
1758 if (userExposed)
1444 { 1759 {
1445 PrimitiveBaseShape pbs = part.Shape; 1760 dupe.UpdateParentIDs();
1446 1761 dupe.HasGroupChanged = true;
1447 part.PhysActor 1762 dupe.AttachToBackup();
1448 = m_scene.PhysicsScene.AddPrimShape( 1763
1449 string.Format("{0}/{1}", part.Name, part.UUID), 1764 ScheduleGroupForFullUpdate();
1450 pbs,
1451 part.AbsolutePosition,
1452 part.Scale,
1453 part.RotationOffset,
1454 part.PhysActor.IsPhysical);
1455
1456 part.PhysActor.LocalID = part.LocalId;
1457 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1458 } 1765 }
1459 } 1766 }
1460 1767 finally
1461 if (userExposed)
1462 { 1768 {
1463 dupe.UpdateParentIDs(); 1769 m_dupeInProgress = false;
1464 dupe.HasGroupChanged = true;
1465 dupe.AttachToBackup();
1466
1467 ScheduleGroupForFullUpdate();
1468 } 1770 }
1469
1470 return dupe; 1771 return dupe;
1471 } 1772 }
1472 1773
@@ -1657,13 +1958,40 @@ namespace OpenSim.Region.Framework.Scenes
1657 } 1958 }
1658 } 1959 }
1659 1960
1961 public void rotLookAt(Quaternion target, float strength, float damping)
1962 {
1963 SceneObjectPart rootpart = m_rootPart;
1964 if (rootpart != null)
1965 {
1966 if (IsAttachment)
1967 {
1968 /*
1969 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
1970 if (avatar != null)
1971 {
1972 Rotate the Av?
1973 } */
1974 }
1975 else
1976 {
1977 if (rootpart.PhysActor != null)
1978 { // APID must be implemented in your physics system for this to function.
1979 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
1980 rootpart.PhysActor.APIDStrength = strength;
1981 rootpart.PhysActor.APIDDamping = damping;
1982 rootpart.PhysActor.APIDActive = true;
1983 }
1984 }
1985 }
1986 }
1987
1660 public void stopLookAt() 1988 public void stopLookAt()
1661 { 1989 {
1662 SceneObjectPart rootpart = m_rootPart; 1990 SceneObjectPart rootpart = m_rootPart;
1663 if (rootpart != null) 1991 if (rootpart != null)
1664 { 1992 {
1665 if (rootpart.PhysActor != null) 1993 if (rootpart.PhysActor != null)
1666 { 1994 { // APID must be implemented in your physics system for this to function.
1667 rootpart.PhysActor.APIDActive = false; 1995 rootpart.PhysActor.APIDActive = false;
1668 } 1996 }
1669 } 1997 }
@@ -1729,6 +2057,8 @@ namespace OpenSim.Region.Framework.Scenes
1729 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2057 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1730 { 2058 {
1731 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2059 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2060 newPart.SetParent(this);
2061
1732 AddPart(newPart); 2062 AddPart(newPart);
1733 2063
1734 SetPartAsNonRoot(newPart); 2064 SetPartAsNonRoot(newPart);
@@ -1875,11 +2205,11 @@ namespace OpenSim.Region.Framework.Scenes
1875 /// Immediately send a full update for this scene object. 2205 /// Immediately send a full update for this scene object.
1876 /// </summary> 2206 /// </summary>
1877 public void SendGroupFullUpdate() 2207 public void SendGroupFullUpdate()
1878 { 2208 {
1879 if (IsDeleted) 2209 if (IsDeleted)
1880 return; 2210 return;
1881 2211
1882// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2212// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1883 2213
1884 RootPart.SendFullUpdateToAllClients(); 2214 RootPart.SendFullUpdateToAllClients();
1885 2215
@@ -2068,12 +2398,15 @@ namespace OpenSim.Region.Framework.Scenes
2068 part.LinkNum += objectGroup.PrimCount; 2398 part.LinkNum += objectGroup.PrimCount;
2069 } 2399 }
2070 } 2400 }
2401 }
2071 2402
2072 linkPart.LinkNum = 2; 2403 linkPart.LinkNum = 2;
2073 2404
2074 linkPart.SetParent(this); 2405 linkPart.SetParent(this);
2075 linkPart.CreateSelected = true; 2406 linkPart.CreateSelected = true;
2076 2407
2408 lock (m_parts.SyncRoot)
2409 {
2077 //if (linkPart.PhysActor != null) 2410 //if (linkPart.PhysActor != null)
2078 //{ 2411 //{
2079 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor); 2412 // m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
@@ -2231,6 +2564,8 @@ namespace OpenSim.Region.Framework.Scenes
2231 /// <param name="objectGroup"></param> 2564 /// <param name="objectGroup"></param>
2232 public virtual void DetachFromBackup() 2565 public virtual void DetachFromBackup()
2233 { 2566 {
2567 m_scene.SceneGraph.FireDetachFromBackup(this);
2568
2234 if (m_isBackedUp) 2569 if (m_isBackedUp)
2235 m_scene.EventManager.OnBackup -= ProcessBackup; 2570 m_scene.EventManager.OnBackup -= ProcessBackup;
2236 2571
@@ -2249,7 +2584,8 @@ namespace OpenSim.Region.Framework.Scenes
2249 2584
2250 axPos *= parentRot; 2585 axPos *= parentRot;
2251 part.OffsetPosition = axPos; 2586 part.OffsetPosition = axPos;
2252 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2587 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2588 part.GroupPosition = newPos;
2253 part.OffsetPosition = Vector3.Zero; 2589 part.OffsetPosition = Vector3.Zero;
2254 part.RotationOffset = worldRot; 2590 part.RotationOffset = worldRot;
2255 2591
@@ -2260,7 +2596,7 @@ namespace OpenSim.Region.Framework.Scenes
2260 2596
2261 part.LinkNum = linkNum; 2597 part.LinkNum = linkNum;
2262 2598
2263 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2599 part.OffsetPosition = newPos - AbsolutePosition;
2264 2600
2265 Quaternion rootRotation = m_rootPart.RotationOffset; 2601 Quaternion rootRotation = m_rootPart.RotationOffset;
2266 2602
@@ -2270,7 +2606,7 @@ namespace OpenSim.Region.Framework.Scenes
2270 2606
2271 parentRot = m_rootPart.RotationOffset; 2607 parentRot = m_rootPart.RotationOffset;
2272 oldRot = part.RotationOffset; 2608 oldRot = part.RotationOffset;
2273 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2609 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2274 part.RotationOffset = newRot; 2610 part.RotationOffset = newRot;
2275 } 2611 }
2276 2612
@@ -2521,8 +2857,12 @@ namespace OpenSim.Region.Framework.Scenes
2521 } 2857 }
2522 } 2858 }
2523 2859
2860 RootPart.UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2524 for (int i = 0; i < parts.Length; i++) 2861 for (int i = 0; i < parts.Length; i++)
2525 parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2862 {
2863 if (parts[i] != RootPart)
2864 parts[i].UpdatePrimFlags(UsePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
2865 }
2526 } 2866 }
2527 } 2867 }
2528 2868
@@ -2535,6 +2875,17 @@ namespace OpenSim.Region.Framework.Scenes
2535 } 2875 }
2536 } 2876 }
2537 2877
2878
2879
2880 /// <summary>
2881 /// Gets the number of parts
2882 /// </summary>
2883 /// <returns></returns>
2884 public int GetPartCount()
2885 {
2886 return Parts.Count();
2887 }
2888
2538 /// <summary> 2889 /// <summary>
2539 /// Update the texture entry for this part 2890 /// Update the texture entry for this part
2540 /// </summary> 2891 /// </summary>
@@ -2596,11 +2947,9 @@ namespace OpenSim.Region.Framework.Scenes
2596 scale.Y = m_scene.m_maxNonphys; 2947 scale.Y = m_scene.m_maxNonphys;
2597 if (scale.Z > m_scene.m_maxNonphys) 2948 if (scale.Z > m_scene.m_maxNonphys)
2598 scale.Z = m_scene.m_maxNonphys; 2949 scale.Z = m_scene.m_maxNonphys;
2599
2600 SceneObjectPart part = GetChildPart(localID); 2950 SceneObjectPart part = GetChildPart(localID);
2601 if (part != null) 2951 if (part != null)
2602 { 2952 {
2603 part.Resize(scale);
2604 if (part.PhysActor != null) 2953 if (part.PhysActor != null)
2605 { 2954 {
2606 if (part.PhysActor.IsPhysical) 2955 if (part.PhysActor.IsPhysical)
@@ -2615,7 +2964,7 @@ namespace OpenSim.Region.Framework.Scenes
2615 part.PhysActor.Size = scale; 2964 part.PhysActor.Size = scale;
2616 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor); 2965 m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2617 } 2966 }
2618 //if (part.UUID != m_rootPart.UUID) 2967 part.Resize(scale);
2619 2968
2620 HasGroupChanged = true; 2969 HasGroupChanged = true;
2621 part.TriggerScriptChangedEvent(Changed.SCALE); 2970 part.TriggerScriptChangedEvent(Changed.SCALE);
@@ -2638,7 +2987,6 @@ namespace OpenSim.Region.Framework.Scenes
2638 SceneObjectPart part = GetChildPart(localID); 2987 SceneObjectPart part = GetChildPart(localID);
2639 if (part != null) 2988 if (part != null)
2640 { 2989 {
2641 part.IgnoreUndoUpdate = true;
2642 if (scale.X > m_scene.m_maxNonphys) 2990 if (scale.X > m_scene.m_maxNonphys)
2643 scale.X = m_scene.m_maxNonphys; 2991 scale.X = m_scene.m_maxNonphys;
2644 if (scale.Y > m_scene.m_maxNonphys) 2992 if (scale.Y > m_scene.m_maxNonphys)
@@ -2675,7 +3023,7 @@ namespace OpenSim.Region.Framework.Scenes
2675 3023
2676 if (part.PhysActor != null && part.PhysActor.IsPhysical) 3024 if (part.PhysActor != null && part.PhysActor.IsPhysical)
2677 { 3025 {
2678 if (oldSize.X * x > m_scene.m_maxPhys) 3026 if (oldSize.X*x > m_scene.m_maxPhys)
2679 { 3027 {
2680 f = m_scene.m_maxPhys / oldSize.X; 3028 f = m_scene.m_maxPhys / oldSize.X;
2681 a = f / x; 3029 a = f / x;
@@ -2683,7 +3031,7 @@ namespace OpenSim.Region.Framework.Scenes
2683 y *= a; 3031 y *= a;
2684 z *= a; 3032 z *= a;
2685 } 3033 }
2686 if (oldSize.Y * y > m_scene.m_maxPhys) 3034 if (oldSize.Y*y > m_scene.m_maxPhys)
2687 { 3035 {
2688 f = m_scene.m_maxPhys / oldSize.Y; 3036 f = m_scene.m_maxPhys / oldSize.Y;
2689 a = f / y; 3037 a = f / y;
@@ -2691,7 +3039,7 @@ namespace OpenSim.Region.Framework.Scenes
2691 y *= a; 3039 y *= a;
2692 z *= a; 3040 z *= a;
2693 } 3041 }
2694 if (oldSize.Z * z > m_scene.m_maxPhys) 3042 if (oldSize.Z*z > m_scene.m_maxPhys)
2695 { 3043 {
2696 f = m_scene.m_maxPhys / oldSize.Z; 3044 f = m_scene.m_maxPhys / oldSize.Z;
2697 a = f / z; 3045 a = f / z;
@@ -2702,7 +3050,7 @@ namespace OpenSim.Region.Framework.Scenes
2702 } 3050 }
2703 else 3051 else
2704 { 3052 {
2705 if (oldSize.X * x > m_scene.m_maxNonphys) 3053 if (oldSize.X*x > m_scene.m_maxNonphys)
2706 { 3054 {
2707 f = m_scene.m_maxNonphys / oldSize.X; 3055 f = m_scene.m_maxNonphys / oldSize.X;
2708 a = f / x; 3056 a = f / x;
@@ -2710,7 +3058,7 @@ namespace OpenSim.Region.Framework.Scenes
2710 y *= a; 3058 y *= a;
2711 z *= a; 3059 z *= a;
2712 } 3060 }
2713 if (oldSize.Y * y > m_scene.m_maxNonphys) 3061 if (oldSize.Y*y > m_scene.m_maxNonphys)
2714 { 3062 {
2715 f = m_scene.m_maxNonphys / oldSize.Y; 3063 f = m_scene.m_maxNonphys / oldSize.Y;
2716 a = f / y; 3064 a = f / y;
@@ -2718,7 +3066,7 @@ namespace OpenSim.Region.Framework.Scenes
2718 y *= a; 3066 y *= a;
2719 z *= a; 3067 z *= a;
2720 } 3068 }
2721 if (oldSize.Z * z > m_scene.m_maxNonphys) 3069 if (oldSize.Z*z > m_scene.m_maxNonphys)
2722 { 3070 {
2723 f = m_scene.m_maxNonphys / oldSize.Z; 3071 f = m_scene.m_maxNonphys / oldSize.Z;
2724 a = f / z; 3072 a = f / z;
@@ -2728,7 +3076,6 @@ namespace OpenSim.Region.Framework.Scenes
2728 } 3076 }
2729 } 3077 }
2730 obPart.IgnoreUndoUpdate = false; 3078 obPart.IgnoreUndoUpdate = false;
2731 obPart.StoreUndoState();
2732 } 3079 }
2733 } 3080 }
2734 } 3081 }
@@ -2736,8 +3083,13 @@ namespace OpenSim.Region.Framework.Scenes
2736 Vector3 prevScale = part.Scale; 3083 Vector3 prevScale = part.Scale;
2737 prevScale.X *= x; 3084 prevScale.X *= x;
2738 prevScale.Y *= y; 3085 prevScale.Y *= y;
2739 prevScale.Z *= z; 3086 prevScale.Z *= z;;
3087
3088 part.IgnoreUndoUpdate = false;
3089 part.StoreUndoState(UndoType.STATE_GROUP_SCALE);
3090 part.IgnoreUndoUpdate = true;
2740 part.Resize(prevScale); 3091 part.Resize(prevScale);
3092 part.IgnoreUndoUpdate = false;
2741 3093
2742 parts = m_parts.GetArray(); 3094 parts = m_parts.GetArray();
2743 for (int i = 0; i < parts.Length; i++) 3095 for (int i = 0; i < parts.Length; i++)
@@ -2746,19 +3098,26 @@ namespace OpenSim.Region.Framework.Scenes
2746 obPart.IgnoreUndoUpdate = true; 3098 obPart.IgnoreUndoUpdate = true;
2747 if (obPart.UUID != m_rootPart.UUID) 3099 if (obPart.UUID != m_rootPart.UUID)
2748 { 3100 {
2749 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3101 if (obPart.UUID != m_rootPart.UUID)
2750 currentpos.X *= x; 3102 {
2751 currentpos.Y *= y; 3103 obPart.IgnoreUndoUpdate = false;
2752 currentpos.Z *= z; 3104 obPart.StoreUndoState(UndoType.STATE_GROUP_SCALE);
2753 Vector3 newSize = new Vector3(obPart.Scale); 3105 obPart.IgnoreUndoUpdate = true;
2754 newSize.X *= x; 3106
2755 newSize.Y *= y; 3107 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2756 newSize.Z *= z; 3108 currentpos.X *= x;
2757 obPart.Resize(newSize); 3109 currentpos.Y *= y;
2758 obPart.UpdateOffSet(currentpos); 3110 currentpos.Z *= z;
3111 Vector3 newSize = new Vector3(obPart.Scale);
3112 newSize.X *= x;
3113 newSize.Y *= y;
3114 newSize.Z *= z;
3115 obPart.Resize(newSize);
3116 obPart.UpdateOffSet(currentpos);
3117 }
3118 obPart.IgnoreUndoUpdate = false;
2759 } 3119 }
2760 obPart.IgnoreUndoUpdate = false; 3120 obPart.IgnoreUndoUpdate = false;
2761 obPart.StoreUndoState();
2762 } 3121 }
2763 3122
2764 if (part.PhysActor != null) 3123 if (part.PhysActor != null)
@@ -2768,7 +3127,6 @@ namespace OpenSim.Region.Framework.Scenes
2768 } 3127 }
2769 3128
2770 part.IgnoreUndoUpdate = false; 3129 part.IgnoreUndoUpdate = false;
2771 part.StoreUndoState();
2772 HasGroupChanged = true; 3130 HasGroupChanged = true;
2773 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE); 3131 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
2774 ScheduleGroupForTerseUpdate(); 3132 ScheduleGroupForTerseUpdate();
@@ -2785,14 +3143,11 @@ namespace OpenSim.Region.Framework.Scenes
2785 /// <param name="pos"></param> 3143 /// <param name="pos"></param>
2786 public void UpdateGroupPosition(Vector3 pos) 3144 public void UpdateGroupPosition(Vector3 pos)
2787 { 3145 {
2788 SceneObjectPart[] parts = m_parts.GetArray();
2789 for (int i = 0; i < parts.Length; i++)
2790 parts[i].StoreUndoState();
2791
2792 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3146 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2793 { 3147 {
2794 if (IsAttachment) 3148 if (IsAttachment)
2795 { 3149 {
3150 m_rootPart.StoreUndoState(UndoType.STATE_GROUP_POSITION);
2796 m_rootPart.AttachedPos = pos; 3151 m_rootPart.AttachedPos = pos;
2797 } 3152 }
2798 if (RootPart.GetStatusSandbox()) 3153 if (RootPart.GetStatusSandbox())
@@ -2826,7 +3181,7 @@ namespace OpenSim.Region.Framework.Scenes
2826 3181
2827 SceneObjectPart[] parts = m_parts.GetArray(); 3182 SceneObjectPart[] parts = m_parts.GetArray();
2828 for (int i = 0; i < parts.Length; i++) 3183 for (int i = 0; i < parts.Length; i++)
2829 parts[i].StoreUndoState(); 3184 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2830 3185
2831 if (part != null) 3186 if (part != null)
2832 { 3187 {
@@ -2851,7 +3206,7 @@ namespace OpenSim.Region.Framework.Scenes
2851 { 3206 {
2852 SceneObjectPart[] parts = m_parts.GetArray(); 3207 SceneObjectPart[] parts = m_parts.GetArray();
2853 for (int i = 0; i < parts.Length; i++) 3208 for (int i = 0; i < parts.Length; i++)
2854 parts[i].StoreUndoState(); 3209 parts[i].StoreUndoState(UndoType.STATE_PRIM_POSITION);
2855 3210
2856 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3211 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2857 Vector3 oldPos = 3212 Vector3 oldPos =
@@ -2872,10 +3227,27 @@ namespace OpenSim.Region.Framework.Scenes
2872 obPart.OffsetPosition = obPart.OffsetPosition + diff; 3227 obPart.OffsetPosition = obPart.OffsetPosition + diff;
2873 } 3228 }
2874 3229
2875 AbsolutePosition = newPos; 3230 //We have to set undoing here because otherwise an undo state will be saved
3231 if (!m_rootPart.Undoing)
3232 {
3233 m_rootPart.Undoing = true;
3234 AbsolutePosition = newPos;
3235 m_rootPart.Undoing = false;
3236 }
3237 else
3238 {
3239 AbsolutePosition = newPos;
3240 }
2876 3241
2877 HasGroupChanged = true; 3242 HasGroupChanged = true;
2878 ScheduleGroupForTerseUpdate(); 3243 if (m_rootPart.Undoing)
3244 {
3245 ScheduleGroupForFullUpdate();
3246 }
3247 else
3248 {
3249 ScheduleGroupForTerseUpdate();
3250 }
2879 } 3251 }
2880 3252
2881 public void OffsetForNewRegion(Vector3 offset) 3253 public void OffsetForNewRegion(Vector3 offset)
@@ -2895,7 +3267,7 @@ namespace OpenSim.Region.Framework.Scenes
2895 { 3267 {
2896 SceneObjectPart[] parts = m_parts.GetArray(); 3268 SceneObjectPart[] parts = m_parts.GetArray();
2897 for (int i = 0; i < parts.Length; i++) 3269 for (int i = 0; i < parts.Length; i++)
2898 parts[i].StoreUndoState(); 3270 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2899 3271
2900 m_rootPart.UpdateRotation(rot); 3272 m_rootPart.UpdateRotation(rot);
2901 3273
@@ -2919,7 +3291,7 @@ namespace OpenSim.Region.Framework.Scenes
2919 { 3291 {
2920 SceneObjectPart[] parts = m_parts.GetArray(); 3292 SceneObjectPart[] parts = m_parts.GetArray();
2921 for (int i = 0; i < parts.Length; i++) 3293 for (int i = 0; i < parts.Length; i++)
2922 parts[i].StoreUndoState(); 3294 parts[i].StoreUndoState(UndoType.STATE_GROUP_ROTATION);
2923 3295
2924 m_rootPart.UpdateRotation(rot); 3296 m_rootPart.UpdateRotation(rot);
2925 3297
@@ -2944,10 +3316,9 @@ namespace OpenSim.Region.Framework.Scenes
2944 public void UpdateSingleRotation(Quaternion rot, uint localID) 3316 public void UpdateSingleRotation(Quaternion rot, uint localID)
2945 { 3317 {
2946 SceneObjectPart part = GetChildPart(localID); 3318 SceneObjectPart part = GetChildPart(localID);
2947
2948 SceneObjectPart[] parts = m_parts.GetArray(); 3319 SceneObjectPart[] parts = m_parts.GetArray();
2949 for (int i = 0; i < parts.Length; i++) 3320 for (int i = 0; i < parts.Length; i++)
2950 parts[i].StoreUndoState(); 3321 parts[i].StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2951 3322
2952 if (part != null) 3323 if (part != null)
2953 { 3324 {
@@ -2975,15 +3346,24 @@ namespace OpenSim.Region.Framework.Scenes
2975 if (part.UUID == m_rootPart.UUID) 3346 if (part.UUID == m_rootPart.UUID)
2976 { 3347 {
2977 UpdateRootRotation(rot); 3348 UpdateRootRotation(rot);
2978 AbsolutePosition = pos; 3349 if (!m_rootPart.Undoing)
3350 {
3351 m_rootPart.Undoing = true;
3352 AbsolutePosition = pos;
3353 m_rootPart.Undoing = false;
3354 }
3355 else
3356 {
3357 AbsolutePosition = pos;
3358 }
2979 } 3359 }
2980 else 3360 else
2981 { 3361 {
3362 part.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
2982 part.IgnoreUndoUpdate = true; 3363 part.IgnoreUndoUpdate = true;
2983 part.UpdateRotation(rot); 3364 part.UpdateRotation(rot);
2984 part.OffsetPosition = pos; 3365 part.OffsetPosition = pos;
2985 part.IgnoreUndoUpdate = false; 3366 part.IgnoreUndoUpdate = false;
2986 part.StoreUndoState();
2987 } 3367 }
2988 } 3368 }
2989 } 3369 }
@@ -2997,7 +3377,13 @@ namespace OpenSim.Region.Framework.Scenes
2997 Quaternion axRot = rot; 3377 Quaternion axRot = rot;
2998 Quaternion oldParentRot = m_rootPart.RotationOffset; 3378 Quaternion oldParentRot = m_rootPart.RotationOffset;
2999 3379
3000 m_rootPart.StoreUndoState(); 3380 m_rootPart.StoreUndoState(UndoType.STATE_PRIM_ROTATION);
3381 bool cancelUndo = false;
3382 if (!m_rootPart.Undoing)
3383 {
3384 m_rootPart.Undoing = true;
3385 cancelUndo = true;
3386 }
3001 m_rootPart.UpdateRotation(rot); 3387 m_rootPart.UpdateRotation(rot);
3002 if (m_rootPart.PhysActor != null) 3388 if (m_rootPart.PhysActor != null)
3003 { 3389 {
@@ -3021,17 +3407,12 @@ namespace OpenSim.Region.Framework.Scenes
3021 newRot *= Quaternion.Inverse(axRot); 3407 newRot *= Quaternion.Inverse(axRot);
3022 prim.RotationOffset = newRot; 3408 prim.RotationOffset = newRot;
3023 prim.ScheduleTerseUpdate(); 3409 prim.ScheduleTerseUpdate();
3410 prim.IgnoreUndoUpdate = false;
3024 } 3411 }
3025 } 3412 }
3026 3413 if (cancelUndo == true)
3027 for (int i = 0; i < parts.Length; i++)
3028 { 3414 {
3029 SceneObjectPart childpart = parts[i]; 3415 m_rootPart.Undoing = false;
3030 if (childpart != m_rootPart)
3031 {
3032 childpart.IgnoreUndoUpdate = false;
3033 childpart.StoreUndoState();
3034 }
3035 } 3416 }
3036 3417
3037 m_rootPart.ScheduleTerseUpdate(); 3418 m_rootPart.ScheduleTerseUpdate();
@@ -3257,7 +3638,6 @@ namespace OpenSim.Region.Framework.Scenes
3257 public float GetMass() 3638 public float GetMass()
3258 { 3639 {
3259 float retmass = 0f; 3640 float retmass = 0f;
3260
3261 SceneObjectPart[] parts = m_parts.GetArray(); 3641 SceneObjectPart[] parts = m_parts.GetArray();
3262 for (int i = 0; i < parts.Length; i++) 3642 for (int i = 0; i < parts.Length; i++)
3263 retmass += parts[i].GetMass(); 3643 retmass += parts[i].GetMass();
@@ -3373,6 +3753,14 @@ namespace OpenSim.Region.Framework.Scenes
3373 SetFromItemID(uuid); 3753 SetFromItemID(uuid);
3374 } 3754 }
3375 3755
3756 public void ResetOwnerChangeFlag()
3757 {
3758 ForEachPart(delegate(SceneObjectPart part)
3759 {
3760 part.ResetOwnerChangeFlag();
3761 });
3762 }
3763
3376 #endregion 3764 #endregion
3377 } 3765 }
3378} 3766}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 4fcd8f5..6496a25 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -61,7 +61,8 @@ namespace OpenSim.Region.Framework.Scenes
61 TELEPORT = 512, 61 TELEPORT = 512,
62 REGION_RESTART = 1024, 62 REGION_RESTART = 1024,
63 MEDIA = 2048, 63 MEDIA = 2048,
64 ANIMATION = 16384 64 ANIMATION = 16384,
65 POSITION = 32768
65 } 66 }
66 67
67 // I don't really know where to put this except here. 68 // I don't really know where to put this except here.
@@ -145,10 +146,10 @@ namespace OpenSim.Region.Framework.Scenes
145 public Vector3 StatusSandboxPos; 146 public Vector3 StatusSandboxPos;
146 147
147 // TODO: This needs to be persisted in next XML version update! 148 // TODO: This needs to be persisted in next XML version update!
148 149 [XmlIgnore]
149 public readonly int[] PayPrice = {-2,-2,-2,-2,-2}; 150 public int[] PayPrice = {-2,-2,-2,-2,-2};
150 151
151 152 [XmlIgnore]
152 public PhysicsActor PhysActor 153 public PhysicsActor PhysActor
153 { 154 {
154 get { return m_physActor; } 155 get { return m_physActor; }
@@ -190,7 +191,15 @@ namespace OpenSim.Region.Framework.Scenes
190 191
191 public UUID FromFolderID; 192 public UUID FromFolderID;
192 193
193 194 // The following two are to hold the attachment data
195 // while an object is inworld
196 [XmlIgnore]
197 public byte AttachPoint = 0;
198
199 [XmlIgnore]
200 public Vector3 AttachOffset = Vector3.Zero;
201
202 [XmlIgnore]
194 public int STATUS_ROTATE_X; 203 public int STATUS_ROTATE_X;
195 204
196 205
@@ -285,6 +294,7 @@ namespace OpenSim.Region.Framework.Scenes
285 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 294 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
286 private Vector3 m_sitTargetPosition; 295 private Vector3 m_sitTargetPosition;
287 private string m_sitAnimation = "SIT"; 296 private string m_sitAnimation = "SIT";
297 private bool m_occupied; // KF if any av is sitting on this prim
288 private string m_text = String.Empty; 298 private string m_text = String.Empty;
289 private string m_touchName = String.Empty; 299 private string m_touchName = String.Empty;
290 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5); 300 private readonly UndoStack<UndoState> m_undo = new UndoStack<UndoState>(5);
@@ -374,7 +384,7 @@ namespace OpenSim.Region.Framework.Scenes
374 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 384 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
375 Quaternion rotationOffset, Vector3 offsetPosition) 385 Quaternion rotationOffset, Vector3 offsetPosition)
376 { 386 {
377 m_name = "Primitive"; 387 m_name = "Object";
378 388
379 Rezzed = DateTime.UtcNow; 389 Rezzed = DateTime.UtcNow;
380 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 390 _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
@@ -430,7 +440,7 @@ namespace OpenSim.Region.Framework.Scenes
430 private uint _ownerMask = (uint)PermissionMask.All; 440 private uint _ownerMask = (uint)PermissionMask.All;
431 private uint _groupMask = (uint)PermissionMask.None; 441 private uint _groupMask = (uint)PermissionMask.None;
432 private uint _everyoneMask = (uint)PermissionMask.None; 442 private uint _everyoneMask = (uint)PermissionMask.None;
433 private uint _nextOwnerMask = (uint)PermissionMask.All; 443 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
434 private PrimFlags _flags = PrimFlags.None; 444 private PrimFlags _flags = PrimFlags.None;
435 private DateTime m_expires; 445 private DateTime m_expires;
436 private DateTime m_rezzed; 446 private DateTime m_rezzed;
@@ -529,12 +539,16 @@ namespace OpenSim.Region.Framework.Scenes
529 } 539 }
530 540
531 /// <value> 541 /// <value>
532 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 542 /// Get the inventory list
533 /// </value> 543 /// </value>
534 public TaskInventoryDictionary TaskInventory 544 public TaskInventoryDictionary TaskInventory
535 { 545 {
536 get { return m_inventory.Items; } 546 get {
537 set { m_inventory.Items = value; } 547 return m_inventory.Items;
548 }
549 set {
550 m_inventory.Items = value;
551 }
538 } 552 }
539 553
540 /// <summary> 554 /// <summary>
@@ -674,14 +688,12 @@ namespace OpenSim.Region.Framework.Scenes
674 set { m_LoopSoundSlavePrims = value; } 688 set { m_LoopSoundSlavePrims = value; }
675 } 689 }
676 690
677
678 public Byte[] TextureAnimation 691 public Byte[] TextureAnimation
679 { 692 {
680 get { return m_TextureAnimation; } 693 get { return m_TextureAnimation; }
681 set { m_TextureAnimation = value; } 694 set { m_TextureAnimation = value; }
682 } 695 }
683 696
684
685 public Byte[] ParticleSystem 697 public Byte[] ParticleSystem
686 { 698 {
687 get { return m_particleSystem; } 699 get { return m_particleSystem; }
@@ -718,9 +730,11 @@ namespace OpenSim.Region.Framework.Scenes
718 { 730 {
719 // If this is a linkset, we don't want the physics engine mucking up our group position here. 731 // If this is a linkset, we don't want the physics engine mucking up our group position here.
720 PhysicsActor actor = PhysActor; 732 PhysicsActor actor = PhysActor;
721 if (actor != null && _parentID == 0) 733 if (_parentID == 0)
722 { 734 {
723 m_groupPosition = actor.Position; 735 if (actor != null)
736 m_groupPosition = actor.Position;
737 return m_groupPosition;
724 } 738 }
725 739
726 if (IsAttachment) 740 if (IsAttachment)
@@ -730,12 +744,14 @@ namespace OpenSim.Region.Framework.Scenes
730 return sp.AbsolutePosition; 744 return sp.AbsolutePosition;
731 } 745 }
732 746
747 // use root prim's group position. Physics may have updated it
748 if (ParentGroup.RootPart != this)
749 m_groupPosition = ParentGroup.RootPart.GroupPosition;
733 return m_groupPosition; 750 return m_groupPosition;
734 } 751 }
735 set 752 set
736 { 753 {
737 m_groupPosition = value; 754 m_groupPosition = value;
738
739 PhysicsActor actor = PhysActor; 755 PhysicsActor actor = PhysActor;
740 if (actor != null) 756 if (actor != null)
741 { 757 {
@@ -755,25 +771,13 @@ namespace OpenSim.Region.Framework.Scenes
755 771
756 // Tell the physics engines that this prim changed. 772 // Tell the physics engines that this prim changed.
757 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 773 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
774
758 } 775 }
759 catch (Exception e) 776 catch (Exception e)
760 { 777 {
761 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 778 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
762 } 779 }
763 } 780 }
764
765 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
766 if (m_sitTargetAvatar != UUID.Zero)
767 {
768 if (m_parentGroup != null) // TODO can there be a SOP without a SOG?
769 {
770 ScenePresence avatar;
771 if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar))
772 {
773 avatar.ParentPosition = GetWorldPosition();
774 }
775 }
776 }
777 } 781 }
778 } 782 }
779 783
@@ -782,7 +786,8 @@ namespace OpenSim.Region.Framework.Scenes
782 get { return m_offsetPosition; } 786 get { return m_offsetPosition; }
783 set 787 set
784 { 788 {
785 StoreUndoState(); 789 Vector3 oldpos = m_offsetPosition;
790 StoreUndoState(UndoType.STATE_PRIM_POSITION);
786 m_offsetPosition = value; 791 m_offsetPosition = value;
787 792
788 if (ParentGroup != null && !ParentGroup.IsDeleted) 793 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -796,7 +801,22 @@ namespace OpenSim.Region.Framework.Scenes
796 // Tell the physics engines that this prim changed. 801 // Tell the physics engines that this prim changed.
797 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 802 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
798 } 803 }
804
805 if (!m_parentGroup.m_dupeInProgress)
806 {
807 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
808 foreach (ScenePresence av in avs)
809 {
810 if (av.LinkedPrim == m_uuid)
811 {
812 Vector3 offset = (m_offsetPosition - oldpos);
813 av.OffsetPosition += offset;
814 av.SendAvatarDataToAllAgents();
815 }
816 }
817 }
799 } 818 }
819 TriggerScriptChangedEvent(Changed.POSITION);
800 } 820 }
801 } 821 }
802 822
@@ -838,7 +858,7 @@ namespace OpenSim.Region.Framework.Scenes
838 858
839 set 859 set
840 { 860 {
841 StoreUndoState(); 861 StoreUndoState(UndoType.STATE_PRIM_ROTATION);
842 m_rotationOffset = value; 862 m_rotationOffset = value;
843 863
844 PhysicsActor actor = PhysActor; 864 PhysicsActor actor = PhysActor;
@@ -922,7 +942,16 @@ namespace OpenSim.Region.Framework.Scenes
922 /// <summary></summary> 942 /// <summary></summary>
923 public Vector3 Acceleration 943 public Vector3 Acceleration
924 { 944 {
925 get { return m_acceleration; } 945 get
946 {
947 PhysicsActor actor = PhysActor;
948 if (actor != null)
949 {
950 m_acceleration = actor.Acceleration;
951 }
952 return m_acceleration;
953 }
954
926 set { m_acceleration = value; } 955 set { m_acceleration = value; }
927 } 956 }
928 957
@@ -1013,7 +1042,7 @@ namespace OpenSim.Region.Framework.Scenes
1013 get { return m_shape.Scale; } 1042 get { return m_shape.Scale; }
1014 set 1043 set
1015 { 1044 {
1016 StoreUndoState(); 1045 StoreUndoState(UndoType.STATE_PRIM_SCALE);
1017 if (m_shape != null) 1046 if (m_shape != null)
1018 { 1047 {
1019 m_shape.Scale = value; 1048 m_shape.Scale = value;
@@ -1079,11 +1108,10 @@ namespace OpenSim.Region.Framework.Scenes
1079 1108
1080 public Vector3 AbsolutePosition 1109 public Vector3 AbsolutePosition
1081 { 1110 {
1082 get { 1111 get
1083 if (IsAttachment) 1112 {
1084 return GroupPosition; 1113 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1085 1114 }
1086 return m_offsetPosition + m_groupPosition; }
1087 } 1115 }
1088 1116
1089 public SceneObjectGroup ParentGroup 1117 public SceneObjectGroup ParentGroup
@@ -1242,6 +1270,13 @@ namespace OpenSim.Region.Framework.Scenes
1242 _flags = value; 1270 _flags = value;
1243 } 1271 }
1244 } 1272 }
1273
1274 [XmlIgnore]
1275 public bool IsOccupied // KF If an av is sittingon this prim
1276 {
1277 get { return m_occupied; }
1278 set { m_occupied = value; }
1279 }
1245 1280
1246 1281
1247 public UUID SitTargetAvatar 1282 public UUID SitTargetAvatar
@@ -1317,14 +1352,6 @@ namespace OpenSim.Region.Framework.Scenes
1317 } 1352 }
1318 } 1353 }
1319 1354
1320 /// <summary>
1321 /// Clear all pending updates of parts to clients
1322 /// </summary>
1323 private void ClearUpdateSchedule()
1324 {
1325 m_updateFlag = 0;
1326 }
1327
1328 private void SendObjectPropertiesToClient(UUID AgentID) 1355 private void SendObjectPropertiesToClient(UUID AgentID)
1329 { 1356 {
1330 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 1357 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
@@ -1575,14 +1602,22 @@ namespace OpenSim.Region.Framework.Scenes
1575 // or flexible 1602 // or flexible
1576 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1603 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1577 { 1604 {
1578 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1605 try
1579 string.Format("{0}/{1}", Name, UUID), 1606 {
1580 Shape, 1607 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1581 AbsolutePosition, 1608 string.Format("{0}/{1}", Name, UUID),
1582 Scale, 1609 Shape,
1583 RotationOffset, 1610 AbsolutePosition,
1584 RigidBody); 1611 Scale,
1585 1612 RotationOffset,
1613 RigidBody);
1614 PhysActor.SetMaterial(Material);
1615 }
1616 catch
1617 {
1618 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
1619 PhysActor = null;
1620 }
1586 // Basic Physics returns null.. joy joy joy. 1621 // Basic Physics returns null.. joy joy joy.
1587 if (PhysActor != null) 1622 if (PhysActor != null)
1588 { 1623 {
@@ -1610,7 +1645,7 @@ namespace OpenSim.Region.Framework.Scenes
1610 { 1645 {
1611 m_redo.Clear(); 1646 m_redo.Clear();
1612 } 1647 }
1613 StoreUndoState(); 1648 StoreUndoState(UndoType.STATE_ALL);
1614 } 1649 }
1615 1650
1616 public byte ConvertScriptUintToByte(uint indata) 1651 public byte ConvertScriptUintToByte(uint indata)
@@ -1679,6 +1714,9 @@ namespace OpenSim.Region.Framework.Scenes
1679 1714
1680 // Move afterwards ResetIDs as it clears the localID 1715 // Move afterwards ResetIDs as it clears the localID
1681 dupe.LocalId = localID; 1716 dupe.LocalId = localID;
1717 if(dupe.PhysActor != null)
1718 dupe.PhysActor.LocalID = localID;
1719
1682 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1720 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1683 dupe._lastOwnerID = OwnerID; 1721 dupe._lastOwnerID = OwnerID;
1684 1722
@@ -1722,7 +1760,7 @@ namespace OpenSim.Region.Framework.Scenes
1722 PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); 1760 PrimitiveBaseShape shape = PrimitiveBaseShape.Create();
1723 part.Shape = shape; 1761 part.Shape = shape;
1724 1762
1725 part.Name = "Primitive"; 1763 part.Name = "Object";
1726 part._ownerID = UUID.Random(); 1764 part._ownerID = UUID.Random();
1727 1765
1728 return part; 1766 return part;
@@ -2082,12 +2120,17 @@ namespace OpenSim.Region.Framework.Scenes
2082 public Vector3 GetWorldPosition() 2120 public Vector3 GetWorldPosition()
2083 { 2121 {
2084 Quaternion parentRot = ParentGroup.RootPart.RotationOffset; 2122 Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
2085
2086 Vector3 axPos = OffsetPosition; 2123 Vector3 axPos = OffsetPosition;
2087
2088 axPos *= parentRot; 2124 axPos *= parentRot;
2089 Vector3 translationOffsetPosition = axPos; 2125 Vector3 translationOffsetPosition = axPos;
2090 return GroupPosition + translationOffsetPosition; 2126 if(_parentID == 0)
2127 {
2128 return GroupPosition;
2129 }
2130 else
2131 {
2132 return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position
2133 }
2091 } 2134 }
2092 2135
2093 /// <summary> 2136 /// <summary>
@@ -2098,7 +2141,7 @@ namespace OpenSim.Region.Framework.Scenes
2098 { 2141 {
2099 Quaternion newRot; 2142 Quaternion newRot;
2100 2143
2101 if (this.LinkNum == 0) 2144 if (this.LinkNum < 2) //KF Single or root prim
2102 { 2145 {
2103 newRot = RotationOffset; 2146 newRot = RotationOffset;
2104 } 2147 }
@@ -2744,17 +2787,18 @@ namespace OpenSim.Region.Framework.Scenes
2744 //Trys to fetch sound id from prim's inventory. 2787 //Trys to fetch sound id from prim's inventory.
2745 //Prim's inventory doesn't support non script items yet 2788 //Prim's inventory doesn't support non script items yet
2746 2789
2747 lock (TaskInventory) 2790 TaskInventory.LockItemsForRead(true);
2791
2792 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2748 { 2793 {
2749 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2794 if (item.Value.Name == sound)
2750 { 2795 {
2751 if (item.Value.Name == sound) 2796 soundID = item.Value.ItemID;
2752 { 2797 break;
2753 soundID = item.Value.ItemID;
2754 break;
2755 }
2756 } 2798 }
2757 } 2799 }
2800
2801 TaskInventory.LockItemsForRead(false);
2758 } 2802 }
2759 2803
2760 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) 2804 m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp)
@@ -2814,7 +2858,7 @@ namespace OpenSim.Region.Framework.Scenes
2814 /// <param name="scale"></param> 2858 /// <param name="scale"></param>
2815 public void Resize(Vector3 scale) 2859 public void Resize(Vector3 scale)
2816 { 2860 {
2817 StoreUndoState(); 2861 StoreUndoState(UndoType.STATE_PRIM_SCALE);
2818 m_shape.Scale = scale; 2862 m_shape.Scale = scale;
2819 2863
2820 ParentGroup.HasGroupChanged = true; 2864 ParentGroup.HasGroupChanged = true;
@@ -2823,38 +2867,7 @@ namespace OpenSim.Region.Framework.Scenes
2823 2867
2824 public void RotLookAt(Quaternion target, float strength, float damping) 2868 public void RotLookAt(Quaternion target, float strength, float damping)
2825 { 2869 {
2826 rotLookAt(target, strength, damping); 2870 m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup.
2827 }
2828
2829 public void rotLookAt(Quaternion target, float strength, float damping)
2830 {
2831 if (IsAttachment)
2832 {
2833 /*
2834 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2835 if (avatar != null)
2836 {
2837 Rotate the Av?
2838 } */
2839 }
2840 else
2841 {
2842 APIDDamp = damping;
2843 APIDStrength = strength;
2844 APIDTarget = target;
2845 }
2846 }
2847
2848 public void startLookAt(Quaternion rot, float damp, float strength)
2849 {
2850 APIDDamp = damp;
2851 APIDStrength = strength;
2852 APIDTarget = rot;
2853 }
2854
2855 public void stopLookAt()
2856 {
2857 APIDTarget = Quaternion.Identity;
2858 } 2871 }
2859 2872
2860 /// <summary> 2873 /// <summary>
@@ -2866,7 +2879,10 @@ namespace OpenSim.Region.Framework.Scenes
2866 2879
2867 if (m_parentGroup != null) 2880 if (m_parentGroup != null)
2868 { 2881 {
2869 m_parentGroup.QueueForUpdateCheck(); 2882 if (!m_parentGroup.areUpdatesSuspended)
2883 {
2884 m_parentGroup.QueueForUpdateCheck();
2885 }
2870 } 2886 }
2871 2887
2872 int timeNow = Util.UnixTimeSinceEpoch(); 2888 int timeNow = Util.UnixTimeSinceEpoch();
@@ -3083,8 +3099,8 @@ namespace OpenSim.Region.Framework.Scenes
3083 { 3099 {
3084 const float ROTATION_TOLERANCE = 0.01f; 3100 const float ROTATION_TOLERANCE = 0.01f;
3085 const float VELOCITY_TOLERANCE = 0.001f; 3101 const float VELOCITY_TOLERANCE = 0.001f;
3086 const float POSITION_TOLERANCE = 0.05f; 3102 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
3087 const int TIME_MS_TOLERANCE = 3000; 3103 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
3088 3104
3089 if (m_updateFlag == 1) 3105 if (m_updateFlag == 1)
3090 { 3106 {
@@ -3098,7 +3114,7 @@ namespace OpenSim.Region.Framework.Scenes
3098 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3114 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
3099 { 3115 {
3100 AddTerseUpdateToAllAvatars(); 3116 AddTerseUpdateToAllAvatars();
3101 ClearUpdateSchedule(); 3117
3102 3118
3103 // This causes the Scene to 'poll' physical objects every couple of frames 3119 // This causes the Scene to 'poll' physical objects every couple of frames
3104 // bad, so it's been replaced by an event driven method. 3120 // bad, so it's been replaced by an event driven method.
@@ -3116,16 +3132,18 @@ namespace OpenSim.Region.Framework.Scenes
3116 m_lastAngularVelocity = AngularVelocity; 3132 m_lastAngularVelocity = AngularVelocity;
3117 m_lastTerseSent = Environment.TickCount; 3133 m_lastTerseSent = Environment.TickCount;
3118 } 3134 }
3135 //Moved this outside of the if clause so updates don't get blocked.. *sigh*
3136 m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams*
3119 } 3137 }
3120 else 3138 else
3121 { 3139 {
3122 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes 3140 if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes
3123 { 3141 {
3124 AddFullUpdateToAllAvatars(); 3142 AddFullUpdateToAllAvatars();
3125 ClearUpdateSchedule(); 3143 m_updateFlag = 0; //Same here
3126 } 3144 }
3127 } 3145 }
3128 ClearUpdateSchedule(); 3146 m_updateFlag = 0;
3129 } 3147 }
3130 3148
3131 /// <summary> 3149 /// <summary>
@@ -3153,17 +3171,16 @@ namespace OpenSim.Region.Framework.Scenes
3153 if (!UUID.TryParse(sound, out soundID)) 3171 if (!UUID.TryParse(sound, out soundID))
3154 { 3172 {
3155 // search sound file from inventory 3173 // search sound file from inventory
3156 lock (TaskInventory) 3174 TaskInventory.LockItemsForRead(true);
3175 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
3157 { 3176 {
3158 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3177 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
3159 { 3178 {
3160 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3179 soundID = item.Value.ItemID;
3161 { 3180 break;
3162 soundID = item.Value.ItemID;
3163 break;
3164 }
3165 } 3181 }
3166 } 3182 }
3183 TaskInventory.LockItemsForRead(false);
3167 } 3184 }
3168 3185
3169 if (soundID == UUID.Zero) 3186 if (soundID == UUID.Zero)
@@ -3593,7 +3610,7 @@ namespace OpenSim.Region.Framework.Scenes
3593 3610
3594 public void StopLookAt() 3611 public void StopLookAt()
3595 { 3612 {
3596 m_parentGroup.stopLookAt(); 3613 m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup.
3597 3614
3598 m_parentGroup.ScheduleGroupForTerseUpdate(); 3615 m_parentGroup.ScheduleGroupForTerseUpdate();
3599 } 3616 }
@@ -3620,10 +3637,9 @@ namespace OpenSim.Region.Framework.Scenes
3620 m_parentGroup.ScheduleGroupForTerseUpdate(); 3637 m_parentGroup.ScheduleGroupForTerseUpdate();
3621 //m_parentGroup.ScheduleGroupForFullUpdate(); 3638 //m_parentGroup.ScheduleGroupForFullUpdate();
3622 } 3639 }
3623 3640 public void StoreUndoState(UndoType type)
3624 public void StoreUndoState()
3625 { 3641 {
3626 if (!Undoing) 3642 if (!Undoing && (m_parentGroup == null || m_parentGroup.RootPart == null || !m_parentGroup.RootPart.Undoing))
3627 { 3643 {
3628 if (!IgnoreUndoUpdate) 3644 if (!IgnoreUndoUpdate)
3629 { 3645 {
@@ -3634,17 +3650,25 @@ namespace OpenSim.Region.Framework.Scenes
3634 if (m_undo.Count > 0) 3650 if (m_undo.Count > 0)
3635 { 3651 {
3636 UndoState last = m_undo.Peek(); 3652 UndoState last = m_undo.Peek();
3637 if (last != null) 3653
3638 {
3639 if (last.Compare(this))
3640 return;
3641 }
3642 } 3654 }
3643 3655
3644 if (m_parentGroup.GetSceneMaxUndo() > 0) 3656 if (m_parentGroup.GetSceneMaxUndo() > 0)
3645 { 3657 {
3646 UndoState nUndo = new UndoState(this); 3658 UndoState lastUndo = m_undo.Peek();
3647 3659
3660 UndoState nUndo = new UndoState(this, type);
3661
3662 if (lastUndo != null)
3663 {
3664 TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
3665 if (ts.TotalMilliseconds < 500)
3666 {
3667 //Delete the last entry since it was less than 500 milliseconds ago
3668 nUndo.Merge(lastUndo);
3669 m_undo.Pop();
3670 }
3671 }
3648 m_undo.Push(nUndo); 3672 m_undo.Push(nUndo);
3649 } 3673 }
3650 3674
@@ -4121,11 +4145,13 @@ namespace OpenSim.Region.Framework.Scenes
4121 if (m_undo.Count > 0) 4145 if (m_undo.Count > 0)
4122 { 4146 {
4123 UndoState nUndo = null; 4147 UndoState nUndo = null;
4148 UndoState goback = m_undo.Pop();
4124 if (m_parentGroup.GetSceneMaxUndo() > 0) 4149 if (m_parentGroup.GetSceneMaxUndo() > 0)
4125 { 4150 {
4126 nUndo = new UndoState(this); 4151 nUndo = new UndoState(this, goback.Type);
4127 } 4152 }
4128 UndoState goback = m_undo.Pop(); 4153
4154
4129 if (goback != null) 4155 if (goback != null)
4130 { 4156 {
4131 goback.PlaybackState(this); 4157 goback.PlaybackState(this);
@@ -4140,13 +4166,13 @@ namespace OpenSim.Region.Framework.Scenes
4140 { 4166 {
4141 lock (m_redo) 4167 lock (m_redo)
4142 { 4168 {
4169 UndoState gofwd = m_redo.Pop();
4143 if (m_parentGroup.GetSceneMaxUndo() > 0) 4170 if (m_parentGroup.GetSceneMaxUndo() > 0)
4144 { 4171 {
4145 UndoState nUndo = new UndoState(this); 4172 UndoState nUndo = new UndoState(this, gofwd.Type);
4146 4173
4147 m_undo.Push(nUndo); 4174 m_undo.Push(nUndo);
4148 } 4175 }
4149 UndoState gofwd = m_redo.Pop();
4150 if (gofwd != null) 4176 if (gofwd != null)
4151 gofwd.PlayfwdState(this); 4177 gofwd.PlayfwdState(this);
4152 } 4178 }
@@ -4410,6 +4436,7 @@ namespace OpenSim.Region.Framework.Scenes
4410 Scale, 4436 Scale,
4411 RotationOffset, 4437 RotationOffset,
4412 UsePhysics); 4438 UsePhysics);
4439 PhysActor.SetMaterial(Material);
4413 4440
4414 pa = PhysActor; 4441 pa = PhysActor;
4415 if (pa != null) 4442 if (pa != null)
@@ -4595,8 +4622,9 @@ namespace OpenSim.Region.Framework.Scenes
4595 { 4622 {
4596 m_shape.TextureEntry = textureEntry; 4623 m_shape.TextureEntry = textureEntry;
4597 TriggerScriptChangedEvent(Changed.TEXTURE); 4624 TriggerScriptChangedEvent(Changed.TEXTURE);
4598 4625 m_updateFlag = 1;
4599 ParentGroup.HasGroupChanged = true; 4626 ParentGroup.HasGroupChanged = true;
4627
4600 //This is madness.. 4628 //This is madness..
4601 //ParentGroup.ScheduleGroupForFullUpdate(); 4629 //ParentGroup.ScheduleGroupForFullUpdate();
4602 //This is sparta 4630 //This is sparta
@@ -4829,5 +4857,17 @@ namespace OpenSim.Region.Framework.Scenes
4829 Color color = Color; 4857 Color color = Color;
4830 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 4858 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4831 } 4859 }
4860
4861 public void ResetOwnerChangeFlag()
4862 {
4863 List<UUID> inv = Inventory.GetInventoryList();
4864
4865 foreach (UUID itemID in inv)
4866 {
4867 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
4868 item.OwnerChanged = false;
4869 Inventory.UpdateInventoryItem(item, false, false);
4870 }
4871 }
4832 } 4872 }
4833} 4873}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 67e59c6..7e59b10 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -120,39 +126,45 @@ namespace OpenSim.Region.Framework.Scenes
120 /// <param name="linkNum">Link number for the part</param> 126 /// <param name="linkNum">Link number for the part</param>
121 public void ResetInventoryIDs() 127 public void ResetInventoryIDs()
122 { 128 {
123 if (null == m_part || null == m_part.ParentGroup) 129 m_items.LockItemsForWrite(true);
124 return; 130
125 131 if (Items.Count == 0)
126 lock (m_items)
127 { 132 {
128 if (0 == m_items.Count) 133 m_items.LockItemsForWrite(false);
129 return; 134 return;
135 }
130 136
131 IList<TaskInventoryItem> items = GetInventoryItems(); 137 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
132 m_items.Clear(); 138 Items.Clear();
133 139
134 foreach (TaskInventoryItem item in items) 140 foreach (TaskInventoryItem item in items)
135 { 141 {
136 item.ResetIDs(m_part.UUID); 142 item.ResetIDs(m_part.UUID);
137 m_items.Add(item.ItemID, item); 143 Items.Add(item.ItemID, item);
138 }
139 } 144 }
145 m_items.LockItemsForWrite(false);
140 } 146 }
141 147
142 public void ResetObjectID() 148 public void ResetObjectID()
143 { 149 {
144 lock (Items) 150 m_items.LockItemsForWrite(true);
151
152 if (Items.Count == 0)
145 { 153 {
146 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 154 m_items.LockItemsForWrite(false);
147 Items.Clear(); 155 return;
148
149 foreach (TaskInventoryItem item in items)
150 {
151 item.ParentPartID = m_part.UUID;
152 item.ParentID = m_part.UUID;
153 Items.Add(item.ItemID, item);
154 }
155 } 156 }
157
158 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
159 Items.Clear();
160
161 foreach (TaskInventoryItem item in items)
162 {
163 item.ParentPartID = m_part.UUID;
164 item.ParentID = m_part.UUID;
165 Items.Add(item.ItemID, item);
166 }
167 m_items.LockItemsForWrite(false);
156 } 168 }
157 169
158 /// <summary> 170 /// <summary>
@@ -161,12 +173,11 @@ namespace OpenSim.Region.Framework.Scenes
161 /// <param name="ownerId"></param> 173 /// <param name="ownerId"></param>
162 public void ChangeInventoryOwner(UUID ownerId) 174 public void ChangeInventoryOwner(UUID ownerId)
163 { 175 {
164 lock (Items) 176 m_items.LockItemsForWrite(true);
177 if (0 == Items.Count)
165 { 178 {
166 if (0 == Items.Count) 179 m_items.LockItemsForWrite(false);
167 { 180 return;
168 return;
169 }
170 } 181 }
171 182
172 HasInventoryChanged = true; 183 HasInventoryChanged = true;
@@ -182,6 +193,7 @@ namespace OpenSim.Region.Framework.Scenes
182 item.PermsGranter = UUID.Zero; 193 item.PermsGranter = UUID.Zero;
183 } 194 }
184 } 195 }
196 m_items.LockItemsForWrite(false);
185 } 197 }
186 198
187 /// <summary> 199 /// <summary>
@@ -190,12 +202,11 @@ namespace OpenSim.Region.Framework.Scenes
190 /// <param name="groupID"></param> 202 /// <param name="groupID"></param>
191 public void ChangeInventoryGroup(UUID groupID) 203 public void ChangeInventoryGroup(UUID groupID)
192 { 204 {
193 lock (Items) 205 m_items.LockItemsForWrite(true);
206 if (0 == Items.Count)
194 { 207 {
195 if (0 == Items.Count) 208 m_items.LockItemsForWrite(false);
196 { 209 return;
197 return;
198 }
199 } 210 }
200 211
201 // Don't let this set the HasGroupChanged flag for attachments 212 // Don't let this set the HasGroupChanged flag for attachments
@@ -207,12 +218,45 @@ namespace OpenSim.Region.Framework.Scenes
207 m_part.ParentGroup.HasGroupChanged = true; 218 m_part.ParentGroup.HasGroupChanged = true;
208 } 219 }
209 220
210 List<TaskInventoryItem> items = GetInventoryItems(); 221 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
211 foreach (TaskInventoryItem item in items) 222 foreach (TaskInventoryItem item in items)
212 { 223 {
213 if (groupID != item.GroupID) 224 if (groupID != item.GroupID)
225 {
214 item.GroupID = groupID; 226 item.GroupID = groupID;
227 }
215 } 228 }
229 m_items.LockItemsForWrite(false);
230 }
231
232 private void QueryScriptStates()
233 {
234 if (m_part == null || m_part.ParentGroup == null)
235 return;
236
237 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
238 if (engines == null) // No engine at all
239 return;
240
241 Items.LockItemsForRead(true);
242 foreach (TaskInventoryItem item in Items.Values)
243 {
244 if (item.InvType == (int)InventoryType.LSL)
245 {
246 foreach (IScriptModule e in engines)
247 {
248 bool running;
249
250 if (e.HasScript(item.ItemID, out running))
251 {
252 item.ScriptRunning = running;
253 break;
254 }
255 }
256 }
257 }
258
259 Items.LockItemsForRead(false);
216 } 260 }
217 261
218 /// <summary> 262 /// <summary>
@@ -220,9 +264,14 @@ namespace OpenSim.Region.Framework.Scenes
220 /// </summary> 264 /// </summary>
221 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 265 public void CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
222 { 266 {
223 List<TaskInventoryItem> scripts = GetInventoryScripts(); 267 Items.LockItemsForRead(true);
224 foreach (TaskInventoryItem item in scripts) 268 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
225 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 269 Items.LockItemsForRead(false);
270 foreach (TaskInventoryItem item in items)
271 {
272 if ((int)InventoryType.LSL == item.InvType)
273 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource);
274 }
226 } 275 }
227 276
228 public ArrayList GetScriptErrors(UUID itemID) 277 public ArrayList GetScriptErrors(UUID itemID)
@@ -255,9 +304,18 @@ namespace OpenSim.Region.Framework.Scenes
255 /// </param> 304 /// </param>
256 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 305 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
257 { 306 {
258 List<TaskInventoryItem> scripts = GetInventoryScripts(); 307 Items.LockItemsForRead(true);
259 foreach (TaskInventoryItem item in scripts) 308 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 309 Items.LockItemsForRead(false);
310
311 foreach (TaskInventoryItem item in items)
312 {
313 if ((int)InventoryType.LSL == item.InvType)
314 {
315 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
316 m_part.RemoveScriptEvents(item.ItemID);
317 }
318 }
261 } 319 }
262 320
263 /// <summary> 321 /// <summary>
@@ -273,7 +331,10 @@ namespace OpenSim.Region.Framework.Scenes
273 // item.Name, item.ItemID, Name, UUID); 331 // item.Name, item.ItemID, Name, UUID);
274 332
275 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 333 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
334 {
335 StoreScriptError(item.ItemID, "no permission");
276 return; 336 return;
337 }
277 338
278 m_part.AddFlag(PrimFlags.Scripted); 339 m_part.AddFlag(PrimFlags.Scripted);
279 340
@@ -282,14 +343,13 @@ namespace OpenSim.Region.Framework.Scenes
282 if (stateSource == 2 && // Prim crossing 343 if (stateSource == 2 && // Prim crossing
283 m_part.ParentGroup.Scene.m_trustBinaries) 344 m_part.ParentGroup.Scene.m_trustBinaries)
284 { 345 {
285 lock (m_items) 346 m_items.LockItemsForWrite(true);
286 { 347 m_items[item.ItemID].PermsMask = 0;
287 m_items[item.ItemID].PermsMask = 0; 348 m_items[item.ItemID].PermsGranter = UUID.Zero;
288 m_items[item.ItemID].PermsGranter = UUID.Zero; 349 m_items.LockItemsForWrite(false);
289 }
290
291 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 350 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
292 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 351 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
352 StoreScriptErrors(item.ItemID, null);
293 m_part.ParentGroup.AddActiveScriptCount(1); 353 m_part.ParentGroup.AddActiveScriptCount(1);
294 m_part.ScheduleFullUpdate(); 354 m_part.ScheduleFullUpdate();
295 return; 355 return;
@@ -298,6 +358,8 @@ namespace OpenSim.Region.Framework.Scenes
298 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 358 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
299 if (null == asset) 359 if (null == asset)
300 { 360 {
361 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
362 StoreScriptError(item.ItemID, msg);
301 m_log.ErrorFormat( 363 m_log.ErrorFormat(
302 "[PRIM INVENTORY]: " + 364 "[PRIM INVENTORY]: " +
303 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 365 "Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
@@ -309,15 +371,20 @@ namespace OpenSim.Region.Framework.Scenes
309 if (m_part.ParentGroup.m_savedScriptState != null) 371 if (m_part.ParentGroup.m_savedScriptState != null)
310 RestoreSavedScriptState(item.OldItemID, item.ItemID); 372 RestoreSavedScriptState(item.OldItemID, item.ItemID);
311 373
312 lock (m_items) 374 m_items.LockItemsForWrite(true);
313 { 375
314 m_items[item.ItemID].PermsMask = 0; 376 m_items[item.ItemID].PermsMask = 0;
315 m_items[item.ItemID].PermsGranter = UUID.Zero; 377 m_items[item.ItemID].PermsGranter = UUID.Zero;
316 } 378
379 m_items.LockItemsForWrite(false);
317 380
318 string script = Utils.BytesToString(asset.Data); 381 string script = Utils.BytesToString(asset.Data);
319 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 382 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
320 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 383 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
384 StoreScriptErrors(item.ItemID, null);
385 if (!item.ScriptRunning)
386 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
387 m_part.LocalId, item.ItemID);
321 m_part.ParentGroup.AddActiveScriptCount(1); 388 m_part.ParentGroup.AddActiveScriptCount(1);
322 m_part.ScheduleFullUpdate(); 389 m_part.ScheduleFullUpdate();
323 } 390 }
@@ -381,21 +448,145 @@ namespace OpenSim.Region.Framework.Scenes
381 448
382 /// <summary> 449 /// <summary>
383 /// Start a script which is in this prim's inventory. 450 /// Start a script which is in this prim's inventory.
451 /// Some processing may occur in the background, but this routine returns asap.
384 /// </summary> 452 /// </summary>
385 /// <param name="itemId"> 453 /// <param name="itemId">
386 /// A <see cref="UUID"/> 454 /// A <see cref="UUID"/>
387 /// </param> 455 /// </param>
388 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 456 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
389 { 457 {
390 TaskInventoryItem item = GetInventoryItem(itemId); 458 lock (m_scriptErrors)
391 if (item != null) 459 {
392 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 460 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
461 m_scriptErrors.Remove(itemId);
462 }
463 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
464 }
465
466 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
467 {
468 m_items.LockItemsForRead(true);
469 if (m_items.ContainsKey(itemId))
470 {
471 if (m_items.ContainsKey(itemId))
472 {
473 m_items.LockItemsForRead(false);
474 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
475 }
476 else
477 {
478 m_items.LockItemsForRead(false);
479 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
480 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
481 StoreScriptError(itemId, msg);
482 m_log.ErrorFormat(
483 "[PRIM INVENTORY]: " +
484 "Couldn't start script with ID {0} since it {1}", itemId, msg);
485 }
486 }
393 else 487 else
488 {
489 m_items.LockItemsForRead(false);
490 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
491 StoreScriptError(itemId, msg);
394 m_log.ErrorFormat( 492 m_log.ErrorFormat(
395 "[PRIM INVENTORY]: " + 493 "[PRIM INVENTORY]: " +
396 "Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 494 "Couldn't start script with ID {0} since it {1}", itemId, msg);
397 itemId, m_part.Name, m_part.UUID, 495 }
398 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 496
497 }
498
499 /// <summary>
500 /// Start a script which is in this prim's inventory and return any compilation error messages.
501 /// </summary>
502 /// <param name="itemId">
503 /// A <see cref="UUID"/>
504 /// </param>
505 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
506 {
507 ArrayList errors;
508
509 // Indicate to CreateScriptInstanceInternal() we want it to
510 // post any compilation/loading error messages
511 lock (m_scriptErrors)
512 {
513 m_scriptErrors[itemId] = null;
514 }
515
516 // Perform compilation/loading
517 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
518
519 // Wait for and retrieve any errors
520 lock (m_scriptErrors)
521 {
522 while ((errors = m_scriptErrors[itemId]) == null)
523 {
524 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
525 {
526 m_log.ErrorFormat(
527 "[PRIM INVENTORY]: " +
528 "timedout waiting for script {0} errors", itemId);
529 errors = m_scriptErrors[itemId];
530 if (errors == null)
531 {
532 errors = new ArrayList(1);
533 errors.Add("timedout waiting for errors");
534 }
535 break;
536 }
537 }
538 m_scriptErrors.Remove(itemId);
539 }
540 return errors;
541 }
542
543 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
544 private void StoreScriptErrors(UUID itemId, ArrayList errors)
545 {
546 lock (m_scriptErrors)
547 {
548 // If compilation/loading initiated via CreateScriptInstance(),
549 // it does not want the errors, so just get out
550 if (!m_scriptErrors.ContainsKey(itemId))
551 {
552 return;
553 }
554
555 // Initiated via CreateScriptInstanceEr(), if we know what the
556 // errors are, save them and wake CreateScriptInstanceEr().
557 if (errors != null)
558 {
559 m_scriptErrors[itemId] = errors;
560 System.Threading.Monitor.PulseAll(m_scriptErrors);
561 return;
562 }
563 }
564
565 // Initiated via CreateScriptInstanceEr() but we don't know what
566 // the errors are yet, so retrieve them from the script engine.
567 // This may involve some waiting internal to GetScriptErrors().
568 errors = GetScriptErrors(itemId);
569
570 // Get a default non-null value to indicate success.
571 if (errors == null)
572 {
573 errors = new ArrayList();
574 }
575
576 // Post to CreateScriptInstanceEr() and wake it up
577 lock (m_scriptErrors)
578 {
579 m_scriptErrors[itemId] = errors;
580 System.Threading.Monitor.PulseAll(m_scriptErrors);
581 }
582 }
583
584 // Like StoreScriptErrors(), but just posts a single string message
585 private void StoreScriptError(UUID itemId, string message)
586 {
587 ArrayList errors = new ArrayList(1);
588 errors.Add(message);
589 StoreScriptErrors(itemId, errors);
399 } 590 }
400 591
401 /// <summary> 592 /// <summary>
@@ -408,15 +599,7 @@ namespace OpenSim.Region.Framework.Scenes
408 /// </param> 599 /// </param>
409 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 600 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
410 { 601 {
411 bool scriptPresent = false; 602 if (m_items.ContainsKey(itemId))
412
413 lock (m_items)
414 {
415 if (m_items.ContainsKey(itemId))
416 scriptPresent = true;
417 }
418
419 if (scriptPresent)
420 { 603 {
421 if (!sceneObjectBeingDeleted) 604 if (!sceneObjectBeingDeleted)
422 m_part.RemoveScriptEvents(itemId); 605 m_part.RemoveScriptEvents(itemId);
@@ -441,14 +624,16 @@ namespace OpenSim.Region.Framework.Scenes
441 /// <returns></returns> 624 /// <returns></returns>
442 private bool InventoryContainsName(string name) 625 private bool InventoryContainsName(string name)
443 { 626 {
444 lock (m_items) 627 m_items.LockItemsForRead(true);
628 foreach (TaskInventoryItem item in m_items.Values)
445 { 629 {
446 foreach (TaskInventoryItem item in m_items.Values) 630 if (item.Name == name)
447 { 631 {
448 if (item.Name == name) 632 m_items.LockItemsForRead(false);
449 return true; 633 return true;
450 } 634 }
451 } 635 }
636 m_items.LockItemsForRead(false);
452 return false; 637 return false;
453 } 638 }
454 639
@@ -490,8 +675,9 @@ namespace OpenSim.Region.Framework.Scenes
490 /// <param name="item"></param> 675 /// <param name="item"></param>
491 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 676 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
492 { 677 {
493 List<TaskInventoryItem> il = GetInventoryItems(); 678 m_items.LockItemsForRead(true);
494 679 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
680 m_items.LockItemsForRead(false);
495 foreach (TaskInventoryItem i in il) 681 foreach (TaskInventoryItem i in il)
496 { 682 {
497 if (i.Name == item.Name) 683 if (i.Name == item.Name)
@@ -529,14 +715,14 @@ namespace OpenSim.Region.Framework.Scenes
529 item.Name = name; 715 item.Name = name;
530 item.GroupID = m_part.GroupID; 716 item.GroupID = m_part.GroupID;
531 717
532 lock (m_items) 718 m_items.LockItemsForWrite(true);
533 m_items.Add(item.ItemID, item); 719 m_items.Add(item.ItemID, item);
534 720 m_items.LockItemsForWrite(false);
535 if (allowedDrop) 721 if (allowedDrop)
536 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 722 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
537 else 723 else
538 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 724 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
539 725
540 m_inventorySerial++; 726 m_inventorySerial++;
541 //m_inventorySerial += 2; 727 //m_inventorySerial += 2;
542 HasInventoryChanged = true; 728 HasInventoryChanged = true;
@@ -552,15 +738,15 @@ namespace OpenSim.Region.Framework.Scenes
552 /// <param name="items"></param> 738 /// <param name="items"></param>
553 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 739 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
554 { 740 {
555 lock (m_items) 741 m_items.LockItemsForWrite(true);
742 foreach (TaskInventoryItem item in items)
556 { 743 {
557 foreach (TaskInventoryItem item in items) 744 m_items.Add(item.ItemID, item);
558 { 745// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
559 m_items.Add(item.ItemID, item);
560// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
561 }
562 m_inventorySerial++;
563 } 746 }
747 m_items.LockItemsForWrite(false);
748
749 m_inventorySerial++;
564 } 750 }
565 751
566 /// <summary> 752 /// <summary>
@@ -571,10 +757,9 @@ namespace OpenSim.Region.Framework.Scenes
571 public TaskInventoryItem GetInventoryItem(UUID itemId) 757 public TaskInventoryItem GetInventoryItem(UUID itemId)
572 { 758 {
573 TaskInventoryItem item; 759 TaskInventoryItem item;
574 760 m_items.LockItemsForRead(true);
575 lock (m_items) 761 m_items.TryGetValue(itemId, out item);
576 m_items.TryGetValue(itemId, out item); 762 m_items.LockItemsForRead(false);
577
578 return item; 763 return item;
579 } 764 }
580 765
@@ -590,15 +775,16 @@ namespace OpenSim.Region.Framework.Scenes
590 { 775 {
591 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(); 776 IList<TaskInventoryItem> items = new List<TaskInventoryItem>();
592 777
593 lock (m_items) 778 m_items.LockItemsForRead(true);
779
780 foreach (TaskInventoryItem item in m_items.Values)
594 { 781 {
595 foreach (TaskInventoryItem item in m_items.Values) 782 if (item.Name == name)
596 { 783 items.Add(item);
597 if (item.Name == name)
598 items.Add(item);
599 }
600 } 784 }
601 785
786 m_items.LockItemsForRead(false);
787
602 return items; 788 return items;
603 } 789 }
604 790
@@ -691,9 +877,9 @@ namespace OpenSim.Region.Framework.Scenes
691 877
692 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 878 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
693 { 879 {
694 TaskInventoryItem it = GetInventoryItem(item.ItemID); 880 m_items.LockItemsForWrite(true);
695 if (it != null)
696 881
882 if (m_items.ContainsKey(item.ItemID))
697 { 883 {
698 item.ParentID = m_part.UUID; 884 item.ParentID = m_part.UUID;
699 item.ParentPartID = m_part.UUID; 885 item.ParentPartID = m_part.UUID;
@@ -704,14 +890,10 @@ namespace OpenSim.Region.Framework.Scenes
704 item.GroupID = m_part.GroupID; 890 item.GroupID = m_part.GroupID;
705 891
706 if (item.AssetID == UUID.Zero) 892 if (item.AssetID == UUID.Zero)
707 item.AssetID = it.AssetID; 893 item.AssetID = m_items[item.ItemID].AssetID;
708
709 lock (m_items)
710 {
711 m_items[item.ItemID] = item;
712 m_inventorySerial++;
713 }
714 894
895 m_items[item.ItemID] = item;
896 m_inventorySerial++;
715 if (fireScriptEvents) 897 if (fireScriptEvents)
716 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 898 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
717 if (considerChanged) 899 if (considerChanged)
@@ -719,6 +901,7 @@ namespace OpenSim.Region.Framework.Scenes
719 HasInventoryChanged = true; 901 HasInventoryChanged = true;
720 m_part.ParentGroup.HasGroupChanged = true; 902 m_part.ParentGroup.HasGroupChanged = true;
721 } 903 }
904 m_items.LockItemsForWrite(false);
722 return true; 905 return true;
723 } 906 }
724 else 907 else
@@ -729,8 +912,9 @@ namespace OpenSim.Region.Framework.Scenes
729 item.ItemID, m_part.Name, m_part.UUID, 912 item.ItemID, m_part.Name, m_part.UUID,
730 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 913 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
731 } 914 }
732 return false; 915 m_items.LockItemsForWrite(false);
733 916
917 return false;
734 } 918 }
735 919
736 /// <summary> 920 /// <summary>
@@ -741,107 +925,68 @@ namespace OpenSim.Region.Framework.Scenes
741 /// in this prim's inventory.</returns> 925 /// in this prim's inventory.</returns>
742 public int RemoveInventoryItem(UUID itemID) 926 public int RemoveInventoryItem(UUID itemID)
743 { 927 {
744 TaskInventoryItem item = GetInventoryItem(itemID); 928 m_items.LockItemsForRead(true);
745 if (item != null) 929
930 if (m_items.ContainsKey(itemID))
746 { 931 {
747 int type = m_items[itemID].InvType; 932 int type = m_items[itemID].InvType;
933 m_items.LockItemsForRead(false);
748 if (type == 10) // Script 934 if (type == 10) // Script
749 { 935 {
750 m_part.RemoveScriptEvents(itemID);
751 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 936 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
752 } 937 }
938 m_items.LockItemsForWrite(true);
753 m_items.Remove(itemID); 939 m_items.Remove(itemID);
940 m_items.LockItemsForWrite(false);
754 m_inventorySerial++; 941 m_inventorySerial++;
755 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 942 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
756 943
757 HasInventoryChanged = true; 944 HasInventoryChanged = true;
758 m_part.ParentGroup.HasGroupChanged = true; 945 m_part.ParentGroup.HasGroupChanged = true;
759 946
760 if (!ContainsScripts()) 947 int scriptcount = 0;
948 m_items.LockItemsForRead(true);
949 foreach (TaskInventoryItem item in m_items.Values)
950 {
951 if (item.Type == 10)
952 {
953 scriptcount++;
954 }
955 }
956 m_items.LockItemsForRead(false);
957
958
959 if (scriptcount <= 0)
960 {
761 m_part.RemFlag(PrimFlags.Scripted); 961 m_part.RemFlag(PrimFlags.Scripted);
962 }
762 963
763 m_part.ScheduleFullUpdate(); 964 m_part.ScheduleFullUpdate();
764 965
765 return type; 966 return type;
766
767 } 967 }
768 else 968 else
769 { 969 {
970 m_items.LockItemsForRead(false);
770 m_log.ErrorFormat( 971 m_log.ErrorFormat(
771 "[PRIM INVENTORY]: " + 972 "[PRIM INVENTORY]: " +
772 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 973 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
773 itemID, m_part.Name, m_part.UUID, 974 itemID, m_part.Name, m_part.UUID);
774 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
775 } 975 }
776 976
777 return -1; 977 return -1;
778 } 978 }
779 979
780 private bool CreateInventoryFile() 980 private bool CreateInventoryFileName()
781 { 981 {
782 if (m_inventoryFileName == String.Empty || 982 if (m_inventoryFileName == String.Empty ||
783 m_inventoryFileNameSerial < m_inventorySerial) 983 m_inventoryFileNameSerial < m_inventorySerial)
784 { 984 {
785 // Something changed, we need to create a new file
786 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 985 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
787 m_inventoryFileNameSerial = m_inventorySerial; 986 m_inventoryFileNameSerial = m_inventorySerial;
788
789 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
790
791 lock (m_items)
792 {
793 foreach (TaskInventoryItem item in m_items.Values)
794 {
795 UUID ownerID = item.OwnerID;
796 uint everyoneMask = 0;
797 uint baseMask = item.BasePermissions;
798 uint ownerMask = item.CurrentPermissions;
799 uint groupMask = item.GroupPermissions;
800
801 invString.AddItemStart();
802 invString.AddNameValueLine("item_id", item.ItemID.ToString());
803 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
804
805 invString.AddPermissionsStart();
806
807 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
808 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
809 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
810 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
811 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
812
813 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
814 invString.AddNameValueLine("owner_id", ownerID.ToString());
815
816 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
817
818 invString.AddNameValueLine("group_id", item.GroupID.ToString());
819 invString.AddSectionEnd();
820
821 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
822 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
823 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
824 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
825
826 invString.AddSaleStart();
827 invString.AddNameValueLine("sale_type", "not");
828 invString.AddNameValueLine("sale_price", "0");
829 invString.AddSectionEnd();
830
831 invString.AddNameValueLine("name", item.Name + "|");
832 invString.AddNameValueLine("desc", item.Description + "|");
833
834 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
835 invString.AddSectionEnd();
836 }
837 }
838
839 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
840
841 return true; 987 return true;
842 } 988 }
843 989
844 // No need to recreate, the existing file is fine
845 return false; 990 return false;
846 } 991 }
847 992
@@ -851,26 +996,99 @@ namespace OpenSim.Region.Framework.Scenes
851 /// <param name="xferManager"></param> 996 /// <param name="xferManager"></param>
852 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 997 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
853 { 998 {
854 CreateInventoryFile(); 999 bool changed = CreateInventoryFileName();
1000
1001 bool includeAssets = false;
1002 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1003 includeAssets = true;
1004
1005 if (m_inventoryPrivileged != includeAssets)
1006 changed = true;
1007
1008 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1009
1010 Items.LockItemsForRead(true);
855 1011
856 if (m_inventorySerial == 0) // No inventory 1012 if (m_inventorySerial == 0) // No inventory
857 { 1013 {
858 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1014 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1015 Items.LockItemsForRead(false);
859 return; 1016 return;
860 } 1017 }
861 1018
862 // In principle, we should only do the rest if the inventory changed; 1019 if (!changed)
863 // by sending m_inventorySerial to the client, it ought to know 1020 {
864 // that nothing changed and that it doesn't need to request the file. 1021 if (m_inventoryFileData.Length > 2)
865 // Unfortunately, it doesn't look like the client optimizes this; 1022 {
866 // the client seems to always come back and request the Xfer, 1023 xferManager.AddNewFile(m_inventoryFileName,
867 // no matter what value m_inventorySerial has. 1024 m_inventoryFileData);
1025 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1026 Util.StringToBytes256(m_inventoryFileName));
1027
1028 Items.LockItemsForRead(false);
1029 return;
1030 }
1031 }
1032
1033 m_inventoryPrivileged = includeAssets;
1034
1035 foreach (TaskInventoryItem item in m_items.Values)
1036 {
1037 UUID ownerID = item.OwnerID;
1038 uint everyoneMask = 0;
1039 uint baseMask = item.BasePermissions;
1040 uint ownerMask = item.CurrentPermissions;
1041 uint groupMask = item.GroupPermissions;
1042
1043 invString.AddItemStart();
1044 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1045 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1046
1047 invString.AddPermissionsStart();
1048
1049 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1050 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1051 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1052 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1053 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1054
1055 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1056 invString.AddNameValueLine("owner_id", ownerID.ToString());
1057
1058 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1059
1060 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1061 invString.AddSectionEnd();
1062
1063 if (includeAssets)
1064 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1065 else
1066 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1067 invString.AddNameValueLine("type", TaskInventoryItem.Types[item.Type]);
1068 invString.AddNameValueLine("inv_type", TaskInventoryItem.InvTypes[item.InvType]);
1069 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1070
1071 invString.AddSaleStart();
1072 invString.AddNameValueLine("sale_type", "not");
1073 invString.AddNameValueLine("sale_price", "0");
1074 invString.AddSectionEnd();
1075
1076 invString.AddNameValueLine("name", item.Name + "|");
1077 invString.AddNameValueLine("desc", item.Description + "|");
1078
1079 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1080 invString.AddSectionEnd();
1081 }
1082
1083 Items.LockItemsForRead(false);
1084
1085 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
868 1086
869 if (m_inventoryFileData.Length > 2) 1087 if (m_inventoryFileData.Length > 2)
870 // Add the file for Xfer 1088 {
871 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1089 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1090 }
872 1091
873 // Tell the client we're ready to Xfer the file
874 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial, 1092 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
875 Util.StringToBytes256(m_inventoryFileName)); 1093 Util.StringToBytes256(m_inventoryFileName));
876 } 1094 }
@@ -883,10 +1101,11 @@ namespace OpenSim.Region.Framework.Scenes
883 { 1101 {
884 if (HasInventoryChanged) 1102 if (HasInventoryChanged)
885 { 1103 {
886 HasInventoryChanged = false; 1104 Items.LockItemsForRead(true);
887 List<TaskInventoryItem> items = GetInventoryItems(); 1105 datastore.StorePrimInventory(m_part.UUID, Items.Values);
888 datastore.StorePrimInventory(m_part.UUID, items); 1106 Items.LockItemsForRead(false);
889 1107
1108 HasInventoryChanged = false;
890 } 1109 }
891 } 1110 }
892 1111
@@ -953,82 +1172,63 @@ namespace OpenSim.Region.Framework.Scenes
953 { 1172 {
954 uint mask=0x7fffffff; 1173 uint mask=0x7fffffff;
955 1174
956 lock (m_items) 1175 foreach (TaskInventoryItem item in m_items.Values)
957 { 1176 {
958 foreach (TaskInventoryItem item in m_items.Values) 1177 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1178 mask &= ~((uint)PermissionMask.Copy >> 13);
1179 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1180 mask &= ~((uint)PermissionMask.Transfer >> 13);
1181 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1182 mask &= ~((uint)PermissionMask.Modify >> 13);
1183
1184 if (item.InvType == (int)InventoryType.Object)
959 { 1185 {
960 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1186 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
961 mask &= ~((uint)PermissionMask.Copy >> 13); 1187 mask &= ~((uint)PermissionMask.Copy >> 13);
962 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1188 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
963 mask &= ~((uint)PermissionMask.Transfer >> 13); 1189 mask &= ~((uint)PermissionMask.Transfer >> 13);
964 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1190 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
965 mask &= ~((uint)PermissionMask.Modify >> 13); 1191 mask &= ~((uint)PermissionMask.Modify >> 13);
966
967 if (item.InvType != (int)InventoryType.Object)
968 {
969 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
970 mask &= ~((uint)PermissionMask.Copy >> 13);
971 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
972 mask &= ~((uint)PermissionMask.Transfer >> 13);
973 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
974 mask &= ~((uint)PermissionMask.Modify >> 13);
975 }
976 else
977 {
978 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
979 mask &= ~((uint)PermissionMask.Copy >> 13);
980 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
981 mask &= ~((uint)PermissionMask.Transfer >> 13);
982 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
983 mask &= ~((uint)PermissionMask.Modify >> 13);
984 }
985
986 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
987 mask &= ~(uint)PermissionMask.Copy;
988 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
989 mask &= ~(uint)PermissionMask.Transfer;
990 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
991 mask &= ~(uint)PermissionMask.Modify;
992 } 1192 }
1193
1194 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1195 mask &= ~(uint)PermissionMask.Copy;
1196 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1197 mask &= ~(uint)PermissionMask.Transfer;
1198 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1199 mask &= ~(uint)PermissionMask.Modify;
993 } 1200 }
994
995 return mask; 1201 return mask;
996 } 1202 }
997 1203
998 public void ApplyNextOwnerPermissions() 1204 public void ApplyNextOwnerPermissions()
999 { 1205 {
1000 lock (m_items) 1206 foreach (TaskInventoryItem item in m_items.Values)
1001 { 1207 {
1002 foreach (TaskInventoryItem item in m_items.Values) 1208 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1003 { 1209 {
1004 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1210 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1005 { 1211 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1006 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1212 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1007 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1213 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1214 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1009 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1215 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1010 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1011 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1012 }
1013 item.CurrentPermissions &= item.NextPermissions;
1014 item.BasePermissions &= item.NextPermissions;
1015 item.EveryonePermissions &= item.NextPermissions;
1016 item.OwnerChanged = true;
1017 item.PermsMask = 0;
1018 item.PermsGranter = UUID.Zero;
1019 } 1216 }
1217 item.OwnerChanged = true;
1218 item.CurrentPermissions &= item.NextPermissions;
1219 item.BasePermissions &= item.NextPermissions;
1220 item.EveryonePermissions &= item.NextPermissions;
1221 item.PermsMask = 0;
1222 item.PermsGranter = UUID.Zero;
1020 } 1223 }
1021 } 1224 }
1022 1225
1023 public void ApplyGodPermissions(uint perms) 1226 public void ApplyGodPermissions(uint perms)
1024 { 1227 {
1025 lock (m_items) 1228 foreach (TaskInventoryItem item in m_items.Values)
1026 { 1229 {
1027 foreach (TaskInventoryItem item in m_items.Values) 1230 item.CurrentPermissions = perms;
1028 { 1231 item.BasePermissions = perms;
1029 item.CurrentPermissions = perms;
1030 item.BasePermissions = perms;
1031 }
1032 } 1232 }
1033 m_inventorySerial++; 1233 m_inventorySerial++;
1034 HasInventoryChanged = true; 1234 HasInventoryChanged = true;
@@ -1036,17 +1236,13 @@ namespace OpenSim.Region.Framework.Scenes
1036 1236
1037 public bool ContainsScripts() 1237 public bool ContainsScripts()
1038 { 1238 {
1039 lock (m_items) 1239 foreach (TaskInventoryItem item in m_items.Values)
1040 { 1240 {
1041 foreach (TaskInventoryItem item in m_items.Values) 1241 if (item.InvType == (int)InventoryType.LSL)
1042 { 1242 {
1043 if (item.InvType == (int)InventoryType.LSL) 1243 return true;
1044 {
1045 return true;
1046 }
1047 } 1244 }
1048 } 1245 }
1049
1050 return false; 1246 return false;
1051 } 1247 }
1052 1248
@@ -1054,11 +1250,8 @@ namespace OpenSim.Region.Framework.Scenes
1054 { 1250 {
1055 List<UUID> ret = new List<UUID>(); 1251 List<UUID> ret = new List<UUID>();
1056 1252
1057 lock (m_items) 1253 foreach (TaskInventoryItem item in m_items.Values)
1058 { 1254 ret.Add(item.ItemID);
1059 foreach (TaskInventoryItem item in m_items.Values)
1060 ret.Add(item.ItemID);
1061 }
1062 1255
1063 return ret; 1256 return ret;
1064 } 1257 }
@@ -1089,31 +1282,46 @@ namespace OpenSim.Region.Framework.Scenes
1089 1282
1090 public Dictionary<UUID, string> GetScriptStates() 1283 public Dictionary<UUID, string> GetScriptStates()
1091 { 1284 {
1285 return GetScriptStates(false);
1286 }
1287
1288 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1289 {
1092 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>(); 1290 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
1093 1291
1094 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1292 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1095 if (engines == null) // No engine at all 1293 if (engines == null) // No engine at all
1096 return ret; 1294 return ret;
1097 1295
1098 List<TaskInventoryItem> scripts = GetInventoryScripts(); 1296 Items.LockItemsForRead(true);
1099 1297 foreach (TaskInventoryItem item in m_items.Values)
1100 foreach (TaskInventoryItem item in scripts)
1101 { 1298 {
1102 foreach (IScriptModule e in engines) 1299 if (item.InvType == (int)InventoryType.LSL)
1103 { 1300 {
1104 if (e != null) 1301 foreach (IScriptModule e in engines)
1105 { 1302 {
1106 string n = e.GetXMLState(item.ItemID); 1303 if (e != null)
1107 if (n != String.Empty)
1108 { 1304 {
1109 if (!ret.ContainsKey(item.ItemID)) 1305 string n = e.GetXMLState(item.ItemID);
1110 ret[item.ItemID] = n; 1306 if (n != String.Empty)
1111 break; 1307 {
1308 if (oldIDs)
1309 {
1310 if (!ret.ContainsKey(item.OldItemID))
1311 ret[item.OldItemID] = n;
1312 }
1313 else
1314 {
1315 if (!ret.ContainsKey(item.ItemID))
1316 ret[item.ItemID] = n;
1317 }
1318 break;
1319 }
1112 } 1320 }
1113 } 1321 }
1114 } 1322 }
1115 } 1323 }
1116 1324 Items.LockItemsForRead(false);
1117 return ret; 1325 return ret;
1118 } 1326 }
1119 1327
@@ -1123,21 +1331,27 @@ namespace OpenSim.Region.Framework.Scenes
1123 if (engines == null) 1331 if (engines == null)
1124 return; 1332 return;
1125 1333
1126 List<TaskInventoryItem> scripts = GetInventoryScripts();
1127 1334
1128 foreach (TaskInventoryItem item in scripts) 1335 Items.LockItemsForRead(true);
1336
1337 foreach (TaskInventoryItem item in m_items.Values)
1129 { 1338 {
1130 foreach (IScriptModule engine in engines) 1339 if (item.InvType == (int)InventoryType.LSL)
1131 { 1340 {
1132 if (engine != null) 1341 foreach (IScriptModule engine in engines)
1133 { 1342 {
1134 if (item.OwnerChanged) 1343 if (engine != null)
1135 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER }); 1344 {
1136 item.OwnerChanged = false; 1345 if (item.OwnerChanged)
1137 engine.ResumeScript(item.ItemID); 1346 engine.PostScriptEvent(item.ItemID, "changed", new Object[] { (int)Changed.OWNER });
1347 item.OwnerChanged = false;
1348 engine.ResumeScript(item.ItemID);
1349 }
1138 } 1350 }
1139 } 1351 }
1140 } 1352 }
1353
1354 Items.LockItemsForRead(false);
1141 } 1355 }
1142 } 1356 }
1143} 1357}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index fa2c7b5..6a3983f 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using System.Reflection; 31using System.Reflection;
31using System.Timers; 32using System.Timers;
@@ -72,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes
72// { 73// {
73// m_log.Debug("[ScenePresence] Destructor called"); 74// m_log.Debug("[ScenePresence] Destructor called");
74// } 75// }
75 76
76 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 77 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
77 78
78// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes(); 79// private static readonly byte[] DEFAULT_TEXTURE = AvatarAppearance.GetDefaultTexture().GetBytes();
@@ -87,7 +88,9 @@ namespace OpenSim.Region.Framework.Scenes
87 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 88 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
88 /// issue #1716 89 /// issue #1716
89 /// </summary> 90 /// </summary>
90 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f); 91// private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.1f, 0.0f, 0.3f);
92 // Value revised by KF 091121 by comparison with SL.
93 private static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f);
91 94
92 public UUID currentParcelUUID = UUID.Zero; 95 public UUID currentParcelUUID = UUID.Zero;
93 96
@@ -121,8 +124,11 @@ namespace OpenSim.Region.Framework.Scenes
121 public Vector3 lastKnownAllowedPosition; 124 public Vector3 lastKnownAllowedPosition;
122 public bool sentMessageAboutRestrictedParcelFlyingDown; 125 public bool sentMessageAboutRestrictedParcelFlyingDown;
123 public Vector4 CollisionPlane = Vector4.UnitW; 126 public Vector4 CollisionPlane = Vector4.UnitW;
124 127
128 private Vector3 m_avInitialPos; // used to calculate unscripted sit rotation
129 private Vector3 m_avUnscriptedSitPos; // for non-scripted prims
125 private Vector3 m_lastPosition; 130 private Vector3 m_lastPosition;
131 private Vector3 m_lastWorldPosition;
126 private Quaternion m_lastRotation; 132 private Quaternion m_lastRotation;
127 private Vector3 m_lastVelocity; 133 private Vector3 m_lastVelocity;
128 //private int m_lastTerseSent; 134 //private int m_lastTerseSent;
@@ -153,9 +159,10 @@ namespace OpenSim.Region.Framework.Scenes
153 private int m_perfMonMS; 159 private int m_perfMonMS;
154 160
155 private bool m_setAlwaysRun; 161 private bool m_setAlwaysRun;
156
157 private bool m_forceFly; 162 private bool m_forceFly;
158 private bool m_flyDisabled; 163 private bool m_flyDisabled;
164 private bool m_flyingOld; // add for fly velocity control
165 public bool m_wasFlying; // add for fly velocity control
159 166
160 private float m_speedModifier = 1.0f; 167 private float m_speedModifier = 1.0f;
161 168
@@ -174,7 +181,8 @@ namespace OpenSim.Region.Framework.Scenes
174 protected RegionInfo m_regionInfo; 181 protected RegionInfo m_regionInfo;
175 protected ulong crossingFromRegion; 182 protected ulong crossingFromRegion;
176 183
177 private readonly Vector3[] Dir_Vectors = new Vector3[9]; 184 private readonly Vector3[] Dir_Vectors = new Vector3[11];
185 private bool m_isNudging = false;
178 186
179 // Position of agent's camera in world (region cordinates) 187 // Position of agent's camera in world (region cordinates)
180 protected Vector3 m_CameraCenter; 188 protected Vector3 m_CameraCenter;
@@ -199,17 +207,25 @@ namespace OpenSim.Region.Framework.Scenes
199 private bool m_autopilotMoving; 207 private bool m_autopilotMoving;
200 private Vector3 m_autoPilotTarget; 208 private Vector3 m_autoPilotTarget;
201 private bool m_sitAtAutoTarget; 209 private bool m_sitAtAutoTarget;
210 private Vector3 m_initialSitTarget = Vector3.Zero; //KF: First estimate of where to sit
202 211
203 private string m_nextSitAnimation = String.Empty; 212 private string m_nextSitAnimation = String.Empty;
204 213
205 //PauPaw:Proper PID Controler for autopilot************ 214 //PauPaw:Proper PID Controler for autopilot************
206 private bool m_moveToPositionInProgress; 215 private bool m_moveToPositionInProgress;
207 private Vector3 m_moveToPositionTarget; 216 private Vector3 m_moveToPositionTarget;
217 private Quaternion m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
208 218
209 private bool m_followCamAuto; 219 private bool m_followCamAuto;
210 220
211 private int m_movementUpdateCount; 221 private int m_movementUpdateCount;
222 private int m_lastColCount = -1; //KF: Look for Collision chnages
223 private int m_updateCount = 0; //KF: Update Anims for a while
224 private static readonly int UPDATE_COUNT = 10; // how many frames to update for
212 private const int NumMovementsBetweenRayCast = 5; 225 private const int NumMovementsBetweenRayCast = 5;
226 private List<uint> m_lastColliders = new List<uint>();
227
228 private object m_syncRoot = new Object();
213 229
214 private bool CameraConstraintActive; 230 private bool CameraConstraintActive;
215 //private int m_moveToPositionStateStatus; 231 //private int m_moveToPositionStateStatus;
@@ -236,7 +252,9 @@ namespace OpenSim.Region.Framework.Scenes
236 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS, 252 DIR_CONTROL_FLAG_UP = AgentManager.ControlFlags.AGENT_CONTROL_UP_POS,
237 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG, 253 DIR_CONTROL_FLAG_DOWN = AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG,
238 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS, 254 DIR_CONTROL_FLAG_FORWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_POS,
239 DIR_CONTROL_FLAG_BACKWARD_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG, 255 DIR_CONTROL_FLAG_BACK_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG,
256 DIR_CONTROL_FLAG_LEFT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS,
257 DIR_CONTROL_FLAG_RIGHT_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG,
240 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG 258 DIR_CONTROL_FLAG_DOWN_NUDGE = AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG
241 } 259 }
242 260
@@ -443,7 +461,8 @@ namespace OpenSim.Region.Framework.Scenes
443 get 461 get
444 { 462 {
445 PhysicsActor actor = m_physicsActor; 463 PhysicsActor actor = m_physicsActor;
446 if (actor != null) 464// if (actor != null)
465 if ((actor != null) && (m_parentID == 0)) // KF Do NOT update m_pos here if Av is sitting!
447 m_pos = actor.Position; 466 m_pos = actor.Position;
448 else 467 else
449 { 468 {
@@ -492,7 +511,8 @@ namespace OpenSim.Region.Framework.Scenes
492 } 511 }
493 } 512 }
494 513
495 m_pos = value; 514 if (m_parentID == 0) // KF Do NOT update m_pos here if Av is sitting!
515 m_pos = value;
496 m_parentPosition = Vector3.Zero; 516 m_parentPosition = Vector3.Zero;
497 } 517 }
498 } 518 }
@@ -536,10 +556,39 @@ namespace OpenSim.Region.Framework.Scenes
536 } 556 }
537 } 557 }
538 558
559 public Quaternion OffsetRotation
560 {
561 get { return m_offsetRotation; }
562 set { m_offsetRotation = value; }
563 }
564
539 public Quaternion Rotation 565 public Quaternion Rotation
540 { 566 {
541 get { return m_bodyRot; } 567 get {
542 set { m_bodyRot = value; } 568 if (m_parentID != 0)
569 {
570 if (m_offsetRotation != null)
571 {
572 return m_offsetRotation;
573 }
574 else
575 {
576 return new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
577 }
578
579 }
580 else
581 {
582 return m_bodyRot;
583 }
584 }
585 set {
586 m_bodyRot = value;
587 if (m_parentID != 0)
588 {
589 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
590 }
591 }
543 } 592 }
544 593
545 public Quaternion PreviousRotation 594 public Quaternion PreviousRotation
@@ -564,11 +613,21 @@ namespace OpenSim.Region.Framework.Scenes
564 613
565 private uint m_parentID; 614 private uint m_parentID;
566 615
616
617 private UUID m_linkedPrim;
618
567 public uint ParentID 619 public uint ParentID
568 { 620 {
569 get { return m_parentID; } 621 get { return m_parentID; }
570 set { m_parentID = value; } 622 set { m_parentID = value; }
571 } 623 }
624
625 public UUID LinkedPrim
626 {
627 get { return m_linkedPrim; }
628 set { m_linkedPrim = value; }
629 }
630
572 public float Health 631 public float Health
573 { 632 {
574 get { return m_health; } 633 get { return m_health; }
@@ -690,7 +749,7 @@ namespace OpenSim.Region.Framework.Scenes
690 CreateSceneViewer(); 749 CreateSceneViewer();
691 m_animator = new ScenePresenceAnimator(this); 750 m_animator = new ScenePresenceAnimator(this);
692 } 751 }
693 752
694 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 753 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
695 { 754 {
696 m_rootRegionHandle = reginfo.RegionHandle; 755 m_rootRegionHandle = reginfo.RegionHandle;
@@ -722,10 +781,7 @@ namespace OpenSim.Region.Framework.Scenes
722 m_reprioritization_timer.AutoReset = false; 781 m_reprioritization_timer.AutoReset = false;
723 782
724 AdjustKnownSeeds(); 783 AdjustKnownSeeds();
725
726 // TODO: I think, this won't send anything, as we are still a child here...
727 Animator.TrySetMovementAnimation("STAND"); 784 Animator.TrySetMovementAnimation("STAND");
728
729 // we created a new ScenePresence (a new child agent) in a fresh region. 785 // we created a new ScenePresence (a new child agent) in a fresh region.
730 // Request info about all the (root) agents in this region 786 // Request info about all the (root) agents in this region
731 // Note: This won't send data *to* other clients in that region (children don't send) 787 // Note: This won't send data *to* other clients in that region (children don't send)
@@ -776,25 +832,47 @@ namespace OpenSim.Region.Framework.Scenes
776 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT 832 Dir_Vectors[3] = -Vector3.UnitY; //RIGHT
777 Dir_Vectors[4] = Vector3.UnitZ; //UP 833 Dir_Vectors[4] = Vector3.UnitZ; //UP
778 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN 834 Dir_Vectors[5] = -Vector3.UnitZ; //DOWN
779 Dir_Vectors[8] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge 835 Dir_Vectors[6] = new Vector3(0.5f, 0f, 0f); //FORWARD_NUDGE
780 Dir_Vectors[6] = Vector3.UnitX*2; //FORWARD 836 Dir_Vectors[7] = new Vector3(-0.5f, 0f, 0f); //BACK_NUDGE
781 Dir_Vectors[7] = -Vector3.UnitX; //BACK 837 Dir_Vectors[8] = new Vector3(0f, 0.5f, 0f); //LEFT_NUDGE
838 Dir_Vectors[9] = new Vector3(0f, -0.5f, 0f); //RIGHT_NUDGE
839 Dir_Vectors[10] = new Vector3(0f, 0f, -0.5f); //DOWN_Nudge
782 } 840 }
783 841
784 private Vector3[] GetWalkDirectionVectors() 842 private Vector3[] GetWalkDirectionVectors()
785 { 843 {
786 Vector3[] vector = new Vector3[9]; 844 Vector3[] vector = new Vector3[11];
787 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD 845 vector[0] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD
788 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK 846 vector[1] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK
789 vector[2] = Vector3.UnitY; //LEFT 847 vector[2] = Vector3.UnitY; //LEFT
790 vector[3] = -Vector3.UnitY; //RIGHT 848 vector[3] = -Vector3.UnitY; //RIGHT
791 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP 849 vector[4] = new Vector3(m_CameraAtAxis.Z, 0f, m_CameraUpAxis.Z); //UP
792 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN 850 vector[5] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN
793 vector[8] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_Nudge 851 vector[6] = new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z); //FORWARD_NUDGE
794 vector[6] = (new Vector3(m_CameraUpAxis.Z, 0f, -m_CameraAtAxis.Z) * 2); //FORWARD Nudge 852 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK_NUDGE
795 vector[7] = new Vector3(-m_CameraUpAxis.Z, 0f, m_CameraAtAxis.Z); //BACK Nudge 853 vector[8] = Vector3.UnitY; //LEFT_NUDGE
854 vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
855 vector[10] = new Vector3(-m_CameraAtAxis.Z, 0f, -m_CameraUpAxis.Z); //DOWN_NUDGE
796 return vector; 856 return vector;
797 } 857 }
858
859 private bool[] GetDirectionIsNudge()
860 {
861 bool[] isNudge = new bool[11];
862 isNudge[0] = false; //FORWARD
863 isNudge[1] = false; //BACK
864 isNudge[2] = false; //LEFT
865 isNudge[3] = false; //RIGHT
866 isNudge[4] = false; //UP
867 isNudge[5] = false; //DOWN
868 isNudge[6] = true; //FORWARD_NUDGE
869 isNudge[7] = true; //BACK_NUDGE
870 isNudge[8] = true; //LEFT_NUDGE
871 isNudge[9] = true; //RIGHT_NUDGE
872 isNudge[10] = true; //DOWN_Nudge
873 return isNudge;
874 }
875
798 876
799 #endregion 877 #endregion
800 878
@@ -856,6 +934,54 @@ namespace OpenSim.Region.Framework.Scenes
856 pos.Y = crossedBorder.BorderLine.Z - 1; 934 pos.Y = crossedBorder.BorderLine.Z - 1;
857 } 935 }
858 936
937 //If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
938 //This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
939 //they'll bypass the landing point. But I can't think of any decent way of fixing this.
940 ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
941 if (land != null)
942 {
943 if (KnownChildRegionHandles.Count == 0)
944 {
945 //Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
946 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)
947 {
948 pos = land.LandData.UserLocation;
949 }
950 }
951
952 land.SendLandUpdateToClient(ControllingClient);
953 }
954
955 if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
956 {
957 Vector3 emergencyPos = new Vector3(((int)Constants.RegionSize * 0.5f), ((int)Constants.RegionSize * 0.5f), 128);
958
959 if (pos.X < 0)
960 {
961 emergencyPos.X = (int)Constants.RegionSize + pos.X;
962 if (!(pos.Y < 0))
963 emergencyPos.Y = pos.Y;
964 if (!(pos.Z < 0))
965 emergencyPos.Z = pos.Z;
966 }
967 if (pos.Y < 0)
968 {
969 emergencyPos.Y = (int)Constants.RegionSize + pos.Y;
970 if (!(pos.X < 0))
971 emergencyPos.X = pos.X;
972 if (!(pos.Z < 0))
973 emergencyPos.Z = pos.Z;
974 }
975 if (pos.Z < 0)
976 {
977 emergencyPos.Z = 128;
978 if (!(pos.Y < 0))
979 emergencyPos.Y = pos.Y;
980 if (!(pos.X < 0))
981 emergencyPos.X = pos.X;
982 }
983 }
984
859 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 985 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
860 { 986 {
861 m_log.WarnFormat( 987 m_log.WarnFormat(
@@ -980,12 +1106,17 @@ namespace OpenSim.Region.Framework.Scenes
980 { 1106 {
981 if (PhysicsActor != null) 1107 if (PhysicsActor != null)
982 { 1108 {
983 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1109 try
984 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall; 1110 {
985 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor); 1111 m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
986 m_physicsActor.UnSubscribeEvents(); 1112 m_physicsActor.OnOutOfBounds -= OutOfBoundsCall;
987 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1113 m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
988 PhysicsActor = null; 1114 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1115 m_physicsActor.UnSubscribeEvents();
1116 PhysicsActor = null;
1117 }
1118 catch
1119 { }
989 } 1120 }
990 } 1121 }
991 1122
@@ -996,9 +1127,10 @@ namespace OpenSim.Region.Framework.Scenes
996 public void Teleport(Vector3 pos) 1127 public void Teleport(Vector3 pos)
997 { 1128 {
998 bool isFlying = false; 1129 bool isFlying = false;
1130
999 if (m_physicsActor != null) 1131 if (m_physicsActor != null)
1000 isFlying = m_physicsActor.Flying; 1132 isFlying = m_physicsActor.Flying;
1001 1133
1002 RemoveFromPhysicalScene(); 1134 RemoveFromPhysicalScene();
1003 Velocity = Vector3.Zero; 1135 Velocity = Vector3.Zero;
1004 AbsolutePosition = pos; 1136 AbsolutePosition = pos;
@@ -1010,6 +1142,7 @@ namespace OpenSim.Region.Framework.Scenes
1010 } 1142 }
1011 1143
1012 SendTerseUpdateToAllClients(); 1144 SendTerseUpdateToAllClients();
1145
1013 } 1146 }
1014 1147
1015 public void TeleportWithMomentum(Vector3 pos) 1148 public void TeleportWithMomentum(Vector3 pos)
@@ -1228,6 +1361,7 @@ namespace OpenSim.Region.Framework.Scenes
1228 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902"); 1361 m_log.Error("[AVATAR]: NonFinite Avatar position detected... Reset Position. Mantis this please. Error #9999902");
1229 1362
1230 m_pos = m_LastFinitePos; 1363 m_pos = m_LastFinitePos;
1364
1231 if (!m_pos.IsFinite()) 1365 if (!m_pos.IsFinite())
1232 { 1366 {
1233 m_pos.X = 127f; 1367 m_pos.X = 127f;
@@ -1294,7 +1428,6 @@ namespace OpenSim.Region.Framework.Scenes
1294 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback); 1428 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(m_CameraCenter - posAdjusted), Vector3.Distance(m_CameraCenter, posAdjusted) + 0.3f, RayCastCameraCallback);
1295 } 1429 }
1296 } 1430 }
1297
1298 lock (scriptedcontrols) 1431 lock (scriptedcontrols)
1299 { 1432 {
1300 if (scriptedcontrols.Count > 0) 1433 if (scriptedcontrols.Count > 0)
@@ -1309,6 +1442,9 @@ namespace OpenSim.Region.Framework.Scenes
1309 1442
1310 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0) 1443 if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) != 0)
1311 { 1444 {
1445 m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.
1446 Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
1447
1312 // TODO: This doesn't prevent the user from walking yet. 1448 // TODO: This doesn't prevent the user from walking yet.
1313 // Setting parent ID would fix this, if we knew what value 1449 // Setting parent ID would fix this, if we knew what value
1314 // to use. Or we could add a m_isSitting variable. 1450 // to use. Or we could add a m_isSitting variable.
@@ -1357,12 +1493,20 @@ namespace OpenSim.Region.Framework.Scenes
1357 if (actor.Flying != oldflying) 1493 if (actor.Flying != oldflying)
1358 update_movementflag = true; 1494 update_movementflag = true;
1359 1495
1496 if (m_animator.m_jumping) // add for jumping
1497 update_movementflag = true;
1498
1360 if (q != m_bodyRot) 1499 if (q != m_bodyRot)
1361 { 1500 {
1362 m_bodyRot = q; 1501 m_bodyRot = q;
1363 update_rotation = true; 1502 update_rotation = true;
1364 } 1503 }
1365 1504
1505 //guilty until proven innocent..
1506 bool Nudging = true;
1507 //Basically, if there is at least one non-nudge control then we don't need
1508 //to worry about stopping the avatar
1509
1366 if (m_parentID == 0) 1510 if (m_parentID == 0)
1367 { 1511 {
1368 bool bAllowUpdateMoveToPosition = false; 1512 bool bAllowUpdateMoveToPosition = false;
@@ -1377,9 +1521,12 @@ namespace OpenSim.Region.Framework.Scenes
1377 else 1521 else
1378 dirVectors = Dir_Vectors; 1522 dirVectors = Dir_Vectors;
1379 1523
1380 // The fact that m_movementflag is a byte needs to be fixed 1524 bool[] isNudge = GetDirectionIsNudge();
1381 // it really should be a uint 1525
1382 uint nudgehack = 250; 1526
1527
1528
1529
1383 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS) 1530 foreach (Dir_ControlFlags DCF in DIR_CONTROL_FLAGS)
1384 { 1531 {
1385 if (((uint)flags & (uint)DCF) != 0) 1532 if (((uint)flags & (uint)DCF) != 0)
@@ -1389,40 +1536,28 @@ namespace OpenSim.Region.Framework.Scenes
1389 try 1536 try
1390 { 1537 {
1391 agent_control_v3 += dirVectors[i]; 1538 agent_control_v3 += dirVectors[i];
1392 //m_log.DebugFormat("[Motion]: {0}, {1}",i, dirVectors[i]); 1539 if (isNudge[i] == false)
1540 {
1541 Nudging = false;
1542 }
1393 } 1543 }
1394 catch (IndexOutOfRangeException) 1544 catch (IndexOutOfRangeException)
1395 { 1545 {
1396 // Why did I get this? 1546 // Why did I get this?
1397 } 1547 }
1398 1548
1399 if ((m_movementflag & (byte)(uint)DCF) == 0) 1549 if ((m_movementflag & (uint)DCF) == 0)
1400 { 1550 {
1401 if (DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1402 {
1403 m_movementflag |= (byte)nudgehack;
1404 }
1405 m_movementflag += (byte)(uint)DCF; 1551 m_movementflag += (byte)(uint)DCF;
1406 update_movementflag = true; 1552 update_movementflag = true;
1407 } 1553 }
1408 } 1554 }
1409 else 1555 else
1410 { 1556 {
1411 if ((m_movementflag & (byte)(uint)DCF) != 0 || 1557 if ((m_movementflag & (uint)DCF) != 0)
1412 ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1413 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1414 ) // This or is for Nudge forward
1415 { 1558 {
1416 m_movementflag -= ((byte)(uint)DCF); 1559 m_movementflag -= (byte)(uint)DCF;
1417
1418 update_movementflag = true; 1560 update_movementflag = true;
1419 /*
1420 if ((DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_FORWARD_NUDGE || DCF == Dir_ControlFlags.DIR_CONTROL_FLAG_BACKWARD_NUDGE)
1421 && ((m_movementflag & (byte)nudgehack) == nudgehack))
1422 {
1423 m_log.Debug("Removed Hack flag");
1424 }
1425 */
1426 } 1561 }
1427 else 1562 else
1428 { 1563 {
@@ -1431,7 +1566,6 @@ namespace OpenSim.Region.Framework.Scenes
1431 } 1566 }
1432 i++; 1567 i++;
1433 } 1568 }
1434
1435 //Paupaw:Do Proper PID for Autopilot here 1569 //Paupaw:Do Proper PID for Autopilot here
1436 if (bResetMoveToPosition) 1570 if (bResetMoveToPosition)
1437 { 1571 {
@@ -1466,6 +1600,9 @@ namespace OpenSim.Region.Framework.Scenes
1466 // Ignore z component of vector 1600 // Ignore z component of vector
1467 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f); 1601 Vector3 LocalVectorToTarget2D = new Vector3((float)(LocalVectorToTarget3D.X), (float)(LocalVectorToTarget3D.Y), 0f);
1468 LocalVectorToTarget2D.Normalize(); 1602 LocalVectorToTarget2D.Normalize();
1603
1604 //We're not nudging
1605 Nudging = false;
1469 agent_control_v3 += LocalVectorToTarget2D; 1606 agent_control_v3 += LocalVectorToTarget2D;
1470 1607
1471 // update avatar movement flags. the avatar coordinate system is as follows: 1608 // update avatar movement flags. the avatar coordinate system is as follows:
@@ -1556,13 +1693,13 @@ namespace OpenSim.Region.Framework.Scenes
1556 // m_log.DebugFormat( 1693 // m_log.DebugFormat(
1557 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3); 1694 // "In {0} adding velocity to {1} of {2}", m_scene.RegionInfo.RegionName, Name, agent_control_v3);
1558 1695
1559 AddNewMovement(agent_control_v3, q); 1696 AddNewMovement(agent_control_v3, q, Nudging);
1560 1697
1561 1698
1562 } 1699 }
1563 } 1700 }
1564 1701
1565 if (update_movementflag && ((flags & AgentManager.ControlFlags.AGENT_CONTROL_SIT_ON_GROUND) == 0) && (m_parentID == 0) && !SitGround) 1702 if (update_movementflag && !SitGround)
1566 Animator.UpdateMovementAnimations(); 1703 Animator.UpdateMovementAnimations();
1567 1704
1568 m_scene.EventManager.TriggerOnClientMovement(this); 1705 m_scene.EventManager.TriggerOnClientMovement(this);
@@ -1577,7 +1714,6 @@ namespace OpenSim.Region.Framework.Scenes
1577 m_sitAtAutoTarget = false; 1714 m_sitAtAutoTarget = false;
1578 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default; 1715 PrimitiveBaseShape proxy = PrimitiveBaseShape.Default;
1579 //proxy.PCode = (byte)PCode.ParticleSystem; 1716 //proxy.PCode = (byte)PCode.ParticleSystem;
1580
1581 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy); 1717 proxyObjectGroup = new SceneObjectGroup(UUID, Pos, Rotation, proxy);
1582 proxyObjectGroup.AttachToScene(m_scene); 1718 proxyObjectGroup.AttachToScene(m_scene);
1583 1719
@@ -1618,8 +1754,8 @@ namespace OpenSim.Region.Framework.Scenes
1618 return; 1754 return;
1619 } 1755 }
1620 m_moveToPositionInProgress = true; 1756 m_moveToPositionInProgress = true;
1621 m_moveToPositionTarget = new Vector3(locx, locy, locz); 1757 m_moveToPositionTarget = new Vector3(locx, locy, locz + (m_appearance.AvatarHeight / 2.0f));
1622 } 1758 }
1623 catch (Exception ex) 1759 catch (Exception ex)
1624 { 1760 {
1625 //Why did I get this error? 1761 //Why did I get this error?
@@ -1641,7 +1777,7 @@ namespace OpenSim.Region.Framework.Scenes
1641 Velocity = Vector3.Zero; 1777 Velocity = Vector3.Zero;
1642 SendAvatarDataToAllAgents(); 1778 SendAvatarDataToAllAgents();
1643 1779
1644 //HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); 1780 HandleAgentSit(ControllingClient, m_requestedSitTargetUUID); //KF ??
1645 } 1781 }
1646 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false); 1782 //ControllingClient.SendSitResponse(m_requestedSitTargetID, m_requestedSitOffset, Quaternion.Identity, false, Vector3.Zero, Vector3.Zero, false);
1647 m_requestedSitTargetUUID = UUID.Zero; 1783 m_requestedSitTargetUUID = UUID.Zero;
@@ -1678,25 +1814,22 @@ namespace OpenSim.Region.Framework.Scenes
1678 1814
1679 if (m_parentID != 0) 1815 if (m_parentID != 0)
1680 { 1816 {
1681 m_log.Debug("StandupCode Executed"); 1817 SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
1682 SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
1683 if (part != null) 1818 if (part != null)
1684 { 1819 {
1820 part.TaskInventory.LockItemsForRead(true);
1685 TaskInventoryDictionary taskIDict = part.TaskInventory; 1821 TaskInventoryDictionary taskIDict = part.TaskInventory;
1686 if (taskIDict != null) 1822 if (taskIDict != null)
1687 { 1823 {
1688 lock (taskIDict) 1824 foreach (UUID taskID in taskIDict.Keys)
1689 { 1825 {
1690 foreach (UUID taskID in taskIDict.Keys) 1826 UnRegisterControlEventsToScript(LocalId, taskID);
1691 { 1827 taskIDict[taskID].PermsMask &= ~(
1692 UnRegisterControlEventsToScript(LocalId, taskID); 1828 2048 | //PERMISSION_CONTROL_CAMERA
1693 taskIDict[taskID].PermsMask &= ~( 1829 4); // PERMISSION_TAKE_CONTROLS
1694 2048 | //PERMISSION_CONTROL_CAMERA
1695 4); // PERMISSION_TAKE_CONTROLS
1696 }
1697 } 1830 }
1698
1699 } 1831 }
1832 part.TaskInventory.LockItemsForRead(false);
1700 // Reset sit target. 1833 // Reset sit target.
1701 if (part.GetAvatarOnSitTarget() == UUID) 1834 if (part.GetAvatarOnSitTarget() == UUID)
1702 part.SitTargetAvatar = UUID.Zero; 1835 part.SitTargetAvatar = UUID.Zero;
@@ -1705,16 +1838,55 @@ namespace OpenSim.Region.Framework.Scenes
1705 m_parentPosition = part.GetWorldPosition(); 1838 m_parentPosition = part.GetWorldPosition();
1706 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1839 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1707 } 1840 }
1841 // part.GetWorldRotation() is the rotation of the object being sat on
1842 // Rotation is the sittiing Av's rotation
1843
1844 Quaternion partRot;
1845// if (part.LinkNum == 1)
1846// { // Root prim of linkset
1847// partRot = part.ParentGroup.RootPart.RotationOffset;
1848// }
1849// else
1850// { // single or child prim
1851
1852// }
1853 if (part == null) //CW: Part may be gone. llDie() for example.
1854 {
1855 partRot = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1856 }
1857 else
1858 {
1859 partRot = part.GetWorldRotation();
1860 }
1861
1862 Quaternion partIRot = Quaternion.Inverse(partRot);
1708 1863
1864 Quaternion avatarRot = Quaternion.Inverse(Quaternion.Inverse(Rotation) * partIRot); // world or. of the av
1865 Vector3 avStandUp = new Vector3(0.3f, 0f, 0f) * avatarRot; // 0.3M infront of av
1866
1867
1709 if (m_physicsActor == null) 1868 if (m_physicsActor == null)
1710 { 1869 {
1711 AddToPhysicalScene(false); 1870 AddToPhysicalScene(false);
1712 } 1871 }
1713 1872 //CW: If the part isn't null then we can set the current position
1714 m_pos += m_parentPosition + new Vector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight); 1873 if (part != null)
1715 m_parentPosition = Vector3.Zero; 1874 {
1716 1875 Vector3 avWorldStandUp = avStandUp + part.GetWorldPosition() + ((m_pos - part.OffsetPosition) * partRot); // + av sit offset!
1717 m_parentID = 0; 1876 AbsolutePosition = avWorldStandUp; //KF: Fix stand up.
1877 part.IsOccupied = false;
1878 part.ParentGroup.DeleteAvatar(ControllingClient.AgentId);
1879 }
1880 else
1881 {
1882 //CW: Since the part doesn't exist, a coarse standup position isn't an issue
1883 AbsolutePosition = m_lastWorldPosition;
1884 }
1885
1886 m_parentPosition = Vector3.Zero;
1887 m_parentID = 0;
1888 m_linkedPrim = UUID.Zero;
1889 m_offsetRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
1718 SendAvatarDataToAllAgents(); 1890 SendAvatarDataToAllAgents();
1719 m_requestedSitTargetID = 0; 1891 m_requestedSitTargetID = 0;
1720 if (m_physicsActor != null && m_appearance != null) 1892 if (m_physicsActor != null && m_appearance != null)
@@ -1723,7 +1895,6 @@ namespace OpenSim.Region.Framework.Scenes
1723 SetHeight(m_appearance.AvatarHeight); 1895 SetHeight(m_appearance.AvatarHeight);
1724 } 1896 }
1725 } 1897 }
1726
1727 Animator.TrySetMovementAnimation("STAND"); 1898 Animator.TrySetMovementAnimation("STAND");
1728 } 1899 }
1729 1900
@@ -1754,13 +1925,9 @@ namespace OpenSim.Region.Framework.Scenes
1754 Vector3 avSitOffSet = part.SitTargetPosition; 1925 Vector3 avSitOffSet = part.SitTargetPosition;
1755 Quaternion avSitOrientation = part.SitTargetOrientation; 1926 Quaternion avSitOrientation = part.SitTargetOrientation;
1756 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1927 UUID avOnTargetAlready = part.GetAvatarOnSitTarget();
1757 1928 bool SitTargetOccupied = (avOnTargetAlready != UUID.Zero);
1758 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1929 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1759 bool SitTargetisSet = 1930 if (SitTargetisSet && !SitTargetOccupied)
1760 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && avSitOrientation.W == 1f &&
1761 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f));
1762
1763 if (SitTargetisSet && SitTargetUnOccupied)
1764 { 1931 {
1765 //switch the target to this prim 1932 //switch the target to this prim
1766 return part; 1933 return part;
@@ -1774,85 +1941,167 @@ namespace OpenSim.Region.Framework.Scenes
1774 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation) 1941 private void SendSitResponse(IClientAPI remoteClient, UUID targetID, Vector3 offset, Quaternion pSitOrientation)
1775 { 1942 {
1776 bool autopilot = true; 1943 bool autopilot = true;
1944 Vector3 autopilotTarget = new Vector3();
1945 Quaternion sitOrientation = Quaternion.Identity;
1777 Vector3 pos = new Vector3(); 1946 Vector3 pos = new Vector3();
1778 Quaternion sitOrientation = pSitOrientation;
1779 Vector3 cameraEyeOffset = Vector3.Zero; 1947 Vector3 cameraEyeOffset = Vector3.Zero;
1780 Vector3 cameraAtOffset = Vector3.Zero; 1948 Vector3 cameraAtOffset = Vector3.Zero;
1781 bool forceMouselook = false; 1949 bool forceMouselook = false;
1782 1950
1783 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID); 1951 //SceneObjectPart part = m_scene.GetSceneObjectPart(targetID);
1784 SceneObjectPart part = FindNextAvailableSitTarget(targetID); 1952 SceneObjectPart part = FindNextAvailableSitTarget(targetID);
1785 if (part != null) 1953 if (part == null) return;
1786 { 1954
1787 // TODO: determine position to sit at based on scene geometry; don't trust offset from client 1955 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
1788 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 1956 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1789 1957
1790 // Is a sit target available? 1958 // part is the prim to sit on
1791 Vector3 avSitOffSet = part.SitTargetPosition; 1959 // offset is the world-ref vector distance from that prim center to the click-spot
1792 Quaternion avSitOrientation = part.SitTargetOrientation; 1960 // UUID is the UUID of the Avatar doing the clicking
1793 UUID avOnTargetAlready = part.GetAvatarOnSitTarget(); 1961
1794 1962 m_avInitialPos = AbsolutePosition; // saved to calculate unscripted sit rotation
1795 bool SitTargetUnOccupied = (!(avOnTargetAlready != UUID.Zero)); 1963
1796 bool SitTargetisSet = 1964 // Is a sit target available?
1797 (!(avSitOffSet.X == 0f && avSitOffSet.Y == 0f && avSitOffSet.Z == 0f && 1965 Vector3 avSitOffSet = part.SitTargetPosition;
1798 ( 1966 Quaternion avSitOrientation = part.SitTargetOrientation;
1799 avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 1f // Valid Zero Rotation quaternion 1967
1800 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 1f && avSitOrientation.W == 0f // W-Z Mapping was invalid at one point 1968 bool SitTargetisSet = (Vector3.Zero != avSitOffSet); //NB Latest SL Spec shows Sit Rotation setting is ignored.
1801 || avSitOrientation.X == 0f && avSitOrientation.Y == 0f && avSitOrientation.Z == 0f && avSitOrientation.W == 0f // Invalid Quaternion 1969 // Quaternion partIRot = Quaternion.Inverse(part.GetWorldRotation());
1802 ) 1970 Quaternion partRot;
1803 )); 1971// if (part.LinkNum == 1)
1804 1972// { // Root prim of linkset
1805 if (SitTargetisSet && SitTargetUnOccupied) 1973// partRot = part.ParentGroup.RootPart.RotationOffset;
1806 { 1974// }
1807 part.SitTargetAvatar = UUID; 1975// else
1808 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); 1976// { // single or child prim
1809 sitOrientation = avSitOrientation; 1977 partRot = part.GetWorldRotation();
1810 autopilot = false; 1978// }
1811 } 1979 Quaternion partIRot = Quaternion.Inverse(partRot);
1812 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1980//Console.WriteLine("SendSitResponse offset=" + offset + " Occup=" + part.IsOccupied + " TargSet=" + SitTargetisSet);
1813 1981 // Sit analysis rewritten by KF 091125
1814 pos = part.AbsolutePosition + offset; 1982 if (SitTargetisSet) // scipted sit
1815 //if (Math.Abs(part.AbsolutePosition.Z - AbsolutePosition.Z) > 1) 1983 {
1816 //{ 1984 if (!part.IsOccupied)
1817 // offset = pos; 1985 {
1818 //autopilot = false; 1986//Console.WriteLine("Scripted, unoccupied");
1819 //} 1987 part.SitTargetAvatar = UUID; // set that Av will be on it
1820 if (m_physicsActor != null) 1988 offset = new Vector3(avSitOffSet.X, avSitOffSet.Y, avSitOffSet.Z); // change ofset to the scripted one
1821 { 1989
1822 // If we're not using the client autopilot, we're immediately warping the avatar to the location 1990 Quaternion nrot = avSitOrientation;
1823 // We can remove the physicsActor until they stand up. 1991 if (!part.IsRoot)
1824 m_sitAvatarHeight = m_physicsActor.Size.Z;
1825
1826 if (autopilot)
1827 { 1992 {
1828 if (Util.GetDistanceTo(AbsolutePosition, pos) < 4.5) 1993 nrot = part.RotationOffset * avSitOrientation;
1829 {
1830 autopilot = false;
1831
1832 RemoveFromPhysicalScene();
1833 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
1834 }
1835 } 1994 }
1836 else 1995 sitOrientation = nrot; // Change rotatione to the scripted one
1996 OffsetRotation = nrot;
1997 autopilot = false; // Jump direct to scripted llSitPos()
1998 }
1999 else
2000 {
2001//Console.WriteLine("Scripted, occupied");
2002 return;
2003 }
2004 }
2005 else // Not Scripted
2006 {
2007 if ( (Math.Abs(offset.X) > 0.1f) || (Math.Abs(offset.Y) > 0.1f) ) // Changed 0.5M to 0.1M as they want to be able to sit close together
2008 {
2009 // large prim & offset, ignore if other Avs sitting
2010// offset.Z -= 0.05f;
2011 m_avUnscriptedSitPos = offset * partIRot; // (non-zero) sit where clicked
2012 autopilotTarget = part.AbsolutePosition + offset; // World location of clicked point
2013
2014//Console.WriteLine(" offset ={0}", offset);
2015//Console.WriteLine(" UnscriptedSitPos={0}", m_avUnscriptedSitPos);
2016//Console.WriteLine(" autopilotTarget={0}", autopilotTarget);
2017
2018 }
2019 else // small offset
2020 {
2021//Console.WriteLine("Small offset");
2022 if (!part.IsOccupied)
2023 {
2024 m_avUnscriptedSitPos = Vector3.Zero; // Zero = Sit on prim center
2025 autopilotTarget = part.AbsolutePosition;
2026//Console.WriteLine("UsSmall autopilotTarget={0}", autopilotTarget);
2027 }
2028 else return; // occupied small
2029 } // end large/small
2030 } // end Scripted/not
2031
2032 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2033
2034 cameraAtOffset = part.GetCameraAtOffset();
2035 cameraEyeOffset = part.GetCameraEyeOffset();
2036 forceMouselook = part.GetForceMouselook();
2037 if(cameraAtOffset == Vector3.Zero) cameraAtOffset = new Vector3(0f, 0f, 0.1f); //
2038 if(cameraEyeOffset == Vector3.Zero) cameraEyeOffset = new Vector3(0f, 0f, 0.1f); //
2039
2040 if (m_physicsActor != null)
2041 {
2042 // If we're not using the client autopilot, we're immediately warping the avatar to the location
2043 // We can remove the physicsActor until they stand up.
2044 m_sitAvatarHeight = m_physicsActor.Size.Z;
2045 if (autopilot)
2046 { // its not a scripted sit
2047// if (Util.GetDistanceTo(AbsolutePosition, autopilotTarget) < 4.5)
2048 if( (Math.Abs(AbsolutePosition.X - autopilotTarget.X) < 256.0f) && (Math.Abs(AbsolutePosition.Y - autopilotTarget.Y) < 256.0f) )
1837 { 2049 {
2050 autopilot = false; // close enough
2051 m_lastWorldPosition = m_pos; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2052 Not using the part's position because returning the AV to the last known standing
2053 position is likely to be more friendly, isn't it? */
1838 RemoveFromPhysicalScene(); 2054 RemoveFromPhysicalScene();
1839 } 2055 Velocity = Vector3.Zero;
2056 AbsolutePosition = autopilotTarget + new Vector3(0.0f, 0.0f, (m_sitAvatarHeight / 2.0f)); // Warp av to over sit target
2057 } // else the autopilot will get us close
2058 }
2059 else
2060 { // its a scripted sit
2061 m_lastWorldPosition = part.AbsolutePosition; /* CW - This give us a position to return the avatar to if the part is killed before standup.
2062 I *am* using the part's position this time because we have no real idea how far away
2063 the avatar is from the sit target. */
2064 RemoveFromPhysicalScene();
2065 Velocity = Vector3.Zero;
1840 } 2066 }
1841
1842 cameraAtOffset = part.GetCameraAtOffset();
1843 cameraEyeOffset = part.GetCameraEyeOffset();
1844 forceMouselook = part.GetForceMouselook();
1845 } 2067 }
1846 2068 else return; // physactor is null!
1847 ControllingClient.SendSitResponse(targetID, offset, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook); 2069
1848 m_requestedSitTargetUUID = targetID; 2070 Vector3 offsetr; // = offset * partIRot;
2071 // KF: In a linkset, offsetr needs to be relative to the group root! 091208
2072 // offsetr = (part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) + (offset * partIRot);
2073 // if (part.LinkNum < 2) 091216 All this was necessary because of the GetWorldRotation error.
2074 // { // Single, or Root prim of linkset, target is ClickOffset * RootRot
2075 //offsetr = offset * partIRot;
2076//
2077 // else
2078 // { // Child prim, offset is (ChildOffset * RootRot) + (ClickOffset * ChildRot)
2079 // offsetr = //(part.OffsetPosition * Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset)) +
2080 // (offset * partRot);
2081 // }
2082
2083//Console.WriteLine(" ");
2084//Console.WriteLine("link number ={0}", part.LinkNum);
2085//Console.WriteLine("Prim offset ={0}", part.OffsetPosition );
2086//Console.WriteLine("Root Rotate ={0}", part.ParentGroup.RootPart.RotationOffset);
2087//Console.WriteLine("Click offst ={0}", offset);
2088//Console.WriteLine("Prim Rotate ={0}", part.GetWorldRotation());
2089//Console.WriteLine("offsetr ={0}", offsetr);
2090//Console.WriteLine("Camera At ={0}", cameraAtOffset);
2091//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
2092
2093 //NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
2094 ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
2095
2096 m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
1849 // This calls HandleAgentSit twice, once from here, and the client calls 2097 // This calls HandleAgentSit twice, once from here, and the client calls
1850 // HandleAgentSit itself after it gets to the location 2098 // HandleAgentSit itself after it gets to the location
1851 // It doesn't get to the location until we've moved them there though 2099 // It doesn't get to the location until we've moved them there though
1852 // which happens in HandleAgentSit :P 2100 // which happens in HandleAgentSit :P
1853 m_autopilotMoving = autopilot; 2101 m_autopilotMoving = autopilot;
1854 m_autoPilotTarget = pos; 2102 m_autoPilotTarget = autopilotTarget;
1855 m_sitAtAutoTarget = autopilot; 2103 m_sitAtAutoTarget = autopilot;
2104 m_initialSitTarget = autopilotTarget;
1856 if (!autopilot) 2105 if (!autopilot)
1857 HandleAgentSit(remoteClient, UUID); 2106 HandleAgentSit(remoteClient, UUID);
1858 } 2107 }
@@ -2147,47 +2396,130 @@ namespace OpenSim.Region.Framework.Scenes
2147 { 2396 {
2148 if (part != null) 2397 if (part != null)
2149 { 2398 {
2399//Console.WriteLine("Link #{0}, Rot {1}", part.LinkNum, part.GetWorldRotation());
2150 if (part.GetAvatarOnSitTarget() == UUID) 2400 if (part.GetAvatarOnSitTarget() == UUID)
2151 { 2401 {
2402//Console.WriteLine("Scripted Sit");
2403 // Scripted sit
2152 Vector3 sitTargetPos = part.SitTargetPosition; 2404 Vector3 sitTargetPos = part.SitTargetPosition;
2153 Quaternion sitTargetOrient = part.SitTargetOrientation; 2405 Quaternion sitTargetOrient = part.SitTargetOrientation;
2154
2155 //Quaternion vq = new Quaternion(sitTargetPos.X, sitTargetPos.Y+0.2f, sitTargetPos.Z+0.2f, 0);
2156 //Quaternion nq = new Quaternion(-sitTargetOrient.X, -sitTargetOrient.Y, -sitTargetOrient.Z, sitTargetOrient.w);
2157
2158 //Quaternion result = (sitTargetOrient * vq) * nq;
2159
2160 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z); 2406 m_pos = new Vector3(sitTargetPos.X, sitTargetPos.Y, sitTargetPos.Z);
2161 m_pos += SIT_TARGET_ADJUSTMENT; 2407 m_pos += SIT_TARGET_ADJUSTMENT;
2408 if (!part.IsRoot)
2409 {
2410 m_pos *= part.RotationOffset;
2411 }
2162 m_bodyRot = sitTargetOrient; 2412 m_bodyRot = sitTargetOrient;
2163 //Rotation = sitTargetOrient;
2164 m_parentPosition = part.AbsolutePosition; 2413 m_parentPosition = part.AbsolutePosition;
2165 2414 part.IsOccupied = true;
2166 //SendTerseUpdateToAllClients(); 2415 part.ParentGroup.AddAvatar(agentID);
2167 } 2416 }
2168 else 2417 else
2169 { 2418 {
2170 m_pos -= part.AbsolutePosition; 2419 // if m_avUnscriptedSitPos is zero then Av sits above center
2420 // Else Av sits at m_avUnscriptedSitPos
2421
2422 // Non-scripted sit by Kitto Flora 21Nov09
2423 // Calculate angle of line from prim to Av
2424 Quaternion partIRot;
2425// if (part.LinkNum == 1)
2426// { // Root prim of linkset
2427// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2428// }
2429// else
2430// { // single or child prim
2431 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2432// }
2433 Vector3 sitTargetPos= part.AbsolutePosition + m_avUnscriptedSitPos;
2434 float y_diff = (m_avInitialPos.Y - sitTargetPos.Y);
2435 float x_diff = ( m_avInitialPos.X - sitTargetPos.X);
2436 if(Math.Abs(x_diff) < 0.001f) x_diff = 0.001f; // avoid div by 0
2437 if(Math.Abs(y_diff) < 0.001f) y_diff = 0.001f; // avoid pol flip at 0
2438 float sit_angle = (float)Math.Atan2( (double)y_diff, (double)x_diff);
2439 // NOTE: when sitting m_ pos and m_bodyRot are *relative* to the prim location/rotation, not 'World'.
2440 // Av sits at world euler <0,0, z>, translated by part rotation
2441 m_bodyRot = partIRot * Quaternion.CreateFromEulers(0f, 0f, sit_angle); // sit at 0,0,inv-click
2442
2171 m_parentPosition = part.AbsolutePosition; 2443 m_parentPosition = part.AbsolutePosition;
2172 } 2444 part.IsOccupied = true;
2445 part.ParentGroup.AddAvatar(agentID);
2446 m_pos = new Vector3(0f, 0f, 0.05f) + // corrections to get Sit Animation
2447 (new Vector3(0.0f, 0f, 0.61f) * partIRot) + // located on center
2448 (new Vector3(0.34f, 0f, 0.0f) * m_bodyRot) +
2449 m_avUnscriptedSitPos; // adds click offset, if any
2450 //Set up raytrace to find top surface of prim
2451 Vector3 size = part.Scale;
2452 float mag = 2.0f; // 0.1f + (float)Math.Sqrt((size.X * size.X) + (size.Y * size.Y) + (size.Z * size.Z));
2453 Vector3 start = part.AbsolutePosition + new Vector3(0f, 0f, mag);
2454 Vector3 down = new Vector3(0f, 0f, -1f);
2455//Console.WriteLine("st={0} do={1} ma={2}", start, down, mag);
2456 m_scene.PhysicsScene.RaycastWorld(
2457 start, // Vector3 position,
2458 down, // Vector3 direction,
2459 mag, // float length,
2460 SitAltitudeCallback); // retMethod
2461 } // end scripted/not
2173 } 2462 }
2174 else 2463 else // no Av
2175 { 2464 {
2176 return; 2465 return;
2177 } 2466 }
2178 } 2467 }
2179 m_parentID = m_requestedSitTargetID;
2180 2468
2469 //We want our offsets to reference the root prim, not the child we may have sat on
2470 if (!part.IsRoot)
2471 {
2472 m_parentID = part.ParentGroup.RootPart.LocalId;
2473 m_pos += part.OffsetPosition;
2474 }
2475 else
2476 {
2477 m_parentID = m_requestedSitTargetID;
2478 }
2479
2480 m_linkedPrim = part.UUID;
2481 if (part.GetAvatarOnSitTarget() != UUID)
2482 {
2483 m_offsetRotation = m_offsetRotation / part.RotationOffset;
2484 }
2181 Velocity = Vector3.Zero; 2485 Velocity = Vector3.Zero;
2182 RemoveFromPhysicalScene(); 2486 RemoveFromPhysicalScene();
2183
2184 Animator.TrySetMovementAnimation(sitAnimation); 2487 Animator.TrySetMovementAnimation(sitAnimation);
2185 SendAvatarDataToAllAgents(); 2488 SendAvatarDataToAllAgents();
2186 // This may seem stupid, but Our Full updates don't send avatar rotation :P
2187 // So we're also sending a terse update (which has avatar rotation)
2188 // [Update] We do now.
2189 //SendTerseUpdateToAllClients(); 2489 //SendTerseUpdateToAllClients();
2190 } 2490 }
2491
2492 public void SitAltitudeCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal)
2493 {
2494 // KF: 091202 There appears to be a bug in Prim Edit Size - the process sometimes make a prim that RayTrace no longer
2495 // sees. Take/re-rez, or sim restart corrects the condition. Result of bug is incorrect sit height.
2496 if(hitYN)
2497 {
2498 // m_pos = Av offset from prim center to make look like on center
2499 // m_parentPosition = Actual center pos of prim
2500 // collisionPoint = spot on prim where we want to sit
2501 // collisionPoint.Z = global sit surface height
2502 SceneObjectPart part = m_scene.GetSceneObjectPart(localid);
2503 Quaternion partIRot;
2504// if (part.LinkNum == 1)
2505/// { // Root prim of linkset
2506// partIRot = Quaternion.Inverse(part.ParentGroup.RootPart.RotationOffset);
2507// }
2508// else
2509// { // single or child prim
2510 partIRot = Quaternion.Inverse(part.GetWorldRotation());
2511// }
2512 if (m_initialSitTarget != null)
2513 {
2514 float offZ = collisionPoint.Z - m_initialSitTarget.Z;
2515 Vector3 offset = new Vector3(0.0f, 0.0f, offZ) * partIRot; // Altitude correction
2516 //Console.WriteLine("sitPoint={0}, offset={1}", sitPoint, offset);
2517 m_pos += offset;
2518 // ControllingClient.SendClearFollowCamProperties(part.UUID);
2519 }
2520
2521 }
2522 } // End SitAltitudeCallback KF.
2191 2523
2192 /// <summary> 2524 /// <summary>
2193 /// Event handler for the 'Always run' setting on the client 2525 /// Event handler for the 'Always run' setting on the client
@@ -2217,12 +2549,13 @@ namespace OpenSim.Region.Framework.Scenes
2217 /// </summary> 2549 /// </summary>
2218 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param> 2550 /// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
2219 /// <param name="rotation">The direction in which this avatar should now face. 2551 /// <param name="rotation">The direction in which this avatar should now face.
2220 public void AddNewMovement(Vector3 vec, Quaternion rotation) 2552 public void AddNewMovement(Vector3 vec, Quaternion rotation, bool Nudging)
2221 { 2553 {
2222 if (m_isChildAgent) 2554 if (m_isChildAgent)
2223 { 2555 {
2224 // WHAT??? 2556 // WHAT???
2225 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent, making root agent!"); 2557 m_log.Debug("[SCENEPRESENCE]: AddNewMovement() called on child agent");
2558
2226 return; 2559 return;
2227 } 2560 }
2228 2561
@@ -2231,15 +2564,26 @@ namespace OpenSim.Region.Framework.Scenes
2231 Rotation = rotation; 2564 Rotation = rotation;
2232 Vector3 direc = vec * rotation; 2565 Vector3 direc = vec * rotation;
2233 direc.Normalize(); 2566 direc.Normalize();
2567 PhysicsActor actor = m_physicsActor;
2568
2569 if (actor.Flying != m_flyingOld) // add for fly velocity control
2570 {
2571 m_flyingOld = actor.Flying; // add for fly velocity control
2572 if (!actor.Flying) m_wasFlying = true; // add for fly velocity control
2573 }
2574
2575 if (m_physicsActor.IsColliding == true) m_wasFlying = false; // add for fly velocity control
2576
2577 if ((vec.Z == 0f) && !actor.Flying) direc.Z = 0f; // Prevent camera WASD up.
2234 2578
2235 direc *= 0.03f * 128f * m_speedModifier; 2579 direc *= 0.03f * 128f * m_speedModifier;
2236 2580
2237 PhysicsActor actor = m_physicsActor;
2238 if (actor != null) 2581 if (actor != null)
2239 { 2582 {
2240 if (actor.Flying) 2583 if (actor.Flying)
2241 { 2584 {
2242 direc *= 4.0f; 2585// rm speed mod direc *= 4.0f;
2586 direc *= 5.2f; // for speed mod
2243 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0)); 2587 //bool controlland = (((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) || ((m_AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
2244 //bool colliding = (m_physicsActor.IsColliding==true); 2588 //bool colliding = (m_physicsActor.IsColliding==true);
2245 //if (controlland) 2589 //if (controlland)
@@ -2252,22 +2596,34 @@ namespace OpenSim.Region.Framework.Scenes
2252 // m_log.Info("[AGENT]: Stop FLying"); 2596 // m_log.Info("[AGENT]: Stop FLying");
2253 //} 2597 //}
2254 } 2598 }
2599 if (Animator.m_falling && m_wasFlying) // if falling from flying, disable motion add
2600 {
2601 direc *= 0.0f;
2602 }
2603 /* This jumping section removed to SPA
2255 else if (!actor.Flying && actor.IsColliding) 2604 else if (!actor.Flying && actor.IsColliding)
2256 { 2605 {
2257 if (direc.Z > 2.0f) 2606 if (direc.Z > 2.0f)
2258 { 2607 {
2259 direc.Z *= 3.0f; 2608 if(m_animator.m_animTickJump == -1)
2260 2609 {
2261 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2610 direc.Z *= 3.0f; // jump
2262 Animator.TrySetMovementAnimation("PREJUMP"); 2611 }
2263 Animator.TrySetMovementAnimation("JUMP"); 2612 else
2613 {
2614 direc.Z *= 0.1f; // prejump
2615 }
2616 / * Animations are controlled via GetMovementAnimation() in ScenePresenceAnimator.cs
2617 Animator.TrySetMovementAnimation("PREJUMP");
2618 Animator.TrySetMovementAnimation("JUMP");
2619 * /
2264 } 2620 }
2265 } 2621 } */
2266 } 2622 }
2267 2623
2268 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2624 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2269 m_forceToApply = direc; 2625 m_forceToApply = direc;
2270 2626 m_isNudging = Nudging;
2271 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS)); 2627 m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
2272 } 2628 }
2273 2629
@@ -2316,6 +2672,9 @@ namespace OpenSim.Region.Framework.Scenes
2316 2672
2317 CheckForSignificantMovement(); // sends update to the modules. 2673 CheckForSignificantMovement(); // sends update to the modules.
2318 } 2674 }
2675
2676 //Sending prim updates AFTER the avatar terse updates are sent
2677 SendPrimUpdates();
2319 } 2678 }
2320 2679
2321 #endregion 2680 #endregion
@@ -3075,6 +3434,7 @@ namespace OpenSim.Region.Framework.Scenes
3075 m_callbackURI = cAgent.CallbackURI; 3434 m_callbackURI = cAgent.CallbackURI;
3076 3435
3077 m_pos = cAgent.Position; 3436 m_pos = cAgent.Position;
3437
3078 m_velocity = cAgent.Velocity; 3438 m_velocity = cAgent.Velocity;
3079 m_CameraCenter = cAgent.Center; 3439 m_CameraCenter = cAgent.Center;
3080 m_CameraAtAxis = cAgent.AtAxis; 3440 m_CameraAtAxis = cAgent.AtAxis;
@@ -3193,20 +3553,45 @@ namespace OpenSim.Region.Framework.Scenes
3193 /// </summary> 3553 /// </summary>
3194 public override void UpdateMovement() 3554 public override void UpdateMovement()
3195 { 3555 {
3196 if (m_forceToApply.HasValue) 3556 if (Animator!=null) // add for jumping
3197 { 3557 { // add for jumping
3198 Vector3 force = m_forceToApply.Value; 3558 // if (!m_animator.m_jumping) // add for jumping
3559 // { // add for jumping
3199 3560
3200 m_updateflag = true; 3561 if (m_forceToApply.HasValue) // this section realigned
3201 3562 {
3202 // The magic constant 0.95f seems to make walking feel less jerky,
3203 // probably because it hackishly accounts for the overall latency of
3204 // these Velocity updates -- Diva
3205 Velocity = force * .95F;
3206 3563
3207 m_forceToApply = null; 3564 Vector3 force = m_forceToApply.Value;
3208 } 3565 m_updateflag = true;
3209 } 3566if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3567 Velocity = force;
3568//Console.WriteLine("UM1 {0}", Velocity);
3569 m_forceToApply = null;
3570 }
3571 else
3572 {
3573 if (m_isNudging)
3574 {
3575 Vector3 force = Vector3.Zero;
3576
3577 m_updateflag = true;
3578if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3579 Velocity = force;
3580//Console.WriteLine("UM2 {0}", Velocity);
3581 m_isNudging = false;
3582 m_updateCount = UPDATE_COUNT; //KF: Update anims to pickup "STAND"
3583 }
3584 else // add for jumping
3585 { // add for jumping
3586 Vector3 force = Vector3.Zero; // add for jumping
3587if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for jumping
3588//Console.WriteLine("UM3 {0}", Velocity);
3589 Velocity = force; // add for jumping
3590 }
3591 }
3592 // } // end realign
3593 } // add for jumping
3594 } // add for jumping
3210 3595
3211 /// <summary> 3596 /// <summary>
3212 /// Adds a physical representation of the avatar to the Physics plugin 3597 /// Adds a physical representation of the avatar to the Physics plugin
@@ -3220,10 +3605,8 @@ namespace OpenSim.Region.Framework.Scenes
3220 3605
3221 Vector3 pVec = AbsolutePosition; 3606 Vector3 pVec = AbsolutePosition;
3222 3607
3223 // Old bug where the height was in centimeters instead of meters
3224 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, 3608 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec,
3225 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); 3609 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying);
3226
3227 scene.AddPhysicsActorTaint(m_physicsActor); 3610 scene.AddPhysicsActorTaint(m_physicsActor);
3228 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3611 //m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3229 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3612 m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
@@ -3247,18 +3630,29 @@ namespace OpenSim.Region.Framework.Scenes
3247 { 3630 {
3248 if (e == null) 3631 if (e == null)
3249 return; 3632 return;
3250 3633
3251 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3634 // The Physics Scene will send (spam!) updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3252 // The Physics Scene will send updates every 500 ms grep: m_physicsActor.SubscribeEvents(
3253 // as of this comment the interval is set in AddToPhysicalScene 3635 // as of this comment the interval is set in AddToPhysicalScene
3254 if (Animator!=null) 3636 if (Animator!=null)
3255 Animator.UpdateMovementAnimations(); 3637 {
3638 if (m_updateCount > 0) //KF: DO NOT call UpdateMovementAnimations outside of the m_updateCount wrapper,
3639 { // else its will lock out other animation changes, like ground sit.
3640 Animator.UpdateMovementAnimations();
3641 m_updateCount--;
3642 }
3643 }
3256 3644
3257 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3645 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3258 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3646 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3259 3647
3260 CollisionPlane = Vector4.UnitW; 3648 CollisionPlane = Vector4.UnitW;
3261 3649
3650 if (m_lastColCount != coldata.Count)
3651 {
3652 m_updateCount = UPDATE_COUNT;
3653 m_lastColCount = coldata.Count;
3654 }
3655
3262 if (coldata.Count != 0 && Animator != null) 3656 if (coldata.Count != 0 && Animator != null)
3263 { 3657 {
3264 switch (Animator.CurrentMovementAnimation) 3658 switch (Animator.CurrentMovementAnimation)
@@ -3288,6 +3682,148 @@ namespace OpenSim.Region.Framework.Scenes
3288 } 3682 }
3289 } 3683 }
3290 3684
3685 List<uint> thisHitColliders = new List<uint>();
3686 List<uint> endedColliders = new List<uint>();
3687 List<uint> startedColliders = new List<uint>();
3688
3689 foreach (uint localid in coldata.Keys)
3690 {
3691 thisHitColliders.Add(localid);
3692 if (!m_lastColliders.Contains(localid))
3693 {
3694 startedColliders.Add(localid);
3695 }
3696 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
3697 }
3698
3699 // calculate things that ended colliding
3700 foreach (uint localID in m_lastColliders)
3701 {
3702 if (!thisHitColliders.Contains(localID))
3703 {
3704 endedColliders.Add(localID);
3705 }
3706 }
3707 //add the items that started colliding this time to the last colliders list.
3708 foreach (uint localID in startedColliders)
3709 {
3710 m_lastColliders.Add(localID);
3711 }
3712 // remove things that ended colliding from the last colliders list
3713 foreach (uint localID in endedColliders)
3714 {
3715 m_lastColliders.Remove(localID);
3716 }
3717
3718 // do event notification
3719 if (startedColliders.Count > 0)
3720 {
3721 ColliderArgs StartCollidingMessage = new ColliderArgs();
3722 List<DetectedObject> colliding = new List<DetectedObject>();
3723 foreach (uint localId in startedColliders)
3724 {
3725 if (localId == 0)
3726 continue;
3727
3728 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3729 string data = "";
3730 if (obj != null)
3731 {
3732 DetectedObject detobj = new DetectedObject();
3733 detobj.keyUUID = obj.UUID;
3734 detobj.nameStr = obj.Name;
3735 detobj.ownerUUID = obj.OwnerID;
3736 detobj.posVector = obj.AbsolutePosition;
3737 detobj.rotQuat = obj.GetWorldRotation();
3738 detobj.velVector = obj.Velocity;
3739 detobj.colliderType = 0;
3740 detobj.groupUUID = obj.GroupID;
3741 colliding.Add(detobj);
3742 }
3743 }
3744
3745 if (colliding.Count > 0)
3746 {
3747 StartCollidingMessage.Colliders = colliding;
3748
3749 foreach (SceneObjectGroup att in Attachments)
3750 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
3751 }
3752 }
3753
3754 if (endedColliders.Count > 0)
3755 {
3756 ColliderArgs EndCollidingMessage = new ColliderArgs();
3757 List<DetectedObject> colliding = new List<DetectedObject>();
3758 foreach (uint localId in endedColliders)
3759 {
3760 if (localId == 0)
3761 continue;
3762
3763 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3764 string data = "";
3765 if (obj != null)
3766 {
3767 DetectedObject detobj = new DetectedObject();
3768 detobj.keyUUID = obj.UUID;
3769 detobj.nameStr = obj.Name;
3770 detobj.ownerUUID = obj.OwnerID;
3771 detobj.posVector = obj.AbsolutePosition;
3772 detobj.rotQuat = obj.GetWorldRotation();
3773 detobj.velVector = obj.Velocity;
3774 detobj.colliderType = 0;
3775 detobj.groupUUID = obj.GroupID;
3776 colliding.Add(detobj);
3777 }
3778 }
3779
3780 if (colliding.Count > 0)
3781 {
3782 EndCollidingMessage.Colliders = colliding;
3783
3784 foreach (SceneObjectGroup att in Attachments)
3785 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
3786 }
3787 }
3788
3789 if (thisHitColliders.Count > 0)
3790 {
3791 ColliderArgs CollidingMessage = new ColliderArgs();
3792 List<DetectedObject> colliding = new List<DetectedObject>();
3793 foreach (uint localId in thisHitColliders)
3794 {
3795 if (localId == 0)
3796 continue;
3797
3798 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
3799 string data = "";
3800 if (obj != null)
3801 {
3802 DetectedObject detobj = new DetectedObject();
3803 detobj.keyUUID = obj.UUID;
3804 detobj.nameStr = obj.Name;
3805 detobj.ownerUUID = obj.OwnerID;
3806 detobj.posVector = obj.AbsolutePosition;
3807 detobj.rotQuat = obj.GetWorldRotation();
3808 detobj.velVector = obj.Velocity;
3809 detobj.colliderType = 0;
3810 detobj.groupUUID = obj.GroupID;
3811 colliding.Add(detobj);
3812 }
3813 }
3814
3815 if (colliding.Count > 0)
3816 {
3817 CollidingMessage.Colliders = colliding;
3818
3819 lock (m_attachments)
3820 {
3821 foreach (SceneObjectGroup att in m_attachments)
3822 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
3823 }
3824 }
3825 }
3826
3291 if (m_invulnerable) 3827 if (m_invulnerable)
3292 return; 3828 return;
3293 3829
@@ -3713,6 +4249,39 @@ namespace OpenSim.Region.Framework.Scenes
3713 return; 4249 return;
3714 } 4250 }
3715 4251
4252 XmlDocument doc = new XmlDocument();
4253 string stateData = String.Empty;
4254
4255 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
4256 if (attServ != null)
4257 {
4258 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
4259 stateData = attServ.Get(ControllingClient.AgentId.ToString());
4260 if (stateData != String.Empty)
4261 {
4262 try
4263 {
4264 doc.LoadXml(stateData);
4265 }
4266 catch { }
4267 }
4268 }
4269
4270 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
4271
4272 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
4273 if (nodes.Count > 0)
4274 {
4275 foreach (XmlNode n in nodes)
4276 {
4277 XmlElement elem = (XmlElement)n;
4278 string itemID = elem.GetAttribute("ItemID");
4279 string xml = elem.InnerXml;
4280
4281 itemData[new UUID(itemID)] = xml;
4282 }
4283 }
4284
3716 List<AvatarAttachment> attachments = m_appearance.GetAttachments(); 4285 List<AvatarAttachment> attachments = m_appearance.GetAttachments();
3717 foreach (AvatarAttachment attach in attachments) 4286 foreach (AvatarAttachment attach in attachments)
3718 { 4287 {
@@ -3733,7 +4302,30 @@ namespace OpenSim.Region.Framework.Scenes
3733 4302
3734 try 4303 try
3735 { 4304 {
3736 m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p); 4305 string xmlData;
4306 XmlDocument d = new XmlDocument();
4307 UUID asset;
4308 if (itemData.TryGetValue(itemID, out xmlData))
4309 {
4310 d.LoadXml(xmlData);
4311 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", itemID);
4312
4313 // Rez from inventory
4314 asset
4315 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, d);
4316
4317 }
4318 else
4319 {
4320 // Rez from inventory (with a null doc to let
4321 // CHANGED_OWNER happen)
4322 asset
4323 = m_scene.AttachmentsModule.RezSingleAttachmentFromInventory(ControllingClient, itemID, (uint)p, true, null);
4324 }
4325
4326 m_log.InfoFormat(
4327 "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2}",
4328 p, itemID, asset);
3737 } 4329 }
3738 catch (Exception e) 4330 catch (Exception e)
3739 { 4331 {
@@ -3766,6 +4358,15 @@ namespace OpenSim.Region.Framework.Scenes
3766 m_reprioritization_called = false; 4358 m_reprioritization_called = false;
3767 } 4359 }
3768 } 4360 }
4361
4362 private Vector3 Quat2Euler(Quaternion rot){
4363 float x = Utils.RAD_TO_DEG * (float)Math.Atan2((double)((2.0f * rot.X * rot.W) - (2.0f * rot.Y * rot.Z)) ,
4364 (double)(1 - (2.0f * rot.X * rot.X) - (2.0f * rot.Z * rot.Z)));
4365 float y = Utils.RAD_TO_DEG * (float)Math.Asin ((double)((2.0f * rot.X * rot.Y) + (2.0f * rot.Z * rot.W)));
4366 float z = Utils.RAD_TO_DEG * (float)Math.Atan2(((double)(2.0f * rot.Y * rot.W) - (2.0f * rot.X * rot.Z)) ,
4367 (double)(1 - (2.0f * rot.Y * rot.Y) - (2.0f * rot.Z * rot.Z)));
4368 return(new Vector3(x,y,z));
4369 }
3769 4370
3770 public void SaveChangedAttachments() 4371 public void SaveChangedAttachments()
3771 { 4372 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneViewer.cs b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
index b44a010..40a73a9 100644
--- a/OpenSim/Region/Framework/Scenes/SceneViewer.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneViewer.cs
@@ -106,7 +106,7 @@ namespace OpenSim.Region.Framework.Scenes
106 g.ScheduleFullUpdateToAvatar(m_presence); 106 g.ScheduleFullUpdateToAvatar(m_presence);
107 } 107 }
108 108
109 while (m_partsUpdateQueue.Count > 0) 109 while (m_partsUpdateQueue.Count != null && m_partsUpdateQueue.Count > 0)
110 { 110 {
111 SceneObjectPart part = m_partsUpdateQueue.Dequeue(); 111 SceneObjectPart part = m_partsUpdateQueue.Dequeue();
112 112
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 57ae4fd..b2b3ad9 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
102 sceneObject.AddPart(part); 102 sceneObject.AddPart(part);
103 part.LinkNum = linkNum; 103 part.LinkNum = linkNum;
104 part.TrimPermissions(); 104 part.TrimPermissions();
105 part.StoreUndoState(); 105 part.StoreUndoState(UndoType.STATE_ALL);
106 reader.Close(); 106 reader.Close();
107 sr.Close(); 107 sr.Close();
108 } 108 }
@@ -220,7 +220,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
220 if (originalLinkNum != 0) 220 if (originalLinkNum != 0)
221 part.LinkNum = originalLinkNum; 221 part.LinkNum = originalLinkNum;
222 222
223 part.StoreUndoState(); 223 part.StoreUndoState(UndoType.STATE_ALL);
224 reader.Close(); 224 reader.Close();
225 sr.Close(); 225 sr.Close();
226 } 226 }
@@ -1441,12 +1441,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1441 { 1441 {
1442 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1442 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1443 1443
1444 if (reader.IsEmptyElement)
1445 {
1446 reader.Read();
1447 return tinv;
1448 }
1449
1450 reader.ReadStartElement(name, String.Empty); 1444 reader.ReadStartElement(name, String.Empty);
1451 1445
1452 while (reader.Name == "TaskInventoryItem") 1446 while (reader.Name == "TaskInventoryItem")
@@ -1480,12 +1474,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1480 { 1474 {
1481 PrimitiveBaseShape shape = new PrimitiveBaseShape(); 1475 PrimitiveBaseShape shape = new PrimitiveBaseShape();
1482 1476
1483 if (reader.IsEmptyElement)
1484 {
1485 reader.Read();
1486 return shape;
1487 }
1488
1489 reader.ReadStartElement(name, String.Empty); // Shape 1477 reader.ReadStartElement(name, String.Empty); // Shape
1490 1478
1491 string nodeName = string.Empty; 1479 string nodeName = string.Empty;
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 55e407e..f71b507 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,48 +27,125 @@
27 27
28using OpenMetaverse; 28using OpenMetaverse;
29using OpenSim.Region.Framework.Interfaces; 29using OpenSim.Region.Framework.Interfaces;
30using System;
30 31
31namespace OpenSim.Region.Framework.Scenes 32namespace OpenSim.Region.Framework.Scenes
32{ 33{
34 [Flags]
35 public enum UndoType
36 {
37 STATE_PRIM_POSITION = 1,
38 STATE_PRIM_ROTATION = 2,
39 STATE_PRIM_SCALE = 4,
40 STATE_PRIM_ALL = 7,
41 STATE_GROUP_POSITION = 8,
42 STATE_GROUP_ROTATION = 16,
43 STATE_GROUP_SCALE = 32,
44 STATE_GROUP_ALL = 56,
45 STATE_ALL = 63
46 }
47
33 public class UndoState 48 public class UndoState
34 { 49 {
35 public Vector3 Position = Vector3.Zero; 50 public Vector3 Position = Vector3.Zero;
36 public Vector3 Scale = Vector3.Zero; 51 public Vector3 Scale = Vector3.Zero;
37 public Quaternion Rotation = Quaternion.Identity; 52 public Quaternion Rotation = Quaternion.Identity;
53 public Vector3 GroupPosition = Vector3.Zero;
54 public Quaternion GroupRotation = Quaternion.Identity;
55 public Vector3 GroupScale = Vector3.Zero;
56 public DateTime LastUpdated = DateTime.Now;
57 public UndoType Type;
38 58
39 public UndoState(SceneObjectPart part) 59 public UndoState(SceneObjectPart part, UndoType type)
40 { 60 {
61 Type = type;
41 if (part != null) 62 if (part != null)
42 { 63 {
43 if (part.ParentID == 0) 64 if (part.ParentID == 0)
44 { 65 {
45 Position = part.ParentGroup.AbsolutePosition; 66 GroupScale = part.ParentGroup.RootPart.Shape.Scale;
67
68 //FUBAR WARNING: Do NOT get the group's absoluteposition here
69 //or you'll experience a loop and/or a stack issue
70 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
71 GroupRotation = part.ParentGroup.GroupRotation;
72 Position = part.ParentGroup.RootPart.AbsolutePosition;
46 Rotation = part.RotationOffset; 73 Rotation = part.RotationOffset;
47 Scale = part.Shape.Scale; 74 Scale = part.Shape.Scale;
75 LastUpdated = DateTime.Now;
48 } 76 }
49 else 77 else
50 { 78 {
79 GroupScale = part.Shape.Scale;
80
81 //FUBAR WARNING: Do NOT get the group's absoluteposition here
82 //or you'll experience a loop and/or a stack issue
83 GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
84 GroupRotation = part.ParentGroup.Rotation;
51 Position = part.OffsetPosition; 85 Position = part.OffsetPosition;
52 Rotation = part.RotationOffset; 86 Rotation = part.RotationOffset;
53 Scale = part.Shape.Scale; 87 Scale = part.Shape.Scale;
88 LastUpdated = DateTime.Now;
54 } 89 }
55 } 90 }
56 } 91 }
57 92 public void Merge(UndoState last)
93 {
94 if ((Type & UndoType.STATE_GROUP_POSITION) == 0 || ((last.Type & UndoType.STATE_GROUP_POSITION) >= (Type & UndoType.STATE_GROUP_POSITION)))
95 {
96 GroupPosition = last.GroupPosition;
97 Position = last.Position;
98 }
99 if ((Type & UndoType.STATE_GROUP_SCALE) == 0 || ((last.Type & UndoType.STATE_GROUP_SCALE) >= (Type & UndoType.STATE_GROUP_SCALE)))
100 {
101 GroupScale = last.GroupScale;
102 Scale = last.Scale;
103 }
104 if ((Type & UndoType.STATE_GROUP_ROTATION) == 0 || ((last.Type & UndoType.STATE_GROUP_ROTATION) >= (Type & UndoType.STATE_GROUP_ROTATION)))
105 {
106 GroupRotation = last.GroupRotation;
107 Rotation = last.Rotation;
108 }
109 if ((Type & UndoType.STATE_PRIM_POSITION) == 0 || ((last.Type & UndoType.STATE_PRIM_POSITION) >= (Type & UndoType.STATE_PRIM_POSITION)))
110 {
111 Position = last.Position;
112 }
113 if ((Type & UndoType.STATE_PRIM_SCALE) == 0 || ((last.Type & UndoType.STATE_PRIM_SCALE) >= (Type & UndoType.STATE_PRIM_SCALE)))
114 {
115 Scale = last.Scale;
116 }
117 if ((Type & UndoType.STATE_PRIM_ROTATION) == 0 || ((last.Type & UndoType.STATE_PRIM_ROTATION) >= (Type & UndoType.STATE_PRIM_ROTATION)))
118 {
119 Rotation = last.Rotation;
120 }
121 Type = Type | last.Type;
122 }
123 public bool Compare(UndoState undo)
124 {
125 if (undo == null || Position == null) return false;
126 if (undo.Position == Position && undo.Rotation == Rotation && undo.Scale == Scale && undo.GroupPosition == GroupPosition && undo.GroupScale == GroupScale && undo.GroupRotation == GroupRotation)
127 {
128 return true;
129 }
130 else
131 {
132 return false;
133 }
134 }
58 public bool Compare(SceneObjectPart part) 135 public bool Compare(SceneObjectPart part)
59 { 136 {
60 if (part != null) 137 if (part != null)
61 { 138 {
62 if (part.ParentID == 0) 139 if (part.ParentID == 0)
63 { 140 {
64 if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation) 141 if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
65 return true; 142 return true;
66 else 143 else
67 return false; 144 return false;
68 } 145 }
69 else 146 else
70 { 147 {
71 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale) 148 if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
72 return true; 149 return true;
73 else 150 else
74 return false; 151 return false;
@@ -78,62 +155,70 @@ namespace OpenSim.Region.Framework.Scenes
78 return false; 155 return false;
79 } 156 }
80 157
81 public void PlaybackState(SceneObjectPart part) 158 private void RestoreState(SceneObjectPart part)
82 { 159 {
160 bool GroupChange = false;
161 if ((Type & UndoType.STATE_GROUP_POSITION) != 0
162 || (Type & UndoType.STATE_GROUP_ROTATION) != 0
163 || (Type & UndoType.STATE_GROUP_SCALE) != 0)
164 {
165 GroupChange = true;
166 }
167
83 if (part != null) 168 if (part != null)
84 { 169 {
85 part.Undoing = true; 170 part.Undoing = true;
86 171
87 if (part.ParentID == 0) 172 if (part.ParentID == 0 && GroupChange == false)
88 { 173 {
89 if (Position != Vector3.Zero) 174 if (Position != Vector3.Zero)
90 part.ParentGroup.AbsolutePosition = Position; 175
91 part.RotationOffset = Rotation; 176 part.ParentGroup.UpdateSinglePosition(Position, part.LocalId);
177 part.ParentGroup.UpdateSingleRotation(Rotation, part.LocalId);
92 if (Scale != Vector3.Zero) 178 if (Scale != Vector3.Zero)
93 part.Resize(Scale); 179 part.Resize(Scale);
94 part.ParentGroup.ScheduleGroupForTerseUpdate(); 180 part.ParentGroup.ScheduleGroupForTerseUpdate();
95 } 181 }
96 else 182 else
97 { 183 {
98 if (Position != Vector3.Zero) 184 if (GroupChange)
99 part.OffsetPosition = Position; 185 {
100 part.UpdateRotation(Rotation); 186 part.ParentGroup.RootPart.Undoing = true;
101 if (Scale != Vector3.Zero) 187 if (GroupPosition != Vector3.Zero)
102 part.Resize(Scale); part.ScheduleTerseUpdate(); 188 {
189 //Calculate the scale...
190 Vector3 gs = part.Shape.Scale;
191 float scale = GroupScale.Z / gs.Z;
192
193 //Scale first since it can affect our position
194 part.ParentGroup.GroupResize(gs * scale, part.LocalId);
195 part.ParentGroup.AbsolutePosition = GroupPosition;
196 part.ParentGroup.UpdateGroupRotationR(GroupRotation);
197
198 }
199 part.ParentGroup.RootPart.Undoing = false;
200 }
201 else
202 {
203 if (Position != Vector3.Zero) //We can use this for all the updates since all are set
204 {
205 part.OffsetPosition = Position;
206 part.UpdateRotation(Rotation);
207 part.Resize(Scale); part.ScheduleTerseUpdate();
208 }
209 }
103 } 210 }
104 part.Undoing = false; 211 part.Undoing = false;
105 212
106 } 213 }
107 } 214 }
215 public void PlaybackState(SceneObjectPart part)
216 {
217 RestoreState(part);
218 }
108 public void PlayfwdState(SceneObjectPart part) 219 public void PlayfwdState(SceneObjectPart part)
109 { 220 {
110 if (part != null) 221 RestoreState(part);
111 {
112 part.Undoing = true;
113
114 if (part.ParentID == 0)
115 {
116 if (Position != Vector3.Zero)
117 part.ParentGroup.AbsolutePosition = Position;
118 if (Rotation != Quaternion.Identity)
119 part.UpdateRotation(Rotation);
120 if (Scale != Vector3.Zero)
121 part.Resize(Scale);
122 part.ParentGroup.ScheduleGroupForTerseUpdate();
123 }
124 else
125 {
126 if (Position != Vector3.Zero)
127 part.OffsetPosition = Position;
128 if (Rotation != Quaternion.Identity)
129 part.UpdateRotation(Rotation);
130 if (Scale != Vector3.Zero)
131 part.Resize(Scale);
132 part.ScheduleTerseUpdate();
133 }
134 part.Undoing = false;
135
136 }
137 } 222 }
138 } 223 }
139 public class LandUndoState 224 public class LandUndoState
@@ -161,3 +246,4 @@ namespace OpenSim.Region.Framework.Scenes
161 } 246 }
162 } 247 }
163} 248}
249
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 83906d7..3978a7d 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -86,10 +86,6 @@ namespace OpenSim.Region.Framework.Scenes
86 /// <param name="assetUuids">The assets gathered</param> 86 /// <param name="assetUuids">The assets gathered</param>
87 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 87 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
88 { 88 {
89 // avoid infinite loops
90 if (assetUuids.ContainsKey(assetUuid))
91 return;
92
93 try 89 try
94 { 90 {
95 assetUuids[assetUuid] = assetType; 91 assetUuids[assetUuid] = assetType;