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-rw-r--r--OpenSim/Region/Framework/Interfaces/IAgentAssetTransactions.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs10
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs6
-rw-r--r--OpenSim/Region/Framework/Interfaces/IBakedTextureModule.cs19
-rw-r--r--OpenSim/Region/Framework/Interfaces/ICapabilitiesModule.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IDynamicFloaterModule.cs52
-rw-r--r--OpenSim/Region/Framework/Interfaces/IDynamicMenuModule.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs32
-rw-r--r--OpenSim/Region/Framework/Interfaces/IHttpRequests.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IRegionConsole.cs4
-rw-r--r--OpenSim/Region/Framework/Interfaces/IRestartModule.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISearchModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/Interfaces/IWorldComm.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs19
-rw-r--r--OpenSim/Region/Framework/Scenes/CollisionSounds.cs304
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs43
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs16
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs791
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs348
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs150
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs571
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs34
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs443
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs246
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1421
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1471
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs767
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs1122
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs78
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs124
-rw-r--r--OpenSim/Region/Framework/Scenes/TerrainChannel.cs10
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs184
-rw-r--r--OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
45 files changed, 6480 insertions, 2354 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IAgentAssetTransactions.cs b/OpenSim/Region/Framework/Interfaces/IAgentAssetTransactions.cs
index 0cc8fb6..e0aad2b 100644
--- a/OpenSim/Region/Framework/Interfaces/IAgentAssetTransactions.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAgentAssetTransactions.cs
@@ -36,7 +36,7 @@ namespace OpenSim.Region.Framework.Interfaces
36 void HandleItemUpdateFromTransaction(IClientAPI remoteClient, UUID transactionID, 36 void HandleItemUpdateFromTransaction(IClientAPI remoteClient, UUID transactionID,
37 InventoryItemBase item); 37 InventoryItemBase item);
38 38
39 void HandleItemCreationFromTransaction(IClientAPI remoteClient, UUID transactionID, UUID folderID, 39 bool HandleItemCreationFromTransaction(IClientAPI remoteClient, UUID transactionID, UUID folderID,
40 uint callbackID, string description, string name, sbyte invType, 40 uint callbackID, string description, string name, sbyte invType,
41 sbyte type, byte wearableType, uint nextOwnerMask); 41 sbyte type, byte wearableType, uint nextOwnerMask);
42 42
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index d9901bd..3c1247f 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using OpenMetaverse; 31using OpenMetaverse;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -89,7 +90,7 @@ namespace OpenSim.Region.Framework.Interfaces
89 /// <param name="addToInventory">If true then add object to user inventory</param> 90 /// <param name="addToInventory">If true then add object to user inventory</param>
90 /// <param name="append">Append to attachment point rather than replace.</param> 91 /// <param name="append">Append to attachment point rather than replace.</param>
91 /// <returns>true if the object was successfully attached, false otherwise</returns> 92 /// <returns>true if the object was successfully attached, false otherwise</returns>
92 bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool addToInventory, bool append); 93 bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool useAttachmentInfo, bool addToInventory, bool append);
93 94
94 /// <summary> 95 /// <summary>
95 /// Rez an attachment from user inventory and change inventory status to match. 96 /// Rez an attachment from user inventory and change inventory status to match.
@@ -98,7 +99,11 @@ namespace OpenSim.Region.Framework.Interfaces
98 /// <param name="itemID"></param> 99 /// <param name="itemID"></param>
99 /// <param name="AttachmentPt"></param> 100 /// <param name="AttachmentPt"></param>
100 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> 101 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
101 SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); 102 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
103
104 // Same as above, but also load script states from a separate doc
105 ISceneEntity RezSingleAttachmentFromInventory(
106 IScenePresence presence, UUID itemID, uint AttachmentPt, XmlDocument doc);
102 107
103 /// <summary> 108 /// <summary>
104 /// Rez multiple attachments from a user's inventory 109 /// Rez multiple attachments from a user's inventory
@@ -130,7 +135,6 @@ namespace OpenSim.Region.Framework.Interfaces
130 /// <param name="grp">The attachment to detach.</param> 135 /// <param name="grp">The attachment to detach.</param>
131 void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp); 136 void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp);
132 137
133 /// <summary>
134 /// Update the position of an attachment. 138 /// Update the position of an attachment.
135 /// </summary> 139 /// </summary>
136 /// <param name="sog"></param> 140 /// <param name="sog"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs
index 34aca33..d25c930 100644
--- a/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAvatarFactoryModule.cs
@@ -35,8 +35,8 @@ namespace OpenSim.Region.Framework.Interfaces
35 35
36 public interface IAvatarFactoryModule 36 public interface IAvatarFactoryModule
37 { 37 {
38 void SetAppearance(IScenePresence sp, AvatarAppearance appearance); 38 void SetAppearance(IScenePresence sp, AvatarAppearance appearance, WearableCacheItem[] cacheItems);
39 void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams); 39 void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, WearableCacheItem[] cacheItems);
40 40
41 /// <summary> 41 /// <summary>
42 /// Send the appearance of an avatar to others in the scene. 42 /// Send the appearance of an avatar to others in the scene.
@@ -52,6 +52,8 @@ namespace OpenSim.Region.Framework.Interfaces
52 /// <returns>An empty list if this agent has no baked textures (e.g. because it's a child agent)</returns> 52 /// <returns>An empty list if this agent has no baked textures (e.g. because it's a child agent)</returns>
53 Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId); 53 Dictionary<BakeType, Primitive.TextureEntryFace> GetBakedTextureFaces(UUID agentId);
54 54
55
56 WearableCacheItem[] GetCachedItems(UUID agentId);
55 /// <summary> 57 /// <summary>
56 /// Save the baked textures for the given agent permanently in the asset database. 58 /// Save the baked textures for the given agent permanently in the asset database.
57 /// </summary> 59 /// </summary>
diff --git a/OpenSim/Region/Framework/Interfaces/IBakedTextureModule.cs b/OpenSim/Region/Framework/Interfaces/IBakedTextureModule.cs
new file mode 100644
index 0000000..21ed44f
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IBakedTextureModule.cs
@@ -0,0 +1,19 @@
1////////////////////////////////////////////////////////////////
2//
3// (c) 2009, 2010 Careminster Limited and Melanie Thielker
4//
5// All rights reserved
6//
7using System;
8using Nini.Config;
9using OpenSim.Framework;
10using OpenMetaverse;
11
12namespace OpenSim.Services.Interfaces
13{
14 public interface IBakedTextureModule
15 {
16 WearableCacheItem[] Get(UUID id);
17 void Store(UUID id, WearableCacheItem[] data);
18 }
19}
diff --git a/OpenSim/Region/Framework/Interfaces/ICapabilitiesModule.cs b/OpenSim/Region/Framework/Interfaces/ICapabilitiesModule.cs
index 522c82d..30d404e 100644
--- a/OpenSim/Region/Framework/Interfaces/ICapabilitiesModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/ICapabilitiesModule.cs
@@ -40,19 +40,19 @@ namespace OpenSim.Region.Framework.Interfaces
40 /// </summary> 40 /// </summary>
41 /// <param name="agentId"></param> 41 /// <param name="agentId"></param>
42 /// <param name="capsObjectPath"></param> 42 /// <param name="capsObjectPath"></param>
43 void CreateCaps(UUID agentId); 43 void CreateCaps(UUID agentId, uint circuitCode);
44 44
45 /// <summary> 45 /// <summary>
46 /// Remove the caps handler for a given agent. 46 /// Remove the caps handler for a given agent.
47 /// </summary> 47 /// </summary>
48 /// <param name="agentId"></param> 48 /// <param name="agentId"></param>
49 void RemoveCaps(UUID agentId); 49 void RemoveCaps(UUID agentId, uint circuitCode);
50 50
51 /// <summary> 51 /// <summary>
52 /// Will return null if the agent doesn't have a caps handler registered 52 /// Will return null if the agent doesn't have a caps handler registered
53 /// </summary> 53 /// </summary>
54 /// <param name="agentId"></param> 54 /// <param name="agentId"></param>
55 Caps GetCapsForUser(UUID agentId); 55 Caps GetCapsForUser(uint circuitCode);
56 56
57 void SetAgentCapsSeeds(AgentCircuitData agent); 57 void SetAgentCapsSeeds(AgentCircuitData agent);
58 58
@@ -65,5 +65,7 @@ namespace OpenSim.Region.Framework.Interfaces
65 void DropChildSeed(UUID agentID, ulong handle); 65 void DropChildSeed(UUID agentID, ulong handle);
66 66
67 string GetCapsPath(UUID agentId); 67 string GetCapsPath(UUID agentId);
68
69 void ActivateCaps(uint circuitCode);
68 } 70 }
69} 71}
diff --git a/OpenSim/Region/Framework/Interfaces/IDynamicFloaterModule.cs b/OpenSim/Region/Framework/Interfaces/IDynamicFloaterModule.cs
new file mode 100644
index 0000000..7684ce3
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IDynamicFloaterModule.cs
@@ -0,0 +1,52 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Collections.Generic;
29using OpenMetaverse;
30using OpenSim.Framework;
31using OpenSim.Region.Framework.Scenes;
32
33namespace OpenSim.Region.Framework.Interfaces
34{
35 public delegate bool HandlerDelegate(IClientAPI client, FloaterData data, string[] msg);
36
37 public abstract class FloaterData
38 {
39 public abstract int Channel { get; }
40 public abstract string FloaterName { get; set; }
41 public virtual string XmlName { get; set; }
42 public virtual string XmlText { get; set; }
43 public virtual HandlerDelegate Handler { get; set; }
44 }
45
46
47 public interface IDynamicFloaterModule
48 {
49 void DoUserFloater(UUID agentID, FloaterData dialogData, string configuration);
50 void FloaterControl(ScenePresence sp, FloaterData d, string msg);
51 }
52}
diff --git a/OpenSim/Region/Framework/Interfaces/IDynamicMenuModule.cs b/OpenSim/Region/Framework/Interfaces/IDynamicMenuModule.cs
index 08b71e4..4d000b6 100644
--- a/OpenSim/Region/Framework/Interfaces/IDynamicMenuModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IDynamicMenuModule.cs
@@ -43,6 +43,7 @@ namespace OpenSim.Region.Framework.Interfaces
43 public enum UserMode : int 43 public enum UserMode : int
44 { 44 {
45 Normal = 0, 45 Normal = 0,
46 RegionManager = 2,
46 God = 3 47 God = 3
47 } 48 }
48 49
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 150193d..8028d87 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -133,6 +133,8 @@ namespace OpenSim.Region.Framework.Interfaces
133 /// </returns> 133 /// </returns>
134 bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 134 bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
135 135
136 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
137
136 /// <summary> 138 /// <summary>
137 /// Stop and remove a script which is in this prim's inventory from the scene. 139 /// Stop and remove a script which is in this prim's inventory from the scene.
138 /// </summary> 140 /// </summary>
@@ -316,5 +318,6 @@ namespace OpenSim.Region.Framework.Interfaces
316 /// A <see cref="Dictionary`2"/> 318 /// A <see cref="Dictionary`2"/>
317 /// </returns> 319 /// </returns>
318 Dictionary<UUID, string> GetScriptStates(); 320 Dictionary<UUID, string> GetScriptStates();
321 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
319 } 322 }
320} 323}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 1c43a25..1949a90 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -35,6 +35,8 @@ using OpenSim.Region.Framework.Scenes;
35 35
36namespace OpenSim.Region.Framework.Interfaces 36namespace OpenSim.Region.Framework.Interfaces
37{ 37{
38 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
39
38 public interface IEntityTransferModule 40 public interface IEntityTransferModule
39 { 41 {
40 /// <summary> 42 /// <summary>
@@ -50,30 +52,11 @@ namespace OpenSim.Region.Framework.Interfaces
50 /// <param name='teleportFlags'></param> 52 /// <param name='teleportFlags'></param>
51 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags); 53 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
52 54
53 /// <summary>
54 /// Teleport an agent directly to a given region without checking whether the region should be subsituted.
55 /// </summary>
56 /// <remarks>
57 /// Please use Teleport() instead unless you know exactly what you're doing.
58 /// Do not use for same region teleports.
59 /// </remarks>
60 /// <param name='sp'></param>
61 /// <param name='reg'></param>
62 /// <param name='finalDestination'>/param>
63 /// <param name='position'></param>
64 /// <param name='lookAt'></param>
65 /// <param name='teleportFlags'></param>
66 void DoTeleport(
67 ScenePresence sp, GridRegion reg, GridRegion finalDestination,
68 Vector3 position, Vector3 lookAt, uint teleportFlags);
69
70 /// <summary>
71 /// Teleports the agent for the given client to their home destination.
72 /// </summary>
73 /// <param name='id'></param>
74 /// <param name='client'></param>
75 bool TeleportHome(UUID id, IClientAPI client); 55 bool TeleportHome(UUID id, IClientAPI client);
76 56
57 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
58 Vector3 position, Vector3 lookAt, uint teleportFlags);
59
77 /// <summary> 60 /// <summary>
78 /// Show whether the given agent is being teleported. 61 /// Show whether the given agent is being teleported.
79 /// </summary> 62 /// </summary>
@@ -89,7 +72,12 @@ namespace OpenSim.Region.Framework.Interfaces
89 72
90 void EnableChildAgent(ScenePresence agent, GridRegion region); 73 void EnableChildAgent(ScenePresence agent, GridRegion region);
91 74
75 GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos);
76
92 void Cross(SceneObjectGroup sog, Vector3 position, bool silent); 77 void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
78
79 ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, GridRegion neighbourRegion, bool isFlying, string version);
80
93 } 81 }
94 82
95 public interface IUserAgentVerificationModule 83 public interface IUserAgentVerificationModule
diff --git a/OpenSim/Region/Framework/Interfaces/IHttpRequests.cs b/OpenSim/Region/Framework/Interfaces/IHttpRequests.cs
index 113dcd7..eb6c5ac 100644
--- a/OpenSim/Region/Framework/Interfaces/IHttpRequests.cs
+++ b/OpenSim/Region/Framework/Interfaces/IHttpRequests.cs
@@ -45,13 +45,7 @@ namespace OpenSim.Region.Framework.Interfaces
45 { 45 {
46 UUID MakeHttpRequest(string url, string parameters, string body); 46 UUID MakeHttpRequest(string url, string parameters, string body);
47 UUID StartHttpRequest(uint localID, UUID itemID, string url, List<string> parameters, Dictionary<string, string> headers, string body); 47 UUID StartHttpRequest(uint localID, UUID itemID, string url, List<string> parameters, Dictionary<string, string> headers, string body);
48 48 void StopHttpRequest(uint m_localID, UUID m_itemID);
49 /// <summary>
50 /// Stop and remove all http requests for the given script.
51 /// </summary>
52 /// <param name='id'></param>
53 void StopHttpRequestsForScript(UUID id);
54
55 IServiceRequest GetNextCompletedRequest(); 49 IServiceRequest GetNextCompletedRequest();
56 void RemoveCompletedRequest(UUID id); 50 void RemoveCompletedRequest(UUID id);
57 } 51 }
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IRegionConsole.cs b/OpenSim/Region/Framework/Interfaces/IRegionConsole.cs
index 4d261d6..5d5ce34 100644
--- a/OpenSim/Region/Framework/Interfaces/IRegionConsole.cs
+++ b/OpenSim/Region/Framework/Interfaces/IRegionConsole.cs
@@ -30,8 +30,12 @@ using OpenSim.Framework;
30 30
31namespace OpenSim.Region.Framework.Interfaces 31namespace OpenSim.Region.Framework.Interfaces
32{ 32{
33 public delegate void ConsoleMessage(UUID toAgentID, string message);
34
33 public interface IRegionConsole 35 public interface IRegionConsole
34 { 36 {
37 event ConsoleMessage OnConsoleMessage;
38
35 bool RunCommand(string command, UUID invokerID); 39 bool RunCommand(string command, UUID invokerID);
36 void SendConsoleOutput(UUID agentID, string message); 40 void SendConsoleOutput(UUID agentID, string message);
37 void AddCommand(string module, bool shared, string command, string help, string longhelp, CommandDelegate fn); 41 void AddCommand(string module, bool shared, string command, string help, string longhelp, CommandDelegate fn);
diff --git a/OpenSim/Region/Framework/Interfaces/IRestartModule.cs b/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
index c68550f..9b25beb 100644
--- a/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
@@ -35,5 +35,6 @@ namespace OpenSim.Region.Framework.Interfaces
35 TimeSpan TimeUntilRestart { get; } 35 TimeSpan TimeUntilRestart { get; }
36 void ScheduleRestart(UUID initiator, string message, int[] alerts, bool notice); 36 void ScheduleRestart(UUID initiator, string message, int[] alerts, bool notice);
37 void AbortRestart(string message); 37 void AbortRestart(string message);
38 void DelayRestart(int seconds, string message);
38 } 39 }
39} 40}
diff --git a/OpenSim/Region/Framework/Interfaces/ISearchModule.cs b/OpenSim/Region/Framework/Interfaces/ISearchModule.cs
index 64bf72c..d56d188 100644
--- a/OpenSim/Region/Framework/Interfaces/ISearchModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/ISearchModule.cs
@@ -31,6 +31,6 @@ namespace OpenSim.Framework
31{ 31{
32 public interface ISearchModule 32 public interface ISearchModule
33 { 33 {
34 34 void Refresh();
35 } 35 }
36} 36}
diff --git a/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs b/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
index 085b5ca..3e97a7a 100644
--- a/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
+++ b/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
@@ -116,6 +116,8 @@ namespace OpenSim.Region.Framework.Interfaces
116 /// <param name="regionUUID">the region UUID</param> 116 /// <param name="regionUUID">the region UUID</param>
117 void RemoveRegionEnvironmentSettings(UUID regionUUID); 117 void RemoveRegionEnvironmentSettings(UUID regionUUID);
118 118
119 UUID[] GetObjectIDs(UUID regionID);
120
119 void SaveExtra(UUID regionID, string name, string value); 121 void SaveExtra(UUID regionID, string name, string value);
120 122
121 void RemoveExtra(UUID regionID, string name); 123 void RemoveExtra(UUID regionID, string name);
diff --git a/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs b/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
index 3787ca0..17bd48b 100644
--- a/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
+++ b/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
@@ -106,6 +106,7 @@ namespace OpenSim.Region.Framework.Interfaces
106 RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID); 106 RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID);
107 void StoreRegionWindlightSettings(RegionLightShareData wl); 107 void StoreRegionWindlightSettings(RegionLightShareData wl);
108 void RemoveRegionWindlightSettings(UUID regionID); 108 void RemoveRegionWindlightSettings(UUID regionID);
109 UUID[] GetObjectIDs(UUID regionID);
109 110
110 /// <summary> 111 /// <summary>
111 /// Load Environment settings from region storage 112 /// Load Environment settings from region storage
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
new file mode 100644
index 0000000..d1a4d8e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
@@ -0,0 +1,13 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster Limited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6//
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface IUserAccountCacheModule
11{
12 void Remove(string name);
13}
diff --git a/OpenSim/Region/Framework/Interfaces/IWorldComm.cs b/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
index d76a0d7..20e0199 100644
--- a/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
+++ b/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
@@ -127,7 +127,7 @@ namespace OpenSim.Region.Framework.Interfaces
127 /// <param name='msg'> 127 /// <param name='msg'>
128 /// Message. 128 /// Message.
129 /// </param> 129 /// </param>
130 void DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg); 130 bool DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg, out string error);
131 131
132 /// <summary> 132 /// <summary>
133 /// Are there any listen events ready to be dispatched? 133 /// Are there any listen events ready to be dispatched?
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index a701a79..eb70eee 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -80,12 +80,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
80 m_scenePresence = sp; 80 m_scenePresence = sp;
81 CurrentMovementAnimation = "CROUCH"; 81 CurrentMovementAnimation = "CROUCH";
82 } 82 }
83 83
84 public void AddAnimation(UUID animID, UUID objectID) 84 public void AddAnimation(UUID animID, UUID objectID)
85 { 85 {
86 if (m_scenePresence.IsChildAgent) 86 if (m_scenePresence.IsChildAgent)
87 return; 87 return;
88 88
89 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
89 if (m_scenePresence.Scene.DebugAnimations) 90 if (m_scenePresence.Scene.DebugAnimations)
90 m_log.DebugFormat( 91 m_log.DebugFormat(
91 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", 92 "[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}",
@@ -138,6 +139,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
138 } 139 }
139 } 140 }
140 141
142 public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
143 {
144 if (m_scenePresence.IsChildAgent)
145 return;
146
147 if (animID != UUID.Zero)
148 {
149 if (addRemove)
150 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
151 else
152 m_animations.Remove(animID, true);
153 }
154 if(sendPack)
155 SendAnimPack();
156 }
157
141 // Called from scripts 158 // Called from scripts
142 public void RemoveAnimation(string name) 159 public void RemoveAnimation(string name)
143 { 160 {
diff --git a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
new file mode 100644
index 0000000..075724e
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
@@ -0,0 +1,304 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27// Ubit 2012
28
29using System;
30using System.Reflection;
31using System.Collections.Generic;
32using OpenMetaverse;
33using OpenSim.Framework;
34using log4net;
35
36namespace OpenSim.Region.Framework.Scenes
37{
38 public struct CollisionForSoundInfo
39 {
40 public uint colliderID;
41 public Vector3 position;
42 public float relativeVel;
43 }
44
45 public static class CollisionSounds
46 {
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48
49 private const int MaxMaterials = 7;
50 // part part
51
52 private static UUID snd_StoneStone = new UUID("be7295c0-a158-11e1-b3dd-0800200c9a66");
53 private static UUID snd_StoneMetal = new UUID("be7295c0-a158-11e1-b3dd-0800201c9a66");
54 private static UUID snd_StoneGlass = new UUID("be7295c0-a158-11e1-b3dd-0800202c9a66");
55 private static UUID snd_StoneWood = new UUID("be7295c0-a158-11e1-b3dd-0800203c9a66");
56 private static UUID snd_StoneFlesh = new UUID("be7295c0-a158-11e1-b3dd-0800204c9a66");
57 private static UUID snd_StonePlastic = new UUID("be7295c0-a158-11e1-b3dd-0800205c9a66");
58 private static UUID snd_StoneRubber = new UUID("be7295c0-a158-11e1-b3dd-0800206c9a66");
59
60 private static UUID snd_MetalMetal = new UUID("be7295c0-a158-11e1-b3dd-0801201c9a66");
61 private static UUID snd_MetalGlass = new UUID("be7295c0-a158-11e1-b3dd-0801202c9a66");
62 private static UUID snd_MetalWood = new UUID("be7295c0-a158-11e1-b3dd-0801203c9a66");
63 private static UUID snd_MetalFlesh = new UUID("be7295c0-a158-11e1-b3dd-0801204c9a66");
64 private static UUID snd_MetalPlastic = new UUID("be7295c0-a158-11e1-b3dd-0801205c9a66");
65 private static UUID snd_MetalRubber = new UUID("be7295c0-a158-11e1-b3dd-0801206c9a66");
66
67 private static UUID snd_GlassGlass = new UUID("be7295c0-a158-11e1-b3dd-0802202c9a66");
68 private static UUID snd_GlassWood = new UUID("be7295c0-a158-11e1-b3dd-0802203c9a66");
69 private static UUID snd_GlassFlesh = new UUID("be7295c0-a158-11e1-b3dd-0802204c9a66");
70 private static UUID snd_GlassPlastic = new UUID("be7295c0-a158-11e1-b3dd-0802205c9a66");
71 private static UUID snd_GlassRubber = new UUID("be7295c0-a158-11e1-b3dd-0802206c9a66");
72
73 private static UUID snd_WoodWood = new UUID("be7295c0-a158-11e1-b3dd-0803203c9a66");
74 private static UUID snd_WoodFlesh = new UUID("be7295c0-a158-11e1-b3dd-0803204c9a66");
75 private static UUID snd_WoodPlastic = new UUID("be7295c0-a158-11e1-b3dd-0803205c9a66");
76 private static UUID snd_WoodRubber = new UUID("be7295c0-a158-11e1-b3dd-0803206c9a66");
77
78 private static UUID snd_FleshFlesh = new UUID("be7295c0-a158-11e1-b3dd-0804204c9a66");
79 private static UUID snd_FleshPlastic = new UUID("be7295c0-a158-11e1-b3dd-0804205c9a66");
80 private static UUID snd_FleshRubber = new UUID("be7295c0-a158-11e1-b3dd-0804206c9a66");
81
82 private static UUID snd_PlasticPlastic = new UUID("be7295c0-a158-11e1-b3dd-0805205c9a66");
83 private static UUID snd_PlasticRubber = new UUID("be7295c0-a158-11e1-b3dd-0805206c9a66");
84
85 private static UUID snd_RubberRubber = new UUID("be7295c0-a158-11e1-b3dd-0806206c9a66");
86
87 // terrain part
88 private static UUID snd_TerrainStone = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
89 private static UUID snd_TerrainMetal = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
90 private static UUID snd_TerrainGlass = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
91 private static UUID snd_TerrainWood = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
92 private static UUID snd_TerrainFlesh = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
93 private static UUID snd_TerrainPlastic = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
94 private static UUID snd_TerrainRubber = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
95
96 public static UUID[] m_TerrainPart = {
97 snd_TerrainStone,
98 snd_TerrainMetal,
99 snd_TerrainGlass,
100 snd_TerrainWood,
101 snd_TerrainFlesh,
102 snd_TerrainPlastic,
103 snd_TerrainRubber
104 };
105
106 // simetric sounds
107 public static UUID[] m_PartPart = {
108 snd_StoneStone, snd_StoneMetal, snd_StoneGlass, snd_StoneWood, snd_StoneFlesh, snd_StonePlastic, snd_StoneRubber,
109 snd_StoneMetal, snd_MetalMetal, snd_MetalGlass, snd_MetalWood, snd_MetalFlesh, snd_MetalPlastic, snd_MetalRubber,
110 snd_StoneGlass, snd_MetalGlass, snd_GlassGlass, snd_GlassWood, snd_GlassFlesh, snd_GlassPlastic, snd_GlassRubber,
111 snd_StoneWood, snd_MetalWood, snd_GlassWood, snd_WoodWood, snd_WoodFlesh, snd_WoodPlastic, snd_WoodRubber,
112 snd_StoneFlesh, snd_MetalFlesh, snd_GlassFlesh, snd_WoodFlesh, snd_FleshFlesh, snd_FleshPlastic, snd_FleshRubber,
113 snd_StonePlastic, snd_MetalPlastic, snd_GlassPlastic, snd_WoodPlastic, snd_FleshPlastic, snd_PlasticPlastic, snd_PlasticRubber,
114 snd_StoneRubber, snd_MetalRubber, snd_GlassRubber, snd_WoodRubber, snd_FleshRubber, snd_PlasticRubber, snd_RubberRubber
115 };
116
117 public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist)
118 {
119 if (collidersinfolist.Count == 0 || part == null)
120 return;
121
122 if (part.VolumeDetectActive || (part.Flags & PrimFlags.Physics) == 0)
123 return;
124
125 if (part.ParentGroup == null)
126 return;
127
128 if (part.CollisionSoundType < 0)
129 return;
130
131 float volume = 0.0f;
132 bool HaveSound = false;
133
134 UUID soundID = part.CollisionSound;
135
136 if (part.CollisionSoundType > 0)
137 {
138 // soundID = part.CollisionSound;
139 volume = part.CollisionSoundVolume;
140 if (volume == 0.0f)
141 return;
142 HaveSound = true;
143 }
144
145 bool doneownsound = false;
146
147 int thisMaterial = (int)part.Material;
148 if (thisMaterial >= MaxMaterials)
149 thisMaterial = 3;
150 int thisMatScaled = thisMaterial * MaxMaterials;
151
152 CollisionForSoundInfo colInfo;
153 uint id;
154
155 for(int i = 0; i< collidersinfolist.Count; i++)
156 {
157 colInfo = collidersinfolist[i];
158
159 id = colInfo.colliderID;
160 if (id == 0) // terrain collision
161 {
162 if (!doneownsound)
163 {
164 if (!HaveSound)
165 {
166 volume = Math.Abs(colInfo.relativeVel);
167 if (volume < 0.2f)
168 continue;
169
170 volume *= volume * .0625f; // 4m/s == full volume
171 if (volume > 1.0f)
172 volume = 1.0f;
173
174 soundID = m_TerrainPart[thisMaterial];
175 }
176 part.SendCollisionSound(soundID, volume, colInfo.position);
177 doneownsound = true;
178 }
179 continue;
180 }
181
182 SceneObjectPart otherPart = part.ParentGroup.Scene.GetSceneObjectPart(id);
183 if (otherPart != null)
184 {
185 if (otherPart.CollisionSoundType < 0 || otherPart.VolumeDetectActive)
186 continue;
187
188 if (!HaveSound)
189 {
190 if (otherPart.CollisionSoundType > 0)
191 {
192 soundID = otherPart.CollisionSound;
193 volume = otherPart.CollisionSoundVolume;
194 if (volume == 0.0f)
195 continue;
196 }
197 else
198 {
199 volume = Math.Abs(colInfo.relativeVel);
200 if (volume < 0.2f)
201 continue;
202
203 volume *= volume * .0625f; // 4m/s == full volume
204 if (volume > 1.0f)
205 volume = 1.0f;
206
207 int otherMaterial = (int)otherPart.Material;
208 if (otherMaterial >= MaxMaterials)
209 otherMaterial = 3;
210
211 soundID = m_PartPart[thisMatScaled + otherMaterial];
212 }
213 }
214
215 if (doneownsound)
216 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
217 else
218 {
219 part.SendCollisionSound(soundID, volume, colInfo.position);
220 doneownsound = true;
221 }
222 }
223 }
224 }
225
226 public static void AvatarCollisionSound(ScenePresence av, List<CollisionForSoundInfo> collidersinfolist)
227 {
228 if (collidersinfolist.Count == 0 || av == null)
229 return;
230
231 UUID soundID;
232 int otherMaterial;
233
234 int thisMaterial = 4; // flesh
235
236 int thisMatScaled = thisMaterial * MaxMaterials;
237
238 // bool doneownsound = false;
239
240 CollisionForSoundInfo colInfo;
241 uint id;
242 float volume;
243
244 for(int i = 0; i< collidersinfolist.Count; i++)
245 {
246 colInfo = collidersinfolist[i];
247
248 id = colInfo.colliderID;
249
250 if (id == 0) // no terrain collision sounds for now
251 {
252 continue;
253// volume = Math.Abs(colInfo.relativeVel);
254// if (volume < 0.2f)
255// continue;
256
257 }
258
259 SceneObjectPart otherPart = av.Scene.GetSceneObjectPart(id);
260 if (otherPart != null)
261 {
262 if (otherPart.CollisionSoundType < 0)
263 continue;
264 if (otherPart.CollisionSoundType > 0 && otherPart.CollisionSoundVolume > 0f)
265 otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, colInfo.position);
266 else
267 {
268 volume = Math.Abs(colInfo.relativeVel);
269 // Most noral collisions (running into walls, stairs)
270 // should never be heard.
271 if (volume < 3.2f)
272 continue;
273// m_log.DebugFormat("Collision speed was {0}", volume);
274
275 // Cap to 0.2 times volume because climbing stairs should not be noisy
276 // Also changed scaling
277 volume *= volume * .0125f; // 4m/s == volume 0.2
278 if (volume > 0.2f)
279 volume = 0.2f;
280 otherMaterial = (int)otherPart.Material;
281 if (otherMaterial >= MaxMaterials)
282 otherMaterial = 3;
283
284 soundID = m_PartPart[thisMatScaled + otherMaterial];
285 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
286 }
287 continue;
288 }
289/*
290 else if (!doneownsound)
291 {
292 ScenePresence otherav = av.Scene.GetScenePresence(Id);
293 if (otherav != null && (!otherav.IsChildAgent))
294 {
295 soundID = snd_FleshFlesh;
296 av.SendCollisionSound(soundID, 1.0);
297 doneownsound = true;
298 }
299 }
300 */
301 }
302 }
303 }
304}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index a246319..4fec44f 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -90,6 +90,10 @@ namespace OpenSim.Region.Framework.Scenes
90 /// </remarks> 90 /// </remarks>
91 public event OnTerrainTickDelegate OnTerrainTick; 91 public event OnTerrainTickDelegate OnTerrainTick;
92 92
93 public delegate void OnTerrainUpdateDelegate();
94
95 public event OnTerrainUpdateDelegate OnTerrainUpdate;
96
93 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 97 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
94 98
95 /// <summary> 99 /// <summary>
@@ -339,8 +343,6 @@ namespace OpenSim.Region.Framework.Scenes
339 /// in <see cref="Scene.SetScriptRunning"/> 343 /// in <see cref="Scene.SetScriptRunning"/>
340 /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>, 344 /// via <see cref="OpenSim.Framework.IClientAPI.OnSetScriptRunning"/>,
341 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/> 345 /// via <see cref="OpenSim.Region.ClientStack.LindenUDP.HandleSetScriptRunning"/>
342 /// XXX: This is only triggered when it is the client that starts the script, not in other situations where
343 /// a script is started, unlike OnStopScript!
344 /// </remarks> 346 /// </remarks>
345 public event StartScript OnStartScript; 347 public event StartScript OnStartScript;
346 348
@@ -354,7 +356,6 @@ namespace OpenSim.Region.Framework.Scenes
354 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>, 356 /// in <see cref="SceneObjectPartInventory.CreateScriptInstance"/>,
355 /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>, 357 /// <see cref="SceneObjectPartInventory.StopScriptInstance"/>,
356 /// <see cref="Scene.SetScriptRunning"/> 358 /// <see cref="Scene.SetScriptRunning"/>
357 /// XXX: This is triggered when a sciprt is stopped for any reason, unlike OnStartScript!
358 /// </remarks> 359 /// </remarks>
359 public event StopScript OnStopScript; 360 public event StopScript OnStopScript;
360 361
@@ -842,6 +843,10 @@ namespace OpenSim.Region.Framework.Scenes
842 public event ParcelPrimCountTainted OnParcelPrimCountTainted; 843 public event ParcelPrimCountTainted OnParcelPrimCountTainted;
843 public event GetScriptRunning OnGetScriptRunning; 844 public event GetScriptRunning OnGetScriptRunning;
844 845
846 public delegate void ThrottleUpdate(ScenePresence scenePresence);
847
848 public event ThrottleUpdate OnThrottleUpdate;
849
845 /// <summary> 850 /// <summary>
846 /// RegisterCapsEvent is called by Scene after the Caps object 851 /// RegisterCapsEvent is called by Scene after the Caps object
847 /// has been instantiated and before it is return to the 852 /// has been instantiated and before it is return to the
@@ -1425,6 +1430,26 @@ namespace OpenSim.Region.Framework.Scenes
1425 } 1430 }
1426 } 1431 }
1427 } 1432 }
1433 public void TriggerTerrainUpdate()
1434 {
1435 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
1436 if (handlerTerrainUpdate != null)
1437 {
1438 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
1439 {
1440 try
1441 {
1442 d();
1443 }
1444 catch (Exception e)
1445 {
1446 m_log.ErrorFormat(
1447 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
1448 e.Message, e.StackTrace);
1449 }
1450 }
1451 }
1452 }
1428 1453
1429 public void TriggerTerrainTick() 1454 public void TriggerTerrainTick()
1430 { 1455 {
@@ -1757,6 +1782,7 @@ namespace OpenSim.Region.Framework.Scenes
1757 m_log.ErrorFormat( 1782 m_log.ErrorFormat(
1758 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}", 1783 "[EVENT MANAGER]: Delegate for TriggerRemoveScript failed - continuing. {0} {1}",
1759 e.Message, e.StackTrace); 1784 e.Message, e.StackTrace);
1785 m_log.ErrorFormat(Environment.StackTrace);
1760 } 1786 }
1761 } 1787 }
1762 } 1788 }
@@ -3035,6 +3061,7 @@ namespace OpenSim.Region.Framework.Scenes
3035 { 3061 {
3036 foreach (Action<Scene> d in handler.GetInvocationList()) 3062 foreach (Action<Scene> d in handler.GetInvocationList())
3037 { 3063 {
3064 m_log.InfoFormat("[EVENT MANAGER]: TriggerSceneShuttingDown invoque {0}", d.Method.Name.ToString());
3038 try 3065 try
3039 { 3066 {
3040 d(s); 3067 d(s);
@@ -3047,6 +3074,7 @@ namespace OpenSim.Region.Framework.Scenes
3047 } 3074 }
3048 } 3075 }
3049 } 3076 }
3077 m_log.Info("[EVENT MANAGER]: TriggerSceneShuttingDown done");
3050 } 3078 }
3051 3079
3052 public void TriggerOnRegionStarted(Scene scene) 3080 public void TriggerOnRegionStarted(Scene scene)
@@ -3237,5 +3265,14 @@ namespace OpenSim.Region.Framework.Scenes
3237 } 3265 }
3238 } 3266 }
3239 } 3267 }
3268
3269 public void TriggerThrottleUpdate(ScenePresence scenePresence)
3270 {
3271 ThrottleUpdate handler = OnThrottleUpdate;
3272 if (handler != null)
3273 {
3274 handler(scenePresence);
3275 }
3276 }
3240 } 3277 }
3241} 3278}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..ddae073 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -212,9 +212,15 @@ namespace OpenSim.Region.Framework.Scenes
212 } 212 }
213 213
214 // Use the camera position for local agents and avatar position for remote agents 214 // Use the camera position for local agents and avatar position for remote agents
215 Vector3 presencePos = (presence.IsChildAgent) ? 215 // Why would I want that? They could be camming but I still see them at the
216 presence.AbsolutePosition : 216 // avatar position, so why should I update them as if they were at their
217 presence.CameraPosition; 217 // camera positions? Makes no sense!
218 // TODO: Fix this mess
219 //Vector3 presencePos = (presence.IsChildAgent) ?
220 // presence.AbsolutePosition :
221 // presence.CameraPosition;
222
223 Vector3 presencePos = presence.AbsolutePosition;
218 224
219 // Compute the distance... 225 // Compute the distance...
220 double distance = Vector3.Distance(presencePos, entityPos); 226 double distance = Vector3.Distance(presencePos, entityPos);
@@ -226,7 +232,7 @@ namespace OpenSim.Region.Framework.Scenes
226 232
227 for (int i = 0; i < queues - 1; i++) 233 for (int i = 0; i < queues - 1; i++)
228 { 234 {
229 if (distance < 10 * Math.Pow(2.0,i)) 235 if (distance < 30 * Math.Pow(2.0,i))
230 break; 236 break;
231 pqueue++; 237 pqueue++;
232 } 238 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..9cb901a
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,791 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Text;
34using System.IO;
35using System.Xml;
36using OpenSim.Framework.Serialization;
37using OpenSim.Framework.Serialization.External;
38using OpenSim.Region.Framework.Scenes.Serialization;
39
40namespace OpenSim.Region.Framework.Scenes
41{
42 public class SOPVehicle
43 {
44 public VehicleData vd;
45
46 public Vehicle Type
47 {
48 get { return vd.m_type; }
49 }
50
51 public SOPVehicle()
52 {
53 vd = new VehicleData();
54 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
55 }
56
57 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
58 {
59 float len;
60 float timestep = 0.01f;
61 switch (pParam)
62 {
63 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
64 if (pValue < 0f) pValue = 0f;
65 if (pValue > 1f) pValue = 1f;
66 vd.m_angularDeflectionEfficiency = pValue;
67 break;
68 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
69 if (pValue < timestep) pValue = timestep;
70 vd.m_angularDeflectionTimescale = pValue;
71 break;
72 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
73 if (pValue < timestep) pValue = timestep;
74 else if (pValue > 120) pValue = 120;
75 vd.m_angularMotorDecayTimescale = pValue;
76 break;
77 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
78 if (pValue < timestep) pValue = timestep;
79 vd.m_angularMotorTimescale = pValue;
80 break;
81 case Vehicle.BANKING_EFFICIENCY:
82 if (pValue < -1f) pValue = -1f;
83 if (pValue > 1f) pValue = 1f;
84 vd.m_bankingEfficiency = pValue;
85 break;
86 case Vehicle.BANKING_MIX:
87 if (pValue < 0f) pValue = 0f;
88 if (pValue > 1f) pValue = 1f;
89 vd.m_bankingMix = pValue;
90 break;
91 case Vehicle.BANKING_TIMESCALE:
92 if (pValue < timestep) pValue = timestep;
93 vd.m_bankingTimescale = pValue;
94 break;
95 case Vehicle.BUOYANCY:
96 if (pValue < -1f) pValue = -1f;
97 if (pValue > 1f) pValue = 1f;
98 vd.m_VehicleBuoyancy = pValue;
99 break;
100 case Vehicle.HOVER_EFFICIENCY:
101 if (pValue < 0f) pValue = 0f;
102 if (pValue > 1f) pValue = 1f;
103 vd.m_VhoverEfficiency = pValue;
104 break;
105 case Vehicle.HOVER_HEIGHT:
106 vd.m_VhoverHeight = pValue;
107 break;
108 case Vehicle.HOVER_TIMESCALE:
109 if (pValue < timestep) pValue = timestep;
110 vd.m_VhoverTimescale = pValue;
111 break;
112 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
113 if (pValue < 0f) pValue = 0f;
114 if (pValue > 1f) pValue = 1f;
115 vd.m_linearDeflectionEfficiency = pValue;
116 break;
117 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
118 if (pValue < timestep) pValue = timestep;
119 vd.m_linearDeflectionTimescale = pValue;
120 break;
121 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
122 if (pValue < timestep) pValue = timestep;
123 else if (pValue > 120) pValue = 120;
124 vd.m_linearMotorDecayTimescale = pValue;
125 break;
126 case Vehicle.LINEAR_MOTOR_TIMESCALE:
127 if (pValue < timestep) pValue = timestep;
128 vd.m_linearMotorTimescale = pValue;
129 break;
130 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
131 if (pValue < 0f) pValue = 0f;
132 if (pValue > 1f) pValue = 1f;
133 vd.m_verticalAttractionEfficiency = pValue;
134 break;
135 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
136 if (pValue < timestep) pValue = timestep;
137 vd.m_verticalAttractionTimescale = pValue;
138 break;
139
140 // These are vector properties but the engine lets you use a single float value to
141 // set all of the components to the same value
142 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
143 if (pValue < timestep) pValue = timestep;
144 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
145 break;
146 case Vehicle.ANGULAR_MOTOR_DIRECTION:
147 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
148 len = vd.m_angularMotorDirection.Length();
149 if (len > 12.566f)
150 vd.m_angularMotorDirection *= (12.566f / len);
151 break;
152 case Vehicle.LINEAR_FRICTION_TIMESCALE:
153 if (pValue < timestep) pValue = timestep;
154 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
155 break;
156 case Vehicle.LINEAR_MOTOR_DIRECTION:
157 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
158 len = vd.m_linearMotorDirection.Length();
159 if (len > 30.0f)
160 vd.m_linearMotorDirection *= (30.0f / len);
161 break;
162 case Vehicle.LINEAR_MOTOR_OFFSET:
163 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
164 len = vd.m_linearMotorOffset.Length();
165 if (len > 100.0f)
166 vd.m_linearMotorOffset *= (100.0f / len);
167 break;
168 }
169 }//end ProcessFloatVehicleParam
170
171 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
172 {
173 float len;
174 float timestep = 0.01f;
175 switch (pParam)
176 {
177 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
178 if (pValue.X < timestep) pValue.X = timestep;
179 if (pValue.Y < timestep) pValue.Y = timestep;
180 if (pValue.Z < timestep) pValue.Z = timestep;
181
182 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
183 break;
184 case Vehicle.ANGULAR_MOTOR_DIRECTION:
185 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
186 // Limit requested angular speed to 2 rps= 4 pi rads/sec
187 len = vd.m_angularMotorDirection.Length();
188 if (len > 12.566f)
189 vd.m_angularMotorDirection *= (12.566f / len);
190 break;
191 case Vehicle.LINEAR_FRICTION_TIMESCALE:
192 if (pValue.X < timestep) pValue.X = timestep;
193 if (pValue.Y < timestep) pValue.Y = timestep;
194 if (pValue.Z < timestep) pValue.Z = timestep;
195 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
196 break;
197 case Vehicle.LINEAR_MOTOR_DIRECTION:
198 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
199 len = vd.m_linearMotorDirection.Length();
200 if (len > 30.0f)
201 vd.m_linearMotorDirection *= (30.0f / len);
202 break;
203 case Vehicle.LINEAR_MOTOR_OFFSET:
204 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
205 len = vd.m_linearMotorOffset.Length();
206 if (len > 100.0f)
207 vd.m_linearMotorOffset *= (100.0f / len);
208 break;
209 }
210 }//end ProcessVectorVehicleParam
211
212 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
213 {
214 switch (pParam)
215 {
216 case Vehicle.REFERENCE_FRAME:
217 vd.m_referenceFrame = pValue;
218 break;
219 }
220 }//end ProcessRotationVehicleParam
221
222 public void ProcessVehicleFlags(int pParam, bool remove)
223 {
224 if (remove)
225 {
226 vd.m_flags &= ~((VehicleFlag)pParam);
227 }
228 else
229 {
230 vd.m_flags |= (VehicleFlag)pParam;
231 }
232 }//end ProcessVehicleFlags
233
234 public void ProcessTypeChange(Vehicle pType)
235 {
236 vd.m_linearMotorDirection = Vector3.Zero;
237 vd.m_angularMotorDirection = Vector3.Zero;
238 vd.m_linearMotorOffset = Vector3.Zero;
239 vd.m_referenceFrame = Quaternion.Identity;
240
241 // Set Defaults For Type
242 vd.m_type = pType;
243 switch (pType)
244 {
245 case Vehicle.TYPE_NONE:
246 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
248 vd.m_linearMotorTimescale = 1000;
249 vd.m_linearMotorDecayTimescale = 120;
250 vd.m_angularMotorTimescale = 1000;
251 vd.m_angularMotorDecayTimescale = 1000;
252 vd.m_VhoverHeight = 0;
253 vd.m_VhoverEfficiency = 1;
254 vd.m_VhoverTimescale = 1000;
255 vd.m_VehicleBuoyancy = 0;
256 vd.m_linearDeflectionEfficiency = 0;
257 vd.m_linearDeflectionTimescale = 1000;
258 vd.m_angularDeflectionEfficiency = 0;
259 vd.m_angularDeflectionTimescale = 1000;
260 vd.m_bankingEfficiency = 0;
261 vd.m_bankingMix = 1;
262 vd.m_bankingTimescale = 1000;
263 vd.m_verticalAttractionEfficiency = 0;
264 vd.m_verticalAttractionTimescale = 1000;
265
266 vd.m_flags = (VehicleFlag)0;
267 break;
268
269 case Vehicle.TYPE_SLED:
270 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
271 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
272 vd.m_linearMotorTimescale = 1000;
273 vd.m_linearMotorDecayTimescale = 120;
274 vd.m_angularMotorTimescale = 1000;
275 vd.m_angularMotorDecayTimescale = 120;
276 vd.m_VhoverHeight = 0;
277 vd.m_VhoverEfficiency = 1;
278 vd.m_VhoverTimescale = 10;
279 vd.m_VehicleBuoyancy = 0;
280 vd.m_linearDeflectionEfficiency = 1;
281 vd.m_linearDeflectionTimescale = 1;
282 vd.m_angularDeflectionEfficiency = 0;
283 vd.m_angularDeflectionTimescale = 1000;
284 vd.m_bankingEfficiency = 0;
285 vd.m_bankingMix = 1;
286 vd.m_bankingTimescale = 10;
287 vd.m_flags &=
288 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
289 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
290 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
291 break;
292 case Vehicle.TYPE_CAR:
293 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
294 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
295 vd.m_linearMotorTimescale = 1;
296 vd.m_linearMotorDecayTimescale = 60;
297 vd.m_angularMotorTimescale = 1;
298 vd.m_angularMotorDecayTimescale = 0.8f;
299 vd.m_VhoverHeight = 0;
300 vd.m_VhoverEfficiency = 0;
301 vd.m_VhoverTimescale = 1000;
302 vd.m_VehicleBuoyancy = 0;
303 vd.m_linearDeflectionEfficiency = 1;
304 vd.m_linearDeflectionTimescale = 2;
305 vd.m_angularDeflectionEfficiency = 0;
306 vd.m_angularDeflectionTimescale = 10;
307 vd.m_verticalAttractionEfficiency = 1f;
308 vd.m_verticalAttractionTimescale = 10f;
309 vd.m_bankingEfficiency = -0.2f;
310 vd.m_bankingMix = 1;
311 vd.m_bankingTimescale = 1;
312 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
313 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
314 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
315 break;
316 case Vehicle.TYPE_BOAT:
317 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
318 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
319 vd.m_linearMotorTimescale = 5;
320 vd.m_linearMotorDecayTimescale = 60;
321 vd.m_angularMotorTimescale = 4;
322 vd.m_angularMotorDecayTimescale = 4;
323 vd.m_VhoverHeight = 0;
324 vd.m_VhoverEfficiency = 0.5f;
325 vd.m_VhoverTimescale = 2;
326 vd.m_VehicleBuoyancy = 1;
327 vd.m_linearDeflectionEfficiency = 0.5f;
328 vd.m_linearDeflectionTimescale = 3;
329 vd.m_angularDeflectionEfficiency = 0.5f;
330 vd.m_angularDeflectionTimescale = 5;
331 vd.m_verticalAttractionEfficiency = 0.5f;
332 vd.m_verticalAttractionTimescale = 5f;
333 vd.m_bankingEfficiency = -0.3f;
334 vd.m_bankingMix = 0.8f;
335 vd.m_bankingTimescale = 1;
336 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
337 VehicleFlag.HOVER_GLOBAL_HEIGHT |
338 VehicleFlag.HOVER_UP_ONLY |
339 VehicleFlag.LIMIT_ROLL_ONLY);
340 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
341 VehicleFlag.LIMIT_MOTOR_UP |
342 VehicleFlag.HOVER_WATER_ONLY);
343 break;
344 case Vehicle.TYPE_AIRPLANE:
345 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
346 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
347 vd.m_linearMotorTimescale = 2;
348 vd.m_linearMotorDecayTimescale = 60;
349 vd.m_angularMotorTimescale = 4;
350 vd.m_angularMotorDecayTimescale = 8;
351 vd.m_VhoverHeight = 0;
352 vd.m_VhoverEfficiency = 0.5f;
353 vd.m_VhoverTimescale = 1000;
354 vd.m_VehicleBuoyancy = 0;
355 vd.m_linearDeflectionEfficiency = 0.5f;
356 vd.m_linearDeflectionTimescale = 0.5f;
357 vd.m_angularDeflectionEfficiency = 1;
358 vd.m_angularDeflectionTimescale = 2;
359 vd.m_verticalAttractionEfficiency = 0.9f;
360 vd.m_verticalAttractionTimescale = 2f;
361 vd.m_bankingEfficiency = 1;
362 vd.m_bankingMix = 0.7f;
363 vd.m_bankingTimescale = 2;
364 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
365 VehicleFlag.HOVER_TERRAIN_ONLY |
366 VehicleFlag.HOVER_GLOBAL_HEIGHT |
367 VehicleFlag.HOVER_UP_ONLY |
368 VehicleFlag.NO_DEFLECTION_UP |
369 VehicleFlag.LIMIT_MOTOR_UP);
370 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
371 break;
372 case Vehicle.TYPE_BALLOON:
373 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
374 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
375 vd.m_linearMotorTimescale = 5;
376 vd.m_linearMotorDecayTimescale = 60;
377 vd.m_angularMotorTimescale = 6;
378 vd.m_angularMotorDecayTimescale = 10;
379 vd.m_VhoverHeight = 5;
380 vd.m_VhoverEfficiency = 0.8f;
381 vd.m_VhoverTimescale = 10;
382 vd.m_VehicleBuoyancy = 1;
383 vd.m_linearDeflectionEfficiency = 0;
384 vd.m_linearDeflectionTimescale = 5;
385 vd.m_angularDeflectionEfficiency = 0;
386 vd.m_angularDeflectionTimescale = 5;
387 vd.m_verticalAttractionEfficiency = 0f;
388 vd.m_verticalAttractionTimescale = 1000f;
389 vd.m_bankingEfficiency = 0;
390 vd.m_bankingMix = 0.7f;
391 vd.m_bankingTimescale = 5;
392 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
393 VehicleFlag.HOVER_TERRAIN_ONLY |
394 VehicleFlag.HOVER_UP_ONLY |
395 VehicleFlag.NO_DEFLECTION_UP |
396 VehicleFlag.LIMIT_MOTOR_UP);
397 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
398 VehicleFlag.HOVER_GLOBAL_HEIGHT);
399 break;
400 }
401 }
402 public void SetVehicle(PhysicsActor ph)
403 {
404 if (ph == null)
405 return;
406 ph.SetVehicle(vd);
407 }
408
409 private XmlTextWriter writer;
410
411 private void XWint(string name, int i)
412 {
413 writer.WriteElementString(name, i.ToString());
414 }
415
416 private void XWfloat(string name, float f)
417 {
418 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
419 }
420
421 private void XWVector(string name, Vector3 vec)
422 {
423 writer.WriteStartElement(name);
424 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
426 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
427 writer.WriteEndElement();
428 }
429
430 private void XWQuat(string name, Quaternion quat)
431 {
432 writer.WriteStartElement(name);
433 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
436 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
437 writer.WriteEndElement();
438 }
439
440 public void ToXml2(XmlTextWriter twriter)
441 {
442 writer = twriter;
443 writer.WriteStartElement("Vehicle");
444
445 XWint("TYPE", (int)vd.m_type);
446 XWint("FLAGS", (int)vd.m_flags);
447
448 // Linear properties
449 XWVector("LMDIR", vd.m_linearMotorDirection);
450 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
451 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
452 XWfloat("LMTIME", vd.m_linearMotorTimescale);
453 XWVector("LMOFF", vd.m_linearMotorOffset);
454
455 //Angular properties
456 XWVector("AMDIR", vd.m_angularMotorDirection);
457 XWfloat("AMTIME", vd.m_angularMotorTimescale);
458 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
459 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
460
461 //Deflection properties
462 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
463 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
464 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
465 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
466
467 //Banking properties
468 XWfloat("BEFF", vd.m_bankingEfficiency);
469 XWfloat("BMIX", vd.m_bankingMix);
470 XWfloat("BTIME", vd.m_bankingTimescale);
471
472 //Hover and Buoyancy properties
473 XWfloat("HHEI", vd.m_VhoverHeight);
474 XWfloat("HEFF", vd.m_VhoverEfficiency);
475 XWfloat("HTIME", vd.m_VhoverTimescale);
476 XWfloat("VBUO", vd.m_VehicleBuoyancy);
477
478 //Attractor properties
479 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
480 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
481
482 XWQuat("REF_FRAME", vd.m_referenceFrame);
483
484 writer.WriteEndElement();
485 writer = null;
486 }
487
488
489
490 XmlTextReader reader;
491
492 private int XRint()
493 {
494 return reader.ReadElementContentAsInt();
495 }
496
497 private float XRfloat()
498 {
499 return reader.ReadElementContentAsFloat();
500 }
501
502 public Vector3 XRvector()
503 {
504 Vector3 vec;
505 reader.ReadStartElement();
506 vec.X = reader.ReadElementContentAsFloat();
507 vec.Y = reader.ReadElementContentAsFloat();
508 vec.Z = reader.ReadElementContentAsFloat();
509 reader.ReadEndElement();
510 return vec;
511 }
512
513 public Quaternion XRquat()
514 {
515 Quaternion q;
516 reader.ReadStartElement();
517 q.X = reader.ReadElementContentAsFloat();
518 q.Y = reader.ReadElementContentAsFloat();
519 q.Z = reader.ReadElementContentAsFloat();
520 q.W = reader.ReadElementContentAsFloat();
521 reader.ReadEndElement();
522 return q;
523 }
524
525 public static bool EReadProcessors(
526 Dictionary<string, Action> processors,
527 XmlTextReader xtr)
528 {
529 bool errors = false;
530
531 string nodeName = string.Empty;
532 while (xtr.NodeType != XmlNodeType.EndElement)
533 {
534 nodeName = xtr.Name;
535
536 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
537
538 Action p = null;
539 if (processors.TryGetValue(xtr.Name, out p))
540 {
541 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
542
543 try
544 {
545 p();
546 }
547 catch (Exception e)
548 {
549 errors = true;
550 if (xtr.NodeType == XmlNodeType.EndElement)
551 xtr.Read();
552 }
553 }
554 else
555 {
556 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
557 xtr.ReadOuterXml(); // ignore
558 }
559 }
560
561 return errors;
562 }
563
564
565 public string ToXml2()
566 {
567 MemoryStream ms = new MemoryStream(512);
568 UTF8Encoding enc = new UTF8Encoding();
569 XmlTextWriter xwriter = new XmlTextWriter(ms, enc);
570 ToXml2(xwriter);
571 xwriter.Flush();
572 string s = ms.GetStreamString();
573 xwriter.Close();
574 return s;
575 }
576
577 public static SOPVehicle FromXml2(string text)
578 {
579 if (text == String.Empty)
580 return null;
581
582 UTF8Encoding enc = new UTF8Encoding();
583 MemoryStream ms = new MemoryStream(enc.GetBytes(text));
584 XmlTextReader xreader = new XmlTextReader(ms);
585
586 SOPVehicle v = new SOPVehicle();
587 bool error;
588
589 v.FromXml2(xreader, out error);
590
591 xreader.Close();
592
593 if (error)
594 {
595 v = null;
596 return null;
597 }
598 return v;
599 }
600
601 public static SOPVehicle FromXml2(XmlTextReader reader)
602 {
603 SOPVehicle vehicle = new SOPVehicle();
604
605 bool errors = false;
606
607 vehicle.FromXml2(reader, out errors);
608 if (errors)
609 return null;
610
611 return vehicle;
612 }
613
614 private void FromXml2(XmlTextReader _reader, out bool errors)
615 {
616 errors = false;
617 reader = _reader;
618
619 Dictionary<string, Action> m_VehicleXmlProcessors
620 = new Dictionary<string, Action>();
621
622 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
623 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
624
625 // Linear properties
626 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
627 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
628 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
629 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
630 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
631
632 //Angular properties
633 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
634 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
635 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
636 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
637
638 //Deflection properties
639 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
640 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
641 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
642 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
643
644 //Banking properties
645 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
646 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
647 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
648
649 //Hover and Buoyancy properties
650 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
651 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
652 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
653
654 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
655
656 //Attractor properties
657 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
658 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
659
660 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
661
662 vd = new VehicleData();
663
664 reader.ReadStartElement("Vehicle", String.Empty);
665
666 errors = EReadProcessors(
667 m_VehicleXmlProcessors,
668 reader);
669
670 reader.ReadEndElement();
671 reader = null;
672 }
673
674 private void ProcessXR_type()
675 {
676 vd.m_type = (Vehicle)XRint();
677 }
678 private void ProcessXR_flags()
679 {
680 vd.m_flags = (VehicleFlag)XRint();
681 }
682 // Linear properties
683 private void ProcessXR_linearMotorDirection()
684 {
685 vd.m_linearMotorDirection = XRvector();
686 }
687
688 private void ProcessXR_linearFrictionTimescale()
689 {
690 vd.m_linearFrictionTimescale = XRvector();
691 }
692
693 private void ProcessXR_linearMotorDecayTimescale()
694 {
695 vd.m_linearMotorDecayTimescale = XRfloat();
696 }
697 private void ProcessXR_linearMotorTimescale()
698 {
699 vd.m_linearMotorTimescale = XRfloat();
700 }
701 private void ProcessXR_linearMotorOffset()
702 {
703 vd.m_linearMotorOffset = XRvector();
704 }
705
706
707 //Angular properties
708 private void ProcessXR_angularMotorDirection()
709 {
710 vd.m_angularMotorDirection = XRvector();
711 }
712 private void ProcessXR_angularMotorTimescale()
713 {
714 vd.m_angularMotorTimescale = XRfloat();
715 }
716 private void ProcessXR_angularMotorDecayTimescale()
717 {
718 vd.m_angularMotorDecayTimescale = XRfloat();
719 }
720 private void ProcessXR_angularFrictionTimescale()
721 {
722 vd.m_angularFrictionTimescale = XRvector();
723 }
724
725 //Deflection properties
726 private void ProcessXR_angularDeflectionEfficiency()
727 {
728 vd.m_angularDeflectionEfficiency = XRfloat();
729 }
730 private void ProcessXR_angularDeflectionTimescale()
731 {
732 vd.m_angularDeflectionTimescale = XRfloat();
733 }
734 private void ProcessXR_linearDeflectionEfficiency()
735 {
736 vd.m_linearDeflectionEfficiency = XRfloat();
737 }
738 private void ProcessXR_linearDeflectionTimescale()
739 {
740 vd.m_linearDeflectionTimescale = XRfloat();
741 }
742
743 //Banking properties
744 private void ProcessXR_bankingEfficiency()
745 {
746 vd.m_bankingEfficiency = XRfloat();
747 }
748 private void ProcessXR_bankingMix()
749 {
750 vd.m_bankingMix = XRfloat();
751 }
752 private void ProcessXR_bankingTimescale()
753 {
754 vd.m_bankingTimescale = XRfloat();
755 }
756
757 //Hover and Buoyancy properties
758 private void ProcessXR_VhoverHeight()
759 {
760 vd.m_VhoverHeight = XRfloat();
761 }
762 private void ProcessXR_VhoverEfficiency()
763 {
764 vd.m_VhoverEfficiency = XRfloat();
765 }
766 private void ProcessXR_VhoverTimescale()
767 {
768 vd.m_VhoverTimescale = XRfloat();
769 }
770
771 private void ProcessXR_VehicleBuoyancy()
772 {
773 vd.m_VehicleBuoyancy = XRfloat();
774 }
775
776 //Attractor properties
777 private void ProcessXR_verticalAttractionEfficiency()
778 {
779 vd.m_verticalAttractionEfficiency = XRfloat();
780 }
781 private void ProcessXR_verticalAttractionTimescale()
782 {
783 vd.m_verticalAttractionTimescale = XRfloat();
784 }
785
786 private void ProcessXR_referenceFrame()
787 {
788 vd.m_referenceFrame = XRquat();
789 }
790 }
791}
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 6c79b13..70018c8 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -102,12 +102,12 @@ namespace OpenSim.Region.Framework.Scenes
102 engine.StartProcessing(); 102 engine.StartProcessing();
103 } 103 }
104 104
105 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item) 105 public void AddUploadedInventoryItem(UUID agentID, InventoryItemBase item, uint cost)
106 { 106 {
107 IMoneyModule money = RequestModuleInterface<IMoneyModule>(); 107 IMoneyModule money = RequestModuleInterface<IMoneyModule>();
108 if (money != null) 108 if (money != null)
109 { 109 {
110 money.ApplyUploadCharge(agentID, money.UploadCharge, "Asset upload"); 110 money.ApplyUploadCharge(agentID, (int)cost, "Asset upload");
111 } 111 }
112 112
113 AddInventoryItem(item); 113 AddInventoryItem(item);
@@ -170,7 +170,7 @@ namespace OpenSim.Region.Framework.Scenes
170 return false; 170 return false;
171 } 171 }
172 } 172 }
173 173
174 if (InventoryService.AddItem(item)) 174 if (InventoryService.AddItem(item))
175 { 175 {
176 int userlevel = 0; 176 int userlevel = 0;
@@ -325,8 +325,7 @@ namespace OpenSim.Region.Framework.Scenes
325 325
326 // Update item with new asset 326 // Update item with new asset
327 item.AssetID = asset.FullID; 327 item.AssetID = asset.FullID;
328 if (group.UpdateInventoryItem(item)) 328 group.UpdateInventoryItem(item);
329 remoteClient.SendAgentAlertMessage("Script saved", false);
330 329
331 part.SendPropertiesToClient(remoteClient); 330 part.SendPropertiesToClient(remoteClient);
332 331
@@ -337,12 +336,7 @@ namespace OpenSim.Region.Framework.Scenes
337 { 336 {
338 // Needs to determine which engine was running it and use that 337 // Needs to determine which engine was running it and use that
339 // 338 //
340 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 339 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 1);
341 errors = part.Inventory.GetScriptErrors(item.ItemID);
342 }
343 else
344 {
345 remoteClient.SendAgentAlertMessage("Script saved", false);
346 } 340 }
347 341
348 // Tell anyone managing scripts that a script has been reloaded/changed 342 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -408,6 +402,7 @@ namespace OpenSim.Region.Framework.Scenes
408 if (item.Owner != remoteClient.AgentId) 402 if (item.Owner != remoteClient.AgentId)
409 return; 403 return;
410 404
405 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
411 item.Name = itemUpd.Name; 406 item.Name = itemUpd.Name;
412 item.Description = itemUpd.Description; 407 item.Description = itemUpd.Description;
413 408
@@ -838,6 +833,8 @@ namespace OpenSim.Region.Framework.Scenes
838 return; 833 return;
839 } 834 }
840 835
836 if (newName == null) newName = item.Name;
837
841 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 838 AssetBase asset = AssetService.Get(item.AssetID.ToString());
842 839
843 if (asset != null) 840 if (asset != null)
@@ -898,6 +895,24 @@ namespace OpenSim.Region.Framework.Scenes
898 } 895 }
899 896
900 /// <summary> 897 /// <summary>
898 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
899 /// </summary>
900 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
901 {
902 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
903 foreach (InventoryItemBase b in items)
904 {
905 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
906 InventoryItemBase n = InventoryService.GetItem(b);
907 n.Folder = destfolder;
908 moveitems.Add(n);
909 remoteClient.SendInventoryItemCreateUpdate(n, 0);
910 }
911
912 MoveInventoryItem(remoteClient, moveitems);
913 }
914
915 /// <summary>
901 /// Move an item within the agent's inventory. 916 /// Move an item within the agent's inventory.
902 /// </summary> 917 /// </summary>
903 /// <param name="remoteClient"></param> 918 /// <param name="remoteClient"></param>
@@ -932,11 +947,22 @@ namespace OpenSim.Region.Framework.Scenes
932 public void CreateNewInventoryItem( 947 public void CreateNewInventoryItem(
933 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 948 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
934 string name, string description, uint flags, uint callbackID, 949 string name, string description, uint flags, uint callbackID,
935 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate) 950 AssetBase asset, sbyte invType, uint nextOwnerMask, int creationDate, UUID transationID)
936 { 951 {
937 CreateNewInventoryItem( 952 CreateNewInventoryItem(
938 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType, 953 remoteClient, creatorID, creatorData, folderID, name, description, flags, callbackID, asset, invType,
939 (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, 0, nextOwnerMask, 0, creationDate); 954 (uint)PermissionMask.All | (uint)PermissionMask.Export, (uint)PermissionMask.All | (uint)PermissionMask.Export, 0, nextOwnerMask, 0, creationDate, transationID);
955 }
956
957
958 private void CreateNewInventoryItem(
959 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
960 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
961 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate)
962 {
963 CreateNewInventoryItem(remoteClient, creatorID, creatorData, folderID,
964 name, description, flags, callbackID, asset, invType,
965 baseMask, currentMask, everyoneMask, nextOwnerMask, groupMask, creationDate, UUID.Zero);
940 } 966 }
941 967
942 /// <summary> 968 /// <summary>
@@ -961,7 +987,7 @@ namespace OpenSim.Region.Framework.Scenes
961 private void CreateNewInventoryItem( 987 private void CreateNewInventoryItem(
962 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID, 988 IClientAPI remoteClient, string creatorID, string creatorData, UUID folderID,
963 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType, 989 string name, string description, uint flags, uint callbackID, AssetBase asset, sbyte invType,
964 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate) 990 uint baseMask, uint currentMask, uint everyoneMask, uint nextOwnerMask, uint groupMask, int creationDate,UUID transationID)
965 { 991 {
966 InventoryItemBase item = new InventoryItemBase(); 992 InventoryItemBase item = new InventoryItemBase();
967 item.Owner = remoteClient.AgentId; 993 item.Owner = remoteClient.AgentId;
@@ -984,7 +1010,7 @@ namespace OpenSim.Region.Framework.Scenes
984 1010
985 if (AddInventoryItem(item)) 1011 if (AddInventoryItem(item))
986 { 1012 {
987 remoteClient.SendInventoryItemCreateUpdate(item, callbackID); 1013 remoteClient.SendInventoryItemCreateUpdate(item, transationID, callbackID);
988 } 1014 }
989 else 1015 else
990 { 1016 {
@@ -1259,6 +1285,10 @@ namespace OpenSim.Region.Framework.Scenes
1259 { 1285 {
1260 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1286 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1261 1287
1288 // Can't move a null item
1289 if (itemId == UUID.Zero)
1290 return;
1291
1262 if (null == part) 1292 if (null == part)
1263 { 1293 {
1264 m_log.WarnFormat( 1294 m_log.WarnFormat(
@@ -1363,21 +1393,28 @@ namespace OpenSim.Region.Framework.Scenes
1363 return; 1393 return;
1364 } 1394 }
1365 1395
1366 if (part.OwnerID != destPart.OwnerID) 1396 // Can't transfer this
1397 //
1398 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1399 return;
1400
1401 bool overrideNoMod = false;
1402 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1403 overrideNoMod = true;
1404
1405 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1367 { 1406 {
1368 // Source must have transfer permissions 1407 // object cannot copy items to an object owned by a different owner
1369 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1408 // unless llAllowInventoryDrop has been called
1370 return;
1371 1409
1372 // Object cannot copy items to an object owned by a different owner 1410 return;
1373 // unless llAllowInventoryDrop has been called on the destination
1374 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1375 return;
1376 } 1411 }
1377 1412
1378 // must have both move and modify permission to put an item in an object 1413 // must have both move and modify permission to put an item in an object
1379 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1414 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1415 {
1380 return; 1416 return;
1417 }
1381 1418
1382 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1419 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1383 1420
@@ -1433,6 +1470,14 @@ namespace OpenSim.Region.Framework.Scenes
1433 1470
1434 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1471 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1435 { 1472 {
1473 SceneObjectPart destPart = GetSceneObjectPart(destID);
1474 if (destPart != null) // Move into a prim
1475 {
1476 foreach(UUID itemID in items)
1477 MoveTaskInventoryItem(destID, host, itemID);
1478 return destID; // Prim folder ID == prim ID
1479 }
1480
1436 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1481 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1437 1482
1438 UUID newFolderID = UUID.Random(); 1483 UUID newFolderID = UUID.Random();
@@ -1615,12 +1660,12 @@ namespace OpenSim.Region.Framework.Scenes
1615 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction( 1660 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
1616 remoteClient, part, transactionID, currentItem); 1661 remoteClient, part, transactionID, currentItem);
1617 1662
1618 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1663// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1619 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1664// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1620 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1665// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1621 remoteClient.SendAgentAlertMessage("Script saved", false); 1666// remoteClient.SendAgentAlertMessage("Script saved", false);
1622 else 1667// else
1623 remoteClient.SendAgentAlertMessage("Item saved", false); 1668// remoteClient.SendAgentAlertMessage("Item saved", false);
1624 } 1669 }
1625 1670
1626 // Base ALWAYS has move 1671 // Base ALWAYS has move
@@ -1990,23 +2035,32 @@ namespace OpenSim.Region.Framework.Scenes
1990 // build a list of eligible objects 2035 // build a list of eligible objects
1991 List<uint> deleteIDs = new List<uint>(); 2036 List<uint> deleteIDs = new List<uint>();
1992 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 2037 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1993 2038 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1994 // Start with true for both, then remove the flags if objects
1995 // that we can't derez are part of the selection
1996 bool permissionToTake = true;
1997 bool permissionToTakeCopy = true;
1998 bool permissionToDelete = true;
1999 2039
2000 foreach (uint localID in localIDs) 2040 foreach (uint localID in localIDs)
2001 { 2041 {
2042 // Start with true for both, then remove the flags if objects
2043 // that we can't derez are part of the selection
2044 bool permissionToTake = true;
2045 bool permissionToTakeCopy = true;
2046 bool permissionToDelete = true;
2047
2002 // Invalid id 2048 // Invalid id
2003 SceneObjectPart part = GetSceneObjectPart(localID); 2049 SceneObjectPart part = GetSceneObjectPart(localID);
2004 if (part == null) 2050 if (part == null)
2051 {
2052 //Client still thinks the object exists, kill it
2053 deleteIDs.Add(localID);
2005 continue; 2054 continue;
2055 }
2006 2056
2007 // Already deleted by someone else 2057 // Already deleted by someone else
2008 if (part.ParentGroup.IsDeleted) 2058 if (part.ParentGroup.IsDeleted)
2059 {
2060 //Client still thinks the object exists, kill it
2061 deleteIDs.Add(localID);
2009 continue; 2062 continue;
2063 }
2010 2064
2011 // Can't delete child prims 2065 // Can't delete child prims
2012 if (part != part.ParentGroup.RootPart) 2066 if (part != part.ParentGroup.RootPart)
@@ -2014,8 +2068,8 @@ namespace OpenSim.Region.Framework.Scenes
2014 2068
2015 SceneObjectGroup grp = part.ParentGroup; 2069 SceneObjectGroup grp = part.ParentGroup;
2016 2070
2017 deleteIDs.Add(localID); 2071 // If child prims have invalid perms, fix them
2018 deleteGroups.Add(grp); 2072 grp.AdjustChildPrimPermissions();
2019 2073
2020 // If child prims have invalid perms, fix them 2074 // If child prims have invalid perms, fix them
2021 grp.AdjustChildPrimPermissions(); 2075 grp.AdjustChildPrimPermissions();
@@ -2036,81 +2090,193 @@ namespace OpenSim.Region.Framework.Scenes
2036 } 2090 }
2037 else 2091 else
2038 { 2092 {
2039 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 2093 if (action == DeRezAction.TakeCopy)
2094 {
2095 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
2096 permissionToTakeCopy = false;
2097 }
2098 else
2099 {
2040 permissionToTakeCopy = false; 2100 permissionToTakeCopy = false;
2041 2101 }
2042 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 2102 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
2043 permissionToTake = false; 2103 permissionToTake = false;
2044 2104
2045 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 2105 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
2046 permissionToDelete = false; 2106 permissionToDelete = false;
2047 } 2107 }
2048 }
2049 2108
2050 // Handle god perms 2109 // Handle god perms
2051 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 2110 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
2052 { 2111 {
2053 permissionToTake = true; 2112 permissionToTake = true;
2054 permissionToTakeCopy = true; 2113 permissionToTakeCopy = true;
2055 permissionToDelete = true; 2114 permissionToDelete = true;
2056 } 2115 }
2057 2116
2058 // If we're re-saving, we don't even want to delete 2117 // If we're re-saving, we don't even want to delete
2059 if (action == DeRezAction.SaveToExistingUserInventoryItem) 2118 if (action == DeRezAction.SaveToExistingUserInventoryItem)
2060 permissionToDelete = false; 2119 permissionToDelete = false;
2061 2120
2062 // if we want to take a copy, we also don't want to delete 2121 // if we want to take a copy, we also don't want to delete
2063 // Note: after this point, the permissionToTakeCopy flag 2122 // Note: after this point, the permissionToTakeCopy flag
2064 // becomes irrelevant. It already includes the permissionToTake 2123 // becomes irrelevant. It already includes the permissionToTake
2065 // permission and after excluding no copy items here, we can 2124 // permission and after excluding no copy items here, we can
2066 // just use that. 2125 // just use that.
2067 if (action == DeRezAction.TakeCopy) 2126 if (action == DeRezAction.TakeCopy)
2068 { 2127 {
2069 // If we don't have permission, stop right here 2128 // If we don't have permission, stop right here
2070 if (!permissionToTakeCopy) 2129 if (!permissionToTakeCopy)
2071 return; 2130 return;
2072 2131
2073 permissionToTake = true; 2132 permissionToTake = true;
2074 // Don't delete 2133 // Don't delete
2075 permissionToDelete = false; 2134 permissionToDelete = false;
2076 } 2135 }
2077 2136
2078 if (action == DeRezAction.Return) 2137 if (action == DeRezAction.Return)
2079 {
2080 if (remoteClient != null)
2081 { 2138 {
2082 if (Permissions.CanReturnObjects( 2139 if (remoteClient != null)
2083 null,
2084 remoteClient.AgentId,
2085 deleteGroups))
2086 { 2140 {
2087 permissionToTake = true; 2141 if (Permissions.CanReturnObjects(
2088 permissionToDelete = true; 2142 null,
2089 2143 remoteClient.AgentId,
2090 foreach (SceneObjectGroup g in deleteGroups) 2144 new List<SceneObjectGroup>() {grp}))
2091 { 2145 {
2092 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2146 permissionToTake = true;
2147 permissionToDelete = true;
2148
2149 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
2093 } 2150 }
2094 } 2151 }
2152 else // Auto return passes through here with null agent
2153 {
2154 permissionToTake = true;
2155 permissionToDelete = true;
2156 }
2095 } 2157 }
2096 else // Auto return passes through here with null agent 2158
2159 if (permissionToTake && (!permissionToDelete))
2160 takeGroups.Add(grp);
2161
2162 if (permissionToDelete)
2097 { 2163 {
2098 permissionToTake = true; 2164 if (permissionToTake)
2099 permissionToDelete = true; 2165 deleteGroups.Add(grp);
2166 deleteIDs.Add(grp.LocalId);
2100 } 2167 }
2101 } 2168 }
2102 2169
2103 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2170 SendKillObject(deleteIDs);
2171
2172 if (deleteGroups.Count > 0)
2104 { 2173 {
2174 foreach (SceneObjectGroup g in deleteGroups)
2175 deleteIDs.Remove(g.LocalId);
2176
2105 m_asyncSceneObjectDeleter.DeleteToInventory( 2177 m_asyncSceneObjectDeleter.DeleteToInventory(
2106 action, destinationID, deleteGroups, remoteClient, 2178 action, destinationID, deleteGroups, remoteClient,
2107 permissionToDelete); 2179 true);
2180 }
2181 if (takeGroups.Count > 0)
2182 {
2183 m_asyncSceneObjectDeleter.DeleteToInventory(
2184 action, destinationID, takeGroups, remoteClient,
2185 false);
2108 } 2186 }
2109 else if (permissionToDelete) 2187 if (deleteIDs.Count > 0)
2110 { 2188 {
2111 foreach (SceneObjectGroup g in deleteGroups) 2189 foreach (SceneObjectGroup g in deleteGroups)
2112 DeleteSceneObject(g, false); 2190 DeleteSceneObject(g, true);
2191 }
2192 }
2193
2194 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2195 {
2196 itemID = UUID.Zero;
2197 if (grp != null)
2198 {
2199 Vector3 inventoryStoredPosition = new Vector3
2200 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2201 ? 250
2202 : grp.AbsolutePosition.X)
2203 ,
2204 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2205 ? 250
2206 : grp.AbsolutePosition.X,
2207 grp.AbsolutePosition.Z);
2208
2209 Vector3 originalPosition = grp.AbsolutePosition;
2210
2211 grp.AbsolutePosition = inventoryStoredPosition;
2212
2213 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2214
2215 grp.AbsolutePosition = originalPosition;
2216
2217 AssetBase asset = CreateAsset(
2218 grp.GetPartName(grp.LocalId),
2219 grp.GetPartDescription(grp.LocalId),
2220 (sbyte)AssetType.Object,
2221 Utils.StringToBytes(sceneObjectXml),
2222 remoteClient.AgentId);
2223 AssetService.Store(asset);
2224
2225 InventoryItemBase item = new InventoryItemBase();
2226 item.CreatorId = grp.RootPart.CreatorID.ToString();
2227 item.CreatorData = grp.RootPart.CreatorData;
2228 item.Owner = remoteClient.AgentId;
2229 item.ID = UUID.Random();
2230 item.AssetID = asset.FullID;
2231 item.Description = asset.Description;
2232 item.Name = asset.Name;
2233 item.AssetType = asset.Type;
2234 item.InvType = (int)InventoryType.Object;
2235
2236 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2237 if (folder != null)
2238 item.Folder = folder.ID;
2239 else // oopsies
2240 item.Folder = UUID.Zero;
2241
2242 // Set up base perms properly
2243 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2244 permsBase &= grp.RootPart.BaseMask;
2245 permsBase |= (uint)PermissionMask.Move;
2246
2247 // Make sure we don't lock it
2248 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2249
2250 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2251 {
2252 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2253 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2254 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2255 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2256 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2257 }
2258 else
2259 {
2260 item.BasePermissions = permsBase;
2261 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2262 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2263 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2264 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2265 }
2266 item.CreationDate = Util.UnixTimeSinceEpoch();
2267
2268 // sets itemID so client can show item as 'attached' in inventory
2269 grp.FromItemID = item.ID;
2270
2271 if (AddInventoryItem(item))
2272 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2273 else
2274 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2275
2276 itemID = item.ID;
2277 return item.AssetID;
2113 } 2278 }
2279 return UUID.Zero;
2114 } 2280 }
2115 2281
2116 /// <summary> 2282 /// <summary>
@@ -2240,6 +2406,9 @@ namespace OpenSim.Region.Framework.Scenes
2240 2406
2241 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2407 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2242 { 2408 {
2409 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2410 return;
2411
2243 SceneObjectPart part = GetSceneObjectPart(objectID); 2412 SceneObjectPart part = GetSceneObjectPart(objectID);
2244 if (part == null) 2413 if (part == null)
2245 return; 2414 return;
@@ -2296,7 +2465,10 @@ namespace OpenSim.Region.Framework.Scenes
2296 } 2465 }
2297 else 2466 else
2298 { 2467 {
2299 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2468 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2469 continue;
2470
2471 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2300 continue; 2472 continue;
2301 2473
2302 if (sog.GroupID != groupID) 2474 if (sog.GroupID != groupID)
@@ -2408,6 +2580,12 @@ namespace OpenSim.Region.Framework.Scenes
2408 } 2580 }
2409 2581
2410 m_sceneGraph.LinkObjects(root, children); 2582 m_sceneGraph.LinkObjects(root, children);
2583
2584 ScenePresence sp;
2585 if (TryGetScenePresence(agentId, out sp))
2586 {
2587 root.SendPropertiesToClient(sp.ControllingClient);
2588 }
2411 } 2589 }
2412 2590
2413 private string PermissionString(uint permissions) 2591 private string PermissionString(uint permissions)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index df43271..ce6415a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -50,7 +50,7 @@ namespace OpenSim.Region.Framework.Scenes
50 /// <param name='targetID'></param> 50 /// <param name='targetID'></param>
51 /// <param name='fromAgent'></param> 51 /// <param name='fromAgent'></param>
52 /// <param name='broadcast'></param> 52 /// <param name='broadcast'></param>
53 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 53 public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast) 54 UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
55 { 55 {
56 OSChatMessage args = new OSChatMessage(); 56 OSChatMessage args = new OSChatMessage();
@@ -61,6 +61,7 @@ namespace OpenSim.Region.Framework.Scenes
61 args.Position = fromPos; 61 args.Position = fromPos;
62 args.SenderUUID = fromID; 62 args.SenderUUID = fromID;
63 args.Scene = this; 63 args.Scene = this;
64 args.Destination = targetID;
64 65
65 if (fromAgent) 66 if (fromAgent)
66 { 67 {
@@ -75,7 +76,7 @@ namespace OpenSim.Region.Framework.Scenes
75 } 76 }
76 77
77 args.From = fromName; 78 args.From = fromName;
78 args.TargetUUID = targetID; 79 //args.
79 80
80// m_log.DebugFormat( 81// m_log.DebugFormat(
81// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}", 82// "[SCENE]: Sending message {0} on channel {1}, type {2} from {3}, broadcast {4}",
@@ -86,7 +87,7 @@ namespace OpenSim.Region.Framework.Scenes
86 else 87 else
87 EventManager.TriggerOnChatFromWorld(this, args); 88 EventManager.TriggerOnChatFromWorld(this, args);
88 } 89 }
89 90
90 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 91 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
91 UUID fromID, bool fromAgent, bool broadcast) 92 UUID fromID, bool fromAgent, bool broadcast)
92 { 93 {
@@ -130,19 +131,6 @@ namespace OpenSim.Region.Framework.Scenes
130 { 131 {
131 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); 132 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
132 } 133 }
133 /// <summary>
134 ///
135 /// </summary>
136 /// <param name="message"></param>
137 /// <param name="type"></param>
138 /// <param name="fromPos"></param>
139 /// <param name="fromName"></param>
140 /// <param name="fromAgentID"></param>
141 /// <param name="targetID"></param>
142 public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
143 {
144 SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
145 }
146 134
147 /// <summary> 135 /// <summary>
148 /// Invoked when the client requests a prim. 136 /// Invoked when the client requests a prim.
@@ -164,27 +152,47 @@ namespace OpenSim.Region.Framework.Scenes
164 /// <param name="remoteClient"></param> 152 /// <param name="remoteClient"></param>
165 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 153 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
166 { 154 {
155 /*
156 SceneObjectPart part = GetSceneObjectPart(primLocalID);
157
158 if (null == part)
159 return;
160
161 if (part.IsRoot)
162 {
163 SceneObjectGroup sog = part.ParentGroup;
164 sog.SendPropertiesToClient(remoteClient);
165
166 // A prim is only tainted if it's allowed to be edited by the person clicking it.
167 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
168 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
169 {
170 sog.IsSelected = true;
171 EventManager.TriggerParcelPrimCountTainted();
172 }
173 }
174 else
175 {
176 part.SendPropertiesToClient(remoteClient);
177 }
178 */
167 SceneObjectPart part = GetSceneObjectPart(primLocalID); 179 SceneObjectPart part = GetSceneObjectPart(primLocalID);
168 180
169 if (null == part) 181 if (null == part)
170 return; 182 return;
171 183
172 if (part.IsRoot) 184 SceneObjectGroup sog = part.ParentGroup;
173 { 185 if (sog == null)
174 SceneObjectGroup sog = part.ParentGroup; 186 return;
175 sog.SendPropertiesToClient(remoteClient);
176 sog.IsSelected = true;
177 187
178 // A prim is only tainted if it's allowed to be edited by the person clicking it. 188 part.SendPropertiesToClient(remoteClient);
179 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 189
180 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 190 // A prim is only tainted if it's allowed to be edited by the person clicking it.
181 { 191 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
182 EventManager.TriggerParcelPrimCountTainted(); 192 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
183 }
184 }
185 else
186 { 193 {
187 part.SendPropertiesToClient(remoteClient); 194 part.IsSelected = true;
195 EventManager.TriggerParcelPrimCountTainted();
188 } 196 }
189 } 197 }
190 198
@@ -237,7 +245,7 @@ namespace OpenSim.Region.Framework.Scenes
237 SceneObjectPart part = GetSceneObjectPart(primLocalID); 245 SceneObjectPart part = GetSceneObjectPart(primLocalID);
238 if (part == null) 246 if (part == null)
239 return; 247 return;
240 248 /*
241 // A deselect packet contains all the local prims being deselected. However, since selection is still 249 // A deselect packet contains all the local prims being deselected. However, since selection is still
242 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 250 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
243 // we end up sending many duplicate ObjectUpdates 251 // we end up sending many duplicate ObjectUpdates
@@ -250,7 +258,9 @@ namespace OpenSim.Region.Framework.Scenes
250 // handled by group, but by prim. Legacy cruft. 258 // handled by group, but by prim. Legacy cruft.
251 // TODO: Make selection flagging per prim! 259 // TODO: Make selection flagging per prim!
252 // 260 //
253 part.ParentGroup.IsSelected = false; 261 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
262 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
263 part.ParentGroup.IsSelected = false;
254 264
255 if (part.ParentGroup.IsAttachment) 265 if (part.ParentGroup.IsAttachment)
256 isAttachment = true; 266 isAttachment = true;
@@ -270,6 +280,22 @@ namespace OpenSim.Region.Framework.Scenes
270 part.UUID, remoteClient.AgentId)) 280 part.UUID, remoteClient.AgentId))
271 EventManager.TriggerParcelPrimCountTainted(); 281 EventManager.TriggerParcelPrimCountTainted();
272 } 282 }
283 */
284
285 bool oldgprSelect = part.ParentGroup.IsSelected;
286
287 // This is wrong, wrong, wrong. Selection should not be
288 // handled by group, but by prim. Legacy cruft.
289 // TODO: Make selection flagging per prim!
290 //
291 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
292 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
293 {
294 part.IsSelected = false;
295 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
296 EventManager.TriggerParcelPrimCountTainted();
297 }
298
273 } 299 }
274 300
275 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 301 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
@@ -412,6 +438,20 @@ namespace OpenSim.Region.Framework.Scenes
412 ); 438 );
413 } 439 }
414 440
441 private class DescendentsRequestData
442 {
443 public IClientAPI RemoteClient;
444 public UUID FolderID;
445 public UUID OwnerID;
446 public bool FetchFolders;
447 public bool FetchItems;
448 public int SortOrder;
449 }
450
451 private Queue<DescendentsRequestData> m_descendentsRequestQueue = new Queue<DescendentsRequestData>();
452 private Object m_descendentsRequestLock = new Object();
453 private bool m_descendentsRequestProcessing = false;
454
415 /// <summary> 455 /// <summary>
416 /// Tell the client about the various child items and folders contained in the requested folder. 456 /// Tell the client about the various child items and folders contained in the requested folder.
417 /// </summary> 457 /// </summary>
@@ -448,17 +488,38 @@ namespace OpenSim.Region.Framework.Scenes
448 } 488 }
449 } 489 }
450 490
451 // We're going to send the reply async, because there may be 491 lock (m_descendentsRequestLock)
452 // an enormous quantity of packets -- basically the entire inventory! 492 {
453 // We don't want to block the client thread while all that is happening. 493 if (!m_descendentsRequestProcessing)
454 SendInventoryDelegate d = SendInventoryAsync; 494 {
455 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d); 495 m_descendentsRequestProcessing = true;
496
497 // We're going to send the reply async, because there may be
498 // an enormous quantity of packets -- basically the entire inventory!
499 // We don't want to block the client thread while all that is happening.
500 SendInventoryDelegate d = SendInventoryAsync;
501 d.BeginInvoke(remoteClient, folderID, ownerID, fetchFolders, fetchItems, sortOrder, SendInventoryComplete, d);
502
503 return;
504 }
505
506 DescendentsRequestData req = new DescendentsRequestData();
507 req.RemoteClient = remoteClient;
508 req.FolderID = folderID;
509 req.OwnerID = ownerID;
510 req.FetchFolders = fetchFolders;
511 req.FetchItems = fetchItems;
512 req.SortOrder = sortOrder;
513
514 m_descendentsRequestQueue.Enqueue(req);
515 }
456 } 516 }
457 517
458 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder); 518 delegate void SendInventoryDelegate(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder);
459 519
460 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder) 520 void SendInventoryAsync(IClientAPI remoteClient, UUID folderID, UUID ownerID, bool fetchFolders, bool fetchItems, int sortOrder)
461 { 521 {
522 Thread.Sleep(20);
462 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems); 523 SendInventoryUpdate(remoteClient, new InventoryFolderBase(folderID), fetchFolders, fetchItems);
463 } 524 }
464 525
@@ -466,6 +527,21 @@ namespace OpenSim.Region.Framework.Scenes
466 { 527 {
467 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState; 528 SendInventoryDelegate d = (SendInventoryDelegate)iar.AsyncState;
468 d.EndInvoke(iar); 529 d.EndInvoke(iar);
530
531 lock (m_descendentsRequestLock)
532 {
533 if (m_descendentsRequestQueue.Count > 0)
534 {
535 DescendentsRequestData req = m_descendentsRequestQueue.Dequeue();
536
537 d = SendInventoryAsync;
538 d.BeginInvoke(req.RemoteClient, req.FolderID, req.OwnerID, req.FetchFolders, req.FetchItems, req.SortOrder, SendInventoryComplete, d);
539
540 return;
541 }
542
543 m_descendentsRequestProcessing = false;
544 }
469 } 545 }
470 546
471 /// <summary> 547 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index a9f8a85..436a544 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -227,8 +227,8 @@ namespace OpenSim.Region.Framework.Scenes
227 // TODO: need to figure out how allow client agents but deny 227 // TODO: need to figure out how allow client agents but deny
228 // root agents when ACL denies access to root agent 228 // root agents when ACL denies access to root agent
229 public bool m_strictAccessControl = true; 229 public bool m_strictAccessControl = true;
230 230 public bool m_seeIntoBannedRegion = false;
231 public int MaxUndoCount { get; set; } 231 public int MaxUndoCount = 5;
232 232
233 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 233 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
234 public bool LoginLock = false; 234 public bool LoginLock = false;
@@ -244,11 +244,13 @@ namespace OpenSim.Region.Framework.Scenes
244 244
245 protected int m_splitRegionID; 245 protected int m_splitRegionID;
246 protected Timer m_restartWaitTimer = new Timer(); 246 protected Timer m_restartWaitTimer = new Timer();
247 protected Timer m_timerWatchdog = new Timer();
247 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 248 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
248 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 249 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
249 protected string m_simulatorVersion = "OpenSimulator Server"; 250 protected string m_simulatorVersion = "OpenSimulator Server";
250 protected AgentCircuitManager m_authenticateHandler; 251 protected AgentCircuitManager m_authenticateHandler;
251 protected SceneCommunicationService m_sceneGridService; 252 protected SceneCommunicationService m_sceneGridService;
253 protected ISnmpModule m_snmpService = null;
252 254
253 protected ISimulationDataService m_SimulationDataService; 255 protected ISimulationDataService m_SimulationDataService;
254 protected IEstateDataService m_EstateDataService; 256 protected IEstateDataService m_EstateDataService;
@@ -311,8 +313,8 @@ namespace OpenSim.Region.Framework.Scenes
311 private int m_update_presences = 1; // Update scene presence movements 313 private int m_update_presences = 1; // Update scene presence movements
312 private int m_update_events = 1; 314 private int m_update_events = 1;
313 private int m_update_backup = 200; 315 private int m_update_backup = 200;
314 private int m_update_terrain = 50; 316 private int m_update_terrain = 1000;
315// private int m_update_land = 1; 317 private int m_update_land = 10;
316 private int m_update_coarse_locations = 50; 318 private int m_update_coarse_locations = 50;
317 319
318 private int agentMS; 320 private int agentMS;
@@ -325,13 +327,13 @@ namespace OpenSim.Region.Framework.Scenes
325 private int backupMS; 327 private int backupMS;
326 private int terrainMS; 328 private int terrainMS;
327 private int landMS; 329 private int landMS;
328 private int spareMS;
329 330
330 /// <summary> 331 /// <summary>
331 /// Tick at which the last frame was processed. 332 /// Tick at which the last frame was processed.
332 /// </summary> 333 /// </summary>
333 private int m_lastFrameTick; 334 private int m_lastFrameTick;
334 335
336 public bool CombineRegions = false;
335 /// <summary> 337 /// <summary>
336 /// Tick at which the last maintenance run occurred. 338 /// Tick at which the last maintenance run occurred.
337 /// </summary> 339 /// </summary>
@@ -351,7 +353,7 @@ namespace OpenSim.Region.Framework.Scenes
351 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing 353 private readonly Timer m_restartTimer = new Timer(15000); // Wait before firing
352 private volatile bool m_backingup; 354 private volatile bool m_backingup;
353 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>(); 355 private Dictionary<UUID, ReturnInfo> m_returns = new Dictionary<UUID, ReturnInfo>();
354 private Dictionary<UUID, SceneObjectGroup> m_groupsWithTargets = new Dictionary<UUID, SceneObjectGroup>(); 356 private Dictionary<UUID, int> m_groupsWithTargets = new Dictionary<UUID, int>();
355 357
356 private string m_defaultScriptEngine; 358 private string m_defaultScriptEngine;
357 359
@@ -360,6 +362,11 @@ namespace OpenSim.Region.Framework.Scenes
360 /// </summary> 362 /// </summary>
361 private int m_LastLogin; 363 private int m_LastLogin;
362 364
365 private int m_lastIncoming;
366 private int m_lastOutgoing;
367 private int m_hbRestarts = 0;
368
369
363 /// <summary> 370 /// <summary>
364 /// Thread that runs the scene loop. 371 /// Thread that runs the scene loop.
365 /// </summary> 372 /// </summary>
@@ -402,7 +409,7 @@ namespace OpenSim.Region.Framework.Scenes
402 private volatile bool m_active; 409 private volatile bool m_active;
403 410
404// private int m_lastUpdate; 411// private int m_lastUpdate;
405// private bool m_firstHeartbeat = true; 412 private bool m_firstHeartbeat = true;
406 413
407 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 414 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
408 private bool m_reprioritizationEnabled = true; 415 private bool m_reprioritizationEnabled = true;
@@ -446,6 +453,19 @@ namespace OpenSim.Region.Framework.Scenes
446 get { return m_sceneGridService; } 453 get { return m_sceneGridService; }
447 } 454 }
448 455
456 public ISnmpModule SnmpService
457 {
458 get
459 {
460 if (m_snmpService == null)
461 {
462 m_snmpService = RequestModuleInterface<ISnmpModule>();
463 }
464
465 return m_snmpService;
466 }
467 }
468
449 public ISimulationDataService SimulationDataService 469 public ISimulationDataService SimulationDataService
450 { 470 {
451 get 471 get
@@ -738,6 +758,8 @@ namespace OpenSim.Region.Framework.Scenes
738 m_SimulationDataService = simDataService; 758 m_SimulationDataService = simDataService;
739 m_EstateDataService = estateDataService; 759 m_EstateDataService = estateDataService;
740 m_regionHandle = RegionInfo.RegionHandle; 760 m_regionHandle = RegionInfo.RegionHandle;
761 m_lastIncoming = 0;
762 m_lastOutgoing = 0;
741 763
742 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 764 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
743 m_asyncSceneObjectDeleter.Enabled = true; 765 m_asyncSceneObjectDeleter.Enabled = true;
@@ -831,7 +853,7 @@ namespace OpenSim.Region.Framework.Scenes
831 853
832 StartDisabled = startupConfig.GetBoolean("StartDisabled", false); 854 StartDisabled = startupConfig.GetBoolean("StartDisabled", false);
833 855
834 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance); 856 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
835 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup); 857 UseBackup = startupConfig.GetBoolean("UseSceneBackup", UseBackup);
836 if (!UseBackup) 858 if (!UseBackup)
837 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName); 859 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
@@ -839,10 +861,8 @@ namespace OpenSim.Region.Framework.Scenes
839 //Animation states 861 //Animation states
840 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false); 862 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
841 863
842 MaxUndoCount = startupConfig.GetInt("MaxPrimUndos", 20); 864 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
843 865 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
844 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
845 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
846 866
847 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys); 867 m_minNonphys = startupConfig.GetFloat("NonPhysicalPrimMin", m_minNonphys);
848 if (RegionInfo.NonphysPrimMin > 0) 868 if (RegionInfo.NonphysPrimMin > 0)
@@ -863,11 +883,21 @@ namespace OpenSim.Region.Framework.Scenes
863 } 883 }
864 884
865 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 885 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
886
866 if (RegionInfo.PhysPrimMax > 0) 887 if (RegionInfo.PhysPrimMax > 0)
867 { 888 {
868 m_maxPhys = RegionInfo.PhysPrimMax; 889 m_maxPhys = RegionInfo.PhysPrimMax;
869 } 890 }
870 891
892 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity);
893 if (RegionInfo.LinksetCapacity > 0)
894 {
895 m_linksetCapacity = RegionInfo.LinksetCapacity;
896 }
897
898 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
899 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
900
871 // Here, if clamping is requested in either global or 901 // Here, if clamping is requested in either global or
872 // local config, it will be used 902 // local config, it will be used
873 // 903 //
@@ -877,13 +907,7 @@ namespace OpenSim.Region.Framework.Scenes
877 m_clampPrimSize = true; 907 m_clampPrimSize = true;
878 } 908 }
879 909
880 m_linksetCapacity = startupConfig.GetInt("LinksetPrims", m_linksetCapacity); 910 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
881 if (RegionInfo.LinksetCapacity > 0)
882 {
883 m_linksetCapacity = RegionInfo.LinksetCapacity;
884 }
885
886 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete);
887 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 911 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
888 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 912 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
889 m_dontPersistBefore = 913 m_dontPersistBefore =
@@ -894,11 +918,11 @@ namespace OpenSim.Region.Framework.Scenes
894 m_persistAfter *= 10000000; 918 m_persistAfter *= 10000000;
895 919
896 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 920 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
897 921 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
898 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
899 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
900 922
901 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 923 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
924 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
925 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
902 926
903 string[] possibleMapConfigSections = new string[] { "Map", "Startup" }; 927 string[] possibleMapConfigSections = new string[] { "Map", "Startup" };
904 928
@@ -943,7 +967,7 @@ namespace OpenSim.Region.Framework.Scenes
943 967
944 if (grant.Length > 0) 968 if (grant.Length > 0)
945 { 969 {
946 foreach (string viewer in grant.Split('|')) 970 foreach (string viewer in grant.Split(','))
947 { 971 {
948 m_AllowedViewers.Add(viewer.Trim().ToLower()); 972 m_AllowedViewers.Add(viewer.Trim().ToLower());
949 } 973 }
@@ -955,7 +979,7 @@ namespace OpenSim.Region.Framework.Scenes
955 979
956 if (grant.Length > 0) 980 if (grant.Length > 0)
957 { 981 {
958 foreach (string viewer in grant.Split('|')) 982 foreach (string viewer in grant.Split(','))
959 { 983 {
960 m_BannedViewers.Add(viewer.Trim().ToLower()); 984 m_BannedViewers.Add(viewer.Trim().ToLower());
961 } 985 }
@@ -1015,6 +1039,8 @@ namespace OpenSim.Region.Framework.Scenes
1015 StatsReporter = new SimStatsReporter(this); 1039 StatsReporter = new SimStatsReporter(this);
1016 StatsReporter.OnSendStatsResult += SendSimStatsPackets; 1040 StatsReporter.OnSendStatsResult += SendSimStatsPackets;
1017 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats; 1041 StatsReporter.OnStatsIncorrect += m_sceneGraph.RecalculateStats;
1042
1043 MainConsole.Instance.Commands.AddCommand("scene", false, "gc collect", "gc collect", "gc collect", "Cause the garbage collector to make a single pass", HandleGcCollect);
1018 } 1044 }
1019 1045
1020 public Scene(RegionInfo regInfo) : base(regInfo) 1046 public Scene(RegionInfo regInfo) : base(regInfo)
@@ -1310,8 +1336,11 @@ namespace OpenSim.Region.Framework.Scenes
1310 // Stop all client threads. 1336 // Stop all client threads.
1311 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); }); 1337 ForEachScenePresence(delegate(ScenePresence avatar) { avatar.ControllingClient.Close(); });
1312 1338
1313 m_log.Debug("[SCENE]: Persisting changed objects"); 1339 m_log.Debug("[SCENE]: TriggerSceneShuttingDown");
1314 EventManager.TriggerSceneShuttingDown(this); 1340 EventManager.TriggerSceneShuttingDown(this);
1341
1342 m_log.Debug("[SCENE]: Persisting changed objects");
1343
1315 Backup(false); 1344 Backup(false);
1316 m_sceneGraph.Close(); 1345 m_sceneGraph.Close();
1317 1346
@@ -1325,6 +1354,7 @@ namespace OpenSim.Region.Framework.Scenes
1325 // attempt to reference a null or disposed physics scene. 1354 // attempt to reference a null or disposed physics scene.
1326 if (PhysicsScene != null) 1355 if (PhysicsScene != null)
1327 { 1356 {
1357 m_log.Debug("[SCENE]: Dispose Physics");
1328 PhysicsScene phys = PhysicsScene; 1358 PhysicsScene phys = PhysicsScene;
1329 // remove the physics engine from both Scene and SceneGraph 1359 // remove the physics engine from both Scene and SceneGraph
1330 PhysicsScene = null; 1360 PhysicsScene = null;
@@ -1355,11 +1385,29 @@ namespace OpenSim.Region.Framework.Scenes
1355 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1385 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1356 if (m_heartbeatThread != null) 1386 if (m_heartbeatThread != null)
1357 { 1387 {
1388 m_hbRestarts++;
1389 if(m_hbRestarts > 10)
1390 Environment.Exit(1);
1391 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1392
1393//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1394//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1395//proc.EnableRaisingEvents=false;
1396//proc.StartInfo.FileName = "/bin/kill";
1397//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1398//proc.Start();
1399//proc.WaitForExit();
1400//Thread.Sleep(1000);
1401//Environment.Exit(1);
1358 m_heartbeatThread.Abort(); 1402 m_heartbeatThread.Abort();
1403 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1359 m_heartbeatThread = null; 1404 m_heartbeatThread = null;
1360 } 1405 }
1361// m_lastUpdate = Util.EnvironmentTickCount(); 1406// m_lastUpdate = Util.EnvironmentTickCount();
1362 1407
1408// m_sceneGraph.PreparePhysicsSimulation();
1409
1410
1363 m_heartbeatThread 1411 m_heartbeatThread
1364 = Watchdog.StartThread( 1412 = Watchdog.StartThread(
1365 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); 1413 Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false);
@@ -1504,16 +1552,20 @@ namespace OpenSim.Region.Framework.Scenes
1504 endFrame = Frame + frames; 1552 endFrame = Frame + frames;
1505 1553
1506 float physicsFPS = 0f; 1554 float physicsFPS = 0f;
1507 int previousFrameTick, tmpMS; 1555 int tmpMS;
1508 int maintc = Util.EnvironmentTickCount(); 1556 int previousFrameTick;
1557 int maintc;
1558 int sleepMS;
1559 int framestart;
1509 1560
1510 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame)) 1561 while (!m_shuttingDown && ((endFrame == null && Active) || Frame < endFrame))
1511 { 1562 {
1563 framestart = Util.EnvironmentTickCount();
1512 ++Frame; 1564 ++Frame;
1513 1565
1514// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName); 1566// m_log.DebugFormat("[SCENE]: Processing frame {0} in {1}", Frame, RegionInfo.RegionName);
1515 1567
1516 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = spareMS = 0; 1568 agentMS = tempOnRezMS = eventMS = backupMS = terrainMS = landMS = 0;
1517 1569
1518 try 1570 try
1519 { 1571 {
@@ -1567,6 +1619,7 @@ namespace OpenSim.Region.Framework.Scenes
1567 m_sceneGraph.UpdatePresences(); 1619 m_sceneGraph.UpdatePresences();
1568 1620
1569 agentMS += Util.EnvironmentTickCountSubtract(tmpMS); 1621 agentMS += Util.EnvironmentTickCountSubtract(tmpMS);
1622
1570 1623
1571 // Delete temp-on-rez stuff 1624 // Delete temp-on-rez stuff
1572 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps) 1625 if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
@@ -1648,34 +1701,37 @@ namespace OpenSim.Region.Framework.Scenes
1648 1701
1649 Watchdog.UpdateThread(); 1702 Watchdog.UpdateThread();
1650 1703
1704 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
1705
1706 StatsReporter.AddPhysicsFPS(physicsFPS);
1707 StatsReporter.AddTimeDilation(TimeDilation);
1708 StatsReporter.AddFPS(1);
1709
1710 StatsReporter.addAgentMS(agentMS);
1711 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1712 StatsReporter.addOtherMS(otherMS);
1713 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1714
1651 previousFrameTick = m_lastFrameTick; 1715 previousFrameTick = m_lastFrameTick;
1652 m_lastFrameTick = Util.EnvironmentTickCount(); 1716 m_lastFrameTick = Util.EnvironmentTickCount();
1653 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1717 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, framestart);
1654 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1718 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1655 1719
1720 m_firstHeartbeat = false;
1721
1722 sleepMS = Util.EnvironmentTickCount();
1723
1656 if (tmpMS > 0) 1724 if (tmpMS > 0)
1657 {
1658 Thread.Sleep(tmpMS); 1725 Thread.Sleep(tmpMS);
1659 spareMS += tmpMS;
1660 }
1661 1726
1662 frameMS = Util.EnvironmentTickCountSubtract(maintc); 1727 sleepMS = Util.EnvironmentTickCountSubtract(sleepMS);
1663 maintc = Util.EnvironmentTickCount(); 1728 frameMS = Util.EnvironmentTickCountSubtract(framestart);
1664 1729 StatsReporter.addSleepMS(sleepMS);
1665 otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS; 1730 StatsReporter.addFrameMS(frameMS);
1666 1731
1667 // if (Frame%m_update_avatars == 0) 1732 // if (Frame%m_update_avatars == 0)
1668 // UpdateInWorldTime(); 1733 // UpdateInWorldTime();
1669 StatsReporter.AddPhysicsFPS(physicsFPS);
1670 StatsReporter.AddTimeDilation(TimeDilation);
1671 StatsReporter.AddFPS(1);
1672 1734
1673 StatsReporter.addFrameMS(frameMS);
1674 StatsReporter.addAgentMS(agentMS);
1675 StatsReporter.addPhysicsMS(physicsMS + physicsMS2);
1676 StatsReporter.addOtherMS(otherMS);
1677 StatsReporter.AddSpareMS(spareMS);
1678 StatsReporter.addScriptLines(m_sceneGraph.GetScriptLPS());
1679 1735
1680 // Optionally warn if a frame takes double the amount of time that it should. 1736 // Optionally warn if a frame takes double the amount of time that it should.
1681 if (DebugUpdates 1737 if (DebugUpdates
@@ -1692,7 +1748,7 @@ namespace OpenSim.Region.Framework.Scenes
1692 public void AddGroupTarget(SceneObjectGroup grp) 1748 public void AddGroupTarget(SceneObjectGroup grp)
1693 { 1749 {
1694 lock (m_groupsWithTargets) 1750 lock (m_groupsWithTargets)
1695 m_groupsWithTargets[grp.UUID] = grp; 1751 m_groupsWithTargets[grp.UUID] = 0;
1696 } 1752 }
1697 1753
1698 public void RemoveGroupTarget(SceneObjectGroup grp) 1754 public void RemoveGroupTarget(SceneObjectGroup grp)
@@ -1703,18 +1759,24 @@ namespace OpenSim.Region.Framework.Scenes
1703 1759
1704 private void CheckAtTargets() 1760 private void CheckAtTargets()
1705 { 1761 {
1706 List<SceneObjectGroup> objs = null; 1762 List<UUID> objs = null;
1707 1763
1708 lock (m_groupsWithTargets) 1764 lock (m_groupsWithTargets)
1709 { 1765 {
1710 if (m_groupsWithTargets.Count != 0) 1766 if (m_groupsWithTargets.Count != 0)
1711 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values); 1767 objs = new List<UUID>(m_groupsWithTargets.Keys);
1712 } 1768 }
1713 1769
1714 if (objs != null) 1770 if (objs != null)
1715 { 1771 {
1716 foreach (SceneObjectGroup entry in objs) 1772 foreach (UUID entry in objs)
1717 entry.checkAtTargets(); 1773 {
1774 SceneObjectGroup grp = GetSceneObjectGroup(entry);
1775 if (grp == null)
1776 m_groupsWithTargets.Remove(entry);
1777 else
1778 grp.checkAtTargets();
1779 }
1718 } 1780 }
1719 } 1781 }
1720 1782
@@ -1793,7 +1855,7 @@ namespace OpenSim.Region.Framework.Scenes
1793 msg.fromAgentName = "Server"; 1855 msg.fromAgentName = "Server";
1794 msg.dialog = (byte)19; // Object msg 1856 msg.dialog = (byte)19; // Object msg
1795 msg.fromGroup = false; 1857 msg.fromGroup = false;
1796 msg.offline = (byte)0; 1858 msg.offline = (byte)1;
1797 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1859 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1798 msg.Position = Vector3.Zero; 1860 msg.Position = Vector3.Zero;
1799 msg.RegionID = RegionInfo.RegionID.Guid; 1861 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -2022,7 +2084,7 @@ namespace OpenSim.Region.Framework.Scenes
2022 return PhysicsScene.SupportsRaycastWorldFiltered(); 2084 return PhysicsScene.SupportsRaycastWorldFiltered();
2023 } 2085 }
2024 2086
2025 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) 2087 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2026 { 2088 {
2027 if (PhysicsScene == null) 2089 if (PhysicsScene == null)
2028 return null; 2090 return null;
@@ -2044,14 +2106,24 @@ namespace OpenSim.Region.Framework.Scenes
2044 /// <returns></returns> 2106 /// <returns></returns>
2045 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 2107 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
2046 { 2108 {
2109
2110 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
2111 Vector3 wpos = Vector3.Zero;
2112 // Check for water surface intersection from above
2113 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
2114 {
2115 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
2116 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
2117 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
2118 wpos.Z = wheight;
2119 }
2120
2047 Vector3 pos = Vector3.Zero; 2121 Vector3 pos = Vector3.Zero;
2048 if (RayEndIsIntersection == (byte)1) 2122 if (RayEndIsIntersection == (byte)1)
2049 { 2123 {
2050 pos = RayEnd; 2124 pos = RayEnd;
2051 return pos;
2052 } 2125 }
2053 2126 else if (RayTargetID != UUID.Zero)
2054 if (RayTargetID != UUID.Zero)
2055 { 2127 {
2056 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 2128 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
2057 2129
@@ -2073,7 +2145,7 @@ namespace OpenSim.Region.Framework.Scenes
2073 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2145 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
2074 2146
2075 // Un-comment out the following line to Get Raytrace results printed to the console. 2147 // Un-comment out the following line to Get Raytrace results printed to the console.
2076 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2148 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
2077 float ScaleOffset = 0.5f; 2149 float ScaleOffset = 0.5f;
2078 2150
2079 // If we hit something 2151 // If we hit something
@@ -2096,13 +2168,10 @@ namespace OpenSim.Region.Framework.Scenes
2096 //pos.Z -= 0.25F; 2168 //pos.Z -= 0.25F;
2097 2169
2098 } 2170 }
2099
2100 return pos;
2101 } 2171 }
2102 else 2172 else
2103 { 2173 {
2104 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2174 // We don't have a target here, so we're going to raytrace all the objects in the scene.
2105
2106 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2175 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
2107 2176
2108 // Un-comment the following line to print the raytrace results to the console. 2177 // Un-comment the following line to print the raytrace results to the console.
@@ -2111,13 +2180,12 @@ namespace OpenSim.Region.Framework.Scenes
2111 if (ei.HitTF) 2180 if (ei.HitTF)
2112 { 2181 {
2113 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2182 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
2114 } else 2183 }
2184 else
2115 { 2185 {
2116 // fall back to our stupid functionality 2186 // fall back to our stupid functionality
2117 pos = RayEnd; 2187 pos = RayEnd;
2118 } 2188 }
2119
2120 return pos;
2121 } 2189 }
2122 } 2190 }
2123 else 2191 else
@@ -2128,8 +2196,12 @@ namespace OpenSim.Region.Framework.Scenes
2128 //increase height so its above the ground. 2196 //increase height so its above the ground.
2129 //should be getting the normal of the ground at the rez point and using that? 2197 //should be getting the normal of the ground at the rez point and using that?
2130 pos.Z += scale.Z / 2f; 2198 pos.Z += scale.Z / 2f;
2131 return pos; 2199// return pos;
2132 } 2200 }
2201
2202 // check against posible water intercept
2203 if (wpos.Z > pos.Z) pos = wpos;
2204 return pos;
2133 } 2205 }
2134 2206
2135 2207
@@ -2220,12 +2292,12 @@ namespace OpenSim.Region.Framework.Scenes
2220 { 2292 {
2221 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates)) 2293 if (m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates))
2222 { 2294 {
2295 sceneObject.IsDeleted = false;
2223 EventManager.TriggerObjectAddedToScene(sceneObject); 2296 EventManager.TriggerObjectAddedToScene(sceneObject);
2224 return true; 2297 return true;
2225 } 2298 }
2226 2299
2227 return false; 2300 return false;
2228
2229 } 2301 }
2230 2302
2231 /// <summary> 2303 /// <summary>
@@ -2317,6 +2389,15 @@ namespace OpenSim.Region.Framework.Scenes
2317 /// </summary> 2389 /// </summary>
2318 public void DeleteAllSceneObjects() 2390 public void DeleteAllSceneObjects()
2319 { 2391 {
2392 DeleteAllSceneObjects(false);
2393 }
2394
2395 /// <summary>
2396 /// Delete every object from the scene. This does not include attachments worn by avatars.
2397 /// </summary>
2398 public void DeleteAllSceneObjects(bool exceptNoCopy)
2399 {
2400 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2320 lock (Entities) 2401 lock (Entities)
2321 { 2402 {
2322 EntityBase[] entities = Entities.GetEntities(); 2403 EntityBase[] entities = Entities.GetEntities();
@@ -2325,11 +2406,24 @@ namespace OpenSim.Region.Framework.Scenes
2325 if (e is SceneObjectGroup) 2406 if (e is SceneObjectGroup)
2326 { 2407 {
2327 SceneObjectGroup sog = (SceneObjectGroup)e; 2408 SceneObjectGroup sog = (SceneObjectGroup)e;
2328 if (!sog.IsAttachment) 2409 if (sog != null && !sog.IsAttachment)
2329 DeleteSceneObject((SceneObjectGroup)e, false); 2410 {
2411 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2412 {
2413 DeleteSceneObject((SceneObjectGroup)e, false);
2414 }
2415 else
2416 {
2417 toReturn.Add((SceneObjectGroup)e);
2418 }
2419 }
2330 } 2420 }
2331 } 2421 }
2332 } 2422 }
2423 if (toReturn.Count > 0)
2424 {
2425 returnObjects(toReturn.ToArray(), UUID.Zero);
2426 }
2333 } 2427 }
2334 2428
2335 /// <summary> 2429 /// <summary>
@@ -2360,6 +2454,14 @@ namespace OpenSim.Region.Framework.Scenes
2360 else 2454 else
2361 group.StopScriptInstances(); 2455 group.StopScriptInstances();
2362 2456
2457 List<UUID> avatars = group.GetSittingAvatars();
2458 foreach (UUID av in avatars)
2459 {
2460 ScenePresence p = GetScenePresence(av);
2461 if (p != null)
2462 p.StandUp();
2463 }
2464
2363 SceneObjectPart[] partList = group.Parts; 2465 SceneObjectPart[] partList = group.Parts;
2364 2466
2365 foreach (SceneObjectPart part in partList) 2467 foreach (SceneObjectPart part in partList)
@@ -2387,6 +2489,8 @@ namespace OpenSim.Region.Framework.Scenes
2387 } 2489 }
2388 2490
2389 group.DeleteGroupFromScene(silent); 2491 group.DeleteGroupFromScene(silent);
2492 if (!silent)
2493 SendKillObject(new List<uint>() { group.LocalId });
2390 2494
2391// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2495// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2392 } 2496 }
@@ -2676,7 +2780,7 @@ namespace OpenSim.Region.Framework.Scenes
2676 // If the user is banned, we won't let any of their objects 2780 // If the user is banned, we won't let any of their objects
2677 // enter. Period. 2781 // enter. Period.
2678 // 2782 //
2679 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) 2783 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2680 { 2784 {
2681 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); 2785 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2682 return false; 2786 return false;
@@ -2731,6 +2835,23 @@ namespace OpenSim.Region.Framework.Scenes
2731 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2835 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2732 public bool AddSceneObject(SceneObjectGroup sceneObject) 2836 public bool AddSceneObject(SceneObjectGroup sceneObject)
2733 { 2837 {
2838 if (sceneObject.OwnerID == UUID.Zero)
2839 {
2840 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2841 return false;
2842 }
2843
2844 // If the user is banned, we won't let any of their objects
2845 // enter. Period.
2846 //
2847 int flags = GetUserFlags(sceneObject.OwnerID);
2848 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2849 {
2850 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2851
2852 return false;
2853 }
2854
2734 // Force allocation of new LocalId 2855 // Force allocation of new LocalId
2735 // 2856 //
2736 SceneObjectPart[] parts = sceneObject.Parts; 2857 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2767,16 +2888,27 @@ namespace OpenSim.Region.Framework.Scenes
2767 // information that this is due to a teleport/border cross rather than an ordinary attachment. 2888 // information that this is due to a teleport/border cross rather than an ordinary attachment.
2768 // We currently do this in Scene.MakeRootAgent() instead. 2889 // We currently do this in Scene.MakeRootAgent() instead.
2769 if (AttachmentsModule != null) 2890 if (AttachmentsModule != null)
2770 AttachmentsModule.AttachObject(sp, grp, 0, false, false, true); 2891 AttachmentsModule.AttachObject(sp, grp, 0, false, false, false, true);
2771 } 2892 }
2772 else 2893 else
2773 { 2894 {
2895 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2774 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2896 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2775 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2897 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2776 } 2898 }
2899 if (sceneObject.OwnerID == UUID.Zero)
2900 {
2901 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2902 return false;
2903 }
2777 } 2904 }
2778 else 2905 else
2779 { 2906 {
2907 if (sceneObject.OwnerID == UUID.Zero)
2908 {
2909 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2910 return false;
2911 }
2780 AddRestoredSceneObject(sceneObject, true, false); 2912 AddRestoredSceneObject(sceneObject, true, false);
2781 } 2913 }
2782 2914
@@ -2793,6 +2925,24 @@ namespace OpenSim.Region.Framework.Scenes
2793 return 2; // StateSource.PrimCrossing 2925 return 2; // StateSource.PrimCrossing
2794 } 2926 }
2795 2927
2928 public int GetUserFlags(UUID user)
2929 {
2930 //Unfortunately the SP approach means that the value is cached until region is restarted
2931 /*
2932 ScenePresence sp;
2933 if (TryGetScenePresence(user, out sp))
2934 {
2935 return sp.UserFlags;
2936 }
2937 else
2938 {
2939 */
2940 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2941 if (uac == null)
2942 return 0;
2943 return uac.UserFlags;
2944 //}
2945 }
2796 #endregion 2946 #endregion
2797 2947
2798 #region Add/Remove Avatar Methods 2948 #region Add/Remove Avatar Methods
@@ -2825,7 +2975,7 @@ namespace OpenSim.Region.Framework.Scenes
2825 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2975 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2826 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2976 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2827 2977
2828 // CheckHeartbeat(); 2978 CheckHeartbeat();
2829 2979
2830 sp = GetScenePresence(client.AgentId); 2980 sp = GetScenePresence(client.AgentId);
2831 2981
@@ -2843,6 +2993,13 @@ namespace OpenSim.Region.Framework.Scenes
2843 SubscribeToClientEvents(client); 2993 SubscribeToClientEvents(client);
2844 2994
2845 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type); 2995 sp = m_sceneGraph.CreateAndAddChildScenePresence(client, aCircuit.Appearance, type);
2996 InventoryFolderBase cof = InventoryService.GetFolderForType(client.AgentId, (AssetType)46);
2997 if (cof == null)
2998 sp.COF = UUID.Zero;
2999 else
3000 sp.COF = cof.ID;
3001
3002 m_log.DebugFormat("[SCENE]: COF for {0} is {1}", client.AgentId, sp.COF);
2846 m_eventManager.TriggerOnNewPresence(sp); 3003 m_eventManager.TriggerOnNewPresence(sp);
2847 3004
2848 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags; 3005 sp.TeleportFlags = (TPFlags)aCircuit.teleportFlags;
@@ -2957,19 +3114,14 @@ namespace OpenSim.Region.Framework.Scenes
2957 // and the scene presence and the client, if they exist 3114 // and the scene presence and the client, if they exist
2958 try 3115 try
2959 { 3116 {
2960 // We need to wait for the client to make UDP contact first. 3117 ScenePresence sp = GetScenePresence(agentID);
2961 // It's the UDP contact that creates the scene presence 3118
2962 ScenePresence sp = WaitGetScenePresence(agentID);
2963 if (sp != null) 3119 if (sp != null)
2964 { 3120 {
2965 PresenceService.LogoutAgent(sp.ControllingClient.SessionId); 3121 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2966
2967 sp.ControllingClient.Close(); 3122 sp.ControllingClient.Close();
2968 } 3123 }
2969 else 3124
2970 {
2971 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2972 }
2973 // BANG! SLASH! 3125 // BANG! SLASH!
2974 m_authenticateHandler.RemoveCircuit(agentID); 3126 m_authenticateHandler.RemoveCircuit(agentID);
2975 3127
@@ -3014,6 +3166,8 @@ namespace OpenSim.Region.Framework.Scenes
3014 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 3166 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
3015 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 3167 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
3016 3168
3169 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
3170
3017 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 3171 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
3018 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 3172 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
3019 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 3173 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -3070,6 +3224,7 @@ namespace OpenSim.Region.Framework.Scenes
3070 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3224 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
3071 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3225 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
3072 client.OnCopyInventoryItem += CopyInventoryItem; 3226 client.OnCopyInventoryItem += CopyInventoryItem;
3227 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
3073 client.OnMoveInventoryItem += MoveInventoryItem; 3228 client.OnMoveInventoryItem += MoveInventoryItem;
3074 client.OnRemoveInventoryItem += RemoveInventoryItem; 3229 client.OnRemoveInventoryItem += RemoveInventoryItem;
3075 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3230 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -3140,6 +3295,8 @@ namespace OpenSim.Region.Framework.Scenes
3140 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3295 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
3141 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3296 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
3142 3297
3298 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3299
3143 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3300 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3144 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3301 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
3145 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3302 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3446,7 +3603,7 @@ namespace OpenSim.Region.Framework.Scenes
3446 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop 3603 // TODO: We shouldn't use closeChildAgents here - it's being used by the NPC module to stop
3447 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI 3604 // unnecessary operations. This should go away once NPCs have no accompanying IClientAPI
3448 if (closeChildAgents && CapsModule != null) 3605 if (closeChildAgents && CapsModule != null)
3449 CapsModule.RemoveCaps(agentID); 3606 CapsModule.RemoveCaps(agentID, avatar.ControllingClient.CircuitCode);
3450 3607
3451 if (closeChildAgents && !isChildAgent) 3608 if (closeChildAgents && !isChildAgent)
3452 { 3609 {
@@ -3479,6 +3636,7 @@ namespace OpenSim.Region.Framework.Scenes
3479 // It's possible for child agents to have transactions if changes are being made cross-border. 3636 // It's possible for child agents to have transactions if changes are being made cross-border.
3480 if (AgentTransactionsModule != null) 3637 if (AgentTransactionsModule != null)
3481 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID); 3638 AgentTransactionsModule.RemoveAgentAssetTransactions(agentID);
3639 m_log.Debug("[Scene] The avatar has left the building");
3482 } 3640 }
3483 catch (Exception e) 3641 catch (Exception e)
3484 { 3642 {
@@ -3672,15 +3830,27 @@ namespace OpenSim.Region.Framework.Scenes
3672 agent.firstname, agent.lastname, agent.Viewer); 3830 agent.firstname, agent.lastname, agent.Viewer);
3673 reason = "Access denied, your viewer is banned by the region owner"; 3831 reason = "Access denied, your viewer is banned by the region owner";
3674 return false; 3832 return false;
3675 } 3833 }
3676 3834
3677 ILandObject land; 3835 ScenePresence sp = GetScenePresence(agent.AgentID);
3678 3836
3679 lock (agent) 3837 // If we have noo presence here or if that presence is a zombie root
3838 // presence that will be kicled, we need a new CAPS object.
3839 if (sp == null || (sp != null && !sp.IsChildAgent))
3680 { 3840 {
3681 ScenePresence sp = GetScenePresence(agent.AgentID); 3841 if (CapsModule != null)
3682 3842 {
3683 if (sp != null && !sp.IsChildAgent) 3843 lock (agent)
3844 {
3845 CapsModule.SetAgentCapsSeeds(agent);
3846 CapsModule.CreateCaps(agent.AgentID, agent.circuitcode);
3847 }
3848 }
3849 }
3850
3851 if (sp != null)
3852 {
3853 if (!sp.IsChildAgent)
3684 { 3854 {
3685 // We have a zombie from a crashed session. 3855 // We have a zombie from a crashed session.
3686 // Or the same user is trying to be root twice here, won't work. 3856 // Or the same user is trying to be root twice here, won't work.
@@ -3688,29 +3858,34 @@ namespace OpenSim.Region.Framework.Scenes
3688 m_log.WarnFormat( 3858 m_log.WarnFormat(
3689 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.", 3859 "[SCENE]: Existing root scene presence detected for {0} {1} in {2} when connecting. Removing existing presence.",
3690 sp.Name, sp.UUID, RegionInfo.RegionName); 3860 sp.Name, sp.UUID, RegionInfo.RegionName);
3691 3861
3692 sp.ControllingClient.Close(true); 3862 sp.ControllingClient.Close(true, true);
3693 sp = null; 3863 sp = null;
3694 } 3864 }
3865 }
3695 3866
3867 lock (agent)
3868 {
3696 // Optimistic: add or update the circuit data with the new agent circuit data and teleport flags. 3869 // Optimistic: add or update the circuit data with the new agent circuit data and teleport flags.
3697 // We need the circuit data here for some of the subsequent checks. (groups, for example) 3870 // We need the circuit data here for some of the subsequent checks. (groups, for example)
3698 // If the checks fail, we remove the circuit. 3871 // If the checks fail, we remove the circuit.
3699 agent.teleportFlags = teleportFlags; 3872 agent.teleportFlags = teleportFlags;
3700 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent); 3873 m_authenticateHandler.AddNewCircuit(agent.circuitcode, agent);
3701 3874
3702 land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3703
3704 // On login test land permisions 3875 // On login test land permisions
3705 if (vialogin) 3876 if (vialogin)
3706 { 3877 {
3707 if (land != null && !TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y)) 3878 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3879 if (cache != null)
3880 cache.Remove(agent.firstname + " " + agent.lastname);
3881 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3708 { 3882 {
3883 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3709 m_authenticateHandler.RemoveCircuit(agent.circuitcode); 3884 m_authenticateHandler.RemoveCircuit(agent.circuitcode);
3710 return false; 3885 return false;
3711 } 3886 }
3712 } 3887 }
3713 3888
3714 if (sp == null) // We don't have an [child] agent here already 3889 if (sp == null) // We don't have an [child] agent here already
3715 { 3890 {
3716 if (requirePresenceLookup) 3891 if (requirePresenceLookup)
@@ -3732,13 +3907,18 @@ namespace OpenSim.Region.Framework.Scenes
3732 return false; 3907 return false;
3733 } 3908 }
3734 } 3909 }
3735 3910
3736 try 3911 try
3737 { 3912 {
3738 if (!AuthorizeUser(agent, out reason)) 3913 // Always check estate if this is a login. Always
3914 // check if banned regions are to be blacked out.
3915 if (vialogin || (!m_seeIntoBannedRegion))
3739 { 3916 {
3740 m_authenticateHandler.RemoveCircuit(agent.circuitcode); 3917 if (!AuthorizeUser(agent, out reason))
3741 return false; 3918 {
3919 m_authenticateHandler.RemoveCircuit(agent.circuitcode);
3920 return false;
3921 }
3742 } 3922 }
3743 } 3923 }
3744 catch (Exception e) 3924 catch (Exception e)
@@ -3749,32 +3929,27 @@ namespace OpenSim.Region.Framework.Scenes
3749 m_authenticateHandler.RemoveCircuit(agent.circuitcode); 3929 m_authenticateHandler.RemoveCircuit(agent.circuitcode);
3750 return false; 3930 return false;
3751 } 3931 }
3752 3932
3753 m_log.InfoFormat( 3933 m_log.InfoFormat(
3754 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})", 3934 "[SCENE]: Region {0} authenticated and authorized incoming {1} agent {2} {3} {4} (circuit code {5})",
3755 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname, 3935 RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
3756 agent.AgentID, agent.circuitcode); 3936 agent.AgentID, agent.circuitcode);
3757 3937
3758 if (CapsModule != null)
3759 {
3760 CapsModule.SetAgentCapsSeeds(agent);
3761 CapsModule.CreateCaps(agent.AgentID);
3762 }
3763 } 3938 }
3764 else 3939 else
3765 { 3940 {
3766 // Let the SP know how we got here. This has a lot of interesting 3941 // Let the SP know how we got here. This has a lot of interesting
3767 // uses down the line. 3942 // uses down the line.
3768 sp.TeleportFlags = (TPFlags)teleportFlags; 3943 sp.TeleportFlags = (TPFlags)teleportFlags;
3769 3944
3770 if (sp.IsChildAgent) 3945 if (sp.IsChildAgent)
3771 { 3946 {
3772 m_log.DebugFormat( 3947 m_log.DebugFormat(
3773 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}", 3948 "[SCENE]: Adjusting known seeds for existing agent {0} in {1}",
3774 agent.AgentID, RegionInfo.RegionName); 3949 agent.AgentID, RegionInfo.RegionName);
3775 3950
3776 sp.AdjustKnownSeeds(); 3951 sp.AdjustKnownSeeds();
3777 3952
3778 if (CapsModule != null) 3953 if (CapsModule != null)
3779 CapsModule.SetAgentCapsSeeds(agent); 3954 CapsModule.SetAgentCapsSeeds(agent);
3780 } 3955 }
@@ -3786,6 +3961,11 @@ namespace OpenSim.Region.Framework.Scenes
3786 CacheUserName(null, agent); 3961 CacheUserName(null, agent);
3787 } 3962 }
3788 3963
3964 if (CapsModule != null)
3965 {
3966 CapsModule.ActivateCaps(agent.circuitcode);
3967 }
3968
3789 if (vialogin) 3969 if (vialogin)
3790 { 3970 {
3791// CleanDroppedAttachments(); 3971// CleanDroppedAttachments();
@@ -3877,6 +4057,8 @@ namespace OpenSim.Region.Framework.Scenes
3877 } 4057 }
3878 4058
3879 // Honor parcel landing type and position. 4059 // Honor parcel landing type and position.
4060 /*
4061 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3880 if (land != null) 4062 if (land != null)
3881 { 4063 {
3882 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 4064 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3884,6 +4066,7 @@ namespace OpenSim.Region.Framework.Scenes
3884 agent.startpos = land.LandData.UserLocation; 4066 agent.startpos = land.LandData.UserLocation;
3885 } 4067 }
3886 } 4068 }
4069 */// This is now handled properly in ScenePresence.MakeRootAgent
3887 } 4070 }
3888 4071
3889 return true; 4072 return true;
@@ -3981,7 +4164,7 @@ namespace OpenSim.Region.Framework.Scenes
3981 4164
3982 if (!m_strictAccessControl) return true; 4165 if (!m_strictAccessControl) return true;
3983 if (Permissions.IsGod(agent.AgentID)) return true; 4166 if (Permissions.IsGod(agent.AgentID)) return true;
3984 4167
3985 if (AuthorizationService != null) 4168 if (AuthorizationService != null)
3986 { 4169 {
3987 if (!AuthorizationService.IsAuthorizedForRegion( 4170 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3996,7 +4179,7 @@ namespace OpenSim.Region.Framework.Scenes
3996 4179
3997 if (RegionInfo.EstateSettings != null) 4180 if (RegionInfo.EstateSettings != null)
3998 { 4181 {
3999 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 4182 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
4000 { 4183 {
4001 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 4184 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
4002 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 4185 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -4184,6 +4367,15 @@ namespace OpenSim.Region.Framework.Scenes
4184 m_log.DebugFormat( 4367 m_log.DebugFormat(
4185 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName); 4368 "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
4186 4369
4370 // We have to wait until the viewer contacts this region after receiving EAC.
4371 // That calls AddNewClient, which finally creates the ScenePresence
4372 int flags = GetUserFlags(cAgentData.AgentID);
4373 if (RegionInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4374 {
4375 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4376 return false;
4377 }
4378
4187 // TODO: This check should probably be in QueryAccess(). 4379 // TODO: This check should probably be in QueryAccess().
4188 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4380 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
4189 if (nearestParcel == null) 4381 if (nearestParcel == null)
@@ -4248,7 +4440,7 @@ namespace OpenSim.Region.Framework.Scenes
4248 /// <param name='agentID'></param> 4440 /// <param name='agentID'></param>
4249 protected virtual ScenePresence WaitGetScenePresence(UUID agentID) 4441 protected virtual ScenePresence WaitGetScenePresence(UUID agentID)
4250 { 4442 {
4251 int ntimes = 10; 4443 int ntimes = 30;
4252 ScenePresence sp = null; 4444 ScenePresence sp = null;
4253 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0)) 4445 while ((sp = GetScenePresence(agentID)) == null && (ntimes-- > 0))
4254 Thread.Sleep(1000); 4446 Thread.Sleep(1000);
@@ -4278,6 +4470,16 @@ namespace OpenSim.Region.Framework.Scenes
4278 return false; 4470 return false;
4279 } 4471 }
4280 4472
4473 public bool IncomingCloseAgent(UUID agentID)
4474 {
4475 return IncomingCloseAgent(agentID, false);
4476 }
4477
4478 public bool IncomingCloseChildAgent(UUID agentID)
4479 {
4480 return IncomingCloseAgent(agentID, true);
4481 }
4482
4281 /// <summary> 4483 /// <summary>
4282 /// Tell a single agent to disconnect from the region. 4484 /// Tell a single agent to disconnect from the region.
4283 /// </summary> 4485 /// </summary>
@@ -4293,7 +4495,7 @@ namespace OpenSim.Region.Framework.Scenes
4293 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID); 4495 ScenePresence presence = m_sceneGraph.GetScenePresence(agentID);
4294 if (presence != null) 4496 if (presence != null)
4295 { 4497 {
4296 presence.ControllingClient.Close(force); 4498 presence.ControllingClient.Close(force, force);
4297 return true; 4499 return true;
4298 } 4500 }
4299 4501
@@ -4926,7 +5128,7 @@ namespace OpenSim.Region.Framework.Scenes
4926 { 5128 {
4927 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0) 5129 if ((grp.RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
4928 { 5130 {
4929 if (grp.RootPart.Expires <= DateTime.Now) 5131 if (grp.GetSittingAvatarsCount() == 0 && grp.RootPart.Expires <= DateTime.Now)
4930 DeleteSceneObject(grp, false); 5132 DeleteSceneObject(grp, false);
4931 } 5133 }
4932 } 5134 }
@@ -4940,35 +5142,81 @@ namespace OpenSim.Region.Framework.Scenes
4940 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); 5142 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
4941 } 5143 }
4942 5144
4943 public int GetHealth() 5145 public int GetHealth(out int flags, out string message)
4944 { 5146 {
4945 // Returns: 5147 // Returns:
4946 // 1 = sim is up and accepting http requests. The heartbeat has 5148 // 1 = sim is up and accepting http requests. The heartbeat has
4947 // stopped and the sim is probably locked up, but a remote 5149 // stopped and the sim is probably locked up, but a remote
4948 // admin restart may succeed 5150 // admin restart may succeed
4949 // 5151 //
4950 // 2 = Sim is up and the heartbeat is running. The sim is likely 5152 // 2 = Sim is up and the heartbeat is running. The sim is likely
4951 // usable for people within and logins _may_ work 5153 // usable for people within
5154 //
5155 // 3 = Sim is up and one packet thread is running. Sim is
5156 // unstable and will not accept new logins
4952 // 5157 //
4953 // 3 = We have seen a new user enter within the past 4 minutes 5158 // 4 = Sim is up and both packet threads are running. Sim is
5159 // likely usable
5160 //
5161 // 5 = We have seen a new user enter within the past 4 minutes
4954 // which can be seen as positive confirmation of sim health 5162 // which can be seen as positive confirmation of sim health
4955 // 5163 //
5164
5165 flags = 0;
5166 message = String.Empty;
5167
5168 CheckHeartbeat();
5169
5170 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
5171 {
5172 // We're still starting
5173 // 0 means "in startup", it can't happen another way, since
5174 // to get here, we must be able to accept http connections
5175 return 0;
5176 }
5177
4956 int health=1; // Start at 1, means we're up 5178 int health=1; // Start at 1, means we're up
4957 5179
4958 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 5180 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4959 health += 1; 5181 {
5182 health+=1;
5183 flags |= 1;
5184 }
5185
5186 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
5187 {
5188 health+=1;
5189 flags |= 2;
5190 }
5191
5192 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
5193 {
5194 health+=1;
5195 flags |= 4;
5196 }
4960 else 5197 else
5198 {
5199int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
5200System.Diagnostics.Process proc = new System.Diagnostics.Process();
5201proc.EnableRaisingEvents=false;
5202proc.StartInfo.FileName = "/bin/kill";
5203proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
5204proc.Start();
5205proc.WaitForExit();
5206Thread.Sleep(1000);
5207Environment.Exit(1);
5208 }
5209
5210 if (flags != 7)
4961 return health; 5211 return health;
4962 5212
4963 // A login in the last 4 mins? We can't be doing too badly 5213 // A login in the last 4 mins? We can't be doing too badly
4964 // 5214 //
4965 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 5215 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4966 health++; 5216 health++;
4967 else 5217 else
4968 return health; 5218 return health;
4969 5219
4970// CheckHeartbeat();
4971
4972 return health; 5220 return health;
4973 } 5221 }
4974 5222
@@ -5056,7 +5304,7 @@ namespace OpenSim.Region.Framework.Scenes
5056 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 5304 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
5057 if (wasUsingPhysics) 5305 if (wasUsingPhysics)
5058 { 5306 {
5059 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 5307 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
5060 } 5308 }
5061 } 5309 }
5062 5310
@@ -5155,14 +5403,14 @@ namespace OpenSim.Region.Framework.Scenes
5155 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5403 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
5156 } 5404 }
5157 5405
5158// private void CheckHeartbeat() 5406 private void CheckHeartbeat()
5159// { 5407 {
5160// if (m_firstHeartbeat) 5408 if (m_firstHeartbeat)
5161// return; 5409 return;
5162// 5410
5163// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5411 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
5164// StartTimer(); 5412 Start();
5165// } 5413 }
5166 5414
5167 public override ISceneObject DeserializeObject(string representation) 5415 public override ISceneObject DeserializeObject(string representation)
5168 { 5416 {
@@ -5220,7 +5468,7 @@ namespace OpenSim.Region.Framework.Scenes
5220 Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar); 5468 Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar);
5221 5469
5222 //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString()); 5470 //Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString());
5223 5471
5224 return nearestRegionEdgePoint; 5472 return nearestRegionEdgePoint;
5225 } 5473 }
5226 5474
@@ -5474,7 +5722,55 @@ namespace OpenSim.Region.Framework.Scenes
5474 mapModule.GenerateMaptile(); 5722 mapModule.GenerateMaptile();
5475 } 5723 }
5476 5724
5477 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5725// public void CleanDroppedAttachments()
5726// {
5727// List<SceneObjectGroup> objectsToDelete =
5728// new List<SceneObjectGroup>();
5729//
5730// lock (m_cleaningAttachments)
5731// {
5732// ForEachSOG(delegate (SceneObjectGroup grp)
5733// {
5734// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5735// {
5736// UUID agentID = grp.OwnerID;
5737// if (agentID == UUID.Zero)
5738// {
5739// objectsToDelete.Add(grp);
5740// return;
5741// }
5742//
5743// ScenePresence sp = GetScenePresence(agentID);
5744// if (sp == null)
5745// {
5746// objectsToDelete.Add(grp);
5747// return;
5748// }
5749// }
5750// });
5751// }
5752//
5753// foreach (SceneObjectGroup grp in objectsToDelete)
5754// {
5755// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5756// DeleteSceneObject(grp, true);
5757// }
5758// }
5759
5760 public void ThreadAlive(int threadCode)
5761 {
5762 switch(threadCode)
5763 {
5764 case 1: // Incoming
5765 m_lastIncoming = Util.EnvironmentTickCount();
5766 break;
5767 case 2: // Incoming
5768 m_lastOutgoing = Util.EnvironmentTickCount();
5769 break;
5770 }
5771 }
5772
5773 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5478 { 5774 {
5479 RegenerateMaptile(); 5775 RegenerateMaptile();
5480 5776
@@ -5636,7 +5932,19 @@ namespace OpenSim.Region.Framework.Scenes
5636 return true; 5932 return true;
5637 } 5933 }
5638 5934
5639 /// <summary> 5935 public void StartTimerWatchdog()
5936 {
5937 m_timerWatchdog.Interval = 1000;
5938 m_timerWatchdog.Elapsed += TimerWatchdog;
5939 m_timerWatchdog.AutoReset = true;
5940 m_timerWatchdog.Start();
5941 }
5942
5943 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5944 {
5945 CheckHeartbeat();
5946 }
5947
5640 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5948 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5641 /// autopilot that moves an avatar to a sit target!. 5949 /// autopilot that moves an avatar to a sit target!.
5642 /// </summary> 5950 /// </summary>
@@ -5715,6 +6023,11 @@ namespace OpenSim.Region.Framework.Scenes
5715 return m_SpawnPoint - 1; 6023 return m_SpawnPoint - 1;
5716 } 6024 }
5717 6025
6026 private void HandleGcCollect(string module, string[] args)
6027 {
6028 GC.Collect();
6029 }
6030
5718 /// <summary> 6031 /// <summary>
5719 /// Wrappers to get physics modules retrieve assets. 6032 /// Wrappers to get physics modules retrieve assets.
5720 /// </summary> 6033 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index d2097ea..4eef162 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -143,7 +143,6 @@ namespace OpenSim.Region.Framework.Scenes
143 143
144 protected ulong m_regionHandle; 144 protected ulong m_regionHandle;
145 protected string m_regionName; 145 protected string m_regionName;
146 protected RegionInfo m_regInfo;
147 146
148 public ITerrainChannel Heightmap; 147 public ITerrainChannel Heightmap;
149 148
@@ -168,6 +167,8 @@ namespace OpenSim.Region.Framework.Scenes
168 get { return m_permissions; } 167 get { return m_permissions; }
169 } 168 }
170 169
170 protected string m_datastore;
171
171 /* Used by the loadbalancer plugin on GForge */ 172 /* Used by the loadbalancer plugin on GForge */
172 protected RegionStatus m_regStatus; 173 protected RegionStatus m_regStatus;
173 public RegionStatus RegionStatus 174 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index 8238e23..df61dde 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -194,10 +194,13 @@ namespace OpenSim.Region.Framework.Scenes
194 } 194 }
195 } 195 }
196 196
197 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
198
197 /// <summary> 199 /// <summary>
198 /// Closes a child agent on a given region 200 /// This Closes child agents on neighboring regions
201 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
199 /// </summary> 202 /// </summary>
200 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 203 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
201 { 204 {
202 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 205 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
203 206
@@ -206,33 +209,30 @@ namespace OpenSim.Region.Framework.Scenes
206 Utils.LongToUInts(regionHandle, out x, out y); 209 Utils.LongToUInts(regionHandle, out x, out y);
207 210
208 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 211 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
212 m_scene.SimulationService.CloseChildAgent(destination, agentID);
213 }
209 214
210 m_log.DebugFormat( 215 private void SendCloseChildAgentCompleted(IAsyncResult iar)
211 "[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName); 216 {
212 217 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
213 m_scene.SimulationService.CloseAgent(destination, agentID); 218 icon.EndInvoke(iar);
214 } 219 }
215 220
216 /// <summary>
217 /// Closes a child agents in a collection of regions. Does so asynchronously
218 /// so that the caller doesn't wait.
219 /// </summary>
220 /// <param name="agentID"></param>
221 /// <param name="regionslst"></param>
222 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 221 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
223 { 222 {
224 foreach (ulong handle in regionslst) 223 foreach (ulong handle in regionslst)
225 { 224 {
226 // We must take a copy here since handle is acts like a reference when used in an iterator.
227 // This leads to race conditions if directly passed to SendCloseChildAgent with more than one neighbour region.
228 ulong handleCopy = handle; 225 ulong handleCopy = handle;
229 Util.FireAndForget((o) => { SendCloseChildAgent(agentID, handleCopy); }); 226 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
227 d.BeginInvoke(agentID, handleCopy,
228 SendCloseChildAgentCompleted,
229 d);
230 } 230 }
231 } 231 }
232 232
233 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 233 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
234 { 234 {
235 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 235 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
236 } 236 }
237 } 237 }
238} \ No newline at end of file 238}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index bb7ae7f..e599e90 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -127,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
127 137
128 protected internal void Close() 138 protected internal void Close()
129 { 139 {
130 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
131 { 142 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
136 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
137 152
138 lock (SceneObjectGroupsByFullID) 153 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 154 SceneObjectGroupsByFullID.Clear();
@@ -254,6 +269,33 @@ namespace OpenSim.Region.Framework.Scenes
254 protected internal bool AddRestoredSceneObject( 269 protected internal bool AddRestoredSceneObject(
255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
256 { 271 {
272 if (!m_parentScene.CombineRegions)
273 {
274 // KF: Check for out-of-region, move inside and make static.
275 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
276 sceneObject.RootPart.GroupPosition.Y,
277 sceneObject.RootPart.GroupPosition.Z);
278 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 ||
279 npos.X > Constants.RegionSize ||
280 npos.Y > Constants.RegionSize))
281 {
282 if (npos.X < 0.0) npos.X = 1.0f;
283 if (npos.Y < 0.0) npos.Y = 1.0f;
284 if (npos.Z < 0.0) npos.Z = 0.0f;
285 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
286 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
287
288 foreach (SceneObjectPart part in sceneObject.Parts)
289 {
290 part.GroupPosition = npos;
291 }
292 sceneObject.RootPart.Velocity = Vector3.Zero;
293 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
294 sceneObject.RootPart.Acceleration = Vector3.Zero;
295 sceneObject.RootPart.Velocity = Vector3.Zero;
296 }
297 }
298
257 if (attachToBackup && (!alreadyPersisted)) 299 if (attachToBackup && (!alreadyPersisted))
258 { 300 {
259 sceneObject.ForceInventoryPersistence(); 301 sceneObject.ForceInventoryPersistence();
@@ -317,9 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
317 if (pa != null && pa.IsPhysical && vel != Vector3.Zero) 359 if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
318 { 360 {
319 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 361 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
320 sceneObject.Velocity = vel;
321 } 362 }
322 363
323 return true; 364 return true;
324 } 365 }
325 366
@@ -344,6 +385,11 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </returns> 385 /// </returns>
345 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 386 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
346 { 387 {
388 if (sceneObject == null)
389 {
390 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
391 return false;
392 }
347 if (sceneObject.UUID == UUID.Zero) 393 if (sceneObject.UUID == UUID.Zero)
348 { 394 {
349 m_log.ErrorFormat( 395 m_log.ErrorFormat(
@@ -475,6 +521,30 @@ namespace OpenSim.Region.Framework.Scenes
475 m_updateList[obj.UUID] = obj; 521 m_updateList[obj.UUID] = obj;
476 } 522 }
477 523
524 public void FireAttachToBackup(SceneObjectGroup obj)
525 {
526 if (OnAttachToBackup != null)
527 {
528 OnAttachToBackup(obj);
529 }
530 }
531
532 public void FireDetachFromBackup(SceneObjectGroup obj)
533 {
534 if (OnDetachFromBackup != null)
535 {
536 OnDetachFromBackup(obj);
537 }
538 }
539
540 public void FireChangeBackup(SceneObjectGroup obj)
541 {
542 if (OnChangeBackup != null)
543 {
544 OnChangeBackup(obj);
545 }
546 }
547
478 /// <summary> 548 /// <summary>
479 /// Process all pending updates 549 /// Process all pending updates
480 /// </summary> 550 /// </summary>
@@ -519,12 +589,12 @@ namespace OpenSim.Region.Framework.Scenes
519 589
520 protected internal void AddPhysicalPrim(int number) 590 protected internal void AddPhysicalPrim(int number)
521 { 591 {
522 m_physicalPrim++; 592 m_physicalPrim += number;
523 } 593 }
524 594
525 protected internal void RemovePhysicalPrim(int number) 595 protected internal void RemovePhysicalPrim(int number)
526 { 596 {
527 m_physicalPrim--; 597 m_physicalPrim -= number;
528 } 598 }
529 599
530 protected internal void AddToScriptLPS(int number) 600 protected internal void AddToScriptLPS(int number)
@@ -592,7 +662,8 @@ namespace OpenSim.Region.Framework.Scenes
592 662
593 Entities[presence.UUID] = presence; 663 Entities[presence.UUID] = presence;
594 664
595 lock (m_presenceLock) 665 m_scenePresencesLock.EnterWriteLock();
666 try
596 { 667 {
597 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 668 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
598 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 669 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -616,6 +687,10 @@ namespace OpenSim.Region.Framework.Scenes
616 m_scenePresenceMap = newmap; 687 m_scenePresenceMap = newmap;
617 m_scenePresenceArray = newlist; 688 m_scenePresenceArray = newlist;
618 } 689 }
690 finally
691 {
692 m_scenePresencesLock.ExitWriteLock();
693 }
619 } 694 }
620 695
621 /// <summary> 696 /// <summary>
@@ -630,7 +705,8 @@ namespace OpenSim.Region.Framework.Scenes
630 agentID); 705 agentID);
631 } 706 }
632 707
633 lock (m_presenceLock) 708 m_scenePresencesLock.EnterWriteLock();
709 try
634 { 710 {
635 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 711 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
636 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 712 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -652,6 +728,10 @@ namespace OpenSim.Region.Framework.Scenes
652 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 728 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
653 } 729 }
654 } 730 }
731 finally
732 {
733 m_scenePresencesLock.ExitWriteLock();
734 }
655 } 735 }
656 736
657 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 737 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1205,6 +1285,52 @@ namespace OpenSim.Region.Framework.Scenes
1205 1285
1206 #region Client Event handlers 1286 #region Client Event handlers
1207 1287
1288 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1289 {
1290 SceneObjectPart part = GetSceneObjectPart(localID);
1291 ObjectChangeData data = (ObjectChangeData)odata;
1292
1293 if (part != null)
1294 {
1295 SceneObjectGroup grp = part.ParentGroup;
1296 if (grp != null)
1297 {
1298 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1299 {
1300 // These two are exceptions SL makes in the interpretation
1301 // of the change flags. Must check them here because otherwise
1302 // the group flag (see below) would be lost
1303 if (data.change == ObjectChangeType.groupS)
1304 data.change = ObjectChangeType.primS;
1305 if (data.change == ObjectChangeType.groupPS)
1306 data.change = ObjectChangeType.primPS;
1307 part.StoreUndoState(data.change); // lets test only saving what we changed
1308 grp.doChangeObject(part, (ObjectChangeData)data);
1309 }
1310 else
1311 {
1312 // Is this any kind of group operation?
1313 if ((data.change & ObjectChangeType.Group) != 0)
1314 {
1315 // Is a move and/or rotation requested?
1316 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1317 {
1318 // Are we allowed to move it?
1319 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1320 {
1321 // Strip all but move and rotation from request
1322 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1323
1324 part.StoreUndoState(data.change);
1325 grp.doChangeObject(part, (ObjectChangeData)data);
1326 }
1327 }
1328 }
1329 }
1330 }
1331 }
1332 }
1333
1208 /// <summary> 1334 /// <summary>
1209 /// Update the scale of an individual prim. 1335 /// Update the scale of an individual prim.
1210 /// </summary> 1336 /// </summary>
@@ -1219,7 +1345,17 @@ namespace OpenSim.Region.Framework.Scenes
1219 { 1345 {
1220 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1346 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1221 { 1347 {
1348 bool physbuild = false;
1349 if (part.ParentGroup.RootPart.PhysActor != null)
1350 {
1351 part.ParentGroup.RootPart.PhysActor.Building = true;
1352 physbuild = true;
1353 }
1354
1222 part.Resize(scale); 1355 part.Resize(scale);
1356
1357 if (physbuild)
1358 part.ParentGroup.RootPart.PhysActor.Building = false;
1223 } 1359 }
1224 } 1360 }
1225 } 1361 }
@@ -1231,7 +1367,17 @@ namespace OpenSim.Region.Framework.Scenes
1231 { 1367 {
1232 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1368 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1233 { 1369 {
1370 bool physbuild = false;
1371 if (group.RootPart.PhysActor != null)
1372 {
1373 group.RootPart.PhysActor.Building = true;
1374 physbuild = true;
1375 }
1376
1234 group.GroupResize(scale); 1377 group.GroupResize(scale);
1378
1379 if (physbuild)
1380 group.RootPart.PhysActor.Building = false;
1235 } 1381 }
1236 } 1382 }
1237 } 1383 }
@@ -1359,8 +1505,13 @@ namespace OpenSim.Region.Framework.Scenes
1359 { 1505 {
1360 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1506 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1361 { 1507 {
1362 if (m_parentScene.AttachmentsModule != null) 1508 // Set the new attachment point data in the object
1363 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1509 byte attachmentPoint = group.GetAttachmentPoint();
1510 group.UpdateGroupPosition(pos);
1511 group.IsAttachment = false;
1512 group.AbsolutePosition = group.RootPart.AttachedPos;
1513 group.AttachmentPoint = attachmentPoint;
1514 group.HasGroupChanged = true;
1364 } 1515 }
1365 else 1516 else
1366 { 1517 {
@@ -1581,6 +1732,7 @@ namespace OpenSim.Region.Framework.Scenes
1581 { 1732 {
1582 part.Material = Convert.ToByte(material); 1733 part.Material = Convert.ToByte(material);
1583 group.HasGroupChanged = true; 1734 group.HasGroupChanged = true;
1735 remoteClient.SendPartPhysicsProprieties(part);
1584 } 1736 }
1585 } 1737 }
1586 } 1738 }
@@ -1659,8 +1811,10 @@ namespace OpenSim.Region.Framework.Scenes
1659 return; 1811 return;
1660 1812
1661 Monitor.Enter(m_updateLock); 1813 Monitor.Enter(m_updateLock);
1814
1662 try 1815 try
1663 { 1816 {
1817
1664 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1818 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1665 1819
1666 // We do this in reverse to get the link order of the prims correct 1820 // We do this in reverse to get the link order of the prims correct
@@ -1675,9 +1829,13 @@ namespace OpenSim.Region.Framework.Scenes
1675 // Make sure no child prim is set for sale 1829 // Make sure no child prim is set for sale
1676 // So that, on delink, no prims are unwittingly 1830 // So that, on delink, no prims are unwittingly
1677 // left for sale and sold off 1831 // left for sale and sold off
1678 child.RootPart.ObjectSaleType = 0; 1832
1679 child.RootPart.SalePrice = 10; 1833 if (child != null)
1680 childGroups.Add(child); 1834 {
1835 child.RootPart.ObjectSaleType = 0;
1836 child.RootPart.SalePrice = 10;
1837 childGroups.Add(child);
1838 }
1681 } 1839 }
1682 1840
1683 foreach (SceneObjectGroup child in childGroups) 1841 foreach (SceneObjectGroup child in childGroups)
@@ -1706,6 +1864,16 @@ namespace OpenSim.Region.Framework.Scenes
1706 } 1864 }
1707 finally 1865 finally
1708 { 1866 {
1867 lock (SceneObjectGroupsByLocalPartID)
1868 {
1869 foreach (SceneObjectPart part in parentGroup.Parts)
1870 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1871 }
1872
1873 parentGroup.AdjustChildPrimPermissions();
1874 parentGroup.HasGroupChanged = true;
1875 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1876 parentGroup.ScheduleGroupForFullUpdate();
1709 Monitor.Exit(m_updateLock); 1877 Monitor.Exit(m_updateLock);
1710 } 1878 }
1711 } 1879 }
@@ -1747,21 +1915,23 @@ namespace OpenSim.Region.Framework.Scenes
1747 1915
1748 SceneObjectGroup group = part.ParentGroup; 1916 SceneObjectGroup group = part.ParentGroup;
1749 if (!affectedGroups.Contains(group)) 1917 if (!affectedGroups.Contains(group))
1918 {
1750 affectedGroups.Add(group); 1919 affectedGroups.Add(group);
1920 }
1751 } 1921 }
1752 } 1922 }
1753 } 1923 }
1754 1924
1755 foreach (SceneObjectPart child in childParts) 1925 if (childParts.Count > 0)
1756 { 1926 {
1757 // Unlink all child parts from their groups 1927 foreach (SceneObjectPart child in childParts)
1758 // 1928 {
1759 child.ParentGroup.DelinkFromGroup(child, true); 1929 // Unlink all child parts from their groups
1760 1930 //
1761 // These are not in affected groups and will not be 1931 child.ParentGroup.DelinkFromGroup(child, true);
1762 // handled further. Do the honors here. 1932 child.ParentGroup.HasGroupChanged = true;
1763 child.ParentGroup.HasGroupChanged = true; 1933 child.ParentGroup.ScheduleGroupForFullUpdate();
1764 child.ParentGroup.ScheduleGroupForFullUpdate(); 1934 }
1765 } 1935 }
1766 1936
1767 foreach (SceneObjectPart root in rootParts) 1937 foreach (SceneObjectPart root in rootParts)
@@ -1775,52 +1945,61 @@ namespace OpenSim.Region.Framework.Scenes
1775 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1945 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1776 int numChildren = newSet.Count; 1946 int numChildren = newSet.Count;
1777 1947
1948 if (numChildren == 1)
1949 break;
1950
1778 // If there are prims left in a link set, but the root is 1951 // If there are prims left in a link set, but the root is
1779 // slated for unlink, we need to do this 1952 // slated for unlink, we need to do this
1953 // Unlink the remaining set
1780 // 1954 //
1781 if (numChildren != 1) 1955 bool sendEventsToRemainder = true;
1782 { 1956 if (numChildren > 1)
1783 // Unlink the remaining set 1957 sendEventsToRemainder = false;
1784 //
1785 bool sendEventsToRemainder = true;
1786 if (numChildren > 1)
1787 sendEventsToRemainder = false;
1788 1958
1789 foreach (SceneObjectPart p in newSet) 1959 foreach (SceneObjectPart p in newSet)
1960 {
1961 if (p != group.RootPart)
1790 { 1962 {
1791 if (p != group.RootPart) 1963 group.DelinkFromGroup(p, sendEventsToRemainder);
1792 group.DelinkFromGroup(p, sendEventsToRemainder); 1964 if (numChildren > 2)
1965 {
1966 }
1967 else
1968 {
1969 p.ParentGroup.HasGroupChanged = true;
1970 p.ParentGroup.ScheduleGroupForFullUpdate();
1971 }
1793 } 1972 }
1973 }
1794 1974
1795 // If there is more than one prim remaining, we 1975 // If there is more than one prim remaining, we
1796 // need to re-link 1976 // need to re-link
1977 //
1978 if (numChildren > 2)
1979 {
1980 // Remove old root
1797 // 1981 //
1798 if (numChildren > 2) 1982 if (newSet.Contains(root))
1983 newSet.Remove(root);
1984
1985 // Preserve link ordering
1986 //
1987 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1799 { 1988 {
1800 // Remove old root 1989 return a.LinkNum.CompareTo(b.LinkNum);
1801 // 1990 });
1802 if (newSet.Contains(root))
1803 newSet.Remove(root);
1804
1805 // Preserve link ordering
1806 //
1807 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1808 {
1809 return a.LinkNum.CompareTo(b.LinkNum);
1810 });
1811 1991
1812 // Determine new root 1992 // Determine new root
1813 // 1993 //
1814 SceneObjectPart newRoot = newSet[0]; 1994 SceneObjectPart newRoot = newSet[0];
1815 newSet.RemoveAt(0); 1995 newSet.RemoveAt(0);
1816 1996
1817 foreach (SceneObjectPart newChild in newSet) 1997 foreach (SceneObjectPart newChild in newSet)
1818 newChild.ClearUpdateSchedule(); 1998 newChild.ClearUpdateSchedule();
1819 1999
1820 LinkObjects(newRoot, newSet); 2000 LinkObjects(newRoot, newSet);
1821 if (!affectedGroups.Contains(newRoot.ParentGroup)) 2001 if (!affectedGroups.Contains(newRoot.ParentGroup))
1822 affectedGroups.Add(newRoot.ParentGroup); 2002 affectedGroups.Add(newRoot.ParentGroup);
1823 }
1824 } 2003 }
1825 } 2004 }
1826 2005
@@ -1828,6 +2007,12 @@ namespace OpenSim.Region.Framework.Scenes
1828 // 2007 //
1829 foreach (SceneObjectGroup g in affectedGroups) 2008 foreach (SceneObjectGroup g in affectedGroups)
1830 { 2009 {
2010 // Child prims that have been unlinked and deleted will
2011 // return unless the root is deleted. This will remove them
2012 // from the database. They will be rewritten immediately,
2013 // minus the rows for the unlinked child prims.
2014 g.AdjustChildPrimPermissions();
2015 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1831 g.TriggerScriptChangedEvent(Changed.LINK); 2016 g.TriggerScriptChangedEvent(Changed.LINK);
1832 g.HasGroupChanged = true; // Persist 2017 g.HasGroupChanged = true; // Persist
1833 g.ScheduleGroupForFullUpdate(); 2018 g.ScheduleGroupForFullUpdate();
@@ -1901,108 +2086,96 @@ namespace OpenSim.Region.Framework.Scenes
1901 /// <param name="GroupID"></param> 2086 /// <param name="GroupID"></param>
1902 /// <param name="rot"></param> 2087 /// <param name="rot"></param>
1903 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2088 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1904 public SceneObjectGroup DuplicateObject( 2089 /// <summary>
1905 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2090 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1906 { 2091 {
1907 Monitor.Enter(m_updateLock); 2092// m_log.DebugFormat(
2093// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2094// originalPrimID, offset, AgentID);
1908 2095
1909 try 2096 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2097 if (original != null)
1910 { 2098 {
1911 // m_log.DebugFormat( 2099 if (m_parentScene.Permissions.CanDuplicateObject(
1912 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2100 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1913 // originalPrimID, offset, AgentID);
1914
1915 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1916 if (original == null)
1917 { 2101 {
1918 m_log.WarnFormat( 2102 SceneObjectGroup copy = original.Copy(true);
1919 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2103 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1920 2104
1921 return null; 2105 if (original.OwnerID != AgentID)
1922 } 2106 {
2107 copy.SetOwnerId(AgentID);
2108 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1923 2109
1924 if (!m_parentScene.Permissions.CanDuplicateObject( 2110 SceneObjectPart[] partList = copy.Parts;
1925 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition)) 2111
1926 return null; 2112 if (m_parentScene.Permissions.PropagatePermissions())
2113 {
2114 foreach (SceneObjectPart child in partList)
2115 {
2116 child.Inventory.ChangeInventoryOwner(AgentID);
2117 child.TriggerScriptChangedEvent(Changed.OWNER);
2118 child.ApplyNextOwnerPermissions();
2119 }
2120 }
2121 }
1927 2122
1928 SceneObjectGroup copy = original.Copy(true); 2123 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1929 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2124 Entities.Add(copy);
1930 2125
1931 if (original.OwnerID != AgentID) 2126 lock (SceneObjectGroupsByFullID)
1932 { 2127 SceneObjectGroupsByFullID[copy.UUID] = copy;
1933 copy.SetOwnerId(AgentID);
1934 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1935 2128
1936 SceneObjectPart[] partList = copy.Parts; 2129 SceneObjectPart[] children = copy.Parts;
1937 2130
1938 if (m_parentScene.Permissions.PropagatePermissions()) 2131 lock (SceneObjectGroupsByFullPartID)
1939 { 2132 {
1940 foreach (SceneObjectPart child in partList) 2133 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1941 { 2134 foreach (SceneObjectPart part in children)
1942 child.Inventory.ChangeInventoryOwner(AgentID); 2135 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1943 child.TriggerScriptChangedEvent(Changed.OWNER);
1944 child.ApplyNextOwnerPermissions();
1945 }
1946 } 2136 }
1947 2137
1948 copy.RootPart.ObjectSaleType = 0; 2138 lock (SceneObjectGroupsByLocalPartID)
1949 copy.RootPart.SalePrice = 10; 2139 {
1950 } 2140 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2141 foreach (SceneObjectPart part in children)
2142 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2143 }
2144 // PROBABLE END OF FIXME
1951 2145
1952 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2146 // Since we copy from a source group that is in selected
1953 Entities.Add(copy); 2147 // state, but the copy is shown deselected in the viewer,
1954 2148 // We need to clear the selection flag here, else that
1955 lock (SceneObjectGroupsByFullID) 2149 // prim never gets persisted at all. The client doesn't
1956 SceneObjectGroupsByFullID[copy.UUID] = copy; 2150 // think it's selected, so it will never send a deselect...
1957 2151 copy.IsSelected = false;
1958 SceneObjectPart[] children = copy.Parts; 2152
1959 2153 m_numPrim += copy.Parts.Length;
1960 lock (SceneObjectGroupsByFullPartID) 2154
1961 { 2155 if (rot != Quaternion.Identity)
1962 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2156 {
1963 foreach (SceneObjectPart part in children) 2157 copy.UpdateGroupRotationR(rot);
1964 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2158 }
1965 }
1966
1967 lock (SceneObjectGroupsByLocalPartID)
1968 {
1969 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1970 foreach (SceneObjectPart part in children)
1971 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1972 }
1973 // PROBABLE END OF FIXME
1974
1975 // Since we copy from a source group that is in selected
1976 // state, but the copy is shown deselected in the viewer,
1977 // We need to clear the selection flag here, else that
1978 // prim never gets persisted at all. The client doesn't
1979 // think it's selected, so it will never send a deselect...
1980 copy.IsSelected = false;
1981
1982 m_numPrim += copy.Parts.Length;
1983
1984 if (rot != Quaternion.Identity)
1985 {
1986 copy.UpdateGroupRotationR(rot);
1987 }
1988 2159
1989 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2160 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1990 copy.HasGroupChanged = true; 2161 copy.HasGroupChanged = true;
1991 copy.ScheduleGroupForFullUpdate(); 2162 copy.ScheduleGroupForFullUpdate();
1992 copy.ResumeScripts(); 2163 copy.ResumeScripts();
1993 2164
1994 // required for physics to update it's position 2165 // required for physics to update it's position
1995 copy.AbsolutePosition = copy.AbsolutePosition; 2166 copy.AbsolutePosition = copy.AbsolutePosition;
1996 2167
1997 return copy; 2168 return copy;
2169 }
1998 } 2170 }
1999 finally 2171 else
2000 { 2172 {
2001 Monitor.Exit(m_updateLock); 2173 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
2002 } 2174 }
2175
2176 return null;
2003 } 2177 }
2004 2178
2005 /// <summary>
2006 /// Calculates the distance between two Vector3s 2179 /// Calculates the distance between two Vector3s
2007 /// </summary> 2180 /// </summary>
2008 /// <param name="v1"></param> 2181 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index 780bd01..c70342f 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -99,11 +99,11 @@ namespace OpenSim.Region.Framework.Scenes
99 } 99 }
100 } 100 }
101 101
102 private readonly List<Scene> m_localScenes = new List<Scene>(); 102 private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
103 103
104 public List<Scene> Scenes 104 public List<Scene> Scenes
105 { 105 {
106 get { return new List<Scene>(m_localScenes); } 106 get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
107 } 107 }
108 108
109 /// <summary> 109 /// <summary>
@@ -120,13 +120,10 @@ namespace OpenSim.Region.Framework.Scenes
120 { 120 {
121 if (CurrentScene == null) 121 if (CurrentScene == null)
122 { 122 {
123 lock (m_localScenes) 123 List<Scene> sceneList = Scenes;
124 { 124 if (sceneList.Count == 0)
125 if (m_localScenes.Count > 0) 125 return null;
126 return m_localScenes[0]; 126 return sceneList[0];
127 else
128 return null;
129 }
130 } 127 }
131 else 128 else
132 { 129 {
@@ -138,41 +135,35 @@ namespace OpenSim.Region.Framework.Scenes
138 public SceneManager() 135 public SceneManager()
139 { 136 {
140 m_instance = this; 137 m_instance = this;
141 m_localScenes = new List<Scene>(); 138 m_localScenes = new DoubleDictionary<UUID, string, Scene>();
142 } 139 }
143 140
144 public void Close() 141 public void Close()
145 { 142 {
143 List<Scene> localScenes = null;
144
146 lock (m_localScenes) 145 lock (m_localScenes)
147 { 146 {
148 for (int i = 0; i < m_localScenes.Count; i++) 147 localScenes = Scenes;
149 { 148 }
150 m_localScenes[i].Close(); 149
151 } 150 for (int i = 0; i < localScenes.Count; i++)
151 {
152 localScenes[i].Close();
152 } 153 }
153 } 154 }
154 155
155 public void Close(Scene cscene) 156 public void Close(Scene cscene)
156 { 157 {
157 lock (m_localScenes) 158 if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
158 { 159 return;
159 if (m_localScenes.Contains(cscene)) 160 cscene.Close();
160 {
161 for (int i = 0; i < m_localScenes.Count; i++)
162 {
163 if (m_localScenes[i].Equals(cscene))
164 {
165 m_localScenes[i].Close();
166 }
167 }
168 }
169 }
170 } 161 }
171 162
172 public void Add(Scene scene) 163 public void Add(Scene scene)
173 { 164 {
174 lock (m_localScenes) 165 lock (m_localScenes)
175 m_localScenes.Add(scene); 166 m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
176 167
177 scene.OnRestart += HandleRestart; 168 scene.OnRestart += HandleRestart;
178 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange; 169 scene.EventManager.OnRegionReadyStatusChange += HandleRegionReadyStatusChange;
@@ -184,15 +175,8 @@ namespace OpenSim.Region.Framework.Scenes
184 175
185 lock (m_localScenes) 176 lock (m_localScenes)
186 { 177 {
187 for (int i = 0; i < m_localScenes.Count; i++) 178 m_localScenes.TryGetValue(rdata.RegionID, out restartedScene);
188 { 179 m_localScenes.Remove(rdata.RegionID);
189 if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
190 {
191 restartedScene = m_localScenes[i];
192 m_localScenes.RemoveAt(i);
193 break;
194 }
195 }
196 } 180 }
197 181
198 // If the currently selected scene has been restarted, then we can't reselect here since we the scene 182 // If the currently selected scene has been restarted, then we can't reselect here since we the scene
@@ -207,39 +191,36 @@ namespace OpenSim.Region.Framework.Scenes
207 private void HandleRegionReadyStatusChange(IScene scene) 191 private void HandleRegionReadyStatusChange(IScene scene)
208 { 192 {
209 lock (m_localScenes) 193 lock (m_localScenes)
210 AllRegionsReady = m_localScenes.TrueForAll(s => s.Ready); 194 AllRegionsReady = m_localScenes.FindAll(s => !s.Ready).Count == 0;
211 } 195 }
212 196
213 public void SendSimOnlineNotification(ulong regionHandle) 197 public void SendSimOnlineNotification(ulong regionHandle)
214 { 198 {
215 RegionInfo Result = null; 199 RegionInfo Result = null;
216 200
217 lock (m_localScenes) 201 Scene s = m_localScenes.FindValue(delegate(Scene x)
218 {
219 for (int i = 0; i < m_localScenes.Count; i++)
220 {
221 if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
222 { 202 {
223 // Inform other regions to tell their avatar about me 203 if (x.RegionInfo.RegionHandle == regionHandle)
224 Result = m_localScenes[i].RegionInfo; 204 return true;
225 } 205 return false;
226 } 206 });
207
208 if (s != null)
209 {
210 List<Scene> sceneList = Scenes;
227 211
228 if (Result != null) 212 for (int i = 0; i < sceneList.Count; i++)
229 { 213 {
230 for (int i = 0; i < m_localScenes.Count; i++) 214 if (sceneList[i]!= s)
231 { 215 {
232 if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) 216 // Inform other regions to tell their avatar about me
233 { 217 //sceneList[i].OtherRegionUp(Result);
234 // Inform other regions to tell their avatar about me
235 //m_localScenes[i].OtherRegionUp(Result);
236 }
237 } 218 }
238 } 219 }
239 else 220 }
240 { 221 else
241 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); 222 {
242 } 223 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
243 } 224 }
244 } 225 }
245 226
@@ -368,16 +349,12 @@ namespace OpenSim.Region.Framework.Scenes
368 } 349 }
369 else 350 else
370 { 351 {
371 lock (m_localScenes) 352 Scene s;
353
354 if (m_localScenes.TryGetValue(regionName, out s))
372 { 355 {
373 foreach (Scene scene in m_localScenes) 356 CurrentScene = s;
374 { 357 return true;
375 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
376 {
377 CurrentScene = scene;
378 return true;
379 }
380 }
381 } 358 }
382 359
383 return false; 360 return false;
@@ -386,18 +363,14 @@ namespace OpenSim.Region.Framework.Scenes
386 363
387 public bool TrySetCurrentScene(UUID regionID) 364 public bool TrySetCurrentScene(UUID regionID)
388 { 365 {
389 m_log.Debug("Searching for Region: '" + regionID + "'"); 366// m_log.Debug("Searching for Region: '" + regionID + "'");
390 367
391 lock (m_localScenes) 368 Scene s;
369
370 if (m_localScenes.TryGetValue(regionID, out s))
392 { 371 {
393 foreach (Scene scene in m_localScenes) 372 CurrentScene = s;
394 { 373 return true;
395 if (scene.RegionInfo.RegionID == regionID)
396 {
397 CurrentScene = scene;
398 return true;
399 }
400 }
401 } 374 }
402 375
403 return false; 376 return false;
@@ -405,52 +378,24 @@ namespace OpenSim.Region.Framework.Scenes
405 378
406 public bool TryGetScene(string regionName, out Scene scene) 379 public bool TryGetScene(string regionName, out Scene scene)
407 { 380 {
408 lock (m_localScenes) 381 return m_localScenes.TryGetValue(regionName, out scene);
409 {
410 foreach (Scene mscene in m_localScenes)
411 {
412 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
413 {
414 scene = mscene;
415 return true;
416 }
417 }
418 }
419
420 scene = null;
421 return false;
422 } 382 }
423 383
424 public bool TryGetScene(UUID regionID, out Scene scene) 384 public bool TryGetScene(UUID regionID, out Scene scene)
425 { 385 {
426 lock (m_localScenes) 386 return m_localScenes.TryGetValue(regionID, out scene);
427 {
428 foreach (Scene mscene in m_localScenes)
429 {
430 if (mscene.RegionInfo.RegionID == regionID)
431 {
432 scene = mscene;
433 return true;
434 }
435 }
436 }
437
438 scene = null;
439 return false;
440 } 387 }
441 388
442 public bool TryGetScene(uint locX, uint locY, out Scene scene) 389 public bool TryGetScene(uint locX, uint locY, out Scene scene)
443 { 390 {
444 lock (m_localScenes) 391 List<Scene> sceneList = Scenes;
392 foreach (Scene mscene in sceneList)
445 { 393 {
446 foreach (Scene mscene in m_localScenes) 394 if (mscene.RegionInfo.RegionLocX == locX &&
395 mscene.RegionInfo.RegionLocY == locY)
447 { 396 {
448 if (mscene.RegionInfo.RegionLocX == locX && 397 scene = mscene;
449 mscene.RegionInfo.RegionLocY == locY) 398 return true;
450 {
451 scene = mscene;
452 return true;
453 }
454 } 399 }
455 } 400 }
456 401
@@ -460,16 +405,14 @@ namespace OpenSim.Region.Framework.Scenes
460 405
461 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) 406 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
462 { 407 {
463 lock (m_localScenes) 408 List<Scene> sceneList = Scenes;
409 foreach (Scene mscene in sceneList)
464 { 410 {
465 foreach (Scene mscene in m_localScenes) 411 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
412 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
466 { 413 {
467 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && 414 scene = mscene;
468 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) 415 return true;
469 {
470 scene = mscene;
471 return true;
472 }
473 } 416 }
474 } 417 }
475 418
@@ -534,15 +477,10 @@ namespace OpenSim.Region.Framework.Scenes
534 477
535 public RegionInfo GetRegionInfo(UUID regionID) 478 public RegionInfo GetRegionInfo(UUID regionID)
536 { 479 {
537 lock (m_localScenes) 480 Scene s;
481 if (m_localScenes.TryGetValue(regionID, out s))
538 { 482 {
539 foreach (Scene scene in m_localScenes) 483 return s.RegionInfo;
540 {
541 if (scene.RegionInfo.RegionID == regionID)
542 {
543 return scene.RegionInfo;
544 }
545 }
546 } 484 }
547 485
548 return null; 486 return null;
@@ -560,14 +498,12 @@ namespace OpenSim.Region.Framework.Scenes
560 498
561 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 499 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
562 { 500 {
563 lock (m_localScenes) 501 List<Scene> sceneList = Scenes;
502 foreach (Scene scene in sceneList)
564 { 503 {
565 foreach (Scene scene in m_localScenes) 504 if (scene.TryGetScenePresence(avatarId, out avatar))
566 { 505 {
567 if (scene.TryGetScenePresence(avatarId, out avatar)) 506 return true;
568 {
569 return true;
570 }
571 } 507 }
572 } 508 }
573 509
@@ -577,15 +513,13 @@ namespace OpenSim.Region.Framework.Scenes
577 513
578 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) 514 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
579 { 515 {
580 lock (m_localScenes) 516 List<Scene> sceneList = Scenes;
517 foreach (Scene scene in sceneList)
581 { 518 {
582 foreach (Scene scene in m_localScenes) 519 avatar = scene.GetScenePresence(avatarId);
583 {
584 avatar = scene.GetScenePresence(avatarId);
585 520
586 if (avatar != null && !avatar.IsChildAgent) 521 if (avatar != null && !avatar.IsChildAgent)
587 return true; 522 return true;
588 }
589 } 523 }
590 524
591 avatar = null; 525 avatar = null;
@@ -595,21 +529,19 @@ namespace OpenSim.Region.Framework.Scenes
595 public void CloseScene(Scene scene) 529 public void CloseScene(Scene scene)
596 { 530 {
597 lock (m_localScenes) 531 lock (m_localScenes)
598 m_localScenes.Remove(scene); 532 m_localScenes.Remove(scene.RegionInfo.RegionID);
599 533
600 scene.Close(); 534 scene.Close();
601 } 535 }
602 536
603 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 537 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
604 { 538 {
605 lock (m_localScenes) 539 List<Scene> sceneList = Scenes;
540 foreach (Scene scene in sceneList)
606 { 541 {
607 foreach (Scene scene in m_localScenes) 542 if (scene.TryGetAvatarByName(avatarName, out avatar))
608 { 543 {
609 if (scene.TryGetAvatarByName(avatarName, out avatar)) 544 return true;
610 {
611 return true;
612 }
613 } 545 }
614 } 546 }
615 547
@@ -619,14 +551,12 @@ namespace OpenSim.Region.Framework.Scenes
619 551
620 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) 552 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
621 { 553 {
622 lock (m_localScenes) 554 List<Scene> sceneList = Scenes;
555 foreach (Scene scene in sceneList)
623 { 556 {
624 foreach (Scene scene in m_localScenes) 557 sp = scene.GetScenePresence(firstName, lastName);
625 { 558 if (sp != null && !sp.IsChildAgent)
626 sp = scene.GetScenePresence(firstName, lastName); 559 return true;
627 if (sp != null && !sp.IsChildAgent)
628 return true;
629 }
630 } 560 }
631 561
632 sp = null; 562 sp = null;
@@ -635,8 +565,8 @@ namespace OpenSim.Region.Framework.Scenes
635 565
636 public void ForEachScene(Action<Scene> action) 566 public void ForEachScene(Action<Scene> action)
637 { 567 {
638 lock (m_localScenes) 568 List<Scene> sceneList = Scenes;
639 m_localScenes.ForEach(action); 569 sceneList.ForEach(action);
640 } 570 }
641 } 571 }
642} 572}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index dcb62f8..f8624e7 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -82,10 +82,6 @@ namespace OpenSim.Region.Framework.Scenes
82 /// <summary> 82 /// <summary>
83 /// Stop and remove the scripts contained in all the prims in this group 83 /// Stop and remove the scripts contained in all the prims in this group
84 /// </summary> 84 /// </summary>
85 /// <param name="sceneObjectBeingDeleted">
86 /// Should be true if these scripts are being removed because the scene
87 /// object is being deleted. This will prevent spurious updates to the client.
88 /// </param>
89 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 85 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
90 { 86 {
91 SceneObjectPart[] parts = m_parts.GetArray(); 87 SceneObjectPart[] parts = m_parts.GetArray();
@@ -248,6 +244,11 @@ namespace OpenSim.Region.Framework.Scenes
248 244
249 public uint GetEffectivePermissions() 245 public uint GetEffectivePermissions()
250 { 246 {
247 return GetEffectivePermissions(false);
248 }
249
250 public uint GetEffectivePermissions(bool useBase)
251 {
251 uint perms=(uint)(PermissionMask.Modify | 252 uint perms=(uint)(PermissionMask.Modify |
252 PermissionMask.Copy | 253 PermissionMask.Copy |
253 PermissionMask.Move | 254 PermissionMask.Move |
@@ -259,7 +260,10 @@ namespace OpenSim.Region.Framework.Scenes
259 for (int i = 0; i < parts.Length; i++) 260 for (int i = 0; i < parts.Length; i++)
260 { 261 {
261 SceneObjectPart part = parts[i]; 262 SceneObjectPart part = parts[i];
262 ownerMask &= part.OwnerMask; 263 if (useBase)
264 ownerMask &= part.BaseMask;
265 else
266 ownerMask &= part.OwnerMask;
263 perms &= part.Inventory.MaskEffectivePermissions(); 267 perms &= part.Inventory.MaskEffectivePermissions();
264 } 268 }
265 269
@@ -401,6 +405,9 @@ namespace OpenSim.Region.Framework.Scenes
401 405
402 public void ResumeScripts() 406 public void ResumeScripts()
403 { 407 {
408 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
409 return;
410
404 SceneObjectPart[] parts = m_parts.GetArray(); 411 SceneObjectPart[] parts = m_parts.GetArray();
405 for (int i = 0; i < parts.Length; i++) 412 for (int i = 0; i < parts.Length; i++)
406 parts[i].Inventory.ResumeScripts(); 413 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index da80e4f..02a8935 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,12 +24,13 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.ComponentModel; 29using System.ComponentModel;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Drawing; 31using System.Drawing;
32using System.IO; 32using System.IO;
33using System.Diagnostics;
33using System.Linq; 34using System.Linq;
34using System.Threading; 35using System.Threading;
35using System.Xml; 36using System.Xml;
@@ -44,6 +45,7 @@ using PermissionMask = OpenSim.Framework.PermissionMask;
44 45
45namespace OpenSim.Region.Framework.Scenes 46namespace OpenSim.Region.Framework.Scenes
46{ 47{
48
47 [Flags] 49 [Flags]
48 public enum scriptEvents 50 public enum scriptEvents
49 { 51 {
@@ -78,14 +80,14 @@ namespace OpenSim.Region.Framework.Scenes
78 object_rez = 4194304 80 object_rez = 4194304
79 } 81 }
80 82
81 struct scriptPosTarget 83 public struct scriptPosTarget
82 { 84 {
83 public Vector3 targetPos; 85 public Vector3 targetPos;
84 public float tolerance; 86 public float tolerance;
85 public uint handle; 87 public uint handle;
86 } 88 }
87 89
88 struct scriptRotTarget 90 public struct scriptRotTarget
89 { 91 {
90 public Quaternion targetRot; 92 public Quaternion targetRot;
91 public float tolerance; 93 public float tolerance;
@@ -116,8 +118,12 @@ namespace OpenSim.Region.Framework.Scenes
116 /// since the group's last persistent backup 118 /// since the group's last persistent backup
117 /// </summary> 119 /// </summary>
118 private bool m_hasGroupChanged = false; 120 private bool m_hasGroupChanged = false;
119 private long timeFirstChanged; 121 private long timeFirstChanged = 0;
120 private long timeLastChanged; 122 private long timeLastChanged = 0;
123 private long m_maxPersistTime = 0;
124 private long m_minPersistTime = 0;
125// private Random m_rand;
126 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
121 127
122 /// <summary> 128 /// <summary>
123 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage 129 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
@@ -134,9 +140,44 @@ namespace OpenSim.Region.Framework.Scenes
134 { 140 {
135 if (value) 141 if (value)
136 { 142 {
143
144 if (m_isBackedUp)
145 {
146 m_scene.SceneGraph.FireChangeBackup(this);
147 }
137 timeLastChanged = DateTime.Now.Ticks; 148 timeLastChanged = DateTime.Now.Ticks;
138 if (!m_hasGroupChanged) 149 if (!m_hasGroupChanged)
139 timeFirstChanged = DateTime.Now.Ticks; 150 timeFirstChanged = DateTime.Now.Ticks;
151 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
152 {
153/*
154 if (m_rand == null)
155 {
156 byte[] val = new byte[16];
157 m_rootPart.UUID.ToBytes(val, 0);
158 m_rand = new Random(BitConverter.ToInt32(val, 0));
159 }
160 */
161 if (m_scene.GetRootAgentCount() == 0)
162 {
163 //If the region is empty, this change has been made by an automated process
164 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
165
166// float factor = 1.5f + (float)(m_rand.NextDouble());
167 float factor = 2.0f;
168 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
169 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
170 }
171 else
172 {
173 //If the region is not empty, we want to obey the minimum and maximum persist times
174 //but add a random factor so we stagger the object persistance a little
175// m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
176// m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
177 m_maxPersistTime = m_scene.m_persistAfter;
178 m_minPersistTime = m_scene.m_dontPersistBefore;
179 }
180 }
140 } 181 }
141 m_hasGroupChanged = value; 182 m_hasGroupChanged = value;
142 183
@@ -151,7 +192,7 @@ namespace OpenSim.Region.Framework.Scenes
151 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 192 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
152 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 193 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
153 /// </summary> 194 /// </summary>
154 public bool HasGroupChangedDueToDelink { get; private set; } 195 public bool HasGroupChangedDueToDelink { get; set; }
155 196
156 private bool isTimeToPersist() 197 private bool isTimeToPersist()
157 { 198 {
@@ -161,8 +202,19 @@ namespace OpenSim.Region.Framework.Scenes
161 return false; 202 return false;
162 if (m_scene.ShuttingDown) 203 if (m_scene.ShuttingDown)
163 return true; 204 return true;
205
206 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
207 {
208 m_maxPersistTime = m_scene.m_persistAfter;
209 m_minPersistTime = m_scene.m_dontPersistBefore;
210 }
211
164 long currentTime = DateTime.Now.Ticks; 212 long currentTime = DateTime.Now.Ticks;
165 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 213
214 if (timeLastChanged == 0) timeLastChanged = currentTime;
215 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
216
217 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
166 return true; 218 return true;
167 return false; 219 return false;
168 } 220 }
@@ -220,6 +272,11 @@ namespace OpenSim.Region.Framework.Scenes
220 { 272 {
221 AttachmentPoint = 0; 273 AttachmentPoint = 0;
222 274
275 // Don't zap trees
276 if (RootPart.Shape.PCode == (byte)PCode.Tree ||
277 RootPart.Shape.PCode == (byte)PCode.NewTree)
278 return;
279
223 // Even though we don't use child part state parameters for attachments any more, we still need to set 280 // Even though we don't use child part state parameters for attachments any more, we still need to set
224 // these to zero since having them non-zero in rezzed scene objects will crash some clients. Even if 281 // these to zero since having them non-zero in rezzed scene objects will crash some clients. Even if
225 // we store them correctly, scene objects that we receive from elsewhere might not. 282 // we store them correctly, scene objects that we receive from elsewhere might not.
@@ -265,26 +322,38 @@ namespace OpenSim.Region.Framework.Scenes
265 get { return RootPart.VolumeDetectActive; } 322 get { return RootPart.VolumeDetectActive; }
266 } 323 }
267 324
268 private Vector3 lastPhysGroupPos;
269 private Quaternion lastPhysGroupRot;
270
271 private bool m_isBackedUp; 325 private bool m_isBackedUp;
272 326
327 public bool IsBackedUp
328 {
329 get { return m_isBackedUp; }
330 }
331
273 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); 332 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>();
274 333
275 protected ulong m_regionHandle; 334 protected ulong m_regionHandle;
276 protected SceneObjectPart m_rootPart; 335 protected SceneObjectPart m_rootPart;
277 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>(); 336 // private Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
278 337
279 private Dictionary<uint, scriptPosTarget> m_targets = new Dictionary<uint, scriptPosTarget>(); 338 private SortedDictionary<uint, scriptPosTarget> m_targets = new SortedDictionary<uint, scriptPosTarget>();
280 private Dictionary<uint, scriptRotTarget> m_rotTargets = new Dictionary<uint, scriptRotTarget>(); 339 private SortedDictionary<uint, scriptRotTarget> m_rotTargets = new SortedDictionary<uint, scriptRotTarget>();
340
341 public SortedDictionary<uint, scriptPosTarget> AtTargets
342 {
343 get { return m_targets; }
344 }
345
346 public SortedDictionary<uint, scriptRotTarget> RotTargets
347 {
348 get { return m_rotTargets; }
349 }
281 350
282 private bool m_scriptListens_atTarget; 351 private bool m_scriptListens_atTarget;
283 private bool m_scriptListens_notAtTarget; 352 private bool m_scriptListens_notAtTarget;
284
285 private bool m_scriptListens_atRotTarget; 353 private bool m_scriptListens_atRotTarget;
286 private bool m_scriptListens_notAtRotTarget; 354 private bool m_scriptListens_notAtRotTarget;
287 355
356 public bool m_dupeInProgress = false;
288 internal Dictionary<UUID, string> m_savedScriptState; 357 internal Dictionary<UUID, string> m_savedScriptState;
289 358
290 #region Properties 359 #region Properties
@@ -321,6 +390,16 @@ namespace OpenSim.Region.Framework.Scenes
321 get { return m_parts.Count; } 390 get { return m_parts.Count; }
322 } 391 }
323 392
393// protected Quaternion m_rotation = Quaternion.Identity;
394//
395// public virtual Quaternion Rotation
396// {
397// get { return m_rotation; }
398// set {
399// m_rotation = value;
400// }
401// }
402
324 public Quaternion GroupRotation 403 public Quaternion GroupRotation
325 { 404 {
326 get { return m_rootPart.RotationOffset; } 405 get { return m_rootPart.RotationOffset; }
@@ -427,7 +506,15 @@ namespace OpenSim.Region.Framework.Scenes
427 { 506 {
428 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 507 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
429 } 508 }
430 509
510
511
512 private struct avtocrossInfo
513 {
514 public ScenePresence av;
515 public uint ParentID;
516 }
517
431 /// <summary> 518 /// <summary>
432 /// The absolute position of this scene object in the scene 519 /// The absolute position of this scene object in the scene
433 /// </summary> 520 /// </summary>
@@ -455,13 +542,129 @@ namespace OpenSim.Region.Framework.Scenes
455 || Scene.TestBorderCross(val, Cardinals.S)) 542 || Scene.TestBorderCross(val, Cardinals.S))
456 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 543 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
457 { 544 {
545 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
546 uint x = 0;
547 uint y = 0;
548 string version = String.Empty;
549 Vector3 newpos = Vector3.Zero;
550 OpenSim.Services.Interfaces.GridRegion destination = null;
551
458 if (m_rootPart.KeyframeMotion != null) 552 if (m_rootPart.KeyframeMotion != null)
459 m_rootPart.KeyframeMotion.StartCrossingCheck(); 553 m_rootPart.KeyframeMotion.StartCrossingCheck();
460 554
461 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 555 bool canCross = true;
556 foreach (ScenePresence av in m_linkedAvatars)
557 {
558 // We need to cross these agents. First, let's find
559 // out if any of them can't cross for some reason.
560 // We have to deny the crossing entirely if any
561 // of them are banned. Alternatively, we could
562 // unsit banned agents....
563
564
565 // We set the avatar position as being the object
566 // position to get the region to send to
567 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
568 {
569 canCross = false;
570 break;
571 }
572
573 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
574 }
575
576 if (canCross)
577 {
578 // We unparent the SP quietly so that it won't
579 // be made to stand up
580
581 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
582
583 foreach (ScenePresence av in m_linkedAvatars)
584 {
585 avtocrossInfo avinfo = new avtocrossInfo();
586 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
587 if (parentPart != null)
588 av.ParentUUID = parentPart.UUID;
589
590 avinfo.av = av;
591 avinfo.ParentID = av.ParentID;
592 avsToCross.Add(avinfo);
593
594 av.ParentID = 0;
595 }
596
597 // m_linkedAvatars.Clear();
598 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
599
600 // Normalize
601 if (val.X >= Constants.RegionSize)
602 val.X -= Constants.RegionSize;
603 if (val.Y >= Constants.RegionSize)
604 val.Y -= Constants.RegionSize;
605 if (val.X < 0)
606 val.X += Constants.RegionSize;
607 if (val.Y < 0)
608 val.Y += Constants.RegionSize;
609
610 // If it's deleted, crossing was successful
611 if (IsDeleted)
612 {
613 // foreach (ScenePresence av in m_linkedAvatars)
614 foreach (avtocrossInfo avinfo in avsToCross)
615 {
616 ScenePresence av = avinfo.av;
617 if (!av.IsInTransit) // just in case...
618 {
619 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
620
621 av.IsInTransit = true;
622
623 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
624 d.BeginInvoke(av, val, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
625 }
626 else
627 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
628 }
629 avsToCross.Clear();
630 return;
631 }
632 else // cross failed, put avas back ??
633 {
634 foreach (avtocrossInfo avinfo in avsToCross)
635 {
636 ScenePresence av = avinfo.av;
637 av.ParentUUID = UUID.Zero;
638 av.ParentID = avinfo.ParentID;
639// m_linkedAvatars.Add(av);
640 }
641 }
642 avsToCross.Clear();
643
644 }
645 else
646 {
647 if (m_rootPart.KeyframeMotion != null)
648 m_rootPart.KeyframeMotion.CrossingFailure();
649
650 if (RootPart.PhysActor != null)
651 {
652 RootPart.PhysActor.CrossingFailure();
653 }
654 }
655 Vector3 oldp = AbsolutePosition;
656 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
657 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
658 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
462 } 659 }
463 } 660 }
464 661
662/* don't see the need but worse don't see where is restored to false if things stay in
663 foreach (SceneObjectPart part in m_parts.GetArray())
664 {
665 part.IgnoreUndoUpdate = true;
666 }
667 */
465 if (RootPart.GetStatusSandbox()) 668 if (RootPart.GetStatusSandbox())
466 { 669 {
467 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 670 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -479,9 +682,38 @@ namespace OpenSim.Region.Framework.Scenes
479 // Restuff the new GroupPosition into each SOP of the linkset. 682 // Restuff the new GroupPosition into each SOP of the linkset.
480 // This has the affect of resetting and tainting the physics actors. 683 // This has the affect of resetting and tainting the physics actors.
481 SceneObjectPart[] parts = m_parts.GetArray(); 684 SceneObjectPart[] parts = m_parts.GetArray();
482 for (int i = 0; i < parts.Length; i++) 685 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
483 parts[i].GroupPosition = val; 686 if (m_dupeInProgress)
687 triggerScriptEvent = false;
688 foreach (SceneObjectPart part in parts)
689 {
690 part.GroupPosition = val;
691 if (triggerScriptEvent)
692 part.TriggerScriptChangedEvent(Changed.POSITION);
693 }
484 694
695/*
696 This seems not needed and should not be needed:
697 sp absolute position depends on sit part absolute position fixed above.
698 sp ParentPosition is not used anywhere.
699 Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
700 Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
701
702 if (!m_dupeInProgress)
703 {
704 foreach (ScenePresence av in m_linkedAvatars)
705 {
706 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
707 if (p != null && m_parts.TryGetValue(p.UUID, out p))
708 {
709 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
710 av.AbsolutePosition += offset;
711// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
712 av.SendAvatarDataToAllAgents();
713 }
714 }
715 }
716*/
485 //if (m_rootPart.PhysActor != null) 717 //if (m_rootPart.PhysActor != null)
486 //{ 718 //{
487 //m_rootPart.PhysActor.Position = 719 //m_rootPart.PhysActor.Position =
@@ -495,6 +727,40 @@ namespace OpenSim.Region.Framework.Scenes
495 } 727 }
496 } 728 }
497 729
730 public override Vector3 Velocity
731 {
732 get { return RootPart.Velocity; }
733 set { RootPart.Velocity = value; }
734 }
735
736 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
737 {
738 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
739 ScenePresence agent = icon.EndInvoke(iar);
740
741 //// If the cross was successful, this agent is a child agent
742 if (agent.IsChildAgent)
743 {
744 if (agent.ParentUUID != UUID.Zero)
745 {
746 agent.ParentPart = null;
747// agent.ParentPosition = Vector3.Zero;
748// agent.ParentUUID = UUID.Zero;
749 }
750 }
751
752 agent.ParentUUID = UUID.Zero;
753
754// agent.Reset();
755// else // Not successful
756// agent.RestoreInCurrentScene();
757
758 // In any case
759 agent.IsInTransit = false;
760
761 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
762 }
763
498 public override uint LocalId 764 public override uint LocalId
499 { 765 {
500 get { return m_rootPart.LocalId; } 766 get { return m_rootPart.LocalId; }
@@ -565,6 +831,11 @@ namespace OpenSim.Region.Framework.Scenes
565 m_isSelected = value; 831 m_isSelected = value;
566 // Tell physics engine that group is selected 832 // Tell physics engine that group is selected
567 833
834 // this is not right
835 // but ode engines should only really need to know about root part
836 // so they can put entire object simulation on hold and not colliding
837 // keep as was for now
838
568 PhysicsActor pa = m_rootPart.PhysActor; 839 PhysicsActor pa = m_rootPart.PhysActor;
569 if (pa != null) 840 if (pa != null)
570 { 841 {
@@ -586,6 +857,40 @@ namespace OpenSim.Region.Framework.Scenes
586 } 857 }
587 } 858 }
588 859
860 public void PartSelectChanged(bool partSelect)
861 {
862 // any part selected makes group selected
863 if (m_isSelected == partSelect)
864 return;
865
866 if (partSelect)
867 {
868 IsSelected = partSelect;
869// if (!IsAttachment)
870// ScheduleGroupForFullUpdate();
871 }
872 else
873 {
874 // bad bad bad 2 heavy for large linksets
875 // since viewer does send lot of (un)selects
876 // this needs to be replaced by a specific list or count ?
877 // but that will require extra code in several places
878
879 SceneObjectPart[] parts = m_parts.GetArray();
880 for (int i = 0; i < parts.Length; i++)
881 {
882 SceneObjectPart part = parts[i];
883 if (part.IsSelected)
884 return;
885 }
886 IsSelected = partSelect;
887 if (!IsAttachment)
888 {
889 ScheduleGroupForFullUpdate();
890 }
891 }
892 }
893
589 private SceneObjectPart m_PlaySoundMasterPrim = null; 894 private SceneObjectPart m_PlaySoundMasterPrim = null;
590 public SceneObjectPart PlaySoundMasterPrim 895 public SceneObjectPart PlaySoundMasterPrim
591 { 896 {
@@ -680,6 +985,7 @@ namespace OpenSim.Region.Framework.Scenes
680 /// </summary> 985 /// </summary>
681 public SceneObjectGroup() 986 public SceneObjectGroup()
682 { 987 {
988
683 } 989 }
684 990
685 /// <summary> 991 /// <summary>
@@ -697,8 +1003,8 @@ namespace OpenSim.Region.Framework.Scenes
697 /// Constructor. This object is added to the scene later via AttachToScene() 1003 /// Constructor. This object is added to the scene later via AttachToScene()
698 /// </summary> 1004 /// </summary>
699 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 1005 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
700 :this(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)) 1006 {
701 { 1007 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
702 } 1008 }
703 1009
704 /// <summary> 1010 /// <summary>
@@ -733,6 +1039,9 @@ namespace OpenSim.Region.Framework.Scenes
733 /// </summary> 1039 /// </summary>
734 public virtual void AttachToBackup() 1040 public virtual void AttachToBackup()
735 { 1041 {
1042 if (IsAttachment) return;
1043 m_scene.SceneGraph.FireAttachToBackup(this);
1044
736 if (InSceneBackup) 1045 if (InSceneBackup)
737 { 1046 {
738 //m_log.DebugFormat( 1047 //m_log.DebugFormat(
@@ -775,6 +1084,13 @@ namespace OpenSim.Region.Framework.Scenes
775 1084
776 ApplyPhysics(); 1085 ApplyPhysics();
777 1086
1087 if (RootPart.PhysActor != null)
1088 RootPart.Force = RootPart.Force;
1089 if (RootPart.PhysActor != null)
1090 RootPart.Torque = RootPart.Torque;
1091 if (RootPart.PhysActor != null)
1092 RootPart.Buoyancy = RootPart.Buoyancy;
1093
778 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1094 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
779 // for the same object with very different properties. The caller must schedule the update. 1095 // for the same object with very different properties. The caller must schedule the update.
780 //ScheduleGroupForFullUpdate(); 1096 //ScheduleGroupForFullUpdate();
@@ -790,6 +1106,10 @@ namespace OpenSim.Region.Framework.Scenes
790 EntityIntersection result = new EntityIntersection(); 1106 EntityIntersection result = new EntityIntersection();
791 1107
792 SceneObjectPart[] parts = m_parts.GetArray(); 1108 SceneObjectPart[] parts = m_parts.GetArray();
1109
1110 // Find closest hit here
1111 float idist = float.MaxValue;
1112
793 for (int i = 0; i < parts.Length; i++) 1113 for (int i = 0; i < parts.Length; i++)
794 { 1114 {
795 SceneObjectPart part = parts[i]; 1115 SceneObjectPart part = parts[i];
@@ -804,11 +1124,6 @@ namespace OpenSim.Region.Framework.Scenes
804 1124
805 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1125 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
806 1126
807 // This may need to be updated to the maximum draw distance possible..
808 // We might (and probably will) be checking for prim creation from other sims
809 // when the camera crosses the border.
810 float idist = Constants.RegionSize;
811
812 if (inter.HitTF) 1127 if (inter.HitTF)
813 { 1128 {
814 // We need to find the closest prim to return to the testcaller along the ray 1129 // We need to find the closest prim to return to the testcaller along the ray
@@ -819,10 +1134,11 @@ namespace OpenSim.Region.Framework.Scenes
819 result.obj = part; 1134 result.obj = part;
820 result.normal = inter.normal; 1135 result.normal = inter.normal;
821 result.distance = inter.distance; 1136 result.distance = inter.distance;
1137
1138 idist = inter.distance;
822 } 1139 }
823 } 1140 }
824 } 1141 }
825
826 return result; 1142 return result;
827 } 1143 }
828 1144
@@ -834,25 +1150,27 @@ namespace OpenSim.Region.Framework.Scenes
834 /// <returns></returns> 1150 /// <returns></returns>
835 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1151 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
836 { 1152 {
837 maxX = -256f; 1153 maxX = float.MinValue;
838 maxY = -256f; 1154 maxY = float.MinValue;
839 maxZ = -256f; 1155 maxZ = float.MinValue;
840 minX = 256f; 1156 minX = float.MaxValue;
841 minY = 256f; 1157 minY = float.MaxValue;
842 minZ = 8192f; 1158 minZ = float.MaxValue;
843 1159
844 SceneObjectPart[] parts = m_parts.GetArray(); 1160 SceneObjectPart[] parts = m_parts.GetArray();
845 for (int i = 0; i < parts.Length; i++) 1161 foreach (SceneObjectPart part in parts)
846 { 1162 {
847 SceneObjectPart part = parts[i];
848
849 Vector3 worldPos = part.GetWorldPosition(); 1163 Vector3 worldPos = part.GetWorldPosition();
850 Vector3 offset = worldPos - AbsolutePosition; 1164 Vector3 offset = worldPos - AbsolutePosition;
851 Quaternion worldRot; 1165 Quaternion worldRot;
852 if (part.ParentID == 0) 1166 if (part.ParentID == 0)
1167 {
853 worldRot = part.RotationOffset; 1168 worldRot = part.RotationOffset;
1169 }
854 else 1170 else
1171 {
855 worldRot = part.GetWorldRotation(); 1172 worldRot = part.GetWorldRotation();
1173 }
856 1174
857 Vector3 frontTopLeft; 1175 Vector3 frontTopLeft;
858 Vector3 frontTopRight; 1176 Vector3 frontTopRight;
@@ -864,6 +1182,8 @@ namespace OpenSim.Region.Framework.Scenes
864 Vector3 backBottomLeft; 1182 Vector3 backBottomLeft;
865 Vector3 backBottomRight; 1183 Vector3 backBottomRight;
866 1184
1185 // Vector3[] corners = new Vector3[8];
1186
867 Vector3 orig = Vector3.Zero; 1187 Vector3 orig = Vector3.Zero;
868 1188
869 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1189 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -898,6 +1218,38 @@ namespace OpenSim.Region.Framework.Scenes
898 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1218 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
899 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1219 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
900 1220
1221
1222
1223 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1224 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1225 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1226 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1227 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1228 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1229 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1230 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1231
1232 //for (int i = 0; i < 8; i++)
1233 //{
1234 // corners[i] = corners[i] * worldRot;
1235 // corners[i] += offset;
1236
1237 // if (corners[i].X > maxX)
1238 // maxX = corners[i].X;
1239 // if (corners[i].X < minX)
1240 // minX = corners[i].X;
1241
1242 // if (corners[i].Y > maxY)
1243 // maxY = corners[i].Y;
1244 // if (corners[i].Y < minY)
1245 // minY = corners[i].Y;
1246
1247 // if (corners[i].Z > maxZ)
1248 // maxZ = corners[i].Y;
1249 // if (corners[i].Z < minZ)
1250 // minZ = corners[i].Z;
1251 //}
1252
901 frontTopLeft = frontTopLeft * worldRot; 1253 frontTopLeft = frontTopLeft * worldRot;
902 frontTopRight = frontTopRight * worldRot; 1254 frontTopRight = frontTopRight * worldRot;
903 frontBottomLeft = frontBottomLeft * worldRot; 1255 frontBottomLeft = frontBottomLeft * worldRot;
@@ -919,6 +1271,15 @@ namespace OpenSim.Region.Framework.Scenes
919 backTopLeft += offset; 1271 backTopLeft += offset;
920 backTopRight += offset; 1272 backTopRight += offset;
921 1273
1274 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1275 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1276 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1277 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1278 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1279 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1280 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1281 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1282
922 if (frontTopRight.X > maxX) 1283 if (frontTopRight.X > maxX)
923 maxX = frontTopRight.X; 1284 maxX = frontTopRight.X;
924 if (frontTopLeft.X > maxX) 1285 if (frontTopLeft.X > maxX)
@@ -1062,17 +1423,118 @@ namespace OpenSim.Region.Framework.Scenes
1062 1423
1063 #endregion 1424 #endregion
1064 1425
1426 public void GetResourcesCosts(SceneObjectPart apart,
1427 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1428 {
1429 // this information may need to be cached
1430
1431 float cost;
1432 float tmpcost;
1433
1434 bool ComplexCost = false;
1435
1436 SceneObjectPart p;
1437 SceneObjectPart[] parts;
1438
1439 lock (m_parts)
1440 {
1441 parts = m_parts.GetArray();
1442 }
1443
1444 int nparts = parts.Length;
1445
1446
1447 for (int i = 0; i < nparts; i++)
1448 {
1449 p = parts[i];
1450
1451 if (p.UsesComplexCost)
1452 {
1453 ComplexCost = true;
1454 break;
1455 }
1456 }
1457
1458 if (ComplexCost)
1459 {
1460 linksetResCost = 0;
1461 linksetPhysCost = 0;
1462 partCost = 0;
1463 partPhysCost = 0;
1464
1465 for (int i = 0; i < nparts; i++)
1466 {
1467 p = parts[i];
1468
1469 cost = p.StreamingCost;
1470 tmpcost = p.SimulationCost;
1471 if (tmpcost > cost)
1472 cost = tmpcost;
1473 tmpcost = p.PhysicsCost;
1474 if (tmpcost > cost)
1475 cost = tmpcost;
1476
1477 linksetPhysCost += tmpcost;
1478 linksetResCost += cost;
1479
1480 if (p == apart)
1481 {
1482 partCost = cost;
1483 partPhysCost = tmpcost;
1484 }
1485 }
1486 }
1487 else
1488 {
1489 partPhysCost = 1.0f;
1490 partCost = 1.0f;
1491 linksetResCost = (float)nparts;
1492 linksetPhysCost = linksetResCost;
1493 }
1494 }
1495
1496 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1497 {
1498 SceneObjectPart p;
1499 SceneObjectPart[] parts;
1500
1501 lock (m_parts)
1502 {
1503 parts = m_parts.GetArray();
1504 }
1505
1506 int nparts = parts.Length;
1507
1508 PhysCost = 0;
1509 StreamCost = 0;
1510 SimulCost = 0;
1511
1512 for (int i = 0; i < nparts; i++)
1513 {
1514 p = parts[i];
1515
1516 StreamCost += p.StreamingCost;
1517 SimulCost += p.SimulationCost;
1518 PhysCost += p.PhysicsCost;
1519 }
1520 }
1521
1065 public void SaveScriptedState(XmlTextWriter writer) 1522 public void SaveScriptedState(XmlTextWriter writer)
1066 { 1523 {
1524 SaveScriptedState(writer, false);
1525 }
1526
1527 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1528 {
1067 XmlDocument doc = new XmlDocument(); 1529 XmlDocument doc = new XmlDocument();
1068 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1530 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1069 1531
1070 SceneObjectPart[] parts = m_parts.GetArray(); 1532 SceneObjectPart[] parts = m_parts.GetArray();
1071 for (int i = 0; i < parts.Length; i++) 1533 for (int i = 0; i < parts.Length; i++)
1072 { 1534 {
1073 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1535 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1074 foreach (KeyValuePair<UUID, string> kvp in pstates) 1536 foreach (KeyValuePair<UUID, string> kvp in pstates)
1075 states.Add(kvp.Key, kvp.Value); 1537 states[kvp.Key] = kvp.Value;
1076 } 1538 }
1077 1539
1078 if (states.Count > 0) 1540 if (states.Count > 0)
@@ -1092,6 +1554,169 @@ namespace OpenSim.Region.Framework.Scenes
1092 } 1554 }
1093 1555
1094 /// <summary> 1556 /// <summary>
1557 /// Add the avatar to this linkset (avatar is sat).
1558 /// </summary>
1559 /// <param name="agentID"></param>
1560 public void AddAvatar(UUID agentID)
1561 {
1562 ScenePresence presence;
1563 if (m_scene.TryGetScenePresence(agentID, out presence))
1564 {
1565 if (!m_linkedAvatars.Contains(presence))
1566 {
1567 m_linkedAvatars.Add(presence);
1568 }
1569 }
1570 }
1571
1572 /// <summary>
1573 /// Delete the avatar from this linkset (avatar is unsat).
1574 /// </summary>
1575 /// <param name="agentID"></param>
1576 public void DeleteAvatar(UUID agentID)
1577 {
1578 ScenePresence presence;
1579 if (m_scene.TryGetScenePresence(agentID, out presence))
1580 {
1581 if (m_linkedAvatars.Contains(presence))
1582 {
1583 m_linkedAvatars.Remove(presence);
1584 }
1585 }
1586 }
1587
1588 /// <summary>
1589 /// Returns the list of linked presences (avatars sat on this group)
1590 /// </summary>
1591 /// <param name="agentID"></param>
1592 public List<ScenePresence> GetLinkedAvatars()
1593 {
1594 return m_linkedAvatars;
1595 }
1596
1597 /// <summary>
1598 /// Attach this scene object to the given avatar.
1599 /// </summary>
1600 /// <param name="agentID"></param>
1601 /// <param name="attachmentpoint"></param>
1602 /// <param name="AttachOffset"></param>
1603 private void AttachToAgent(
1604 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1605 {
1606 if (avatar != null)
1607 {
1608 // don't attach attachments to child agents
1609 if (avatar.IsChildAgent) return;
1610
1611 // Remove from database and parcel prim count
1612 m_scene.DeleteFromStorage(so.UUID);
1613 m_scene.EventManager.TriggerParcelPrimCountTainted();
1614
1615 so.AttachedAvatar = avatar.UUID;
1616
1617 if (so.RootPart.PhysActor != null)
1618 {
1619 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1620 so.RootPart.PhysActor = null;
1621 }
1622
1623 so.AbsolutePosition = attachOffset;
1624 so.RootPart.AttachedPos = attachOffset;
1625 so.IsAttachment = true;
1626 so.RootPart.SetParentLocalId(avatar.LocalId);
1627 so.AttachmentPoint = attachmentpoint;
1628
1629 avatar.AddAttachment(this);
1630
1631 if (!silent)
1632 {
1633 // Killing it here will cause the client to deselect it
1634 // It then reappears on the avatar, deselected
1635 // through the full update below
1636 //
1637 if (IsSelected)
1638 {
1639 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1640 }
1641
1642 IsSelected = false; // fudge....
1643 ScheduleGroupForFullUpdate();
1644 }
1645 }
1646 else
1647 {
1648 m_log.WarnFormat(
1649 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1650 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1651 }
1652 }
1653
1654 public byte GetAttachmentPoint()
1655 {
1656 return m_rootPart.Shape.State;
1657 }
1658
1659 public void DetachToGround()
1660 {
1661 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1662 if (avatar == null)
1663 return;
1664
1665 avatar.RemoveAttachment(this);
1666
1667 Vector3 detachedpos = new Vector3(127f,127f,127f);
1668 if (avatar == null)
1669 return;
1670
1671 detachedpos = avatar.AbsolutePosition;
1672 FromItemID = UUID.Zero;
1673
1674 AbsolutePosition = detachedpos;
1675 AttachedAvatar = UUID.Zero;
1676
1677 //SceneObjectPart[] parts = m_parts.GetArray();
1678 //for (int i = 0; i < parts.Length; i++)
1679 // parts[i].AttachedAvatar = UUID.Zero;
1680
1681 m_rootPart.SetParentLocalId(0);
1682 AttachmentPoint = (byte)0;
1683 // must check if buildind should be true or false here
1684 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1685 HasGroupChanged = true;
1686 RootPart.Rezzed = DateTime.Now;
1687 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1688 AttachToBackup();
1689 m_scene.EventManager.TriggerParcelPrimCountTainted();
1690 m_rootPart.ScheduleFullUpdate();
1691 m_rootPart.ClearUndoState();
1692 }
1693
1694 public void DetachToInventoryPrep()
1695 {
1696 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1697 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1698 if (avatar != null)
1699 {
1700 //detachedpos = avatar.AbsolutePosition;
1701 avatar.RemoveAttachment(this);
1702 }
1703
1704 AttachedAvatar = UUID.Zero;
1705
1706 /*SceneObjectPart[] parts = m_parts.GetArray();
1707 for (int i = 0; i < parts.Length; i++)
1708 parts[i].AttachedAvatar = UUID.Zero;*/
1709
1710 m_rootPart.SetParentLocalId(0);
1711 //m_rootPart.SetAttachmentPoint((byte)0);
1712 IsAttachment = false;
1713 AbsolutePosition = m_rootPart.AttachedPos;
1714 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1715 //AttachToBackup();
1716 //m_rootPart.ScheduleFullUpdate();
1717 }
1718
1719 /// <summary>
1095 /// 1720 ///
1096 /// </summary> 1721 /// </summary>
1097 /// <param name="part"></param> 1722 /// <param name="part"></param>
@@ -1131,7 +1756,10 @@ namespace OpenSim.Region.Framework.Scenes
1131 public void AddPart(SceneObjectPart part) 1756 public void AddPart(SceneObjectPart part)
1132 { 1757 {
1133 part.SetParent(this); 1758 part.SetParent(this);
1134 part.LinkNum = m_parts.Add(part.UUID, part); 1759 m_parts.Add(part.UUID, part);
1760
1761 part.LinkNum = m_parts.Count;
1762
1135 if (part.LinkNum == 2) 1763 if (part.LinkNum == 2)
1136 RootPart.LinkNum = 1; 1764 RootPart.LinkNum = 1;
1137 } 1765 }
@@ -1157,6 +1785,14 @@ namespace OpenSim.Region.Framework.Scenes
1157 parts[i].UUID = UUID.Random(); 1785 parts[i].UUID = UUID.Random();
1158 } 1786 }
1159 1787
1788 // helper provided for parts.
1789 public int GetSceneMaxUndo()
1790 {
1791 if (m_scene != null)
1792 return m_scene.MaxUndoCount;
1793 return 5;
1794 }
1795
1160 // justincc: I don't believe this hack is needed any longer, especially since the physics 1796 // justincc: I don't believe this hack is needed any longer, especially since the physics
1161 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false 1797 // parts of set AbsolutePosition were already commented out. By changing HasGroupChanged to false
1162 // this method was preventing proper reload of scene objects. 1798 // this method was preventing proper reload of scene objects.
@@ -1214,7 +1850,7 @@ namespace OpenSim.Region.Framework.Scenes
1214// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1850// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1215// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1851// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1216 1852
1217 part.StoreUndoState(); 1853// part.StoreUndoState();
1218 part.OnGrab(offsetPos, remoteClient); 1854 part.OnGrab(offsetPos, remoteClient);
1219 } 1855 }
1220 1856
@@ -1234,6 +1870,11 @@ namespace OpenSim.Region.Framework.Scenes
1234 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1870 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1235 public void DeleteGroupFromScene(bool silent) 1871 public void DeleteGroupFromScene(bool silent)
1236 { 1872 {
1873 // We need to keep track of this state in case this group is still queued for backup.
1874 IsDeleted = true;
1875
1876 DetachFromBackup();
1877
1237 SceneObjectPart[] parts = m_parts.GetArray(); 1878 SceneObjectPart[] parts = m_parts.GetArray();
1238 for (int i = 0; i < parts.Length; i++) 1879 for (int i = 0; i < parts.Length; i++)
1239 { 1880 {
@@ -1257,6 +1898,7 @@ namespace OpenSim.Region.Framework.Scenes
1257 } 1898 }
1258 }); 1899 });
1259 } 1900 }
1901
1260 } 1902 }
1261 1903
1262 public void AddScriptLPS(int count) 1904 public void AddScriptLPS(int count)
@@ -1326,28 +1968,43 @@ namespace OpenSim.Region.Framework.Scenes
1326 /// </summary> 1968 /// </summary>
1327 public void ApplyPhysics() 1969 public void ApplyPhysics()
1328 { 1970 {
1329 // Apply physics to the root prim
1330 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1331
1332 // Apply physics to child prims
1333 SceneObjectPart[] parts = m_parts.GetArray(); 1971 SceneObjectPart[] parts = m_parts.GetArray();
1334 if (parts.Length > 1) 1972 if (parts.Length > 1)
1335 { 1973 {
1974 ResetChildPrimPhysicsPositions();
1975
1976 // Apply physics to the root prim
1977 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1978
1979
1336 for (int i = 0; i < parts.Length; i++) 1980 for (int i = 0; i < parts.Length; i++)
1337 { 1981 {
1338 SceneObjectPart part = parts[i]; 1982 SceneObjectPart part = parts[i];
1339 if (part.LocalId != m_rootPart.LocalId) 1983 if (part.LocalId != m_rootPart.LocalId)
1340 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1984 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1341 } 1985 }
1342
1343 // Hack to get the physics scene geometries in the right spot 1986 // Hack to get the physics scene geometries in the right spot
1344 ResetChildPrimPhysicsPositions(); 1987// ResetChildPrimPhysicsPositions();
1988 if (m_rootPart.PhysActor != null)
1989 {
1990 m_rootPart.PhysActor.Building = false;
1991 }
1992 }
1993 else
1994 {
1995 // Apply physics to the root prim
1996 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1345 } 1997 }
1346 } 1998 }
1347 1999
1348 public void SetOwnerId(UUID userId) 2000 public void SetOwnerId(UUID userId)
1349 { 2001 {
1350 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 2002 ForEachPart(delegate(SceneObjectPart part)
2003 {
2004
2005 part.OwnerID = userId;
2006
2007 });
1351 } 2008 }
1352 2009
1353 public void ForEachPart(Action<SceneObjectPart> whatToDo) 2010 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1379,11 +2036,17 @@ namespace OpenSim.Region.Framework.Scenes
1379 return; 2036 return;
1380 } 2037 }
1381 2038
2039 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
2040 return;
2041
1382 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 2042 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1383 // any exception propogate upwards. 2043 // any exception propogate upwards.
1384 try 2044 try
1385 { 2045 {
1386 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 2046 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
2047 !m_scene.LoginsEnabled || // We're starting up or doing maintenance, don't mess with things
2048 m_scene.LoadingPrims) // Land may not be valid yet
2049
1387 { 2050 {
1388 ILandObject parcel = m_scene.LandChannel.GetLandObject( 2051 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1389 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 2052 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1410,6 +2073,7 @@ namespace OpenSim.Region.Framework.Scenes
1410 } 2073 }
1411 } 2074 }
1412 } 2075 }
2076
1413 } 2077 }
1414 2078
1415 if (m_scene.UseBackup && HasGroupChanged) 2079 if (m_scene.UseBackup && HasGroupChanged)
@@ -1417,10 +2081,30 @@ namespace OpenSim.Region.Framework.Scenes
1417 // don't backup while it's selected or you're asking for changes mid stream. 2081 // don't backup while it's selected or you're asking for changes mid stream.
1418 if (isTimeToPersist() || forcedBackup) 2082 if (isTimeToPersist() || forcedBackup)
1419 { 2083 {
2084 if (m_rootPart.PhysActor != null &&
2085 (!m_rootPart.PhysActor.IsPhysical))
2086 {
2087 // Possible ghost prim
2088 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2089 {
2090 foreach (SceneObjectPart part in m_parts.GetArray())
2091 {
2092 // Re-set physics actor positions and
2093 // orientations
2094 part.GroupPosition = m_rootPart.GroupPosition;
2095 }
2096 }
2097 }
1420// m_log.DebugFormat( 2098// m_log.DebugFormat(
1421// "[SCENE]: Storing {0}, {1} in {2}", 2099// "[SCENE]: Storing {0}, {1} in {2}",
1422// Name, UUID, m_scene.RegionInfo.RegionName); 2100// Name, UUID, m_scene.RegionInfo.RegionName);
1423 2101
2102 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2103 {
2104 RootPart.Shape.State = 0;
2105 ScheduleGroupForFullUpdate();
2106 }
2107
1424 SceneObjectGroup backup_group = Copy(false); 2108 SceneObjectGroup backup_group = Copy(false);
1425 backup_group.RootPart.Velocity = RootPart.Velocity; 2109 backup_group.RootPart.Velocity = RootPart.Velocity;
1426 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2110 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1430,6 +2114,16 @@ namespace OpenSim.Region.Framework.Scenes
1430 HasGroupChangedDueToDelink = false; 2114 HasGroupChangedDueToDelink = false;
1431 2115
1432 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this); 2116 m_scene.EventManager.TriggerOnSceneObjectPreSave(backup_group, this);
2117/*
2118 backup_group.ForEachPart(delegate(SceneObjectPart part)
2119 {
2120 if (part.KeyframeMotion != null)
2121 {
2122 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2123// part.KeyframeMotion.UpdateSceneObject(this);
2124 }
2125 });
2126*/
1433 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID); 2127 datastore.StoreObject(backup_group, m_scene.RegionInfo.RegionID);
1434 2128
1435 backup_group.ForEachPart(delegate(SceneObjectPart part) 2129 backup_group.ForEachPart(delegate(SceneObjectPart part)
@@ -1486,10 +2180,14 @@ namespace OpenSim.Region.Framework.Scenes
1486 /// <returns></returns> 2180 /// <returns></returns>
1487 public SceneObjectGroup Copy(bool userExposed) 2181 public SceneObjectGroup Copy(bool userExposed)
1488 { 2182 {
2183 m_dupeInProgress = true;
1489 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2184 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1490 dupe.m_isBackedUp = false; 2185 dupe.m_isBackedUp = false;
1491 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2186 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1492 2187
2188 // new group as no sitting avatars
2189 dupe.m_linkedAvatars = new List<ScenePresence>();
2190
1493 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2191 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1494 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2192 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1495 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2193 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1500,7 +2198,7 @@ namespace OpenSim.Region.Framework.Scenes
1500 // This is only necessary when userExposed is false! 2198 // This is only necessary when userExposed is false!
1501 2199
1502 bool previousAttachmentStatus = dupe.IsAttachment; 2200 bool previousAttachmentStatus = dupe.IsAttachment;
1503 2201
1504 if (!userExposed) 2202 if (!userExposed)
1505 dupe.IsAttachment = true; 2203 dupe.IsAttachment = true;
1506 2204
@@ -1513,16 +2211,17 @@ namespace OpenSim.Region.Framework.Scenes
1513 2211
1514 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed); 2212 dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
1515 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum; 2213 dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
2214
1516 2215
1517 if (userExposed) 2216 if (userExposed)
1518 dupe.m_rootPart.TrimPermissions(); 2217 dupe.m_rootPart.TrimPermissions();
1519 2218
1520 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2219 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1521 2220
1522 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2221 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1523 { 2222 {
1524 return p1.LinkNum.CompareTo(p2.LinkNum); 2223 return p1.LinkNum.CompareTo(p2.LinkNum);
1525 } 2224 }
1526 ); 2225 );
1527 2226
1528 foreach (SceneObjectPart part in partList) 2227 foreach (SceneObjectPart part in partList)
@@ -1532,43 +2231,56 @@ namespace OpenSim.Region.Framework.Scenes
1532 { 2231 {
1533 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2232 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1534 newPart.LinkNum = part.LinkNum; 2233 newPart.LinkNum = part.LinkNum;
1535 } 2234 if (userExposed)
2235 newPart.ParentID = dupe.m_rootPart.LocalId;
2236 }
1536 else 2237 else
1537 { 2238 {
1538 newPart = dupe.m_rootPart; 2239 newPart = dupe.m_rootPart;
1539 } 2240 }
2241/*
2242 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2243 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1540 2244
1541 // Need to duplicate the physics actor as well 2245 // Need to duplicate the physics actor as well
1542 PhysicsActor originalPartPa = part.PhysActor; 2246 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1543 if (originalPartPa != null && userExposed)
1544 { 2247 {
1545 PrimitiveBaseShape pbs = newPart.Shape; 2248 PrimitiveBaseShape pbs = newPart.Shape;
1546
1547 newPart.PhysActor 2249 newPart.PhysActor
1548 = m_scene.PhysicsScene.AddPrimShape( 2250 = m_scene.PhysicsScene.AddPrimShape(
1549 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2251 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1550 pbs, 2252 pbs,
1551 newPart.AbsolutePosition, 2253 newPart.AbsolutePosition,
1552 newPart.Scale, 2254 newPart.Scale,
1553 newPart.RotationOffset, 2255 newPart.GetWorldRotation(),
1554 originalPartPa.IsPhysical, 2256 isphys,
2257 isphan,
1555 newPart.LocalId); 2258 newPart.LocalId);
1556 2259
1557 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2260 newPart.DoPhysicsPropertyUpdate(isphys, true);
1558 } 2261 */
2262 if (userExposed)
2263 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2264// }
2265 // copy keyframemotion
1559 if (part.KeyframeMotion != null) 2266 if (part.KeyframeMotion != null)
1560 newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe); 2267 newPart.KeyframeMotion = part.KeyframeMotion.Copy(dupe);
1561 } 2268 }
1562 2269
1563 if (userExposed) 2270 if (userExposed)
1564 { 2271 {
1565 dupe.UpdateParentIDs(); 2272// done above dupe.UpdateParentIDs();
2273
2274 if (dupe.m_rootPart.PhysActor != null)
2275 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2276
1566 dupe.HasGroupChanged = true; 2277 dupe.HasGroupChanged = true;
1567 dupe.AttachToBackup(); 2278 dupe.AttachToBackup();
1568 2279
1569 ScheduleGroupForFullUpdate(); 2280 ScheduleGroupForFullUpdate();
1570 } 2281 }
1571 2282
2283 m_dupeInProgress = false;
1572 return dupe; 2284 return dupe;
1573 } 2285 }
1574 2286
@@ -1580,7 +2292,14 @@ namespace OpenSim.Region.Framework.Scenes
1580 /// <param name="cGroupID"></param> 2292 /// <param name="cGroupID"></param>
1581 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2293 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1582 { 2294 {
1583 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2295 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2296 // give newpart a new local ID lettng old part keep same
2297 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2298 newpart.LocalId = m_scene.AllocateLocalId();
2299
2300 SetRootPart(newpart);
2301 if (userExposed)
2302 RootPart.Velocity = Vector3.Zero; // In case source is moving
1584 } 2303 }
1585 2304
1586 public void ScriptSetPhysicsStatus(bool usePhysics) 2305 public void ScriptSetPhysicsStatus(bool usePhysics)
@@ -1638,27 +2357,14 @@ namespace OpenSim.Region.Framework.Scenes
1638 2357
1639 if (pa != null) 2358 if (pa != null)
1640 { 2359 {
1641 pa.AddForce(impulse, true); 2360 // false to be applied as a impulse
1642 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2361 pa.AddForce(impulse, false);
1643 }
1644 }
1645 }
1646
1647 public void applyAngularImpulse(Vector3 impulse)
1648 {
1649 PhysicsActor pa = RootPart.PhysActor;
1650
1651 if (pa != null)
1652 {
1653 if (!IsAttachment)
1654 {
1655 pa.AddAngularForce(impulse, true);
1656 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2362 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1657 } 2363 }
1658 } 2364 }
1659 } 2365 }
1660 2366
1661 public void setAngularImpulse(Vector3 impulse) 2367 public void ApplyAngularImpulse(Vector3 impulse)
1662 { 2368 {
1663 PhysicsActor pa = RootPart.PhysActor; 2369 PhysicsActor pa = RootPart.PhysActor;
1664 2370
@@ -1666,7 +2372,8 @@ namespace OpenSim.Region.Framework.Scenes
1666 { 2372 {
1667 if (!IsAttachment) 2373 if (!IsAttachment)
1668 { 2374 {
1669 pa.Torque = impulse; 2375 // false to be applied as a impulse
2376 pa.AddAngularForce(impulse, false);
1670 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2377 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1671 } 2378 }
1672 } 2379 }
@@ -1674,20 +2381,10 @@ namespace OpenSim.Region.Framework.Scenes
1674 2381
1675 public Vector3 GetTorque() 2382 public Vector3 GetTorque()
1676 { 2383 {
1677 PhysicsActor pa = RootPart.PhysActor; 2384 return RootPart.Torque;
1678
1679 if (pa != null)
1680 {
1681 if (!IsAttachment)
1682 {
1683 Vector3 torque = pa.Torque;
1684 return torque;
1685 }
1686 }
1687
1688 return Vector3.Zero;
1689 } 2385 }
1690 2386
2387 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1691 public void moveToTarget(Vector3 target, float tau) 2388 public void moveToTarget(Vector3 target, float tau)
1692 { 2389 {
1693 if (IsAttachment) 2390 if (IsAttachment)
@@ -1717,8 +2414,50 @@ namespace OpenSim.Region.Framework.Scenes
1717 2414
1718 if (pa != null) 2415 if (pa != null)
1719 pa.PIDActive = false; 2416 pa.PIDActive = false;
2417
2418 RootPart.ScheduleTerseUpdate(); // send a stop information
2419 }
2420
2421 public void rotLookAt(Quaternion target, float strength, float damping)
2422 {
2423 SceneObjectPart rootpart = m_rootPart;
2424 if (rootpart != null)
2425 {
2426 if (IsAttachment)
2427 {
2428 /*
2429 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2430 if (avatar != null)
2431 {
2432 Rotate the Av?
2433 } */
2434 }
2435 else
2436 {
2437 if (rootpart.PhysActor != null)
2438 { // APID must be implemented in your physics system for this to function.
2439 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2440 rootpart.PhysActor.APIDStrength = strength;
2441 rootpart.PhysActor.APIDDamping = damping;
2442 rootpart.PhysActor.APIDActive = true;
2443 }
2444 }
2445 }
1720 } 2446 }
2447
2448 public void stopLookAt()
2449 {
2450 SceneObjectPart rootpart = m_rootPart;
2451 if (rootpart != null)
2452 {
2453 if (rootpart.PhysActor != null)
2454 { // APID must be implemented in your physics system for this to function.
2455 rootpart.PhysActor.APIDActive = false;
2456 }
2457 }
1721 2458
2459 }
2460
1722 /// <summary> 2461 /// <summary>
1723 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2462 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1724 /// </summary> 2463 /// </summary>
@@ -1735,7 +2474,7 @@ namespace OpenSim.Region.Framework.Scenes
1735 { 2474 {
1736 pa.PIDHoverHeight = height; 2475 pa.PIDHoverHeight = height;
1737 pa.PIDHoverType = hoverType; 2476 pa.PIDHoverType = hoverType;
1738 pa.PIDTau = tau; 2477 pa.PIDHoverTau = tau;
1739 pa.PIDHoverActive = true; 2478 pa.PIDHoverActive = true;
1740 } 2479 }
1741 else 2480 else
@@ -1775,7 +2514,12 @@ namespace OpenSim.Region.Framework.Scenes
1775 /// <param name="cGroupID"></param> 2514 /// <param name="cGroupID"></param>
1776 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2515 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1777 { 2516 {
1778 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2517 // give new ID to the new part, letting old keep original
2518 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2519 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2520 newPart.LocalId = m_scene.AllocateLocalId();
2521 newPart.SetParent(this);
2522
1779 AddPart(newPart); 2523 AddPart(newPart);
1780 2524
1781 SetPartAsNonRoot(newPart); 2525 SetPartAsNonRoot(newPart);
@@ -1825,6 +2569,7 @@ namespace OpenSim.Region.Framework.Scenes
1825 2569
1826 #endregion 2570 #endregion
1827 2571
2572
1828 public override void Update() 2573 public override void Update()
1829 { 2574 {
1830 // Check that the group was not deleted before the scheduled update 2575 // Check that the group was not deleted before the scheduled update
@@ -1843,19 +2588,8 @@ namespace OpenSim.Region.Framework.Scenes
1843 // check to see if the physical position or rotation warrant an update. 2588 // check to see if the physical position or rotation warrant an update.
1844 if (m_rootPart.UpdateFlag == UpdateRequired.NONE) 2589 if (m_rootPart.UpdateFlag == UpdateRequired.NONE)
1845 { 2590 {
1846 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2591 // rootpart SendScheduledUpdates will check if a update is needed
1847 2592 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1848 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
1849 {
1850 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1851 lastPhysGroupPos = AbsolutePosition;
1852 }
1853
1854 if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f))
1855 {
1856 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
1857 lastPhysGroupRot = GroupRotation;
1858 }
1859 } 2593 }
1860 2594
1861 SceneObjectPart[] parts = m_parts.GetArray(); 2595 SceneObjectPart[] parts = m_parts.GetArray();
@@ -1914,11 +2648,11 @@ namespace OpenSim.Region.Framework.Scenes
1914 /// Immediately send a full update for this scene object. 2648 /// Immediately send a full update for this scene object.
1915 /// </summary> 2649 /// </summary>
1916 public void SendGroupFullUpdate() 2650 public void SendGroupFullUpdate()
1917 { 2651 {
1918 if (IsDeleted) 2652 if (IsDeleted)
1919 return; 2653 return;
1920 2654
1921// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2655// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1922 2656
1923 RootPart.SendFullUpdateToAllClients(); 2657 RootPart.SendFullUpdateToAllClients();
1924 2658
@@ -2074,6 +2808,11 @@ namespace OpenSim.Region.Framework.Scenes
2074 // 'linkPart' == the root of the group being linked into this group 2808 // 'linkPart' == the root of the group being linked into this group
2075 SceneObjectPart linkPart = objectGroup.m_rootPart; 2809 SceneObjectPart linkPart = objectGroup.m_rootPart;
2076 2810
2811 if (m_rootPart.PhysActor != null)
2812 m_rootPart.PhysActor.Building = true;
2813 if (linkPart.PhysActor != null)
2814 linkPart.PhysActor.Building = true;
2815
2077 // physics flags from group to be applied to linked parts 2816 // physics flags from group to be applied to linked parts
2078 bool grpusephys = UsesPhysics; 2817 bool grpusephys = UsesPhysics;
2079 bool grptemporary = IsTemporary; 2818 bool grptemporary = IsTemporary;
@@ -2099,12 +2838,12 @@ namespace OpenSim.Region.Framework.Scenes
2099 Vector3 axPos = linkPart.OffsetPosition; 2838 Vector3 axPos = linkPart.OffsetPosition;
2100 // Rotate the linking root SOP's position to be relative to the new root prim 2839 // Rotate the linking root SOP's position to be relative to the new root prim
2101 Quaternion parentRot = m_rootPart.RotationOffset; 2840 Quaternion parentRot = m_rootPart.RotationOffset;
2102 axPos *= Quaternion.Inverse(parentRot); 2841 axPos *= Quaternion.Conjugate(parentRot);
2103 linkPart.OffsetPosition = axPos; 2842 linkPart.OffsetPosition = axPos;
2104 2843
2105 // Make the linking root SOP's rotation relative to the new root prim 2844 // Make the linking root SOP's rotation relative to the new root prim
2106 Quaternion oldRot = linkPart.RotationOffset; 2845 Quaternion oldRot = linkPart.RotationOffset;
2107 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2846 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2108 linkPart.RotationOffset = newRot; 2847 linkPart.RotationOffset = newRot;
2109 2848
2110 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset. 2849 // If there is only one SOP in a SOG, the LinkNum is zero. I.e., not a linkset.
@@ -2138,7 +2877,7 @@ namespace OpenSim.Region.Framework.Scenes
2138 linkPart.CreateSelected = true; 2877 linkPart.CreateSelected = true;
2139 2878
2140 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2879 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2141 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2880 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2142 2881
2143 // If the added SOP is physical, also tell the physics engine about the link relationship. 2882 // If the added SOP is physical, also tell the physics engine about the link relationship.
2144 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2883 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2148,6 +2887,7 @@ namespace OpenSim.Region.Framework.Scenes
2148 } 2887 }
2149 2888
2150 linkPart.LinkNum = linkNum++; 2889 linkPart.LinkNum = linkNum++;
2890 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2151 2891
2152 // Get a list of the SOP's in the old group in order of their linknum's. 2892 // Get a list of the SOP's in the old group in order of their linknum's.
2153 SceneObjectPart[] ogParts = objectGroup.Parts; 2893 SceneObjectPart[] ogParts = objectGroup.Parts;
@@ -2166,7 +2906,7 @@ namespace OpenSim.Region.Framework.Scenes
2166 2906
2167 // Update the physics flags for the newly added SOP 2907 // Update the physics flags for the newly added SOP
2168 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??) 2908 // (Is this necessary? LinkNonRootPart() has already called UpdatePrimFlags but with different flags!??)
2169 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2909 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2170 2910
2171 // If the added SOP is physical, also tell the physics engine about the link relationship. 2911 // If the added SOP is physical, also tell the physics engine about the link relationship.
2172 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2912 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
@@ -2184,7 +2924,7 @@ namespace OpenSim.Region.Framework.Scenes
2184 objectGroup.IsDeleted = true; 2924 objectGroup.IsDeleted = true;
2185 2925
2186 objectGroup.m_parts.Clear(); 2926 objectGroup.m_parts.Clear();
2187 2927
2188 // Can't do this yet since backup still makes use of the root part without any synchronization 2928 // Can't do this yet since backup still makes use of the root part without any synchronization
2189// objectGroup.m_rootPart = null; 2929// objectGroup.m_rootPart = null;
2190 2930
@@ -2198,6 +2938,9 @@ namespace OpenSim.Region.Framework.Scenes
2198 // unmoved prims! 2938 // unmoved prims!
2199 ResetChildPrimPhysicsPositions(); 2939 ResetChildPrimPhysicsPositions();
2200 2940
2941 if (m_rootPart.PhysActor != null)
2942 m_rootPart.PhysActor.Building = false;
2943
2201 //HasGroupChanged = true; 2944 //HasGroupChanged = true;
2202 //ScheduleGroupForFullUpdate(); 2945 //ScheduleGroupForFullUpdate();
2203 } 2946 }
@@ -2265,7 +3008,10 @@ namespace OpenSim.Region.Framework.Scenes
2265// m_log.DebugFormat( 3008// m_log.DebugFormat(
2266// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 3009// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2267// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 3010// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2268 3011
3012 if (m_rootPart.PhysActor != null)
3013 m_rootPart.PhysActor.Building = true;
3014
2269 linkPart.ClearUndoState(); 3015 linkPart.ClearUndoState();
2270 3016
2271 Vector3 worldPos = linkPart.GetWorldPosition(); 3017 Vector3 worldPos = linkPart.GetWorldPosition();
@@ -2336,6 +3082,14 @@ namespace OpenSim.Region.Framework.Scenes
2336 3082
2337 // When we delete a group, we currently have to force persist to the database if the object id has changed 3083 // When we delete a group, we currently have to force persist to the database if the object id has changed
2338 // (since delete works by deleting all rows which have a given object id) 3084 // (since delete works by deleting all rows which have a given object id)
3085
3086 // this is as it seems to be in sl now
3087 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
3088 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
3089
3090 if (m_rootPart.PhysActor != null)
3091 m_rootPart.PhysActor.Building = false;
3092
2339 objectGroup.HasGroupChangedDueToDelink = true; 3093 objectGroup.HasGroupChangedDueToDelink = true;
2340 3094
2341 return objectGroup; 3095 return objectGroup;
@@ -2347,6 +3101,8 @@ namespace OpenSim.Region.Framework.Scenes
2347 /// <param name="objectGroup"></param> 3101 /// <param name="objectGroup"></param>
2348 public virtual void DetachFromBackup() 3102 public virtual void DetachFromBackup()
2349 { 3103 {
3104 if (m_scene != null)
3105 m_scene.SceneGraph.FireDetachFromBackup(this);
2350 if (m_isBackedUp && Scene != null) 3106 if (m_isBackedUp && Scene != null)
2351 m_scene.EventManager.OnBackup -= ProcessBackup; 3107 m_scene.EventManager.OnBackup -= ProcessBackup;
2352 3108
@@ -2367,7 +3123,8 @@ namespace OpenSim.Region.Framework.Scenes
2367 Vector3 axPos = part.OffsetPosition; 3123 Vector3 axPos = part.OffsetPosition;
2368 axPos *= parentRot; 3124 axPos *= parentRot;
2369 part.OffsetPosition = axPos; 3125 part.OffsetPosition = axPos;
2370 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 3126 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
3127 part.GroupPosition = newPos;
2371 part.OffsetPosition = Vector3.Zero; 3128 part.OffsetPosition = Vector3.Zero;
2372 3129
2373 // Compution our rotation to be not relative to the old parent 3130 // Compution our rotation to be not relative to the old parent
@@ -2382,7 +3139,7 @@ namespace OpenSim.Region.Framework.Scenes
2382 part.LinkNum = linkNum; 3139 part.LinkNum = linkNum;
2383 3140
2384 // Compute the new position of this SOP relative to the group position 3141 // Compute the new position of this SOP relative to the group position
2385 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 3142 part.OffsetPosition = newPos - AbsolutePosition;
2386 3143
2387 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times. 3144 // (radams1 20120711: I don't know why part.OffsetPosition is set multiple times.
2388 // It would have the affect of setting the physics engine position multiple 3145 // It would have the affect of setting the physics engine position multiple
@@ -2392,18 +3149,19 @@ namespace OpenSim.Region.Framework.Scenes
2392 // Rotate the relative position by the rotation of the group 3149 // Rotate the relative position by the rotation of the group
2393 Quaternion rootRotation = m_rootPart.RotationOffset; 3150 Quaternion rootRotation = m_rootPart.RotationOffset;
2394 Vector3 pos = part.OffsetPosition; 3151 Vector3 pos = part.OffsetPosition;
2395 pos *= Quaternion.Inverse(rootRotation); 3152 pos *= Quaternion.Conjugate(rootRotation);
2396 part.OffsetPosition = pos; 3153 part.OffsetPosition = pos;
2397 3154
2398 // Compute the SOP's rotation relative to the rotation of the group. 3155 // Compute the SOP's rotation relative to the rotation of the group.
2399 parentRot = m_rootPart.RotationOffset; 3156 parentRot = m_rootPart.RotationOffset;
2400 oldRot = part.RotationOffset; 3157 oldRot = part.RotationOffset;
2401 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3158 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2402 part.RotationOffset = newRot; 3159 part.RotationOffset = newRot;
2403 3160
2404 // Since this SOP's state has changed, push those changes into the physics engine 3161 // Since this SOP's state has changed, push those changes into the physics engine
2405 // and the simulator. 3162 // and the simulator.
2406 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3163 // done on caller
3164// part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2407 } 3165 }
2408 3166
2409 /// <summary> 3167 /// <summary>
@@ -2425,10 +3183,14 @@ namespace OpenSim.Region.Framework.Scenes
2425 { 3183 {
2426 if (!m_rootPart.BlockGrab) 3184 if (!m_rootPart.BlockGrab)
2427 { 3185 {
2428 Vector3 llmoveforce = pos - AbsolutePosition; 3186/* Vector3 llmoveforce = pos - AbsolutePosition;
2429 Vector3 grabforce = llmoveforce; 3187 Vector3 grabforce = llmoveforce;
2430 grabforce = (grabforce / 10) * pa.Mass; 3188 grabforce = (grabforce / 10) * pa.Mass;
2431 pa.AddForce(grabforce, true); 3189 */
3190 // empirically convert distance diference to a impulse
3191 Vector3 grabforce = pos - AbsolutePosition;
3192 grabforce = grabforce * (pa.Mass/ 10.0f);
3193 pa.AddForce(grabforce, false);
2432 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3194 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2433 } 3195 }
2434 } 3196 }
@@ -2624,6 +3386,8 @@ namespace OpenSim.Region.Framework.Scenes
2624 /// <param name="SetVolumeDetect"></param> 3386 /// <param name="SetVolumeDetect"></param>
2625 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect) 3387 public void UpdatePrimFlags(uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVolumeDetect)
2626 { 3388 {
3389 HasGroupChanged = true;
3390
2627 SceneObjectPart selectionPart = GetPart(localID); 3391 SceneObjectPart selectionPart = GetPart(localID);
2628 3392
2629 if (SetTemporary && Scene != null) 3393 if (SetTemporary && Scene != null)
@@ -2654,8 +3418,22 @@ namespace OpenSim.Region.Framework.Scenes
2654 } 3418 }
2655 } 3419 }
2656 3420
2657 for (int i = 0; i < parts.Length; i++) 3421 if (parts.Length > 1)
2658 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3422 {
3423 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3424
3425 for (int i = 0; i < parts.Length; i++)
3426 {
3427
3428 if (parts[i].UUID != m_rootPart.UUID)
3429 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3430 }
3431
3432 if (m_rootPart.PhysActor != null)
3433 m_rootPart.PhysActor.Building = false;
3434 }
3435 else
3436 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2659 } 3437 }
2660 } 3438 }
2661 3439
@@ -2668,6 +3446,17 @@ namespace OpenSim.Region.Framework.Scenes
2668 } 3446 }
2669 } 3447 }
2670 3448
3449
3450
3451 /// <summary>
3452 /// Gets the number of parts
3453 /// </summary>
3454 /// <returns></returns>
3455 public int GetPartCount()
3456 {
3457 return Parts.Count();
3458 }
3459
2671 /// <summary> 3460 /// <summary>
2672 /// Update the texture entry for this part 3461 /// Update the texture entry for this part
2673 /// </summary> 3462 /// </summary>
@@ -2705,8 +3494,24 @@ namespace OpenSim.Region.Framework.Scenes
2705 { 3494 {
2706 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF); 3495 RootPart.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
2707 3496
3497 bool god = Scene.Permissions.IsGod(AgentID);
3498
3499 if (field == 1 && god)
3500 {
3501 ForEachPart(part =>
3502 {
3503 part.BaseMask = RootPart.BaseMask;
3504 });
3505 }
3506
2708 AdjustChildPrimPermissions(); 3507 AdjustChildPrimPermissions();
2709 3508
3509 if (field == 1 && god) // Base mask was set. Update all child part inventories
3510 {
3511 foreach (SceneObjectPart part in Parts)
3512 part.Inventory.ApplyGodPermissions(RootPart.BaseMask);
3513 }
3514
2710 HasGroupChanged = true; 3515 HasGroupChanged = true;
2711 3516
2712 // Send the group's properties to all clients once all parts are updated 3517 // Send the group's properties to all clients once all parts are updated
@@ -2752,8 +3557,6 @@ namespace OpenSim.Region.Framework.Scenes
2752 3557
2753 PhysicsActor pa = m_rootPart.PhysActor; 3558 PhysicsActor pa = m_rootPart.PhysActor;
2754 3559
2755 RootPart.StoreUndoState(true);
2756
2757 if (Scene != null) 3560 if (Scene != null)
2758 { 3561 {
2759 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); 3562 scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X));
@@ -2781,7 +3584,6 @@ namespace OpenSim.Region.Framework.Scenes
2781 SceneObjectPart obPart = parts[i]; 3584 SceneObjectPart obPart = parts[i];
2782 if (obPart.UUID != m_rootPart.UUID) 3585 if (obPart.UUID != m_rootPart.UUID)
2783 { 3586 {
2784// obPart.IgnoreUndoUpdate = true;
2785 Vector3 oldSize = new Vector3(obPart.Scale); 3587 Vector3 oldSize = new Vector3(obPart.Scale);
2786 3588
2787 float f = 1.0f; 3589 float f = 1.0f;
@@ -2893,8 +3695,6 @@ namespace OpenSim.Region.Framework.Scenes
2893 z *= a; 3695 z *= a;
2894 } 3696 }
2895 } 3697 }
2896
2897// obPart.IgnoreUndoUpdate = false;
2898 } 3698 }
2899 } 3699 }
2900 } 3700 }
@@ -2904,9 +3704,7 @@ namespace OpenSim.Region.Framework.Scenes
2904 prevScale.Y *= y; 3704 prevScale.Y *= y;
2905 prevScale.Z *= z; 3705 prevScale.Z *= z;
2906 3706
2907// RootPart.IgnoreUndoUpdate = true;
2908 RootPart.Resize(prevScale); 3707 RootPart.Resize(prevScale);
2909// RootPart.IgnoreUndoUpdate = false;
2910 3708
2911 for (int i = 0; i < parts.Length; i++) 3709 for (int i = 0; i < parts.Length; i++)
2912 { 3710 {
@@ -2914,8 +3712,6 @@ namespace OpenSim.Region.Framework.Scenes
2914 3712
2915 if (obPart.UUID != m_rootPart.UUID) 3713 if (obPart.UUID != m_rootPart.UUID)
2916 { 3714 {
2917 obPart.IgnoreUndoUpdate = true;
2918
2919 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3715 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2920 currentpos.X *= x; 3716 currentpos.X *= x;
2921 currentpos.Y *= y; 3717 currentpos.Y *= y;
@@ -2928,16 +3724,12 @@ namespace OpenSim.Region.Framework.Scenes
2928 3724
2929 obPart.Resize(newSize); 3725 obPart.Resize(newSize);
2930 obPart.UpdateOffSet(currentpos); 3726 obPart.UpdateOffSet(currentpos);
2931
2932 obPart.IgnoreUndoUpdate = false;
2933 } 3727 }
2934 3728
2935// obPart.IgnoreUndoUpdate = false; 3729 HasGroupChanged = true;
2936// obPart.StoreUndoState(); 3730 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3731 ScheduleGroupForTerseUpdate();
2937 } 3732 }
2938
2939// m_log.DebugFormat(
2940// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2941 } 3733 }
2942 3734
2943 #endregion 3735 #endregion
@@ -2950,14 +3742,6 @@ namespace OpenSim.Region.Framework.Scenes
2950 /// <param name="pos"></param> 3742 /// <param name="pos"></param>
2951 public void UpdateGroupPosition(Vector3 pos) 3743 public void UpdateGroupPosition(Vector3 pos)
2952 { 3744 {
2953// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2954
2955 RootPart.StoreUndoState(true);
2956
2957// SceneObjectPart[] parts = m_parts.GetArray();
2958// for (int i = 0; i < parts.Length; i++)
2959// parts[i].StoreUndoState();
2960
2961 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3745 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2962 { 3746 {
2963 if (IsAttachment) 3747 if (IsAttachment)
@@ -2990,21 +3774,17 @@ namespace OpenSim.Region.Framework.Scenes
2990 /// </summary> 3774 /// </summary>
2991 /// <param name="pos"></param> 3775 /// <param name="pos"></param>
2992 /// <param name="localID"></param> 3776 /// <param name="localID"></param>
3777 ///
3778
2993 public void UpdateSinglePosition(Vector3 pos, uint localID) 3779 public void UpdateSinglePosition(Vector3 pos, uint localID)
2994 { 3780 {
2995 SceneObjectPart part = GetPart(localID); 3781 SceneObjectPart part = GetPart(localID);
2996 3782
2997// SceneObjectPart[] parts = m_parts.GetArray();
2998// for (int i = 0; i < parts.Length; i++)
2999// parts[i].StoreUndoState();
3000
3001 if (part != null) 3783 if (part != null)
3002 { 3784 {
3003// m_log.DebugFormat( 3785// unlock parts position change
3004// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3786 if (m_rootPart.PhysActor != null)
3005 3787 m_rootPart.PhysActor.Building = true;
3006 part.StoreUndoState(false);
3007 part.IgnoreUndoUpdate = true;
3008 3788
3009 if (part.UUID == m_rootPart.UUID) 3789 if (part.UUID == m_rootPart.UUID)
3010 { 3790 {
@@ -3015,8 +3795,10 @@ namespace OpenSim.Region.Framework.Scenes
3015 part.UpdateOffSet(pos); 3795 part.UpdateOffSet(pos);
3016 } 3796 }
3017 3797
3798 if (m_rootPart.PhysActor != null)
3799 m_rootPart.PhysActor.Building = false;
3800
3018 HasGroupChanged = true; 3801 HasGroupChanged = true;
3019 part.IgnoreUndoUpdate = false;
3020 } 3802 }
3021 } 3803 }
3022 3804
@@ -3026,13 +3808,7 @@ namespace OpenSim.Region.Framework.Scenes
3026 /// <param name="pos"></param> 3808 /// <param name="pos"></param>
3027 public void UpdateRootPosition(Vector3 pos) 3809 public void UpdateRootPosition(Vector3 pos)
3028 { 3810 {
3029// m_log.DebugFormat( 3811 // needs to be called with phys building true
3030// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
3031
3032// SceneObjectPart[] parts = m_parts.GetArray();
3033// for (int i = 0; i < parts.Length; i++)
3034// parts[i].StoreUndoState();
3035
3036 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3812 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
3037 Vector3 oldPos = 3813 Vector3 oldPos =
3038 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3814 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -3055,7 +3831,14 @@ namespace OpenSim.Region.Framework.Scenes
3055 AbsolutePosition = newPos; 3831 AbsolutePosition = newPos;
3056 3832
3057 HasGroupChanged = true; 3833 HasGroupChanged = true;
3058 ScheduleGroupForTerseUpdate(); 3834 if (m_rootPart.Undoing)
3835 {
3836 ScheduleGroupForFullUpdate();
3837 }
3838 else
3839 {
3840 ScheduleGroupForTerseUpdate();
3841 }
3059 } 3842 }
3060 3843
3061 #endregion 3844 #endregion
@@ -3068,24 +3851,16 @@ namespace OpenSim.Region.Framework.Scenes
3068 /// <param name="rot"></param> 3851 /// <param name="rot"></param>
3069 public void UpdateGroupRotationR(Quaternion rot) 3852 public void UpdateGroupRotationR(Quaternion rot)
3070 { 3853 {
3071// m_log.DebugFormat(
3072// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
3073
3074// SceneObjectPart[] parts = m_parts.GetArray();
3075// for (int i = 0; i < parts.Length; i++)
3076// parts[i].StoreUndoState();
3077
3078 m_rootPart.StoreUndoState(true);
3079
3080 m_rootPart.UpdateRotation(rot); 3854 m_rootPart.UpdateRotation(rot);
3081 3855
3856/* this is done by rootpart RotationOffset set called by UpdateRotation
3082 PhysicsActor actor = m_rootPart.PhysActor; 3857 PhysicsActor actor = m_rootPart.PhysActor;
3083 if (actor != null) 3858 if (actor != null)
3084 { 3859 {
3085 actor.Orientation = m_rootPart.RotationOffset; 3860 actor.Orientation = m_rootPart.RotationOffset;
3086 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3861 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
3087 } 3862 }
3088 3863*/
3089 HasGroupChanged = true; 3864 HasGroupChanged = true;
3090 ScheduleGroupForTerseUpdate(); 3865 ScheduleGroupForTerseUpdate();
3091 } 3866 }
@@ -3097,16 +3872,6 @@ namespace OpenSim.Region.Framework.Scenes
3097 /// <param name="rot"></param> 3872 /// <param name="rot"></param>
3098 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3873 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
3099 { 3874 {
3100// m_log.DebugFormat(
3101// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
3102
3103// SceneObjectPart[] parts = m_parts.GetArray();
3104// for (int i = 0; i < parts.Length; i++)
3105// parts[i].StoreUndoState();
3106
3107 RootPart.StoreUndoState(true);
3108 RootPart.IgnoreUndoUpdate = true;
3109
3110 m_rootPart.UpdateRotation(rot); 3875 m_rootPart.UpdateRotation(rot);
3111 3876
3112 PhysicsActor actor = m_rootPart.PhysActor; 3877 PhysicsActor actor = m_rootPart.PhysActor;
@@ -3125,8 +3890,6 @@ namespace OpenSim.Region.Framework.Scenes
3125 3890
3126 HasGroupChanged = true; 3891 HasGroupChanged = true;
3127 ScheduleGroupForTerseUpdate(); 3892 ScheduleGroupForTerseUpdate();
3128
3129 RootPart.IgnoreUndoUpdate = false;
3130 } 3893 }
3131 3894
3132 /// <summary> 3895 /// <summary>
@@ -3139,13 +3902,11 @@ namespace OpenSim.Region.Framework.Scenes
3139 SceneObjectPart part = GetPart(localID); 3902 SceneObjectPart part = GetPart(localID);
3140 3903
3141 SceneObjectPart[] parts = m_parts.GetArray(); 3904 SceneObjectPart[] parts = m_parts.GetArray();
3142 for (int i = 0; i < parts.Length; i++)
3143 parts[i].StoreUndoState();
3144 3905
3145 if (part != null) 3906 if (part != null)
3146 { 3907 {
3147// m_log.DebugFormat( 3908 if (m_rootPart.PhysActor != null)
3148// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3909 m_rootPart.PhysActor.Building = true;
3149 3910
3150 if (part.UUID == m_rootPart.UUID) 3911 if (part.UUID == m_rootPart.UUID)
3151 { 3912 {
@@ -3155,6 +3916,9 @@ namespace OpenSim.Region.Framework.Scenes
3155 { 3916 {
3156 part.UpdateRotation(rot); 3917 part.UpdateRotation(rot);
3157 } 3918 }
3919
3920 if (m_rootPart.PhysActor != null)
3921 m_rootPart.PhysActor.Building = false;
3158 } 3922 }
3159 } 3923 }
3160 3924
@@ -3168,12 +3932,8 @@ namespace OpenSim.Region.Framework.Scenes
3168 SceneObjectPart part = GetPart(localID); 3932 SceneObjectPart part = GetPart(localID);
3169 if (part != null) 3933 if (part != null)
3170 { 3934 {
3171// m_log.DebugFormat( 3935 if (m_rootPart.PhysActor != null)
3172// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3936 m_rootPart.PhysActor.Building = true;
3173// part.Name, part.LocalId, rot);
3174
3175 part.StoreUndoState();
3176 part.IgnoreUndoUpdate = true;
3177 3937
3178 if (part.UUID == m_rootPart.UUID) 3938 if (part.UUID == m_rootPart.UUID)
3179 { 3939 {
@@ -3186,7 +3946,8 @@ namespace OpenSim.Region.Framework.Scenes
3186 part.OffsetPosition = pos; 3946 part.OffsetPosition = pos;
3187 } 3947 }
3188 3948
3189 part.IgnoreUndoUpdate = false; 3949 if (m_rootPart.PhysActor != null)
3950 m_rootPart.PhysActor.Building = false;
3190 } 3951 }
3191 } 3952 }
3192 3953
@@ -3196,15 +3957,12 @@ namespace OpenSim.Region.Framework.Scenes
3196 /// <param name="rot"></param> 3957 /// <param name="rot"></param>
3197 public void UpdateRootRotation(Quaternion rot) 3958 public void UpdateRootRotation(Quaternion rot)
3198 { 3959 {
3199// m_log.DebugFormat( 3960 // needs to be called with phys building true
3200// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
3201// Name, LocalId, rot);
3202
3203 Quaternion axRot = rot; 3961 Quaternion axRot = rot;
3204 Quaternion oldParentRot = m_rootPart.RotationOffset; 3962 Quaternion oldParentRot = m_rootPart.RotationOffset;
3205 3963
3206 m_rootPart.StoreUndoState(); 3964 //Don't use UpdateRotation because it schedules an update prematurely
3207 m_rootPart.UpdateRotation(rot); 3965 m_rootPart.RotationOffset = rot;
3208 3966
3209 PhysicsActor pa = m_rootPart.PhysActor; 3967 PhysicsActor pa = m_rootPart.PhysActor;
3210 3968
@@ -3220,35 +3978,145 @@ namespace OpenSim.Region.Framework.Scenes
3220 SceneObjectPart prim = parts[i]; 3978 SceneObjectPart prim = parts[i];
3221 if (prim.UUID != m_rootPart.UUID) 3979 if (prim.UUID != m_rootPart.UUID)
3222 { 3980 {
3223 prim.IgnoreUndoUpdate = true; 3981 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3982 NewRot = Quaternion.Inverse(axRot) * NewRot;
3983 prim.RotationOffset = NewRot;
3984
3224 Vector3 axPos = prim.OffsetPosition; 3985 Vector3 axPos = prim.OffsetPosition;
3986
3225 axPos *= oldParentRot; 3987 axPos *= oldParentRot;
3226 axPos *= Quaternion.Inverse(axRot); 3988 axPos *= Quaternion.Inverse(axRot);
3227 prim.OffsetPosition = axPos; 3989 prim.OffsetPosition = axPos;
3228 Quaternion primsRot = prim.RotationOffset; 3990 }
3229 Quaternion newRot = oldParentRot * primsRot; 3991 }
3230 newRot = Quaternion.Inverse(axRot) * newRot;
3231 prim.RotationOffset = newRot;
3232 prim.ScheduleTerseUpdate();
3233 prim.IgnoreUndoUpdate = false;
3234 }
3235 }
3236
3237// for (int i = 0; i < parts.Length; i++)
3238// {
3239// SceneObjectPart childpart = parts[i];
3240// if (childpart != m_rootPart)
3241// {
3242//// childpart.IgnoreUndoUpdate = false;
3243//// childpart.StoreUndoState();
3244// }
3245// }
3246 3992
3247 m_rootPart.ScheduleTerseUpdate(); 3993 HasGroupChanged = true;
3994 ScheduleGroupForFullUpdate();
3995 }
3248 3996
3249// m_log.DebugFormat( 3997 private enum updatetype :int
3250// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3998 {
3251// Name, LocalId, rot); 3999 none = 0,
4000 partterse = 1,
4001 partfull = 2,
4002 groupterse = 3,
4003 groupfull = 4
4004 }
4005
4006 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
4007 {
4008 // TODO this still as excessive *.Schedule*Update()s
4009
4010 if (part != null && part.ParentGroup != null)
4011 {
4012 ObjectChangeType change = data.change;
4013 bool togroup = ((change & ObjectChangeType.Group) != 0);
4014 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
4015
4016 SceneObjectGroup group = part.ParentGroup;
4017 PhysicsActor pha = group.RootPart.PhysActor;
4018
4019 updatetype updateType = updatetype.none;
4020
4021 if (togroup)
4022 {
4023 // related to group
4024 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
4025 {
4026 if ((change & ObjectChangeType.Rotation) != 0)
4027 {
4028 group.RootPart.UpdateRotation(data.rotation);
4029 updateType = updatetype.none;
4030 }
4031 if ((change & ObjectChangeType.Position) != 0)
4032 {
4033 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
4034 UpdateGroupPosition(data.position);
4035 updateType = updatetype.groupterse;
4036 }
4037 else
4038 // ugly rotation update of all parts
4039 {
4040 group.ResetChildPrimPhysicsPositions();
4041 }
4042
4043 }
4044 if ((change & ObjectChangeType.Scale) != 0)
4045 {
4046 if (pha != null)
4047 pha.Building = true;
4048
4049 group.GroupResize(data.scale);
4050 updateType = updatetype.none;
4051
4052 if (pha != null)
4053 pha.Building = false;
4054 }
4055 }
4056 else
4057 {
4058 // related to single prim in a link-set ( ie group)
4059 if (pha != null)
4060 pha.Building = true;
4061
4062 // root part is special
4063 // parts offset positions or rotations need to change also
4064
4065 if (part == group.RootPart)
4066 {
4067 if ((change & ObjectChangeType.Rotation) != 0)
4068 group.UpdateRootRotation(data.rotation);
4069 if ((change & ObjectChangeType.Position) != 0)
4070 group.UpdateRootPosition(data.position);
4071 if ((change & ObjectChangeType.Scale) != 0)
4072 part.Resize(data.scale);
4073 }
4074 else
4075 {
4076 if ((change & ObjectChangeType.Position) != 0)
4077 {
4078 part.OffsetPosition = data.position;
4079 updateType = updatetype.partterse;
4080 }
4081 if ((change & ObjectChangeType.Rotation) != 0)
4082 {
4083 part.UpdateRotation(data.rotation);
4084 updateType = updatetype.none;
4085 }
4086 if ((change & ObjectChangeType.Scale) != 0)
4087 {
4088 part.Resize(data.scale);
4089 updateType = updatetype.none;
4090 }
4091 }
4092
4093 if (pha != null)
4094 pha.Building = false;
4095 }
4096
4097 if (updateType != updatetype.none)
4098 {
4099 group.HasGroupChanged = true;
4100
4101 switch (updateType)
4102 {
4103 case updatetype.partterse:
4104 part.ScheduleTerseUpdate();
4105 break;
4106 case updatetype.partfull:
4107 part.ScheduleFullUpdate();
4108 break;
4109 case updatetype.groupterse:
4110 group.ScheduleGroupForTerseUpdate();
4111 break;
4112 case updatetype.groupfull:
4113 group.ScheduleGroupForFullUpdate();
4114 break;
4115 default:
4116 break;
4117 }
4118 }
4119 }
3252 } 4120 }
3253 4121
3254 #endregion 4122 #endregion
@@ -3289,6 +4157,8 @@ namespace OpenSim.Region.Framework.Scenes
3289 waypoint.handle = handle; 4157 waypoint.handle = handle;
3290 lock (m_rotTargets) 4158 lock (m_rotTargets)
3291 { 4159 {
4160 if (m_rotTargets.Count >= 8)
4161 m_rotTargets.Remove(m_rotTargets.ElementAt(0).Key);
3292 m_rotTargets.Add(handle, waypoint); 4162 m_rotTargets.Add(handle, waypoint);
3293 } 4163 }
3294 m_scene.AddGroupTarget(this); 4164 m_scene.AddGroupTarget(this);
@@ -3314,6 +4184,8 @@ namespace OpenSim.Region.Framework.Scenes
3314 waypoint.handle = handle; 4184 waypoint.handle = handle;
3315 lock (m_targets) 4185 lock (m_targets)
3316 { 4186 {
4187 if (m_targets.Count >= 8)
4188 m_targets.Remove(m_targets.ElementAt(0).Key);
3317 m_targets.Add(handle, waypoint); 4189 m_targets.Add(handle, waypoint);
3318 } 4190 }
3319 m_scene.AddGroupTarget(this); 4191 m_scene.AddGroupTarget(this);
@@ -3347,10 +4219,11 @@ namespace OpenSim.Region.Framework.Scenes
3347 scriptPosTarget target = m_targets[idx]; 4219 scriptPosTarget target = m_targets[idx];
3348 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 4220 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3349 { 4221 {
4222 at_target = true;
4223
3350 // trigger at_target 4224 // trigger at_target
3351 if (m_scriptListens_atTarget) 4225 if (m_scriptListens_atTarget)
3352 { 4226 {
3353 at_target = true;
3354 scriptPosTarget att = new scriptPosTarget(); 4227 scriptPosTarget att = new scriptPosTarget();
3355 att.targetPos = target.targetPos; 4228 att.targetPos = target.targetPos;
3356 att.tolerance = target.tolerance; 4229 att.tolerance = target.tolerance;
@@ -3468,11 +4341,50 @@ namespace OpenSim.Region.Framework.Scenes
3468 } 4341 }
3469 } 4342 }
3470 } 4343 }
3471 4344
4345 public Vector3 GetGeometricCenter()
4346 {
4347 // this is not real geometric center but a average of positions relative to root prim acording to
4348 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4349 // ignoring tortured prims details since sl also seems to ignore
4350 // so no real use in doing it on physics
4351
4352 Vector3 gc = Vector3.Zero;
4353
4354 int nparts = m_parts.Count;
4355 if (nparts <= 1)
4356 return gc;
4357
4358 SceneObjectPart[] parts = m_parts.GetArray();
4359 nparts = parts.Length; // just in case it changed
4360 if (nparts <= 1)
4361 return gc;
4362
4363 Quaternion parentRot = RootPart.RotationOffset;
4364 Vector3 pPos;
4365
4366 // average all parts positions
4367 for (int i = 0; i < nparts; i++)
4368 {
4369 // do it directly
4370 // gc += parts[i].GetWorldPosition();
4371 if (parts[i] != RootPart)
4372 {
4373 pPos = parts[i].OffsetPosition;
4374 gc += pPos;
4375 }
4376
4377 }
4378 gc /= nparts;
4379
4380 // relative to root:
4381// gc -= AbsolutePosition;
4382 return gc;
4383 }
4384
3472 public float GetMass() 4385 public float GetMass()
3473 { 4386 {
3474 float retmass = 0f; 4387 float retmass = 0f;
3475
3476 SceneObjectPart[] parts = m_parts.GetArray(); 4388 SceneObjectPart[] parts = m_parts.GetArray();
3477 for (int i = 0; i < parts.Length; i++) 4389 for (int i = 0; i < parts.Length; i++)
3478 retmass += parts[i].GetMass(); 4390 retmass += parts[i].GetMass();
@@ -3480,6 +4392,39 @@ namespace OpenSim.Region.Framework.Scenes
3480 return retmass; 4392 return retmass;
3481 } 4393 }
3482 4394
4395 // center of mass of full object
4396 public Vector3 GetCenterOfMass()
4397 {
4398 PhysicsActor pa = RootPart.PhysActor;
4399
4400 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4401 {
4402 // physics knows better about center of mass of physical prims
4403 Vector3 tmp = pa.CenterOfMass;
4404 return tmp;
4405 }
4406
4407 Vector3 Ptot = Vector3.Zero;
4408 float totmass = 0f;
4409 float m;
4410
4411 SceneObjectPart[] parts = m_parts.GetArray();
4412 for (int i = 0; i < parts.Length; i++)
4413 {
4414 m = parts[i].GetMass();
4415 Ptot += parts[i].GetPartCenterOfMass() * m;
4416 totmass += m;
4417 }
4418
4419 if (totmass == 0)
4420 totmass = 0;
4421 else
4422 totmass = 1 / totmass;
4423 Ptot *= totmass;
4424
4425 return Ptot;
4426 }
4427
3483 /// <summary> 4428 /// <summary>
3484 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4429 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3485 /// the physics engine can use it. 4430 /// the physics engine can use it.
@@ -3659,6 +4604,14 @@ namespace OpenSim.Region.Framework.Scenes
3659 FromItemID = uuid; 4604 FromItemID = uuid;
3660 } 4605 }
3661 4606
4607 public void ResetOwnerChangeFlag()
4608 {
4609 ForEachPart(delegate(SceneObjectPart part)
4610 {
4611 part.ResetOwnerChangeFlag();
4612 });
4613 }
4614
3662 #endregion 4615 #endregion
3663 } 4616 }
3664} 4617}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index ff3f738..8c6450d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -64,7 +64,8 @@ namespace OpenSim.Region.Framework.Scenes
64 TELEPORT = 512, 64 TELEPORT = 512,
65 REGION_RESTART = 1024, 65 REGION_RESTART = 1024,
66 MEDIA = 2048, 66 MEDIA = 2048,
67 ANIMATION = 16384 67 ANIMATION = 16384,
68 POSITION = 32768
68 } 69 }
69 70
70 // I don't really know where to put this except here. 71 // I don't really know where to put this except here.
@@ -123,7 +124,18 @@ namespace OpenSim.Region.Framework.Scenes
123 /// Denote all sides of the prim 124 /// Denote all sides of the prim
124 /// </value> 125 /// </value>
125 public const int ALL_SIDES = -1; 126 public const int ALL_SIDES = -1;
126 127
128 private const scriptEvents PhysicsNeededSubsEvents = (
129 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
130 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
131 );
132 private const scriptEvents PhyscicsPhantonSubsEvents = (
133 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
134 );
135 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
136 scriptEvents.collision_start | scriptEvents.collision_end
137 );
138
127 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 139 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
128 140
129 /// <summary> 141 /// <summary>
@@ -160,7 +172,7 @@ namespace OpenSim.Region.Framework.Scenes
160 /// </remarks> 172 /// </remarks>
161 public bool IsRoot 173 public bool IsRoot
162 { 174 {
163 get { return ParentGroup.RootPart == this; } 175 get { return Object.ReferenceEquals(ParentGroup.RootPart, this); }
164 } 176 }
165 177
166 /// <summary> 178 /// <summary>
@@ -233,6 +245,18 @@ namespace OpenSim.Region.Framework.Scenes
233 245
234 public uint TimeStampTerse; 246 public uint TimeStampTerse;
235 247
248 // The following two are to hold the attachment data
249 // while an object is inworld
250 [XmlIgnore]
251 public byte AttachPoint = 0;
252
253 [XmlIgnore]
254 public Vector3 AttachOffset = Vector3.Zero;
255
256 [XmlIgnore]
257 public Quaternion AttachRotation = Quaternion.Identity;
258
259 [XmlIgnore]
236 public int STATUS_ROTATE_X; 260 public int STATUS_ROTATE_X;
237 261
238 public int STATUS_ROTATE_Y; 262 public int STATUS_ROTATE_Y;
@@ -259,8 +283,7 @@ namespace OpenSim.Region.Framework.Scenes
259 283
260 public Vector3 RotationAxis = Vector3.One; 284 public Vector3 RotationAxis = Vector3.One;
261 285
262 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 286 public bool VolumeDetectActive;
263 // Certainly this must be a persistant setting finally
264 287
265 public bool IsWaitingForFirstSpinUpdatePacket; 288 public bool IsWaitingForFirstSpinUpdatePacket;
266 289
@@ -300,10 +323,10 @@ namespace OpenSim.Region.Framework.Scenes
300 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 323 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
301 private Vector3 m_sitTargetPosition; 324 private Vector3 m_sitTargetPosition;
302 private string m_sitAnimation = "SIT"; 325 private string m_sitAnimation = "SIT";
326 private bool m_occupied; // KF if any av is sitting on this prim
303 private string m_text = String.Empty; 327 private string m_text = String.Empty;
304 private string m_touchName = String.Empty; 328 private string m_touchName = String.Empty;
305 private readonly List<UndoState> m_undo = new List<UndoState>(5); 329 private UndoRedoState m_UndoRedo = null;
306 private readonly List<UndoState> m_redo = new List<UndoState>(5);
307 330
308 private bool m_passTouches = false; 331 private bool m_passTouches = false;
309 private bool m_passCollisions = false; 332 private bool m_passCollisions = false;
@@ -331,14 +354,20 @@ namespace OpenSim.Region.Framework.Scenes
331 protected Vector3 m_lastVelocity; 354 protected Vector3 m_lastVelocity;
332 protected Vector3 m_lastAcceleration; 355 protected Vector3 m_lastAcceleration;
333 protected Vector3 m_lastAngularVelocity; 356 protected Vector3 m_lastAngularVelocity;
334 protected int m_lastTerseSent; 357 protected int m_lastUpdateSentTime;
358 protected float m_buoyancy = 0.0f;
359 protected Vector3 m_force;
360 protected Vector3 m_torque;
335 361
336 protected byte m_physicsShapeType = (byte)PhysShapeType.prim; 362 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
337 protected float m_density = 1000.0f; // in kg/m^3 363 protected float m_density = 1000.0f; // in kg/m^3
338 protected float m_gravitymod = 1.0f; 364 protected float m_gravitymod = 1.0f;
339 protected float m_friction = 0.6f; // wood 365 protected float m_friction = 0.6f; // wood
340 protected float m_bounce = 0.5f; // wood 366 protected float m_bounce = 0.5f; // wood
341 367
368
369 protected bool m_isSelected = false;
370
342 /// <summary> 371 /// <summary>
343 /// Stores media texture data 372 /// Stores media texture data
344 /// </summary> 373 /// </summary>
@@ -350,10 +379,17 @@ namespace OpenSim.Region.Framework.Scenes
350 private Vector3 m_cameraAtOffset; 379 private Vector3 m_cameraAtOffset;
351 private bool m_forceMouselook; 380 private bool m_forceMouselook;
352 381
353 // TODO: Collision sound should have default. 382
383 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
384 private sbyte m_collisionSoundType;
354 private UUID m_collisionSound; 385 private UUID m_collisionSound;
355 private float m_collisionSoundVolume; 386 private float m_collisionSoundVolume;
356 387
388 private int LastColSoundSentTime;
389
390
391 private SOPVehicle m_vehicleParams = null;
392
357 private KeyframeMotion m_keyframeMotion = null; 393 private KeyframeMotion m_keyframeMotion = null;
358 394
359 public KeyframeMotion KeyframeMotion 395 public KeyframeMotion KeyframeMotion
@@ -361,6 +397,7 @@ namespace OpenSim.Region.Framework.Scenes
361 get; set; 397 get; set;
362 } 398 }
363 399
400
364 #endregion Fields 401 #endregion Fields
365 402
366// ~SceneObjectPart() 403// ~SceneObjectPart()
@@ -390,6 +427,7 @@ namespace OpenSim.Region.Framework.Scenes
390 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 427 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
391 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log 428 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
392 m_inventory = new SceneObjectPartInventory(this); 429 m_inventory = new SceneObjectPartInventory(this);
430 LastColSoundSentTime = Util.EnvironmentTickCount();
393 } 431 }
394 432
395 /// <summary> 433 /// <summary>
@@ -404,7 +442,7 @@ namespace OpenSim.Region.Framework.Scenes
404 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 442 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
405 Quaternion rotationOffset, Vector3 offsetPosition) : this() 443 Quaternion rotationOffset, Vector3 offsetPosition) : this()
406 { 444 {
407 m_name = "Primitive"; 445 m_name = "Object";
408 446
409 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 447 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
410 LastOwnerID = CreatorID = OwnerID = ownerID; 448 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -443,7 +481,7 @@ namespace OpenSim.Region.Framework.Scenes
443 private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export); 481 private uint _ownerMask = (uint)(PermissionMask.All | PermissionMask.Export);
444 private uint _groupMask = (uint)PermissionMask.None; 482 private uint _groupMask = (uint)PermissionMask.None;
445 private uint _everyoneMask = (uint)PermissionMask.None; 483 private uint _everyoneMask = (uint)PermissionMask.None;
446 private uint _nextOwnerMask = (uint)PermissionMask.All; 484 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
447 private PrimFlags _flags = PrimFlags.None; 485 private PrimFlags _flags = PrimFlags.None;
448 private DateTime m_expires; 486 private DateTime m_expires;
449 private DateTime m_rezzed; 487 private DateTime m_rezzed;
@@ -537,12 +575,16 @@ namespace OpenSim.Region.Framework.Scenes
537 } 575 }
538 576
539 /// <value> 577 /// <value>
540 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 578 /// Get the inventory list
541 /// </value> 579 /// </value>
542 public TaskInventoryDictionary TaskInventory 580 public TaskInventoryDictionary TaskInventory
543 { 581 {
544 get { return m_inventory.Items; } 582 get {
545 set { m_inventory.Items = value; } 583 return m_inventory.Items;
584 }
585 set {
586 m_inventory.Items = value;
587 }
546 } 588 }
547 589
548 /// <summary> 590 /// <summary>
@@ -592,20 +634,6 @@ namespace OpenSim.Region.Framework.Scenes
592 } 634 }
593 } 635 }
594 636
595 public byte Material
596 {
597 get { return (byte) m_material; }
598 set
599 {
600 m_material = (Material)value;
601
602 PhysicsActor pa = PhysActor;
603
604 if (pa != null)
605 pa.SetMaterial((int)value);
606 }
607 }
608
609 [XmlIgnore] 637 [XmlIgnore]
610 public bool PassTouches 638 public bool PassTouches
611 { 639 {
@@ -631,6 +659,18 @@ namespace OpenSim.Region.Framework.Scenes
631 } 659 }
632 } 660 }
633 661
662 public bool IsSelected
663 {
664 get { return m_isSelected; }
665 set
666 {
667 m_isSelected = value;
668 if (ParentGroup != null)
669 ParentGroup.PartSelectChanged(value);
670 }
671 }
672
673
634 public Dictionary<int, string> CollisionFilter 674 public Dictionary<int, string> CollisionFilter
635 { 675 {
636 get { return m_CollisionFilter; } 676 get { return m_CollisionFilter; }
@@ -699,14 +739,12 @@ namespace OpenSim.Region.Framework.Scenes
699 set { m_LoopSoundSlavePrims = value; } 739 set { m_LoopSoundSlavePrims = value; }
700 } 740 }
701 741
702
703 public Byte[] TextureAnimation 742 public Byte[] TextureAnimation
704 { 743 {
705 get { return m_TextureAnimation; } 744 get { return m_TextureAnimation; }
706 set { m_TextureAnimation = value; } 745 set { m_TextureAnimation = value; }
707 } 746 }
708 747
709
710 public Byte[] ParticleSystem 748 public Byte[] ParticleSystem
711 { 749 {
712 get { return m_particleSystem; } 750 get { return m_particleSystem; }
@@ -743,9 +781,12 @@ namespace OpenSim.Region.Framework.Scenes
743 { 781 {
744 // If this is a linkset, we don't want the physics engine mucking up our group position here. 782 // If this is a linkset, we don't want the physics engine mucking up our group position here.
745 PhysicsActor actor = PhysActor; 783 PhysicsActor actor = PhysActor;
746 // If physical and the root prim of a linkset, the position of the group is what physics thinks. 784 if (ParentID == 0)
747 if (actor != null && ParentID == 0) 785 {
748 m_groupPosition = actor.Position; 786 if (actor != null)
787 m_groupPosition = actor.Position;
788 return m_groupPosition;
789 }
749 790
750 // If I'm an attachment, my position is reported as the position of who I'm attached to 791 // If I'm an attachment, my position is reported as the position of who I'm attached to
751 if (ParentGroup.IsAttachment) 792 if (ParentGroup.IsAttachment)
@@ -755,14 +796,16 @@ namespace OpenSim.Region.Framework.Scenes
755 return sp.AbsolutePosition; 796 return sp.AbsolutePosition;
756 } 797 }
757 798
799 // use root prim's group position. Physics may have updated it
800 if (ParentGroup.RootPart != this)
801 m_groupPosition = ParentGroup.RootPart.GroupPosition;
758 return m_groupPosition; 802 return m_groupPosition;
759 } 803 }
760 set 804 set
761 { 805 {
762 m_groupPosition = value; 806 m_groupPosition = value;
763
764 PhysicsActor actor = PhysActor; 807 PhysicsActor actor = PhysActor;
765 if (actor != null) 808 if (actor != null && ParentGroup.Scene.PhysicsScene != null)
766 { 809 {
767 try 810 try
768 { 811 {
@@ -786,16 +829,6 @@ namespace OpenSim.Region.Framework.Scenes
786 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); 829 m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e);
787 } 830 }
788 } 831 }
789
790 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
791 if (SitTargetAvatar != UUID.Zero)
792 {
793 ScenePresence avatar;
794 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
795 {
796 avatar.ParentPosition = GetWorldPosition();
797 }
798 }
799 } 832 }
800 } 833 }
801 834
@@ -804,7 +837,7 @@ namespace OpenSim.Region.Framework.Scenes
804 get { return m_offsetPosition; } 837 get { return m_offsetPosition; }
805 set 838 set
806 { 839 {
807// StoreUndoState(); 840 Vector3 oldpos = m_offsetPosition;
808 m_offsetPosition = value; 841 m_offsetPosition = value;
809 842
810 if (ParentGroup != null && !ParentGroup.IsDeleted) 843 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -816,10 +849,25 @@ namespace OpenSim.Region.Framework.Scenes
816 actor.Orientation = GetWorldRotation(); 849 actor.Orientation = GetWorldRotation();
817 850
818 // Tell the physics engines that this prim changed. 851 // Tell the physics engines that this prim changed.
819 if (ParentGroup.Scene != null) 852 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null)
820 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 853 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
821 } 854 }
855
856 if (!m_parentGroup.m_dupeInProgress)
857 {
858 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
859 foreach (ScenePresence av in avs)
860 {
861 if (av.ParentID == m_localId)
862 {
863 Vector3 offset = (m_offsetPosition - oldpos);
864 av.AbsolutePosition += offset;
865 av.SendAvatarDataToAllAgents();
866 }
867 }
868 }
822 } 869 }
870 TriggerScriptChangedEvent(Changed.POSITION);
823 } 871 }
824 } 872 }
825 873
@@ -870,7 +918,7 @@ namespace OpenSim.Region.Framework.Scenes
870 918
871 set 919 set
872 { 920 {
873 StoreUndoState(); 921// StoreUndoState();
874 m_rotationOffset = value; 922 m_rotationOffset = value;
875 923
876 PhysicsActor actor = PhysActor; 924 PhysicsActor actor = PhysActor;
@@ -958,19 +1006,36 @@ namespace OpenSim.Region.Framework.Scenes
958 get 1006 get
959 { 1007 {
960 PhysicsActor actor = PhysActor; 1008 PhysicsActor actor = PhysActor;
961 if ((actor != null) && actor.IsPhysical) 1009 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
962 { 1010 {
963 m_angularVelocity = actor.RotationalVelocity; 1011 m_angularVelocity = actor.RotationalVelocity;
964 } 1012 }
965 return m_angularVelocity; 1013 return m_angularVelocity;
966 } 1014 }
967 set { m_angularVelocity = value; } 1015 set
1016 {
1017 m_angularVelocity = value;
1018 PhysicsActor actor = PhysActor;
1019 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
1020 {
1021 actor.RotationalVelocity = m_angularVelocity;
1022 }
1023 }
968 } 1024 }
969 1025
970 /// <summary></summary> 1026 /// <summary></summary>
971 public Vector3 Acceleration 1027 public Vector3 Acceleration
972 { 1028 {
973 get { return m_acceleration; } 1029 get
1030 {
1031 PhysicsActor actor = PhysActor;
1032 if (actor != null)
1033 {
1034 m_acceleration = actor.Acceleration;
1035 }
1036 return m_acceleration;
1037 }
1038
974 set { m_acceleration = value; } 1039 set { m_acceleration = value; }
975 } 1040 }
976 1041
@@ -1038,7 +1103,10 @@ namespace OpenSim.Region.Framework.Scenes
1038 public PrimitiveBaseShape Shape 1103 public PrimitiveBaseShape Shape
1039 { 1104 {
1040 get { return m_shape; } 1105 get { return m_shape; }
1041 set { m_shape = value;} 1106 set
1107 {
1108 m_shape = value;
1109 }
1042 } 1110 }
1043 1111
1044 /// <summary> 1112 /// <summary>
@@ -1051,7 +1119,6 @@ namespace OpenSim.Region.Framework.Scenes
1051 { 1119 {
1052 if (m_shape != null) 1120 if (m_shape != null)
1053 { 1121 {
1054 StoreUndoState();
1055 1122
1056 m_shape.Scale = value; 1123 m_shape.Scale = value;
1057 1124
@@ -1119,10 +1186,7 @@ namespace OpenSim.Region.Framework.Scenes
1119 { 1186 {
1120 get 1187 get
1121 { 1188 {
1122 if (ParentGroup.IsAttachment) 1189 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1123 return GroupPosition;
1124
1125 return m_offsetPosition + m_groupPosition;
1126 } 1190 }
1127 } 1191 }
1128 1192
@@ -1291,6 +1355,13 @@ namespace OpenSim.Region.Framework.Scenes
1291 _flags = value; 1355 _flags = value;
1292 } 1356 }
1293 } 1357 }
1358
1359 [XmlIgnore]
1360 public bool IsOccupied // KF If an av is sittingon this prim
1361 {
1362 get { return m_occupied; }
1363 set { m_occupied = value; }
1364 }
1294 1365
1295 /// <summary> 1366 /// <summary>
1296 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero 1367 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
@@ -1341,12 +1412,41 @@ namespace OpenSim.Region.Framework.Scenes
1341 set { m_sitAnimation = value; } 1412 set { m_sitAnimation = value; }
1342 } 1413 }
1343 1414
1415 public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
1416
1417 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
1418 // runtime thing.. do not persist
1419 [XmlIgnore]
1420 public sbyte CollisionSoundType
1421 {
1422 get
1423 {
1424 return m_collisionSoundType;
1425 }
1426 set
1427 {
1428 m_collisionSoundType = value;
1429 if (value == -1)
1430 m_collisionSound = invalidCollisionSoundUUID;
1431 else if (value == 0)
1432 m_collisionSound = UUID.Zero;
1433 }
1434 }
1435
1344 public UUID CollisionSound 1436 public UUID CollisionSound
1345 { 1437 {
1346 get { return m_collisionSound; } 1438 get { return m_collisionSound; }
1347 set 1439 set
1348 { 1440 {
1349 m_collisionSound = value; 1441 m_collisionSound = value;
1442
1443 if (value == invalidCollisionSoundUUID)
1444 m_collisionSoundType = -1;
1445 else if (value == UUID.Zero)
1446 m_collisionSoundType = 0;
1447 else
1448 m_collisionSoundType = 1;
1449
1350 aggregateScriptEvents(); 1450 aggregateScriptEvents();
1351 } 1451 }
1352 } 1452 }
@@ -1357,6 +1457,125 @@ namespace OpenSim.Region.Framework.Scenes
1357 set { m_collisionSoundVolume = value; } 1457 set { m_collisionSoundVolume = value; }
1358 } 1458 }
1359 1459
1460 public float Buoyancy
1461 {
1462 get
1463 {
1464 if (ParentGroup.RootPart == this)
1465 return m_buoyancy;
1466
1467 return ParentGroup.RootPart.Buoyancy;
1468 }
1469 set
1470 {
1471 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1472 {
1473 ParentGroup.RootPart.Buoyancy = value;
1474 return;
1475 }
1476 m_buoyancy = value;
1477 if (PhysActor != null)
1478 PhysActor.Buoyancy = value;
1479 }
1480 }
1481
1482 public Vector3 Force
1483 {
1484 get
1485 {
1486 if (ParentGroup.RootPart == this)
1487 return m_force;
1488
1489 return ParentGroup.RootPart.Force;
1490 }
1491
1492 set
1493 {
1494 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1495 {
1496 ParentGroup.RootPart.Force = value;
1497 return;
1498 }
1499 m_force = value;
1500 if (PhysActor != null)
1501 PhysActor.Force = value;
1502 }
1503 }
1504
1505 public Vector3 Torque
1506 {
1507 get
1508 {
1509 if (ParentGroup.RootPart == this)
1510 return m_torque;
1511
1512 return ParentGroup.RootPart.Torque;
1513 }
1514
1515 set
1516 {
1517 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1518 {
1519 ParentGroup.RootPart.Torque = value;
1520 return;
1521 }
1522 m_torque = value;
1523 if (PhysActor != null)
1524 PhysActor.Torque = value;
1525 }
1526 }
1527
1528 public byte Material
1529 {
1530 get { return (byte)m_material; }
1531 set
1532 {
1533 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1534 {
1535 bool update = false;
1536
1537 if (m_material != (Material)value)
1538 {
1539 update = true;
1540 m_material = (Material)value;
1541 }
1542
1543 if (m_friction != SOPMaterialData.friction(m_material))
1544 {
1545 update = true;
1546 m_friction = SOPMaterialData.friction(m_material);
1547 }
1548
1549 if (m_bounce != SOPMaterialData.bounce(m_material))
1550 {
1551 update = true;
1552 m_bounce = SOPMaterialData.bounce(m_material);
1553 }
1554
1555 if (update)
1556 {
1557 if (PhysActor != null)
1558 {
1559 PhysActor.SetMaterial((int)value);
1560 }
1561 if(ParentGroup != null)
1562 ParentGroup.HasGroupChanged = true;
1563 ScheduleFullUpdateIfNone();
1564 UpdatePhysRequired = true;
1565 }
1566 }
1567 }
1568 }
1569
1570 // not a propriety to move to methods place later
1571 private bool HasMesh()
1572 {
1573 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1574 return true;
1575 return false;
1576 }
1577
1578 // not a propriety to move to methods place later
1360 public byte DefaultPhysicsShapeType() 1579 public byte DefaultPhysicsShapeType()
1361 { 1580 {
1362 byte type; 1581 byte type;
@@ -1369,6 +1588,65 @@ namespace OpenSim.Region.Framework.Scenes
1369 return type; 1588 return type;
1370 } 1589 }
1371 1590
1591 [XmlIgnore]
1592 public bool UsesComplexCost
1593 {
1594 get
1595 {
1596 byte pst = PhysicsShapeType;
1597 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1598 return true;
1599 return false;
1600 }
1601 }
1602
1603 [XmlIgnore]
1604 public float PhysicsCost
1605 {
1606 get
1607 {
1608 if(PhysicsShapeType == (byte)PhysShapeType.none)
1609 return 0;
1610
1611 float cost = 0.1f;
1612 if (PhysActor != null)
1613 cost = PhysActor.PhysicsCost;
1614 else
1615 cost = 0.1f;
1616
1617 if ((Flags & PrimFlags.Physics) != 0)
1618 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1619 return cost;
1620 }
1621 }
1622
1623 [XmlIgnore]
1624 public float StreamingCost
1625 {
1626 get
1627 {
1628 float cost;
1629 if (PhysActor != null)
1630 cost = PhysActor.StreamCost;
1631 else
1632 cost = 1.0f;
1633 return 1.0f;
1634 }
1635 }
1636
1637 [XmlIgnore]
1638 public float SimulationCost
1639 {
1640 get
1641 {
1642 // ignoring scripts. Don't like considering them for this
1643 if((Flags & PrimFlags.Physics) != 0)
1644 return 1.0f;
1645
1646 return 0.5f;
1647 }
1648 }
1649
1372 public byte PhysicsShapeType 1650 public byte PhysicsShapeType
1373 { 1651 {
1374 get { return m_physicsShapeType; } 1652 get { return m_physicsShapeType; }
@@ -1402,11 +1680,14 @@ namespace OpenSim.Region.Framework.Scenes
1402 } 1680 }
1403 else if (PhysActor == null) 1681 else if (PhysActor == null)
1404 { 1682 {
1405 ApplyPhysics((uint)Flags, VolumeDetectActive); 1683 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1684 UpdatePhysicsSubscribedEvents();
1406 } 1685 }
1407 else 1686 else
1408 { 1687 {
1409 PhysActor.PhysicsShapeType = m_physicsShapeType; 1688 PhysActor.PhysicsShapeType = m_physicsShapeType;
1689// if (Shape.SculptEntry)
1690// CheckSculptAndLoad();
1410 } 1691 }
1411 1692
1412 if (ParentGroup != null) 1693 if (ParentGroup != null)
@@ -1508,6 +1789,7 @@ namespace OpenSim.Region.Framework.Scenes
1508 } 1789 }
1509 } 1790 }
1510 1791
1792
1511 #endregion Public Properties with only Get 1793 #endregion Public Properties with only Get
1512 1794
1513 private uint ApplyMask(uint val, bool set, uint mask) 1795 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1653,6 +1935,61 @@ namespace OpenSim.Region.Framework.Scenes
1653 } 1935 }
1654 } 1936 }
1655 1937
1938 // SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future
1939 public void SetVelocity(Vector3 pVel, bool localGlobalTF)
1940 {
1941 if (ParentGroup == null || ParentGroup.IsDeleted)
1942 return;
1943
1944 if (ParentGroup.IsAttachment)
1945 return; // don't work on attachments (for now ??)
1946
1947 SceneObjectPart root = ParentGroup.RootPart;
1948
1949 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1950 return;
1951
1952 PhysicsActor pa = root.PhysActor;
1953
1954 if (pa == null || !pa.IsPhysical)
1955 return;
1956
1957 if (localGlobalTF)
1958 {
1959 pVel = pVel * GetWorldRotation();
1960 }
1961
1962 ParentGroup.Velocity = pVel;
1963 }
1964
1965 // SetAngularVelocity for LSL llSetAngularVelocity.. may need revision if having other uses in future
1966 public void SetAngularVelocity(Vector3 pAngVel, bool localGlobalTF)
1967 {
1968 if (ParentGroup == null || ParentGroup.IsDeleted)
1969 return;
1970
1971 if (ParentGroup.IsAttachment)
1972 return; // don't work on attachments (for now ??)
1973
1974 SceneObjectPart root = ParentGroup.RootPart;
1975
1976 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1977 return;
1978
1979 PhysicsActor pa = root.PhysActor;
1980
1981 if (pa == null || !pa.IsPhysical)
1982 return;
1983
1984 if (localGlobalTF)
1985 {
1986 pAngVel = pAngVel * GetWorldRotation();
1987 }
1988
1989 root.AngularVelocity = pAngVel;
1990 }
1991
1992
1656 /// <summary> 1993 /// <summary>
1657 /// hook to the physics scene to apply angular impulse 1994 /// hook to the physics scene to apply angular impulse
1658 /// This is sent up to the group, which then finds the root prim 1995 /// This is sent up to the group, which then finds the root prim
@@ -1673,7 +2010,7 @@ namespace OpenSim.Region.Framework.Scenes
1673 impulse = newimpulse; 2010 impulse = newimpulse;
1674 } 2011 }
1675 2012
1676 ParentGroup.applyAngularImpulse(impulse); 2013 ParentGroup.ApplyAngularImpulse(impulse);
1677 } 2014 }
1678 2015
1679 /// <summary> 2016 /// <summary>
@@ -1683,20 +2020,24 @@ namespace OpenSim.Region.Framework.Scenes
1683 /// </summary> 2020 /// </summary>
1684 /// <param name="impulsei">Vector force</param> 2021 /// <param name="impulsei">Vector force</param>
1685 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 2022 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1686 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 2023
2024 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
2025 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1687 { 2026 {
1688 Vector3 impulse = impulsei; 2027 Vector3 torque = torquei;
1689 2028
1690 if (localGlobalTF) 2029 if (localGlobalTF)
1691 { 2030 {
2031/*
1692 Quaternion grot = GetWorldRotation(); 2032 Quaternion grot = GetWorldRotation();
1693 Quaternion AXgrot = grot; 2033 Quaternion AXgrot = grot;
1694 Vector3 AXimpulsei = impulsei; 2034 Vector3 AXimpulsei = impulsei;
1695 Vector3 newimpulse = AXimpulsei * AXgrot; 2035 Vector3 newimpulse = AXimpulsei * AXgrot;
1696 impulse = newimpulse; 2036 */
2037 torque *= GetWorldRotation();
1697 } 2038 }
1698 2039
1699 ParentGroup.setAngularImpulse(impulse); 2040 Torque = torque;
1700 } 2041 }
1701 2042
1702 /// <summary> 2043 /// <summary>
@@ -1704,7 +2045,9 @@ namespace OpenSim.Region.Framework.Scenes
1704 /// </summary> 2045 /// </summary>
1705 /// <param name="rootObjectFlags"></param> 2046 /// <param name="rootObjectFlags"></param>
1706 /// <param name="VolumeDetectActive"></param> 2047 /// <param name="VolumeDetectActive"></param>
1707 public void ApplyPhysics(uint rootObjectFlags, bool _VolumeDetectActive) 2048 /// <param name="building"></param>
2049
2050 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1708 { 2051 {
1709 VolumeDetectActive = _VolumeDetectActive; 2052 VolumeDetectActive = _VolumeDetectActive;
1710 2053
@@ -1714,8 +2057,8 @@ namespace OpenSim.Region.Framework.Scenes
1714 if (PhysicsShapeType == (byte)PhysShapeType.none) 2057 if (PhysicsShapeType == (byte)PhysShapeType.none)
1715 return; 2058 return;
1716 2059
1717 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 2060 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
1718 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 2061 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1719 2062
1720 if (_VolumeDetectActive) 2063 if (_VolumeDetectActive)
1721 isPhantom = true; 2064 isPhantom = true;
@@ -1729,7 +2072,8 @@ namespace OpenSim.Region.Framework.Scenes
1729 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment 2072 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1730 && !(Shape.PathCurve == (byte)Extrusion.Flexible)) 2073 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1731 { 2074 {
1732 AddToPhysics(isPhysical, isPhantom, isPhysical); 2075 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
2076 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1733 } 2077 }
1734 else 2078 else
1735 PhysActor = null; // just to be sure 2079 PhysActor = null; // just to be sure
@@ -1784,6 +2128,12 @@ namespace OpenSim.Region.Framework.Scenes
1784 dupe.Category = Category; 2128 dupe.Category = Category;
1785 dupe.m_rezzed = m_rezzed; 2129 dupe.m_rezzed = m_rezzed;
1786 2130
2131 dupe.m_UndoRedo = null;
2132 dupe.m_isSelected = false;
2133
2134 dupe.IgnoreUndoUpdate = false;
2135 dupe.Undoing = false;
2136
1787 dupe.m_inventory = new SceneObjectPartInventory(dupe); 2137 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1788 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 2138 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1789 2139
@@ -1799,6 +2149,7 @@ namespace OpenSim.Region.Framework.Scenes
1799 2149
1800 // Move afterwards ResetIDs as it clears the localID 2150 // Move afterwards ResetIDs as it clears the localID
1801 dupe.LocalId = localID; 2151 dupe.LocalId = localID;
2152
1802 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 2153 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1803 dupe.LastOwnerID = OwnerID; 2154 dupe.LastOwnerID = OwnerID;
1804 2155
@@ -1823,8 +2174,12 @@ namespace OpenSim.Region.Framework.Scenes
1823*/ 2174*/
1824 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2175 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1825 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2176 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2177// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1826 } 2178 }
1827 2179
2180 if (dupe.PhysActor != null)
2181 dupe.PhysActor.LocalID = localID;
2182
1828 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2183 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1829 2184
1830// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2185// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1843,10 +2198,10 @@ namespace OpenSim.Region.Framework.Scenes
1843 { 2198 {
1844 if (asset != null) 2199 if (asset != null)
1845 SculptTextureCallback(asset); 2200 SculptTextureCallback(asset);
1846 else 2201// else
1847 m_log.WarnFormat( 2202// m_log.WarnFormat(
1848 "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data", 2203// "[SCENE OBJECT PART]: Part {0} {1} requested mesh/sculpt data for asset id {2} from asset service but received no data",
1849 Name, UUID, id); 2204// Name, UUID, id);
1850 } 2205 }
1851*/ 2206*/
1852 /// <summary> 2207 /// <summary>
@@ -1945,6 +2300,7 @@ namespace OpenSim.Region.Framework.Scenes
1945 2300
1946 /// <summary> 2301 /// <summary>
1947 /// Do a physics propery update for this part. 2302 /// Do a physics propery update for this part.
2303 /// now also updates phantom and volume detector
1948 /// </summary> 2304 /// </summary>
1949 /// <param name="UsePhysics"></param> 2305 /// <param name="UsePhysics"></param>
1950 /// <param name="isNew"></param> 2306 /// <param name="isNew"></param>
@@ -1970,64 +2326,69 @@ namespace OpenSim.Region.Framework.Scenes
1970 { 2326 {
1971 if (pa.IsPhysical) // implies UsePhysics==false for this block 2327 if (pa.IsPhysical) // implies UsePhysics==false for this block
1972 { 2328 {
1973 if (!isNew) 2329 if (!isNew) // implies UsePhysics==false for this block
2330 {
1974 ParentGroup.Scene.RemovePhysicalPrim(1); 2331 ParentGroup.Scene.RemovePhysicalPrim(1);
1975 2332
1976 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2333 Velocity = new Vector3(0, 0, 0);
1977 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2334 Acceleration = new Vector3(0, 0, 0);
1978 pa.delink(); 2335 if (ParentGroup.RootPart == this)
2336 AngularVelocity = new Vector3(0, 0, 0);
1979 2337
1980 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2338 if (pa.Phantom && !VolumeDetectActive)
1981 { 2339 {
1982 // destroy all joints connected to this now deactivated body 2340 RemoveFromPhysics();
1983 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2341 return;
1984 } 2342 }
1985 2343
1986 // stop client-side interpolation of all joint proxy objects that have just been deleted 2344 pa.IsPhysical = UsePhysics;
1987 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2345 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1988 // which stops client-side interpolation of deactivated joint proxy objects. 2346 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2347 pa.delink();
2348 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2349 {
2350 // destroy all joints connected to this now deactivated body
2351 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2352 }
2353 }
1989 } 2354 }
1990 2355
1991 if (!UsePhysics && !isNew) 2356 if (pa.IsPhysical != UsePhysics)
1992 { 2357 pa.IsPhysical = UsePhysics;
1993 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1994 // prim still has velocity and continues to interpolate its position along the old
1995 // velocity-vector.
1996 Velocity = new Vector3(0, 0, 0);
1997 Acceleration = new Vector3(0, 0, 0);
1998 AngularVelocity = new Vector3(0, 0, 0);
1999 //RotationalVelocity = new Vector3(0, 0, 0);
2000 }
2001 2358
2002 pa.IsPhysical = UsePhysics; 2359 if (UsePhysics)
2360 {
2361 if (ParentGroup.RootPart.KeyframeMotion != null)
2362 ParentGroup.RootPart.KeyframeMotion.Stop();
2363 ParentGroup.RootPart.KeyframeMotion = null;
2364 ParentGroup.Scene.AddPhysicalPrim(1);
2003 2365
2004 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2366 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
2005 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2367 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
2006 /// that's not wholesome. Had to make Scene public
2007 //PhysActor = null;
2008 2368
2009 if ((Flags & PrimFlags.Phantom) == 0) 2369 if (ParentID != 0 && ParentID != LocalId)
2010 {
2011 if (UsePhysics)
2012 { 2370 {
2013 if (ParentGroup.RootPart.KeyframeMotion != null) 2371 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
2014 ParentGroup.RootPart.KeyframeMotion.Stop();
2015 ParentGroup.RootPart.KeyframeMotion = null;
2016 ParentGroup.Scene.AddPhysicalPrim(1);
2017
2018 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
2019 pa.OnOutOfBounds += PhysicsOutOfBounds;
2020 if (ParentID != 0 && ParentID != LocalId)
2021 {
2022 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
2023 2372
2024 if (parentPa != null) 2373 if (parentPa != null)
2025 { 2374 {
2026 pa.link(parentPa); 2375 pa.link(parentPa);
2027 }
2028 } 2376 }
2029 } 2377 }
2030 } 2378 }
2379 }
2380
2381 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2382 if (pa.Phantom != phan)
2383 pa.Phantom = phan;
2384
2385// some engines dont' have this check still
2386// if (VolumeDetectActive != pa.IsVolumeDtc)
2387 {
2388 if (VolumeDetectActive)
2389 pa.SetVolumeDetect(1);
2390 else
2391 pa.SetVolumeDetect(0);
2031 } 2392 }
2032 2393
2033 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2394 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -2146,42 +2507,63 @@ namespace OpenSim.Region.Framework.Scenes
2146 2507
2147 public Vector3 GetGeometricCenter() 2508 public Vector3 GetGeometricCenter()
2148 { 2509 {
2510 // this is not real geometric center but a average of positions relative to root prim acording to
2511 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
2512 // ignoring tortured prims details since sl also seems to ignore
2513 // so no real use in doing it on physics
2514 if (ParentGroup.IsDeleted)
2515 return new Vector3(0, 0, 0);
2516
2517 return ParentGroup.GetGeometricCenter();
2518 }
2519
2520 public float GetMass()
2521 {
2149 PhysicsActor pa = PhysActor; 2522 PhysicsActor pa = PhysActor;
2150 2523
2151 if (pa != null) 2524 if (pa != null)
2152 return pa.GeometricCenter; 2525 return pa.Mass;
2153 else 2526 else
2154 return Vector3.Zero; 2527 return 0;
2155 } 2528 }
2156 2529
2157 public Vector3 GetCenterOfMass() 2530 public Vector3 GetCenterOfMass()
2158 { 2531 {
2532 if (ParentGroup.RootPart == this)
2533 {
2534 if (ParentGroup.IsDeleted)
2535 return AbsolutePosition;
2536 return ParentGroup.GetCenterOfMass();
2537 }
2538
2159 PhysicsActor pa = PhysActor; 2539 PhysicsActor pa = PhysActor;
2160 2540
2161 if (pa != null) 2541 if (pa != null)
2162 return pa.CenterOfMass; 2542 {
2543 Vector3 tmp = pa.CenterOfMass;
2544 return tmp;
2545 }
2163 else 2546 else
2164 return Vector3.Zero; 2547 return AbsolutePosition;
2165 } 2548 }
2166 2549
2167 public float GetMass() 2550 public Vector3 GetPartCenterOfMass()
2168 { 2551 {
2169 PhysicsActor pa = PhysActor; 2552 PhysicsActor pa = PhysActor;
2170 2553
2171 if (pa != null) 2554 if (pa != null)
2172 return pa.Mass; 2555 {
2556 Vector3 tmp = pa.CenterOfMass;
2557 return tmp;
2558 }
2173 else 2559 else
2174 return 0; 2560 return AbsolutePosition;
2175 } 2561 }
2176 2562
2563
2177 public Vector3 GetForce() 2564 public Vector3 GetForce()
2178 { 2565 {
2179 PhysicsActor pa = PhysActor; 2566 return Force;
2180
2181 if (pa != null)
2182 return pa.Force;
2183 else
2184 return Vector3.Zero;
2185 } 2567 }
2186 2568
2187 /// <summary> 2569 /// <summary>
@@ -2396,15 +2778,25 @@ namespace OpenSim.Region.Framework.Scenes
2396 2778
2397 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) 2779 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
2398 { 2780 {
2399 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) 2781 bool sendToRoot = true;
2400 {
2401 ColliderArgs LandCollidingMessage = new ColliderArgs();
2402 List<DetectedObject> colliding = new List<DetectedObject>();
2403
2404 colliding.Add(CreateDetObjectForGround());
2405 LandCollidingMessage.Colliders = colliding;
2406 2782
2783 ColliderArgs LandCollidingMessage = new ColliderArgs();
2784 List<DetectedObject> colliding = new List<DetectedObject>();
2785
2786 colliding.Add(CreateDetObjectForGround());
2787 LandCollidingMessage.Colliders = colliding;
2788
2789 if (Inventory.ContainsScripts())
2790 {
2791 if (!PassCollisions)
2792 sendToRoot = false;
2793 }
2794 if ((ScriptEvents & ev) != 0)
2407 notify(LocalId, LandCollidingMessage); 2795 notify(LocalId, LandCollidingMessage);
2796
2797 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
2798 {
2799 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
2408 } 2800 }
2409 } 2801 }
2410 2802
@@ -2420,57 +2812,120 @@ namespace OpenSim.Region.Framework.Scenes
2420 List<uint> endedColliders = new List<uint>(); 2812 List<uint> endedColliders = new List<uint>();
2421 List<uint> startedColliders = new List<uint>(); 2813 List<uint> startedColliders = new List<uint>();
2422 2814
2423 // calculate things that started colliding this time 2815 if (collissionswith.Count == 0)
2424 // and build up list of colliders this time
2425 foreach (uint localid in collissionswith.Keys)
2426 { 2816 {
2427 thisHitColliders.Add(localid); 2817 if (m_lastColliders.Count == 0)
2428 if (!m_lastColliders.Contains(localid)) 2818 return; // nothing to do
2429 startedColliders.Add(localid);
2430 }
2431 2819
2432 // calculate things that ended colliding 2820 foreach (uint localID in m_lastColliders)
2433 foreach (uint localID in m_lastColliders) 2821 {
2434 {
2435 if (!thisHitColliders.Contains(localID))
2436 endedColliders.Add(localID); 2822 endedColliders.Add(localID);
2823 }
2824 m_lastColliders.Clear();
2437 } 2825 }
2438 2826
2439 //add the items that started colliding this time to the last colliders list. 2827 else
2440 foreach (uint localID in startedColliders) 2828 {
2441 m_lastColliders.Add(localID); 2829 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
2442 2830
2443 // remove things that ended colliding from the last colliders list 2831 // calculate things that started colliding this time
2444 foreach (uint localID in endedColliders) 2832 // and build up list of colliders this time
2445 m_lastColliders.Remove(localID); 2833 if (!VolumeDetectActive && CollisionSoundType >= 0)
2834 {
2835 CollisionForSoundInfo soundinfo;
2836 ContactPoint curcontact;
2446 2837
2447 // play the sound. 2838 foreach (uint id in collissionswith.Keys)
2448 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2839 {
2449 { 2840 thisHitColliders.Add(id);
2450 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>(); 2841 if (!m_lastColliders.Contains(id))
2451 if (soundModule != null) 2842 {
2843 startedColliders.Add(id);
2844
2845 curcontact = collissionswith[id];
2846 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
2847 {
2848 soundinfo = new CollisionForSoundInfo();
2849 soundinfo.colliderID = id;
2850 soundinfo.position = curcontact.Position;
2851 soundinfo.relativeVel = curcontact.RelativeSpeed;
2852 soundinfolist.Add(soundinfo);
2853 }
2854 }
2855 }
2856 }
2857 else
2858 {
2859 foreach (uint id in collissionswith.Keys)
2860 {
2861 thisHitColliders.Add(id);
2862 if (!m_lastColliders.Contains(id))
2863 startedColliders.Add(id);
2864 }
2865 }
2866
2867 // calculate things that ended colliding
2868 foreach (uint localID in m_lastColliders)
2452 { 2869 {
2453 soundModule.SendSound(UUID, CollisionSound, 2870 if (!thisHitColliders.Contains(localID))
2454 CollisionSoundVolume, true, 0, 0, false, 2871 endedColliders.Add(localID);
2455 false);
2456 } 2872 }
2873
2874 //add the items that started colliding this time to the last colliders list.
2875 foreach (uint localID in startedColliders)
2876 m_lastColliders.Add(localID);
2877
2878 // remove things that ended colliding from the last colliders list
2879 foreach (uint localID in endedColliders)
2880 m_lastColliders.Remove(localID);
2881
2882 // play sounds.
2883 if (soundinfolist.Count > 0)
2884 CollisionSounds.PartCollisionSound(this, soundinfolist);
2457 } 2885 }
2458 2886
2459 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2887 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2460 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2888 if (!VolumeDetectActive)
2889 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2461 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2890 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2462 2891
2463 if (startedColliders.Contains(0)) 2892 if (startedColliders.Contains(0))
2464 { 2893 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2465 if (m_lastColliders.Contains(0)) 2894 if (m_lastColliders.Contains(0))
2466 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); 2895 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
2467 else
2468 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2469 }
2470 if (endedColliders.Contains(0)) 2896 if (endedColliders.Contains(0))
2471 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2897 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2472 } 2898 }
2473 2899
2900 // The Collision sounds code calls this
2901 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
2902 {
2903 if (soundID == UUID.Zero)
2904 return;
2905
2906 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
2907 if (soundModule == null)
2908 return;
2909
2910 if (volume > 1)
2911 volume = 1;
2912 if (volume < 0)
2913 volume = 0;
2914
2915 int now = Util.EnvironmentTickCount();
2916 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
2917 return;
2918
2919 LastColSoundSentTime = now;
2920
2921 UUID ownerID = OwnerID;
2922 UUID objectID = ParentGroup.RootPart.UUID;
2923 UUID parentID = ParentGroup.UUID;
2924 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
2925
2926 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
2927 }
2928
2474 public void PhysicsOutOfBounds(Vector3 pos) 2929 public void PhysicsOutOfBounds(Vector3 pos)
2475 { 2930 {
2476 // Note: This is only being called on the root prim at this time. 2931 // Note: This is only being called on the root prim at this time.
@@ -2492,9 +2947,9 @@ namespace OpenSim.Region.Framework.Scenes
2492 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2947 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2493 2948
2494 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2949 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2495 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2950 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2496 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2951 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2497 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2952 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2498 { 2953 {
2499 ParentGroup.AbsolutePosition = newpos; 2954 ParentGroup.AbsolutePosition = newpos;
2500 return; 2955 return;
@@ -2779,6 +3234,14 @@ namespace OpenSim.Region.Framework.Scenes
2779 if (ParentGroup == null) 3234 if (ParentGroup == null)
2780 return; 3235 return;
2781 3236
3237 // Update the "last" values
3238 m_lastPosition = OffsetPosition;
3239 m_lastRotation = RotationOffset;
3240 m_lastVelocity = Velocity;
3241 m_lastAcceleration = Acceleration;
3242 m_lastAngularVelocity = AngularVelocity;
3243 m_lastUpdateSentTime = Environment.TickCount;
3244
2782 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) 3245 ParentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar)
2783 { 3246 {
2784 SendFullUpdate(avatar.ControllingClient); 3247 SendFullUpdate(avatar.ControllingClient);
@@ -2837,8 +3300,8 @@ namespace OpenSim.Region.Framework.Scenes
2837 { 3300 {
2838 const float ROTATION_TOLERANCE = 0.01f; 3301 const float ROTATION_TOLERANCE = 0.01f;
2839 const float VELOCITY_TOLERANCE = 0.001f; 3302 const float VELOCITY_TOLERANCE = 0.001f;
2840 const float POSITION_TOLERANCE = 0.05f; 3303 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2841 const int TIME_MS_TOLERANCE = 3000; 3304 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2842 3305
2843 switch (UpdateFlag) 3306 switch (UpdateFlag)
2844 { 3307 {
@@ -2852,17 +3315,10 @@ namespace OpenSim.Region.Framework.Scenes
2852 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || 3315 Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) ||
2853 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || 3316 !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) ||
2854 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 3317 !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
2855 Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) 3318 Environment.TickCount - m_lastUpdateSentTime > TIME_MS_TOLERANCE)
2856 { 3319 {
2857 SendTerseUpdateToAllClients(); 3320 SendTerseUpdateToAllClients();
2858 3321
2859 // Update the "last" values
2860 m_lastPosition = OffsetPosition;
2861 m_lastRotation = RotationOffset;
2862 m_lastVelocity = Velocity;
2863 m_lastAcceleration = Acceleration;
2864 m_lastAngularVelocity = AngularVelocity;
2865 m_lastTerseSent = Environment.TickCount;
2866 } 3322 }
2867 break; 3323 break;
2868 } 3324 }
@@ -2880,6 +3336,17 @@ namespace OpenSim.Region.Framework.Scenes
2880 /// </summary> 3336 /// </summary>
2881 public void SendTerseUpdateToAllClients() 3337 public void SendTerseUpdateToAllClients()
2882 { 3338 {
3339 if (ParentGroup == null || ParentGroup.Scene == null)
3340 return;
3341
3342 // Update the "last" values
3343 m_lastPosition = OffsetPosition;
3344 m_lastRotation = RotationOffset;
3345 m_lastVelocity = Velocity;
3346 m_lastAcceleration = Acceleration;
3347 m_lastAngularVelocity = AngularVelocity;
3348 m_lastUpdateSentTime = Environment.TickCount;
3349
2883 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client) 3350 ParentGroup.Scene.ForEachClient(delegate(IClientAPI client)
2884 { 3351 {
2885 SendTerseUpdateToClient(client); 3352 SendTerseUpdateToClient(client);
@@ -2903,10 +3370,13 @@ namespace OpenSim.Region.Framework.Scenes
2903 3370
2904 public void SetBuoyancy(float fvalue) 3371 public void SetBuoyancy(float fvalue)
2905 { 3372 {
2906 PhysicsActor pa = PhysActor; 3373 Buoyancy = fvalue;
2907 3374/*
2908 if (pa != null) 3375 if (PhysActor != null)
2909 pa.Buoyancy = fvalue; 3376 {
3377 PhysActor.Buoyancy = fvalue;
3378 }
3379 */
2910 } 3380 }
2911 3381
2912 public void SetDieAtEdge(bool p) 3382 public void SetDieAtEdge(bool p)
@@ -2922,47 +3392,111 @@ namespace OpenSim.Region.Framework.Scenes
2922 PhysicsActor pa = PhysActor; 3392 PhysicsActor pa = PhysActor;
2923 3393
2924 if (pa != null) 3394 if (pa != null)
2925 pa.FloatOnWater = floatYN == 1; 3395 pa.FloatOnWater = (floatYN == 1);
2926 } 3396 }
2927 3397
2928 public void SetForce(Vector3 force) 3398 public void SetForce(Vector3 force)
2929 { 3399 {
2930 PhysicsActor pa = PhysActor; 3400 Force = force;
3401 }
2931 3402
2932 if (pa != null) 3403 public SOPVehicle VehicleParams
2933 pa.Force = force; 3404 {
3405 get
3406 {
3407 return m_vehicleParams;
3408 }
3409 set
3410 {
3411 m_vehicleParams = value;
3412 }
3413 }
3414
3415
3416 public int VehicleType
3417 {
3418 get
3419 {
3420 if (m_vehicleParams == null)
3421 return (int)Vehicle.TYPE_NONE;
3422 else
3423 return (int)m_vehicleParams.Type;
3424 }
3425 set
3426 {
3427 SetVehicleType(value);
3428 }
2934 } 3429 }
2935 3430
2936 public void SetVehicleType(int type) 3431 public void SetVehicleType(int type)
2937 { 3432 {
2938 PhysicsActor pa = PhysActor; 3433 m_vehicleParams = null;
3434
3435 if (type == (int)Vehicle.TYPE_NONE)
3436 {
3437 if (_parentID ==0 && PhysActor != null)
3438 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3439 return;
3440 }
3441 m_vehicleParams = new SOPVehicle();
3442 m_vehicleParams.ProcessTypeChange((Vehicle)type);
3443 {
3444 if (_parentID ==0 && PhysActor != null)
3445 PhysActor.VehicleType = type;
3446 return;
3447 }
3448 }
2939 3449
2940 if (pa != null) 3450 public void SetVehicleFlags(int param, bool remove)
2941 pa.VehicleType = type; 3451 {
3452 if (m_vehicleParams == null)
3453 return;
3454
3455 m_vehicleParams.ProcessVehicleFlags(param, remove);
3456
3457 if (_parentID ==0 && PhysActor != null)
3458 {
3459 PhysActor.VehicleFlags(param, remove);
3460 }
2942 } 3461 }
2943 3462
2944 public void SetVehicleFloatParam(int param, float value) 3463 public void SetVehicleFloatParam(int param, float value)
2945 { 3464 {
2946 PhysicsActor pa = PhysActor; 3465 if (m_vehicleParams == null)
3466 return;
2947 3467
2948 if (pa != null) 3468 m_vehicleParams.ProcessFloatVehicleParam((Vehicle)param, value);
2949 pa.VehicleFloatParam(param, value); 3469
3470 if (_parentID == 0 && PhysActor != null)
3471 {
3472 PhysActor.VehicleFloatParam(param, value);
3473 }
2950 } 3474 }
2951 3475
2952 public void SetVehicleVectorParam(int param, Vector3 value) 3476 public void SetVehicleVectorParam(int param, Vector3 value)
2953 { 3477 {
2954 PhysicsActor pa = PhysActor; 3478 if (m_vehicleParams == null)
3479 return;
2955 3480
2956 if (pa != null) 3481 m_vehicleParams.ProcessVectorVehicleParam((Vehicle)param, value);
2957 pa.VehicleVectorParam(param, value); 3482
3483 if (_parentID == 0 && PhysActor != null)
3484 {
3485 PhysActor.VehicleVectorParam(param, value);
3486 }
2958 } 3487 }
2959 3488
2960 public void SetVehicleRotationParam(int param, Quaternion rotation) 3489 public void SetVehicleRotationParam(int param, Quaternion rotation)
2961 { 3490 {
2962 PhysicsActor pa = PhysActor; 3491 if (m_vehicleParams == null)
3492 return;
2963 3493
2964 if (pa != null) 3494 m_vehicleParams.ProcessRotationVehicleParam((Vehicle)param, rotation);
2965 pa.VehicleRotationParam(param, rotation); 3495
3496 if (_parentID == 0 && PhysActor != null)
3497 {
3498 PhysActor.VehicleRotationParam(param, rotation);
3499 }
2966 } 3500 }
2967 3501
2968 /// <summary> 3502 /// <summary>
@@ -3163,14 +3697,6 @@ namespace OpenSim.Region.Framework.Scenes
3163 hasProfileCut = hasDimple; // is it the same thing? 3697 hasProfileCut = hasDimple; // is it the same thing?
3164 } 3698 }
3165 3699
3166 public void SetVehicleFlags(int param, bool remove)
3167 {
3168 PhysicsActor pa = PhysActor;
3169
3170 if (pa != null)
3171 pa.VehicleFlags(param, remove);
3172 }
3173
3174 public void SetGroup(UUID groupID, IClientAPI client) 3700 public void SetGroup(UUID groupID, IClientAPI client)
3175 { 3701 {
3176 // Scene.AddNewPrims() calls with client == null so can't use this. 3702 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3274,71 +3800,20 @@ namespace OpenSim.Region.Framework.Scenes
3274 { 3800 {
3275 ParentGroup.stopMoveToTarget(); 3801 ParentGroup.stopMoveToTarget();
3276 3802
3277 ParentGroup.ScheduleGroupForTerseUpdate(); 3803// ParentGroup.ScheduleGroupForTerseUpdate();
3278 //ParentGroup.ScheduleGroupForFullUpdate(); 3804 //ParentGroup.ScheduleGroupForFullUpdate();
3279 } 3805 }
3280 3806
3281 public void StoreUndoState() 3807 public void StoreUndoState(ObjectChangeType change)
3282 { 3808 {
3283 StoreUndoState(false); 3809 if (m_UndoRedo == null)
3284 } 3810 m_UndoRedo = new UndoRedoState(5);
3285
3286 public void StoreUndoState(bool forGroup)
3287 {
3288 if (ParentGroup == null || ParentGroup.Scene == null)
3289 return;
3290
3291 if (Undoing)
3292 {
3293// m_log.DebugFormat(
3294// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3295 return;
3296 }
3297
3298 if (IgnoreUndoUpdate)
3299 {
3300// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3301 return;
3302 }
3303 3811
3304 lock (m_undo) 3812 lock (m_UndoRedo)
3305 { 3813 {
3306 if (m_undo.Count > 0) 3814 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3307 { 3815 {
3308 UndoState last = m_undo[m_undo.Count - 1]; 3816 m_UndoRedo.StoreUndo(this, change);
3309 if (last != null)
3310 {
3311 // TODO: May need to fix for group comparison
3312 if (last.Compare(this))
3313 {
3314// m_log.DebugFormat(
3315// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3316// Name, LocalId, m_undo.Count);
3317
3318 return;
3319 }
3320 }
3321 }
3322
3323// m_log.DebugFormat(
3324// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3325// Name, LocalId, forGroup, m_undo.Count);
3326
3327 if (ParentGroup.Scene.MaxUndoCount > 0)
3328 {
3329 UndoState nUndo = new UndoState(this, forGroup);
3330
3331 m_undo.Add(nUndo);
3332
3333 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3334 m_undo.RemoveAt(0);
3335
3336 if (m_redo.Count > 0)
3337 m_redo.Clear();
3338
3339// m_log.DebugFormat(
3340// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3341// Name, LocalId, forGroup, m_undo.Count);
3342 } 3817 }
3343 } 3818 }
3344 } 3819 }
@@ -3350,88 +3825,46 @@ namespace OpenSim.Region.Framework.Scenes
3350 { 3825 {
3351 get 3826 get
3352 { 3827 {
3353 lock (m_undo) 3828 if (m_UndoRedo == null)
3354 return m_undo.Count; 3829 return 0;
3830 return m_UndoRedo.Count;
3355 } 3831 }
3356 } 3832 }
3357 3833
3358 public void Undo() 3834 public void Undo()
3359 { 3835 {
3360 lock (m_undo) 3836 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3361 { 3837 return;
3362// m_log.DebugFormat(
3363// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3364// Name, LocalId, m_undo.Count);
3365
3366 if (m_undo.Count > 0)
3367 {
3368 UndoState goback = m_undo[m_undo.Count - 1];
3369 m_undo.RemoveAt(m_undo.Count - 1);
3370
3371 UndoState nUndo = null;
3372
3373 if (ParentGroup.Scene.MaxUndoCount > 0)
3374 {
3375 nUndo = new UndoState(this, goback.ForGroup);
3376 }
3377
3378 goback.PlaybackState(this);
3379
3380 if (nUndo != null)
3381 {
3382 m_redo.Add(nUndo);
3383
3384 if (m_redo.Count > ParentGroup.Scene.MaxUndoCount)
3385 m_redo.RemoveAt(0);
3386 }
3387 }
3388 3838
3389// m_log.DebugFormat( 3839 lock (m_UndoRedo)
3390// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3840 {
3391// Name, LocalId, m_undo.Count); 3841 Undoing = true;
3842 m_UndoRedo.Undo(this);
3843 Undoing = false;
3392 } 3844 }
3393 } 3845 }
3394 3846
3395 public void Redo() 3847 public void Redo()
3396 { 3848 {
3397 lock (m_undo) 3849 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3398 { 3850 return;
3399// m_log.DebugFormat(
3400// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3401// Name, LocalId, m_redo.Count);
3402
3403 if (m_redo.Count > 0)
3404 {
3405 UndoState gofwd = m_redo[m_redo.Count - 1];
3406 m_redo.RemoveAt(m_redo.Count - 1);
3407
3408 if (ParentGroup.Scene.MaxUndoCount > 0)
3409 {
3410 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3411
3412 m_undo.Add(nUndo);
3413
3414 if (m_undo.Count > ParentGroup.Scene.MaxUndoCount)
3415 m_undo.RemoveAt(0);
3416 }
3417
3418 gofwd.PlayfwdState(this);
3419 3851
3420// m_log.DebugFormat( 3852 lock (m_UndoRedo)
3421// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3853 {
3422// Name, LocalId, m_redo.Count); 3854 Undoing = true;
3423 } 3855 m_UndoRedo.Redo(this);
3856 Undoing = false;
3424 } 3857 }
3425 } 3858 }
3426 3859
3427 public void ClearUndoState() 3860 public void ClearUndoState()
3428 { 3861 {
3429// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3862 if (m_UndoRedo == null || Undoing)
3863 return;
3430 3864
3431 lock (m_undo) 3865 lock (m_UndoRedo)
3432 { 3866 {
3433 m_undo.Clear(); 3867 m_UndoRedo.Clear();
3434 m_redo.Clear();
3435 } 3868 }
3436 } 3869 }
3437 3870
@@ -3983,7 +4416,7 @@ namespace OpenSim.Region.Framework.Scenes
3983 if (god) 4416 if (god)
3984 { 4417 {
3985 BaseMask = ApplyMask(BaseMask, set, mask); 4418 BaseMask = ApplyMask(BaseMask, set, mask);
3986 Inventory.ApplyGodPermissions(_baseMask); 4419 Inventory.ApplyGodPermissions(BaseMask);
3987 } 4420 }
3988 4421
3989 break; 4422 break;
@@ -4014,7 +4447,7 @@ namespace OpenSim.Region.Framework.Scenes
4014 } 4447 }
4015 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) & 4448 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask) &
4016 baseMask; 4449 baseMask;
4017 // Prevent the client from creating no mod, no copy 4450 // Prevent the client from creating no copy, no transfer
4018 // objects 4451 // objects
4019 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0) 4452 if ((NextOwnerMask & (uint)PermissionMask.Copy) == 0)
4020 NextOwnerMask |= (uint)PermissionMask.Transfer; 4453 NextOwnerMask |= (uint)PermissionMask.Transfer;
@@ -4032,20 +4465,20 @@ namespace OpenSim.Region.Framework.Scenes
4032 { 4465 {
4033 bool update = false; 4466 bool update = false;
4034 4467
4035 if (BaseMask != source.BaseMask || 4468 uint prevOwnerMask = OwnerMask;
4036 OwnerMask != source.OwnerMask || 4469 uint prevGroupMask = GroupMask;
4037 GroupMask != source.GroupMask || 4470 uint prevEveryoneMask = EveryoneMask;
4038 EveryoneMask != source.EveryoneMask || 4471 uint prevNextOwnerMask = NextOwnerMask;
4039 NextOwnerMask != source.NextOwnerMask)
4040 update = true;
4041 4472
4042 BaseMask = source.BaseMask; 4473 OwnerMask = source.OwnerMask & BaseMask;
4043 OwnerMask = source.OwnerMask; 4474 GroupMask = source.GroupMask & BaseMask;
4044 GroupMask = source.GroupMask; 4475 EveryoneMask = source.EveryoneMask & BaseMask;
4045 EveryoneMask = source.EveryoneMask; 4476 NextOwnerMask = source.NextOwnerMask & BaseMask;
4046 NextOwnerMask = source.NextOwnerMask;
4047 4477
4048 if (update) 4478 if (OwnerMask != prevOwnerMask ||
4479 GroupMask != prevGroupMask ||
4480 EveryoneMask != prevEveryoneMask ||
4481 NextOwnerMask != prevNextOwnerMask)
4049 SendFullUpdateToAllClients(); 4482 SendFullUpdateToAllClients();
4050 } 4483 }
4051 4484
@@ -4096,6 +4529,7 @@ namespace OpenSim.Region.Framework.Scenes
4096 } 4529 }
4097 } 4530 }
4098 4531
4532
4099 public void UpdateExtraPhysics(ExtraPhysicsData physdata) 4533 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4100 { 4534 {
4101 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null) 4535 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
@@ -4123,7 +4557,7 @@ namespace OpenSim.Region.Framework.Scenes
4123 /// <param name="SetTemporary"></param> 4557 /// <param name="SetTemporary"></param>
4124 /// <param name="SetPhantom"></param> 4558 /// <param name="SetPhantom"></param>
4125 /// <param name="SetVD"></param> 4559 /// <param name="SetVD"></param>
4126 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4560 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4127 { 4561 {
4128 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4562 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4129 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4563 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -4133,116 +4567,98 @@ namespace OpenSim.Region.Framework.Scenes
4133 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4567 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4134 return; 4568 return;
4135 4569
4136 PhysicsActor pa = PhysActor; 4570 VolumeDetectActive = SetVD;
4137 4571
4138 // Special cases for VD. VD can only be called from a script 4572 // volume detector implies phantom
4139 // and can't be combined with changes to other states. So we can rely 4573 if (VolumeDetectActive)
4140 // that...
4141 // ... if VD is changed, all others are not.
4142 // ... if one of the others is changed, VD is not.
4143 if (SetVD) // VD is active, special logic applies
4144 {
4145 // State machine logic for VolumeDetect
4146 // More logic below
4147 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4148
4149 if (phanReset) // Phantom changes from on to off switch VD off too
4150 {
4151 SetVD = false; // Switch it of for the course of this routine
4152 VolumeDetectActive = false; // and also permanently
4153
4154 if (pa != null)
4155 pa.SetVolumeDetect(0); // Let physics know about it too
4156 }
4157 else
4158 {
4159 // If volumedetect is active we don't want phantom to be applied.
4160 // If this is a new call to VD out of the state "phantom"
4161 // this will also cause the prim to be visible to physics
4162 SetPhantom = false;
4163 }
4164 }
4165
4166 if (UsePhysics && IsJoint())
4167 {
4168 SetPhantom = true; 4574 SetPhantom = true;
4169 }
4170 4575
4171 if (UsePhysics) 4576 if (UsePhysics)
4172 {
4173 AddFlag(PrimFlags.Physics); 4577 AddFlag(PrimFlags.Physics);
4174 if (!wasUsingPhysics)
4175 {
4176 DoPhysicsPropertyUpdate(UsePhysics, false);
4177 }
4178 }
4179 else 4578 else
4180 {
4181 RemFlag(PrimFlags.Physics); 4579 RemFlag(PrimFlags.Physics);
4182 if (wasUsingPhysics)
4183 {
4184 DoPhysicsPropertyUpdate(UsePhysics, false);
4185 }
4186 }
4187 4580
4188 if (SetPhantom 4581 if (SetPhantom)
4189 || ParentGroup.IsAttachment
4190 || PhysicsShapeType == (byte)PhysShapeType.none
4191 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4192 {
4193 AddFlag(PrimFlags.Phantom); 4582 AddFlag(PrimFlags.Phantom);
4583 else
4584 RemFlag(PrimFlags.Phantom);
4194 4585
4195 if (PhysActor != null) 4586 if (SetTemporary)
4587 AddFlag(PrimFlags.TemporaryOnRez);
4588 else
4589 RemFlag(PrimFlags.TemporaryOnRez);
4590
4591
4592 if (ParentGroup.Scene == null)
4593 return;
4594
4595 PhysicsActor pa = PhysActor;
4596
4597 if (pa != null && building && pa.Building != building)
4598 pa.Building = building;
4599
4600 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4601 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4602 {
4603 if (pa != null)
4196 { 4604 {
4605 if(wasUsingPhysics)
4606 ParentGroup.Scene.RemovePhysicalPrim(1);
4197 RemoveFromPhysics(); 4607 RemoveFromPhysics();
4198 pa = null;
4199 } 4608 }
4609
4610 Velocity = new Vector3(0, 0, 0);
4611 Acceleration = new Vector3(0, 0, 0);
4612 if (ParentGroup.RootPart == this)
4613 AngularVelocity = new Vector3(0, 0, 0);
4200 } 4614 }
4201 else // Not phantom 4615
4616 else
4202 { 4617 {
4203 RemFlag(PrimFlags.Phantom); 4618 if (ParentGroup.Scene.CollidablePrims)
4204
4205 if (ParentGroup.Scene == null)
4206 return;
4207
4208 if (ParentGroup.Scene.CollidablePrims && pa == null)
4209 { 4619 {
4210 AddToPhysics(UsePhysics, SetPhantom, false); 4620 if (pa == null)
4211 pa = PhysActor;
4212
4213
4214 if (pa != null)
4215 { 4621 {
4216 pa.SetMaterial(Material); 4622 AddToPhysics(UsePhysics, SetPhantom, building, false);
4217 DoPhysicsPropertyUpdate(UsePhysics, true); 4623 pa = PhysActor;
4218 4624/*
4219 if ( 4625 if (pa != null)
4220 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4221 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4222 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4223 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4224 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4225 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4226 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4227 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4228 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4229 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4230 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4231 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4232 (CollisionSound != UUID.Zero)
4233 )
4234 { 4626 {
4235 pa.OnCollisionUpdate += PhysicsCollision; 4627 if (
4236 pa.SubscribeEvents(1000); 4628// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4629// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4630// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4631// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4632// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4633// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4634 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4635 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4636 (CollisionSound != UUID.Zero)
4637 )
4638 {
4639 pa.OnCollisionUpdate += PhysicsCollision;
4640 pa.SubscribeEvents(1000);
4641 }
4237 } 4642 }
4643*/
4644 }
4645 else // it already has a physical representation
4646 {
4647 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4648/* moved into DoPhysicsPropertyUpdate
4649 if(VolumeDetectActive)
4650 pa.SetVolumeDetect(1);
4651 else
4652 pa.SetVolumeDetect(0);
4653*/
4654
4655 if (pa.Building != building)
4656 pa.Building = building;
4238 } 4657 }
4239 }
4240 else // it already has a physical representation
4241 {
4242 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4243 }
4244 }
4245 4658
4659 UpdatePhysicsSubscribedEvents();
4660 }
4661 }
4246 if (SetVD) 4662 if (SetVD)
4247 { 4663 {
4248 // If the above logic worked (this is urgent candidate to unit tests!) 4664 // If the above logic worked (this is urgent candidate to unit tests!)
@@ -4256,6 +4672,7 @@ namespace OpenSim.Region.Framework.Scenes
4256 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4672 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4257 VolumeDetectActive = true; 4673 VolumeDetectActive = true;
4258 } 4674 }
4675 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4259 } 4676 }
4260 else if (SetVD != wasVD) 4677 else if (SetVD != wasVD)
4261 { 4678 {
@@ -4267,61 +4684,51 @@ namespace OpenSim.Region.Framework.Scenes
4267 RemFlag(PrimFlags.Phantom); 4684 RemFlag(PrimFlags.Phantom);
4268 VolumeDetectActive = false; 4685 VolumeDetectActive = false;
4269 } 4686 }
4270 4687 // and last in case we have a new actor and not building
4271 if (SetTemporary)
4272 {
4273 AddFlag(PrimFlags.TemporaryOnRez);
4274 }
4275 else
4276 {
4277 RemFlag(PrimFlags.TemporaryOnRez);
4278 }
4279
4280 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4281 4688
4282 if (ParentGroup != null) 4689 if (ParentGroup != null)
4283 { 4690 {
4284 ParentGroup.HasGroupChanged = true; 4691 ParentGroup.HasGroupChanged = true;
4285 ScheduleFullUpdate(); 4692 ScheduleFullUpdate();
4286 } 4693 }
4287 4694
4288// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4695// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4289 } 4696 }
4290 4697
4291 /// <summary> 4698 /// <summary>
4292 /// Adds this part to the physics scene. 4699 /// Adds this part to the physics scene.
4700 /// and sets the PhysActor property
4293 /// </summary> 4701 /// </summary>
4294 /// <remarks>This method also sets the PhysActor property.</remarks> 4702 /// <param name="isPhysical">Add this prim as physical.</param>
4295 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4703 /// <param name="isPhantom">Add this prim as phantom.</param>
4296 /// <returns> 4704 /// <param name="building">tells physics to delay full construction of object</param>
4297 /// The physics actor. null if there was a failure. 4705 /// <param name="applyDynamics">applies velocities, force and torque</param>
4298 /// </returns> 4706 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4299 private void AddToPhysics(bool isPhysical, bool isPhantom, bool applyDynamics) 4707 {
4300 {
4301 PhysicsActor pa; 4708 PhysicsActor pa;
4302 4709
4303 Vector3 velocity = Velocity; 4710 Vector3 velocity = Velocity;
4304 Vector3 rotationalVelocity = AngularVelocity;; 4711 Vector3 rotationalVelocity = AngularVelocity;;
4305 4712
4306 try 4713 try
4307 { 4714 {
4308 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4715 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4309 string.Format("{0}/{1}", Name, UUID), 4716 string.Format("{0}/{1}", Name, UUID),
4310 Shape, 4717 Shape,
4311 AbsolutePosition, 4718 AbsolutePosition,
4312 Scale, 4719 Scale,
4313 GetWorldRotation(), 4720 GetWorldRotation(),
4314 isPhysical, 4721 isPhysical,
4315 isPhantom, 4722 isPhantom,
4316 PhysicsShapeType, 4723 PhysicsShapeType,
4317 m_localId); 4724 m_localId);
4318 } 4725 }
4319 catch (Exception e) 4726 catch (Exception e)
4320 { 4727 {
4321 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e); 4728 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e);
4322 pa = null; 4729 pa = null;
4323 } 4730 }
4324 4731
4325 if (pa != null) 4732 if (pa != null)
4326 { 4733 {
4327 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4734 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
@@ -4334,9 +4741,16 @@ namespace OpenSim.Region.Framework.Scenes
4334 4741
4335 if (VolumeDetectActive) // change if not the default only 4742 if (VolumeDetectActive) // change if not the default only
4336 pa.SetVolumeDetect(1); 4743 pa.SetVolumeDetect(1);
4744
4745 if (m_vehicleParams != null && LocalId == ParentGroup.RootPart.LocalId)
4746 m_vehicleParams.SetVehicle(pa);
4747
4337 // we are going to tell rest of code about physics so better have this here 4748 // we are going to tell rest of code about physics so better have this here
4338 PhysActor = pa; 4749 PhysActor = pa;
4339 4750
4751 // DoPhysicsPropertyUpdate(isPhysical, true);
4752 // lets expand it here just with what it really needs to do
4753
4340 if (isPhysical) 4754 if (isPhysical)
4341 { 4755 {
4342 if (ParentGroup.RootPart.KeyframeMotion != null) 4756 if (ParentGroup.RootPart.KeyframeMotion != null)
@@ -4358,19 +4772,34 @@ namespace OpenSim.Region.Framework.Scenes
4358 } 4772 }
4359 } 4773 }
4360 4774
4361 if (applyDynamics) 4775 if (applyDynamics)
4362 // do independent of isphysical so parameters get setted (at least some) 4776 // do independent of isphysical so parameters get setted (at least some)
4363 { 4777 {
4364 Velocity = velocity; 4778 Velocity = velocity;
4365 AngularVelocity = rotationalVelocity; 4779 AngularVelocity = rotationalVelocity;
4366// pa.Velocity = velocity; 4780// pa.Velocity = velocity;
4367 pa.RotationalVelocity = rotationalVelocity; 4781 pa.RotationalVelocity = rotationalVelocity;
4782
4783 // if not vehicle and root part apply force and torque
4784 if ((m_vehicleParams == null || m_vehicleParams.Type == Vehicle.TYPE_NONE)
4785 && LocalId == ParentGroup.RootPart.LocalId)
4786 {
4787 pa.Force = Force;
4788 pa.Torque = Torque;
4789 }
4368 } 4790 }
4369 4791
4370 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa); 4792// if (Shape.SculptEntry)
4793// CheckSculptAndLoad();
4794// else
4795 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4796
4797 if (!building)
4798 pa.Building = false;
4371 } 4799 }
4372 4800
4373 PhysActor = pa; 4801 PhysActor = pa;
4802
4374 ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this); 4803 ParentGroup.Scene.EventManager.TriggerObjectAddedToPhysicalScene(this);
4375 } 4804 }
4376 4805
@@ -4379,13 +4808,21 @@ namespace OpenSim.Region.Framework.Scenes
4379 /// </summary> 4808 /// </summary>
4380 /// <remarks> 4809 /// <remarks>
4381 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4810 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4382 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4811 /// representation for collision detection.
4383 /// phantom.
4384 /// </remarks> 4812 /// </remarks>
4385 public void RemoveFromPhysics() 4813 public void RemoveFromPhysics()
4386 { 4814 {
4387 ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); 4815 PhysicsActor pa = PhysActor;
4388 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 4816 if (pa != null)
4817 {
4818 pa.OnCollisionUpdate -= PhysicsCollision;
4819 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
4820 pa.OnOutOfBounds -= PhysicsOutOfBounds;
4821
4822 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
4823
4824 ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this);
4825 }
4389 PhysActor = null; 4826 PhysActor = null;
4390 } 4827 }
4391 4828
@@ -4517,6 +4954,8 @@ namespace OpenSim.Region.Framework.Scenes
4517 { 4954 {
4518// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId); 4955// m_log.DebugFormat("Processing CheckSculptAndLoad for {0} {1}", Name, LocalId);
4519 4956
4957 return;
4958
4520 if (ParentGroup.IsDeleted) 4959 if (ParentGroup.IsDeleted)
4521 return; 4960 return;
4522 4961
@@ -4640,6 +5079,44 @@ namespace OpenSim.Region.Framework.Scenes
4640 } 5079 }
4641 } 5080 }
4642 5081
5082
5083 private void UpdatePhysicsSubscribedEvents()
5084 {
5085 PhysicsActor pa = PhysActor;
5086 if (pa == null)
5087 return;
5088
5089 pa.OnCollisionUpdate -= PhysicsCollision;
5090
5091 bool hassound = (!VolumeDetectActive && CollisionSoundType >= 0 && ((Flags & PrimFlags.Physics) != 0));
5092
5093 scriptEvents CombinedEvents = AggregateScriptEvents;
5094
5095 // merge with root part
5096 if (ParentGroup != null && ParentGroup.RootPart != null)
5097 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
5098
5099 // submit to this part case
5100 if (VolumeDetectActive)
5101 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
5102 else if ((Flags & PrimFlags.Phantom) != 0)
5103 CombinedEvents &= PhyscicsPhantonSubsEvents;
5104 else
5105 CombinedEvents &= PhysicsNeededSubsEvents;
5106
5107 if (hassound || CombinedEvents != 0)
5108 {
5109 // subscribe to physics updates.
5110 pa.OnCollisionUpdate += PhysicsCollision;
5111 pa.SubscribeEvents(50); // 20 reports per second
5112 }
5113 else
5114 {
5115 pa.UnSubscribeEvents();
5116 }
5117 }
5118
5119
4643 public void aggregateScriptEvents() 5120 public void aggregateScriptEvents()
4644 { 5121 {
4645 if (ParentGroup == null || ParentGroup.RootPart == null) 5122 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4676,40 +5153,32 @@ namespace OpenSim.Region.Framework.Scenes
4676 { 5153 {
4677 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 5154 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4678 } 5155 }
4679 5156/*
4680 PhysicsActor pa = PhysActor; 5157 PhysicsActor pa = PhysActor;
4681 5158 if (pa != null)
4682 if (
4683 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4684 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4685 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4686 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4687 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4688 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4689 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4690 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4691 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4692 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4693 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4694 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4695 (CollisionSound != UUID.Zero)
4696 )
4697 { 5159 {
4698 // subscribe to physics updates. 5160 if (
4699 if (pa != null) 5161// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5162// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5163// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5164// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5165// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5166// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5167 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5168 )
4700 { 5169 {
5170 // subscribe to physics updates.
4701 pa.OnCollisionUpdate += PhysicsCollision; 5171 pa.OnCollisionUpdate += PhysicsCollision;
4702 pa.SubscribeEvents(1000); 5172 pa.SubscribeEvents(1000);
4703 } 5173 }
4704 } 5174 else
4705 else
4706 {
4707 if (pa != null)
4708 { 5175 {
4709 pa.UnSubscribeEvents(); 5176 pa.UnSubscribeEvents();
4710 pa.OnCollisionUpdate -= PhysicsCollision; 5177 pa.OnCollisionUpdate -= PhysicsCollision;
4711 } 5178 }
4712 } 5179 }
5180 */
5181 UpdatePhysicsSubscribedEvents();
4713 5182
4714 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5183 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4715 //{ 5184 //{
@@ -4843,6 +5312,18 @@ namespace OpenSim.Region.Framework.Scenes
4843 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5312 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4844 } 5313 }
4845 5314
5315 public void ResetOwnerChangeFlag()
5316 {
5317 List<UUID> inv = Inventory.GetInventoryList();
5318
5319 foreach (UUID itemID in inv)
5320 {
5321 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5322 item.OwnerChanged = false;
5323 Inventory.UpdateInventoryItem(item, false, false);
5324 }
5325 }
5326
4846 /// <summary> 5327 /// <summary>
4847 /// Record an avatar sitting on this part. 5328 /// Record an avatar sitting on this part.
4848 /// </summary> 5329 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 7dba7c8..d04d87b 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -49,6 +49,9 @@ namespace OpenSim.Region.Framework.Scenes
49 private string m_inventoryFileName = String.Empty; 49 private string m_inventoryFileName = String.Empty;
50 private byte[] m_inventoryFileData = new byte[0]; 50 private byte[] m_inventoryFileData = new byte[0];
51 private uint m_inventoryFileNameSerial = 0; 51 private uint m_inventoryFileNameSerial = 0;
52 private bool m_inventoryPrivileged = false;
53
54 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
52 55
53 /// <value> 56 /// <value>
54 /// The part to which the inventory belongs. 57 /// The part to which the inventory belongs.
@@ -85,7 +88,9 @@ namespace OpenSim.Region.Framework.Scenes
85 /// </value> 88 /// </value>
86 protected internal TaskInventoryDictionary Items 89 protected internal TaskInventoryDictionary Items
87 { 90 {
88 get { return m_items; } 91 get {
92 return m_items;
93 }
89 set 94 set
90 { 95 {
91 m_items = value; 96 m_items = value;
@@ -134,38 +139,45 @@ namespace OpenSim.Region.Framework.Scenes
134 public void ResetInventoryIDs() 139 public void ResetInventoryIDs()
135 { 140 {
136 if (null == m_part) 141 if (null == m_part)
137 return; 142 m_items.LockItemsForWrite(true);
138 143
139 lock (m_items) 144 if (Items.Count == 0)
140 { 145 {
141 if (0 == m_items.Count) 146 m_items.LockItemsForWrite(false);
142 return; 147 return;
148 }
143 149
144 IList<TaskInventoryItem> items = GetInventoryItems(); 150 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
145 m_items.Clear(); 151 Items.Clear();
146 152
147 foreach (TaskInventoryItem item in items) 153 foreach (TaskInventoryItem item in items)
148 { 154 {
149 item.ResetIDs(m_part.UUID); 155 item.ResetIDs(m_part.UUID);
150 m_items.Add(item.ItemID, item); 156 Items.Add(item.ItemID, item);
151 }
152 } 157 }
158 m_items.LockItemsForWrite(false);
153 } 159 }
154 160
155 public void ResetObjectID() 161 public void ResetObjectID()
156 { 162 {
157 lock (Items) 163 m_items.LockItemsForWrite(true);
164
165 if (Items.Count == 0)
158 { 166 {
159 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 167 m_items.LockItemsForWrite(false);
160 Items.Clear(); 168 return;
161
162 foreach (TaskInventoryItem item in items)
163 {
164 item.ParentPartID = m_part.UUID;
165 item.ParentID = m_part.UUID;
166 Items.Add(item.ItemID, item);
167 }
168 } 169 }
170
171 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
172 Items.Clear();
173
174 foreach (TaskInventoryItem item in items)
175 {
176 item.ParentPartID = m_part.UUID;
177 item.ParentID = m_part.UUID;
178 Items.Add(item.ItemID, item);
179 }
180 m_items.LockItemsForWrite(false);
169 } 181 }
170 182
171 /// <summary> 183 /// <summary>
@@ -174,17 +186,14 @@ namespace OpenSim.Region.Framework.Scenes
174 /// <param name="ownerId"></param> 186 /// <param name="ownerId"></param>
175 public void ChangeInventoryOwner(UUID ownerId) 187 public void ChangeInventoryOwner(UUID ownerId)
176 { 188 {
177 lock (Items) 189 List<TaskInventoryItem> items = GetInventoryItems();
178 { 190
179 if (0 == Items.Count) 191 if (items.Count == 0)
180 { 192 return;
181 return;
182 }
183 }
184 193
194 m_items.LockItemsForWrite(true);
185 HasInventoryChanged = true; 195 HasInventoryChanged = true;
186 m_part.ParentGroup.HasGroupChanged = true; 196 m_part.ParentGroup.HasGroupChanged = true;
187 List<TaskInventoryItem> items = GetInventoryItems();
188 foreach (TaskInventoryItem item in items) 197 foreach (TaskInventoryItem item in items)
189 { 198 {
190 if (ownerId != item.OwnerID) 199 if (ownerId != item.OwnerID)
@@ -195,6 +204,7 @@ namespace OpenSim.Region.Framework.Scenes
195 item.PermsGranter = UUID.Zero; 204 item.PermsGranter = UUID.Zero;
196 item.OwnerChanged = true; 205 item.OwnerChanged = true;
197 } 206 }
207 m_items.LockItemsForWrite(false);
198 } 208 }
199 209
200 /// <summary> 210 /// <summary>
@@ -203,12 +213,11 @@ namespace OpenSim.Region.Framework.Scenes
203 /// <param name="groupID"></param> 213 /// <param name="groupID"></param>
204 public void ChangeInventoryGroup(UUID groupID) 214 public void ChangeInventoryGroup(UUID groupID)
205 { 215 {
206 lock (Items) 216 m_items.LockItemsForWrite(true);
217 if (0 == Items.Count)
207 { 218 {
208 if (0 == Items.Count) 219 m_items.LockItemsForWrite(false);
209 { 220 return;
210 return;
211 }
212 } 221 }
213 222
214 // Don't let this set the HasGroupChanged flag for attachments 223 // Don't let this set the HasGroupChanged flag for attachments
@@ -220,12 +229,15 @@ namespace OpenSim.Region.Framework.Scenes
220 m_part.ParentGroup.HasGroupChanged = true; 229 m_part.ParentGroup.HasGroupChanged = true;
221 } 230 }
222 231
223 List<TaskInventoryItem> items = GetInventoryItems(); 232 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
224 foreach (TaskInventoryItem item in items) 233 foreach (TaskInventoryItem item in items)
225 { 234 {
226 if (groupID != item.GroupID) 235 if (groupID != item.GroupID)
236 {
227 item.GroupID = groupID; 237 item.GroupID = groupID;
238 }
228 } 239 }
240 m_items.LockItemsForWrite(false);
229 } 241 }
230 242
231 private void QueryScriptStates() 243 private void QueryScriptStates()
@@ -233,15 +245,18 @@ namespace OpenSim.Region.Framework.Scenes
233 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null) 245 if (m_part == null || m_part.ParentGroup == null || m_part.ParentGroup.Scene == null)
234 return; 246 return;
235 247
236 lock (Items) 248 Items.LockItemsForRead(true);
249 foreach (TaskInventoryItem item in Items.Values)
237 { 250 {
238 foreach (TaskInventoryItem item in Items.Values) 251 if (item.InvType == (int)InventoryType.LSL)
239 { 252 {
240 bool running; 253 bool running;
241 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running)) 254 if (TryGetScriptInstanceRunning(m_part.ParentGroup.Scene, item, out running))
242 item.ScriptRunning = running; 255 item.ScriptRunning = running;
243 } 256 }
244 } 257 }
258
259 Items.LockItemsForRead(false);
245 } 260 }
246 261
247 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running) 262 public bool TryGetScriptInstanceRunning(UUID itemId, out bool running)
@@ -318,7 +333,10 @@ namespace OpenSim.Region.Framework.Scenes
318 { 333 {
319 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 334 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
320 foreach (TaskInventoryItem item in scripts) 335 foreach (TaskInventoryItem item in scripts)
336 {
321 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 337 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
338 m_part.RemoveScriptEvents(item.ItemID);
339 }
322 } 340 }
323 341
324 /// <summary> 342 /// <summary>
@@ -340,7 +358,10 @@ namespace OpenSim.Region.Framework.Scenes
340// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 358// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
341 359
342 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 360 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
361 {
362 StoreScriptError(item.ItemID, "no permission");
343 return false; 363 return false;
364 }
344 365
345 m_part.AddFlag(PrimFlags.Scripted); 366 m_part.AddFlag(PrimFlags.Scripted);
346 367
@@ -350,14 +371,13 @@ namespace OpenSim.Region.Framework.Scenes
350 if (stateSource == 2 && // Prim crossing 371 if (stateSource == 2 && // Prim crossing
351 m_part.ParentGroup.Scene.m_trustBinaries) 372 m_part.ParentGroup.Scene.m_trustBinaries)
352 { 373 {
353 lock (m_items) 374 m_items.LockItemsForWrite(true);
354 { 375 m_items[item.ItemID].PermsMask = 0;
355 m_items[item.ItemID].PermsMask = 0; 376 m_items[item.ItemID].PermsGranter = UUID.Zero;
356 m_items[item.ItemID].PermsGranter = UUID.Zero; 377 m_items.LockItemsForWrite(false);
357 }
358
359 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 378 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
360 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 379 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
380 StoreScriptErrors(item.ItemID, null);
361 m_part.ParentGroup.AddActiveScriptCount(1); 381 m_part.ParentGroup.AddActiveScriptCount(1);
362 m_part.ScheduleFullUpdate(); 382 m_part.ScheduleFullUpdate();
363 return true; 383 return true;
@@ -366,6 +386,8 @@ namespace OpenSim.Region.Framework.Scenes
366 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 386 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
367 if (null == asset) 387 if (null == asset)
368 { 388 {
389 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
390 StoreScriptError(item.ItemID, msg);
369 m_log.ErrorFormat( 391 m_log.ErrorFormat(
370 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 392 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
371 item.Name, item.ItemID, m_part.AbsolutePosition, 393 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -378,16 +400,18 @@ namespace OpenSim.Region.Framework.Scenes
378 if (m_part.ParentGroup.m_savedScriptState != null) 400 if (m_part.ParentGroup.m_savedScriptState != null)
379 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 401 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
380 402
381 lock (m_items) 403 m_items.LockItemsForWrite(true);
382 { 404
383 m_items[item.ItemID].OldItemID = item.OldItemID; 405 m_items[item.ItemID].OldItemID = item.OldItemID;
384 m_items[item.ItemID].PermsMask = 0; 406 m_items[item.ItemID].PermsMask = 0;
385 m_items[item.ItemID].PermsGranter = UUID.Zero; 407 m_items[item.ItemID].PermsGranter = UUID.Zero;
386 }
387 408
409 m_items.LockItemsForWrite(false);
410
388 string script = Utils.BytesToString(asset.Data); 411 string script = Utils.BytesToString(asset.Data);
389 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 412 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
390 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 413 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
414 StoreScriptErrors(item.ItemID, null);
391 if (!item.ScriptRunning) 415 if (!item.ScriptRunning)
392 m_part.ParentGroup.Scene.EventManager.TriggerStopScript( 416 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
393 m_part.LocalId, item.ItemID); 417 m_part.LocalId, item.ItemID);
@@ -460,22 +484,149 @@ namespace OpenSim.Region.Framework.Scenes
460 return stateID; 484 return stateID;
461 } 485 }
462 486
487 /// <summary>
488 /// Start a script which is in this prim's inventory.
489 /// Some processing may occur in the background, but this routine returns asap.
490 /// </summary>
491 /// <param name="itemId">
492 /// A <see cref="UUID"/>
493 /// </param>
463 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 494 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
464 { 495 {
465 TaskInventoryItem item = GetInventoryItem(itemId); 496 lock (m_scriptErrors)
466 if (item != null)
467 { 497 {
468 return CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 498 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
499 m_scriptErrors.Remove(itemId);
500 }
501 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
502 return true;
503 }
504
505 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
506 {
507 m_items.LockItemsForRead(true);
508 if (m_items.ContainsKey(itemId))
509 {
510 if (m_items.ContainsKey(itemId))
511 {
512 m_items.LockItemsForRead(false);
513 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
514 }
515 else
516 {
517 m_items.LockItemsForRead(false);
518 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
519 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
520 StoreScriptError(itemId, msg);
521 m_log.ErrorFormat(
522 "[PRIM INVENTORY]: " +
523 "Couldn't start script with ID {0} since it {1}", itemId, msg);
524 }
469 } 525 }
470 else 526 else
471 { 527 {
528 m_items.LockItemsForRead(false);
529 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
530 StoreScriptError(itemId, msg);
472 m_log.ErrorFormat( 531 m_log.ErrorFormat(
473 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 532 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
474 itemId, m_part.Name, m_part.UUID, 533 itemId, m_part.Name, m_part.UUID,
475 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 534 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
535 }
536
537 }
476 538
477 return false; 539 /// <summary>
540 /// Start a script which is in this prim's inventory and return any compilation error messages.
541 /// </summary>
542 /// <param name="itemId">
543 /// A <see cref="UUID"/>
544 /// </param>
545 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
546 {
547 ArrayList errors;
548
549 // Indicate to CreateScriptInstanceInternal() we want it to
550 // post any compilation/loading error messages
551 lock (m_scriptErrors)
552 {
553 m_scriptErrors[itemId] = null;
554 }
555
556 // Perform compilation/loading
557 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
558
559 // Wait for and retrieve any errors
560 lock (m_scriptErrors)
561 {
562 while ((errors = m_scriptErrors[itemId]) == null)
563 {
564 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
565 {
566 m_log.ErrorFormat(
567 "[PRIM INVENTORY]: " +
568 "timedout waiting for script {0} errors", itemId);
569 errors = m_scriptErrors[itemId];
570 if (errors == null)
571 {
572 errors = new ArrayList(1);
573 errors.Add("timedout waiting for errors");
574 }
575 break;
576 }
577 }
578 m_scriptErrors.Remove(itemId);
478 } 579 }
580 return errors;
581 }
582
583 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
584 private void StoreScriptErrors(UUID itemId, ArrayList errors)
585 {
586 lock (m_scriptErrors)
587 {
588 // If compilation/loading initiated via CreateScriptInstance(),
589 // it does not want the errors, so just get out
590 if (!m_scriptErrors.ContainsKey(itemId))
591 {
592 return;
593 }
594
595 // Initiated via CreateScriptInstanceEr(), if we know what the
596 // errors are, save them and wake CreateScriptInstanceEr().
597 if (errors != null)
598 {
599 m_scriptErrors[itemId] = errors;
600 System.Threading.Monitor.PulseAll(m_scriptErrors);
601 return;
602 }
603 }
604
605 // Initiated via CreateScriptInstanceEr() but we don't know what
606 // the errors are yet, so retrieve them from the script engine.
607 // This may involve some waiting internal to GetScriptErrors().
608 errors = GetScriptErrors(itemId);
609
610 // Get a default non-null value to indicate success.
611 if (errors == null)
612 {
613 errors = new ArrayList();
614 }
615
616 // Post to CreateScriptInstanceEr() and wake it up
617 lock (m_scriptErrors)
618 {
619 m_scriptErrors[itemId] = errors;
620 System.Threading.Monitor.PulseAll(m_scriptErrors);
621 }
622 }
623
624 // Like StoreScriptErrors(), but just posts a single string message
625 private void StoreScriptError(UUID itemId, string message)
626 {
627 ArrayList errors = new ArrayList(1);
628 errors.Add(message);
629 StoreScriptErrors(itemId, errors);
479 } 630 }
480 631
481 /// <summary> 632 /// <summary>
@@ -488,15 +639,7 @@ namespace OpenSim.Region.Framework.Scenes
488 /// </param> 639 /// </param>
489 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 640 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
490 { 641 {
491 bool scriptPresent = false; 642 if (m_items.ContainsKey(itemId))
492
493 lock (m_items)
494 {
495 if (m_items.ContainsKey(itemId))
496 scriptPresent = true;
497 }
498
499 if (scriptPresent)
500 { 643 {
501 if (!sceneObjectBeingDeleted) 644 if (!sceneObjectBeingDeleted)
502 m_part.RemoveScriptEvents(itemId); 645 m_part.RemoveScriptEvents(itemId);
@@ -566,14 +709,16 @@ namespace OpenSim.Region.Framework.Scenes
566 /// <returns></returns> 709 /// <returns></returns>
567 private bool InventoryContainsName(string name) 710 private bool InventoryContainsName(string name)
568 { 711 {
569 lock (m_items) 712 m_items.LockItemsForRead(true);
713 foreach (TaskInventoryItem item in m_items.Values)
570 { 714 {
571 foreach (TaskInventoryItem item in m_items.Values) 715 if (item.Name == name)
572 { 716 {
573 if (item.Name == name) 717 m_items.LockItemsForRead(false);
574 return true; 718 return true;
575 } 719 }
576 } 720 }
721 m_items.LockItemsForRead(false);
577 return false; 722 return false;
578 } 723 }
579 724
@@ -615,8 +760,9 @@ namespace OpenSim.Region.Framework.Scenes
615 /// <param name="item"></param> 760 /// <param name="item"></param>
616 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 761 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
617 { 762 {
618 List<TaskInventoryItem> il = GetInventoryItems(); 763 m_items.LockItemsForRead(true);
619 764 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
765 m_items.LockItemsForRead(false);
620 foreach (TaskInventoryItem i in il) 766 foreach (TaskInventoryItem i in il)
621 { 767 {
622 if (i.Name == item.Name) 768 if (i.Name == item.Name)
@@ -654,14 +800,14 @@ namespace OpenSim.Region.Framework.Scenes
654 item.Name = name; 800 item.Name = name;
655 item.GroupID = m_part.GroupID; 801 item.GroupID = m_part.GroupID;
656 802
657 lock (m_items) 803 m_items.LockItemsForWrite(true);
658 m_items.Add(item.ItemID, item); 804 m_items.Add(item.ItemID, item);
659 805 m_items.LockItemsForWrite(false);
660 if (allowedDrop) 806 if (allowedDrop)
661 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 807 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
662 else 808 else
663 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 809 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
664 810
665 m_inventorySerial++; 811 m_inventorySerial++;
666 //m_inventorySerial += 2; 812 //m_inventorySerial += 2;
667 HasInventoryChanged = true; 813 HasInventoryChanged = true;
@@ -677,15 +823,15 @@ namespace OpenSim.Region.Framework.Scenes
677 /// <param name="items"></param> 823 /// <param name="items"></param>
678 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 824 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
679 { 825 {
680 lock (m_items) 826 m_items.LockItemsForWrite(true);
827 foreach (TaskInventoryItem item in items)
681 { 828 {
682 foreach (TaskInventoryItem item in items) 829 m_items.Add(item.ItemID, item);
683 { 830// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
684 m_items.Add(item.ItemID, item);
685// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
686 }
687 m_inventorySerial++;
688 } 831 }
832 m_items.LockItemsForWrite(false);
833
834 m_inventorySerial++;
689 } 835 }
690 836
691 /// <summary> 837 /// <summary>
@@ -696,23 +842,24 @@ namespace OpenSim.Region.Framework.Scenes
696 public TaskInventoryItem GetInventoryItem(UUID itemId) 842 public TaskInventoryItem GetInventoryItem(UUID itemId)
697 { 843 {
698 TaskInventoryItem item; 844 TaskInventoryItem item;
699 845 m_items.LockItemsForRead(true);
700 lock (m_items) 846 m_items.TryGetValue(itemId, out item);
701 m_items.TryGetValue(itemId, out item); 847 m_items.LockItemsForRead(false);
702
703 return item; 848 return item;
704 } 849 }
705 850
706 public TaskInventoryItem GetInventoryItem(string name) 851 public TaskInventoryItem GetInventoryItem(string name)
707 { 852 {
708 lock (m_items) 853 m_items.LockItemsForRead(true);
854 foreach (TaskInventoryItem item in m_items.Values)
709 { 855 {
710 foreach (TaskInventoryItem item in m_items.Values) 856 if (item.Name == name)
711 { 857 {
712 if (item.Name == name) 858 m_items.LockItemsForRead(false);
713 return item; 859 return item;
714 } 860 }
715 } 861 }
862 m_items.LockItemsForRead(false);
716 863
717 return null; 864 return null;
718 } 865 }
@@ -721,15 +868,16 @@ namespace OpenSim.Region.Framework.Scenes
721 { 868 {
722 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 869 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
723 870
724 lock (m_items) 871 m_items.LockItemsForRead(true);
872
873 foreach (TaskInventoryItem item in m_items.Values)
725 { 874 {
726 foreach (TaskInventoryItem item in m_items.Values) 875 if (item.Name == name)
727 { 876 items.Add(item);
728 if (item.Name == name)
729 items.Add(item);
730 }
731 } 877 }
732 878
879 m_items.LockItemsForRead(false);
880
733 return items; 881 return items;
734 } 882 }
735 883
@@ -748,6 +896,10 @@ namespace OpenSim.Region.Framework.Scenes
748 string xmlData = Utils.BytesToString(rezAsset.Data); 896 string xmlData = Utils.BytesToString(rezAsset.Data);
749 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 897 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
750 898
899 group.RootPart.AttachPoint = group.RootPart.Shape.State;
900 group.RootPart.AttachOffset = group.AbsolutePosition;
901 group.RootPart.AttachRotation = group.GroupRotation;
902
751 group.ResetIDs(); 903 group.ResetIDs();
752 904
753 SceneObjectPart rootPart = group.GetPart(group.UUID); 905 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -822,8 +974,9 @@ namespace OpenSim.Region.Framework.Scenes
822 974
823 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 975 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
824 { 976 {
825 TaskInventoryItem it = GetInventoryItem(item.ItemID); 977 m_items.LockItemsForWrite(true);
826 if (it != null) 978
979 if (m_items.ContainsKey(item.ItemID))
827 { 980 {
828// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 981// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
829 982
@@ -836,14 +989,10 @@ namespace OpenSim.Region.Framework.Scenes
836 item.GroupID = m_part.GroupID; 989 item.GroupID = m_part.GroupID;
837 990
838 if (item.AssetID == UUID.Zero) 991 if (item.AssetID == UUID.Zero)
839 item.AssetID = it.AssetID; 992 item.AssetID = m_items[item.ItemID].AssetID;
840 993
841 lock (m_items) 994 m_items[item.ItemID] = item;
842 { 995 m_inventorySerial++;
843 m_items[item.ItemID] = item;
844 m_inventorySerial++;
845 }
846
847 if (fireScriptEvents) 996 if (fireScriptEvents)
848 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 997 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
849 998
@@ -852,7 +1001,7 @@ namespace OpenSim.Region.Framework.Scenes
852 HasInventoryChanged = true; 1001 HasInventoryChanged = true;
853 m_part.ParentGroup.HasGroupChanged = true; 1002 m_part.ParentGroup.HasGroupChanged = true;
854 } 1003 }
855 1004 m_items.LockItemsForWrite(false);
856 return true; 1005 return true;
857 } 1006 }
858 else 1007 else
@@ -863,8 +1012,9 @@ namespace OpenSim.Region.Framework.Scenes
863 item.ItemID, m_part.Name, m_part.UUID, 1012 item.ItemID, m_part.Name, m_part.UUID,
864 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 1013 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
865 } 1014 }
866 return false; 1015 m_items.LockItemsForWrite(false);
867 1016
1017 return false;
868 } 1018 }
869 1019
870 /// <summary> 1020 /// <summary>
@@ -875,43 +1025,59 @@ namespace OpenSim.Region.Framework.Scenes
875 /// in this prim's inventory.</returns> 1025 /// in this prim's inventory.</returns>
876 public int RemoveInventoryItem(UUID itemID) 1026 public int RemoveInventoryItem(UUID itemID)
877 { 1027 {
878 TaskInventoryItem item = GetInventoryItem(itemID); 1028 m_items.LockItemsForRead(true);
879 if (item != null) 1029
1030 if (m_items.ContainsKey(itemID))
880 { 1031 {
881 int type = m_items[itemID].InvType; 1032 int type = m_items[itemID].InvType;
1033 m_items.LockItemsForRead(false);
882 if (type == 10) // Script 1034 if (type == 10) // Script
883 { 1035 {
884 m_part.RemoveScriptEvents(itemID);
885 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 1036 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
886 } 1037 }
1038 m_items.LockItemsForWrite(true);
887 m_items.Remove(itemID); 1039 m_items.Remove(itemID);
1040 m_items.LockItemsForWrite(false);
888 m_inventorySerial++; 1041 m_inventorySerial++;
889 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 1042 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
890 1043
891 HasInventoryChanged = true; 1044 HasInventoryChanged = true;
892 m_part.ParentGroup.HasGroupChanged = true; 1045 m_part.ParentGroup.HasGroupChanged = true;
893 1046
894 if (!ContainsScripts()) 1047 int scriptcount = 0;
1048 m_items.LockItemsForRead(true);
1049 foreach (TaskInventoryItem item in m_items.Values)
1050 {
1051 if (item.Type == 10)
1052 {
1053 scriptcount++;
1054 }
1055 }
1056 m_items.LockItemsForRead(false);
1057
1058
1059 if (scriptcount <= 0)
1060 {
895 m_part.RemFlag(PrimFlags.Scripted); 1061 m_part.RemFlag(PrimFlags.Scripted);
1062 }
896 1063
897 m_part.ScheduleFullUpdate(); 1064 m_part.ScheduleFullUpdate();
898 1065
899 return type; 1066 return type;
900
901 } 1067 }
902 else 1068 else
903 { 1069 {
1070 m_items.LockItemsForRead(false);
904 m_log.ErrorFormat( 1071 m_log.ErrorFormat(
905 "[PRIM INVENTORY]: " + 1072 "[PRIM INVENTORY]: " +
906 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 1073 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
907 itemID, m_part.Name, m_part.UUID, 1074 itemID, m_part.Name, m_part.UUID);
908 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
909 } 1075 }
910 1076
911 return -1; 1077 return -1;
912 } 1078 }
913 1079
914 private bool CreateInventoryFile() 1080 private bool CreateInventoryFileName()
915 { 1081 {
916// m_log.DebugFormat( 1082// m_log.DebugFormat(
917// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 1083// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -920,70 +1086,12 @@ namespace OpenSim.Region.Framework.Scenes
920 if (m_inventoryFileName == String.Empty || 1086 if (m_inventoryFileName == String.Empty ||
921 m_inventoryFileNameSerial < m_inventorySerial) 1087 m_inventoryFileNameSerial < m_inventorySerial)
922 { 1088 {
923 // Something changed, we need to create a new file
924 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1089 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
925 m_inventoryFileNameSerial = m_inventorySerial; 1090 m_inventoryFileNameSerial = m_inventorySerial;
926 1091
927 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
928
929 lock (m_items)
930 {
931 foreach (TaskInventoryItem item in m_items.Values)
932 {
933// m_log.DebugFormat(
934// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}",
935// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
936
937 UUID ownerID = item.OwnerID;
938 uint everyoneMask = 0;
939 uint baseMask = item.BasePermissions;
940 uint ownerMask = item.CurrentPermissions;
941 uint groupMask = item.GroupPermissions;
942
943 invString.AddItemStart();
944 invString.AddNameValueLine("item_id", item.ItemID.ToString());
945 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
946
947 invString.AddPermissionsStart();
948
949 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
950 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
951 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
952 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
953 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
954
955 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
956 invString.AddNameValueLine("owner_id", ownerID.ToString());
957
958 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
959
960 invString.AddNameValueLine("group_id", item.GroupID.ToString());
961 invString.AddSectionEnd();
962
963 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
964 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
965 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
966 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
967
968 invString.AddSaleStart();
969 invString.AddNameValueLine("sale_type", "not");
970 invString.AddNameValueLine("sale_price", "0");
971 invString.AddSectionEnd();
972
973 invString.AddNameValueLine("name", item.Name + "|");
974 invString.AddNameValueLine("desc", item.Description + "|");
975
976 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
977 invString.AddSectionEnd();
978 }
979 }
980
981 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
982
983 return true; 1092 return true;
984 } 1093 }
985 1094
986 // No need to recreate, the existing file is fine
987 return false; 1095 return false;
988 } 1096 }
989 1097
@@ -993,43 +1101,110 @@ namespace OpenSim.Region.Framework.Scenes
993 /// <param name="xferManager"></param> 1101 /// <param name="xferManager"></param>
994 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 1102 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
995 { 1103 {
996 lock (m_items) 1104 bool changed = CreateInventoryFileName();
997 {
998 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
999 // a new script if any previous deletion has left the prim inventory empty.
1000 if (m_items.Count == 0) // No inventory
1001 {
1002// m_log.DebugFormat(
1003// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
1004// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
1005 1105
1006 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1106 bool includeAssets = false;
1007 return; 1107 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1008 } 1108 includeAssets = true;
1109
1110 if (m_inventoryPrivileged != includeAssets)
1111 changed = true;
1112
1113 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1114
1115 Items.LockItemsForRead(true);
1116
1117 if (m_inventorySerial == 0) // No inventory
1118 {
1119 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1120 Items.LockItemsForRead(false);
1121 return;
1122 }
1009 1123
1010 CreateInventoryFile(); 1124 if (m_items.Count == 0) // No inventory
1125 {
1126 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1127 Items.LockItemsForRead(false);
1128 return;
1129 }
1011 1130
1012 // In principle, we should only do the rest if the inventory changed; 1131 if (!changed)
1013 // by sending m_inventorySerial to the client, it ought to know 1132 {
1014 // that nothing changed and that it doesn't need to request the file.
1015 // Unfortunately, it doesn't look like the client optimizes this;
1016 // the client seems to always come back and request the Xfer,
1017 // no matter what value m_inventorySerial has.
1018 // FIXME: Could probably be > 0 here rather than > 2
1019 if (m_inventoryFileData.Length > 2) 1133 if (m_inventoryFileData.Length > 2)
1020 { 1134 {
1021 // Add the file for Xfer 1135 xferManager.AddNewFile(m_inventoryFileName,
1022 // m_log.DebugFormat( 1136 m_inventoryFileData);
1023 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}", 1137 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1024 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId); 1138 Util.StringToBytes256(m_inventoryFileName));
1025 1139
1026 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1140 Items.LockItemsForRead(false);
1141 return;
1027 } 1142 }
1028
1029 // Tell the client we're ready to Xfer the file
1030 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1031 Util.StringToBytes256(m_inventoryFileName));
1032 } 1143 }
1144
1145 m_inventoryPrivileged = includeAssets;
1146
1147 foreach (TaskInventoryItem item in m_items.Values)
1148 {
1149 UUID ownerID = item.OwnerID;
1150 uint everyoneMask = 0;
1151 uint baseMask = item.BasePermissions;
1152 uint ownerMask = item.CurrentPermissions;
1153 uint groupMask = item.GroupPermissions;
1154
1155 invString.AddItemStart();
1156 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1157 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1158
1159 invString.AddPermissionsStart();
1160
1161 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1162 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1163 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1164 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1165 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1166
1167 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1168 invString.AddNameValueLine("owner_id", ownerID.ToString());
1169
1170 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1171
1172 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1173 invString.AddSectionEnd();
1174
1175 if (includeAssets)
1176 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1177 else
1178 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1179 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1180 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1181 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1182
1183 invString.AddSaleStart();
1184 invString.AddNameValueLine("sale_type", "not");
1185 invString.AddNameValueLine("sale_price", "0");
1186 invString.AddSectionEnd();
1187
1188 invString.AddNameValueLine("name", item.Name + "|");
1189 invString.AddNameValueLine("desc", item.Description + "|");
1190
1191 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1192 invString.AddSectionEnd();
1193 }
1194
1195 Items.LockItemsForRead(false);
1196
1197 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
1198
1199 if (m_inventoryFileData.Length > 2)
1200 {
1201 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1202 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1203 Util.StringToBytes256(m_inventoryFileName));
1204 return;
1205 }
1206
1207 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1033 } 1208 }
1034 1209
1035 /// <summary> 1210 /// <summary>
@@ -1038,13 +1213,19 @@ namespace OpenSim.Region.Framework.Scenes
1038 /// <param name="datastore"></param> 1213 /// <param name="datastore"></param>
1039 public void ProcessInventoryBackup(ISimulationDataService datastore) 1214 public void ProcessInventoryBackup(ISimulationDataService datastore)
1040 { 1215 {
1041 if (HasInventoryChanged) 1216// Removed this because linking will cause an immediate delete of the new
1042 { 1217// child prim from the database and the subsequent storing of the prim sees
1043 HasInventoryChanged = false; 1218// the inventory of it as unchanged and doesn't store it at all. The overhead
1044 List<TaskInventoryItem> items = GetInventoryItems(); 1219// of storing prim inventory needlessly is much less than the aggravation
1045 datastore.StorePrimInventory(m_part.UUID, items); 1220// of prim inventory loss.
1221// if (HasInventoryChanged)
1222// {
1223 Items.LockItemsForRead(true);
1224 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1225 Items.LockItemsForRead(false);
1046 1226
1047 } 1227 HasInventoryChanged = false;
1228// }
1048 } 1229 }
1049 1230
1050 public class InventoryStringBuilder 1231 public class InventoryStringBuilder
@@ -1110,87 +1291,63 @@ namespace OpenSim.Region.Framework.Scenes
1110 { 1291 {
1111 uint mask=0x7fffffff; 1292 uint mask=0x7fffffff;
1112 1293
1113 lock (m_items) 1294 foreach (TaskInventoryItem item in m_items.Values)
1114 { 1295 {
1115 foreach (TaskInventoryItem item in m_items.Values) 1296 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1297 mask &= ~((uint)PermissionMask.Copy >> 13);
1298 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1299 mask &= ~((uint)PermissionMask.Transfer >> 13);
1300 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1301 mask &= ~((uint)PermissionMask.Modify >> 13);
1302
1303 if (item.InvType == (int)InventoryType.Object)
1116 { 1304 {
1117 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1305 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1118 mask &= ~((uint)PermissionMask.Copy >> 13); 1306 mask &= ~((uint)PermissionMask.Copy >> 13);
1119 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1307 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1120 mask &= ~((uint)PermissionMask.Transfer >> 13); 1308 mask &= ~((uint)PermissionMask.Transfer >> 13);
1121 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1309 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1122 mask &= ~((uint)PermissionMask.Modify >> 13); 1310 mask &= ~((uint)PermissionMask.Modify >> 13);
1123
1124 if (item.InvType != (int)InventoryType.Object)
1125 {
1126 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1127 mask &= ~((uint)PermissionMask.Copy >> 13);
1128 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1129 mask &= ~((uint)PermissionMask.Transfer >> 13);
1130 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1131 mask &= ~((uint)PermissionMask.Modify >> 13);
1132 }
1133 else
1134 {
1135 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1136 mask &= ~((uint)PermissionMask.Copy >> 13);
1137 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1138 mask &= ~((uint)PermissionMask.Transfer >> 13);
1139 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1140 mask &= ~((uint)PermissionMask.Modify >> 13);
1141 }
1142
1143 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1144 mask &= ~(uint)PermissionMask.Copy;
1145 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1146 mask &= ~(uint)PermissionMask.Transfer;
1147 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1148 mask &= ~(uint)PermissionMask.Modify;
1149 } 1311 }
1312
1313 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1314 mask &= ~(uint)PermissionMask.Copy;
1315 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1316 mask &= ~(uint)PermissionMask.Transfer;
1317 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1318 mask &= ~(uint)PermissionMask.Modify;
1150 } 1319 }
1151
1152 return mask; 1320 return mask;
1153 } 1321 }
1154 1322
1155 public void ApplyNextOwnerPermissions() 1323 public void ApplyNextOwnerPermissions()
1156 { 1324 {
1157 lock (m_items) 1325 foreach (TaskInventoryItem item in m_items.Values)
1158 { 1326 {
1159 foreach (TaskInventoryItem item in m_items.Values) 1327 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1160 { 1328 {
1161// m_log.DebugFormat ( 1329 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1162// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", 1330 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1163// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); 1331 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1164 1332 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1165 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1333 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1166 { 1334 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1167 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1168 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1169 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1170 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1171 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1172 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1173 }
1174
1175 item.CurrentPermissions &= item.NextPermissions;
1176 item.BasePermissions &= item.NextPermissions;
1177 item.EveryonePermissions &= item.NextPermissions;
1178 item.OwnerChanged = true;
1179 item.PermsMask = 0;
1180 item.PermsGranter = UUID.Zero;
1181 } 1335 }
1336 item.CurrentPermissions &= item.NextPermissions;
1337 item.BasePermissions &= item.NextPermissions;
1338 item.EveryonePermissions &= item.NextPermissions;
1339 item.OwnerChanged = true;
1340 item.PermsMask = 0;
1341 item.PermsGranter = UUID.Zero;
1182 } 1342 }
1183 } 1343 }
1184 1344
1185 public void ApplyGodPermissions(uint perms) 1345 public void ApplyGodPermissions(uint perms)
1186 { 1346 {
1187 lock (m_items) 1347 foreach (TaskInventoryItem item in m_items.Values)
1188 { 1348 {
1189 foreach (TaskInventoryItem item in m_items.Values) 1349 item.CurrentPermissions = perms;
1190 { 1350 item.BasePermissions = perms;
1191 item.CurrentPermissions = perms;
1192 item.BasePermissions = perms;
1193 }
1194 } 1351 }
1195 1352
1196 m_inventorySerial++; 1353 m_inventorySerial++;
@@ -1203,14 +1360,11 @@ namespace OpenSim.Region.Framework.Scenes
1203 /// <returns></returns> 1360 /// <returns></returns>
1204 public bool ContainsScripts() 1361 public bool ContainsScripts()
1205 { 1362 {
1206 lock (m_items) 1363 foreach (TaskInventoryItem item in m_items.Values)
1207 { 1364 {
1208 foreach (TaskInventoryItem item in m_items.Values) 1365 if (item.InvType == (int)InventoryType.LSL)
1209 { 1366 {
1210 if (item.InvType == (int)InventoryType.LSL) 1367 return true;
1211 {
1212 return true;
1213 }
1214 } 1368 }
1215 } 1369 }
1216 1370
@@ -1224,17 +1378,15 @@ namespace OpenSim.Region.Framework.Scenes
1224 public int ScriptCount() 1378 public int ScriptCount()
1225 { 1379 {
1226 int count = 0; 1380 int count = 0;
1227 lock (m_items) 1381 Items.LockItemsForRead(true);
1382 foreach (TaskInventoryItem item in m_items.Values)
1228 { 1383 {
1229 foreach (TaskInventoryItem item in m_items.Values) 1384 if (item.InvType == (int)InventoryType.LSL)
1230 { 1385 {
1231 if (item.InvType == (int)InventoryType.LSL) 1386 count++;
1232 {
1233 count++;
1234 }
1235 } 1387 }
1236 } 1388 }
1237 1389 Items.LockItemsForRead(false);
1238 return count; 1390 return count;
1239 } 1391 }
1240 /// <summary> 1392 /// <summary>
@@ -1270,11 +1422,8 @@ namespace OpenSim.Region.Framework.Scenes
1270 { 1422 {
1271 List<UUID> ret = new List<UUID>(); 1423 List<UUID> ret = new List<UUID>();
1272 1424
1273 lock (m_items) 1425 foreach (TaskInventoryItem item in m_items.Values)
1274 { 1426 ret.Add(item.ItemID);
1275 foreach (TaskInventoryItem item in m_items.Values)
1276 ret.Add(item.ItemID);
1277 }
1278 1427
1279 return ret; 1428 return ret;
1280 } 1429 }
@@ -1283,8 +1432,9 @@ namespace OpenSim.Region.Framework.Scenes
1283 { 1432 {
1284 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1433 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1285 1434
1286 lock (m_items) 1435 Items.LockItemsForRead(true);
1287 ret = new List<TaskInventoryItem>(m_items.Values); 1436 ret = new List<TaskInventoryItem>(m_items.Values);
1437 Items.LockItemsForRead(false);
1288 1438
1289 return ret; 1439 return ret;
1290 } 1440 }
@@ -1293,18 +1443,24 @@ namespace OpenSim.Region.Framework.Scenes
1293 { 1443 {
1294 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1444 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1295 1445
1296 lock (m_items) 1446 Items.LockItemsForRead(true);
1297 { 1447
1298 foreach (TaskInventoryItem item in m_items.Values) 1448 foreach (TaskInventoryItem item in m_items.Values)
1299 if (item.InvType == (int)type) 1449 if (item.InvType == (int)type)
1300 ret.Add(item); 1450 ret.Add(item);
1301 } 1451
1452 Items.LockItemsForRead(false);
1302 1453
1303 return ret; 1454 return ret;
1304 } 1455 }
1305 1456
1306 public Dictionary<UUID, string> GetScriptStates() 1457 public Dictionary<UUID, string> GetScriptStates()
1307 { 1458 {
1459 return GetScriptStates(false);
1460 }
1461
1462 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1463 {
1308 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1464 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1309 1465
1310 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1466 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1330,14 +1486,21 @@ namespace OpenSim.Region.Framework.Scenes
1330 string n = e.GetXMLState(item.ItemID); 1486 string n = e.GetXMLState(item.ItemID);
1331 if (n != String.Empty) 1487 if (n != String.Empty)
1332 { 1488 {
1333 if (!ret.ContainsKey(item.ItemID)) 1489 if (oldIDs)
1334 ret[item.ItemID] = n; 1490 {
1491 if (!ret.ContainsKey(item.OldItemID))
1492 ret[item.OldItemID] = n;
1493 }
1494 else
1495 {
1496 if (!ret.ContainsKey(item.ItemID))
1497 ret[item.ItemID] = n;
1498 }
1335 break; 1499 break;
1336 } 1500 }
1337 } 1501 }
1338 } 1502 }
1339 } 1503 }
1340
1341 return ret; 1504 return ret;
1342 } 1505 }
1343 1506
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index bab14dd..1859cb1 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -63,6 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
63 63
64 struct ScriptControllers 64 struct ScriptControllers
65 { 65 {
66 public UUID objectID;
66 public UUID itemID; 67 public UUID itemID;
67 public ScriptControlled ignoreControls; 68 public ScriptControlled ignoreControls;
68 public ScriptControlled eventControls; 69 public ScriptControlled eventControls;
@@ -99,7 +100,7 @@ namespace OpenSim.Region.Framework.Scenes
99 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 100 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
100 /// issue #1716 101 /// issue #1716
101 /// </summary> 102 /// </summary>
102 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 103 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
103 104
104 /// <summary> 105 /// <summary>
105 /// Movement updates for agents in neighboring regions are sent directly to clients. 106 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -121,8 +122,6 @@ namespace OpenSim.Region.Framework.Scenes
121 /// <remarks> 122 /// <remarks>
122 /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is 123 /// TODO: For some reason, we effectively have a list both here and in Appearance. Need to work out if this is
123 /// necessary. 124 /// necessary.
124 /// NOTE: To avoid deadlocks, do not lock m_attachments and then perform other tasks under that lock. Take a copy
125 /// of the list and act on that instead.
126 /// </remarks> 125 /// </remarks>
127 private List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>(); 126 private List<SceneObjectGroup> m_attachments = new List<SceneObjectGroup>();
128 127
@@ -141,6 +140,8 @@ namespace OpenSim.Region.Framework.Scenes
141 private Vector3 m_lastPosition; 140 private Vector3 m_lastPosition;
142 private Quaternion m_lastRotation; 141 private Quaternion m_lastRotation;
143 private Vector3 m_lastVelocity; 142 private Vector3 m_lastVelocity;
143 private Vector3 m_lastSize = new Vector3(0.45f,0.6f,1.9f);
144
144 145
145 private Vector3? m_forceToApply; 146 private Vector3? m_forceToApply;
146 private int m_userFlags; 147 private int m_userFlags;
@@ -173,6 +174,7 @@ namespace OpenSim.Region.Framework.Scenes
173// private int m_lastColCount = -1; //KF: Look for Collision chnages 174// private int m_lastColCount = -1; //KF: Look for Collision chnages
174// private int m_updateCount = 0; //KF: Update Anims for a while 175// private int m_updateCount = 0; //KF: Update Anims for a while
175// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 176// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
177 private List<uint> m_lastColliders = new List<uint>();
176 178
177 private TeleportFlags m_teleportFlags; 179 private TeleportFlags m_teleportFlags;
178 public TeleportFlags TeleportFlags 180 public TeleportFlags TeleportFlags
@@ -228,8 +230,6 @@ namespace OpenSim.Region.Framework.Scenes
228 /// </summary> 230 /// </summary>
229 public bool LandAtTarget { get; private set; } 231 public bool LandAtTarget { get; private set; }
230 232
231 private bool m_followCamAuto;
232
233 private int m_movementUpdateCount; 233 private int m_movementUpdateCount;
234 private const int NumMovementsBetweenRayCast = 5; 234 private const int NumMovementsBetweenRayCast = 5;
235 235
@@ -237,6 +237,13 @@ namespace OpenSim.Region.Framework.Scenes
237 //private int m_moveToPositionStateStatus; 237 //private int m_moveToPositionStateStatus;
238 //***************************************************** 238 //*****************************************************
239 239
240 private bool m_collisionEventFlag = false;
241 private object m_collisionEventLock = new Object();
242
243 private int m_movementAnimationUpdateCounter = 0;
244
245 private Vector3 m_prevSitOffset;
246
240 protected AvatarAppearance m_appearance; 247 protected AvatarAppearance m_appearance;
241 248
242 public AvatarAppearance Appearance 249 public AvatarAppearance Appearance
@@ -351,6 +358,9 @@ namespace OpenSim.Region.Framework.Scenes
351 /// </summary> 358 /// </summary>
352 protected Vector3 m_lastCameraPosition; 359 protected Vector3 m_lastCameraPosition;
353 360
361 private Vector4 m_lastCameraCollisionPlane = new Vector4(0f, 0f, 0f, 1);
362 private bool m_doingCamRayCast = false;
363
354 public Vector3 CameraPosition { get; set; } 364 public Vector3 CameraPosition { get; set; }
355 365
356 public Quaternion CameraRotation 366 public Quaternion CameraRotation
@@ -431,7 +441,9 @@ namespace OpenSim.Region.Framework.Scenes
431 get { return (IClientCore)ControllingClient; } 441 get { return (IClientCore)ControllingClient; }
432 } 442 }
433 443
434 public Vector3 ParentPosition { get; set; } 444 public UUID COF { get; set; }
445
446// public Vector3 ParentPosition { get; set; }
435 447
436 /// <summary> 448 /// <summary>
437 /// Position of this avatar relative to the region the avatar is in 449 /// Position of this avatar relative to the region the avatar is in
@@ -492,7 +504,7 @@ namespace OpenSim.Region.Framework.Scenes
492 if (ParentID == 0) 504 if (ParentID == 0)
493 { 505 {
494 m_pos = value; 506 m_pos = value;
495 ParentPosition = Vector3.Zero; 507// ParentPosition = Vector3.Zero;
496 } 508 }
497 509
498 //m_log.DebugFormat( 510 //m_log.DebugFormat(
@@ -561,7 +573,24 @@ namespace OpenSim.Region.Framework.Scenes
561// Scene.RegionInfo.RegionName, Name, m_velocity); 573// Scene.RegionInfo.RegionName, Name, m_velocity);
562 } 574 }
563 } 575 }
576/*
577 public override Vector3 AngularVelocity
578 {
579 get
580 {
581 if (PhysicsActor != null)
582 {
583 m_rotationalvelocity = PhysicsActor.RotationalVelocity;
564 584
585 // m_log.DebugFormat(
586 // "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
587 // m_velocity, Name, Scene.RegionInfo.RegionName);
588 }
589
590 return m_rotationalvelocity;
591 }
592 }
593*/
565 private Quaternion m_bodyRot = Quaternion.Identity; 594 private Quaternion m_bodyRot = Quaternion.Identity;
566 595
567 /// <summary> 596 /// <summary>
@@ -584,8 +613,16 @@ namespace OpenSim.Region.Framework.Scenes
584 m_bodyRot = value; 613 m_bodyRot = value;
585 614
586 if (PhysicsActor != null) 615 if (PhysicsActor != null)
587 PhysicsActor.Orientation = m_bodyRot; 616 {
588 617 try
618 {
619 PhysicsActor.Orientation = m_bodyRot;
620 }
621 catch (Exception e)
622 {
623 m_log.Error("[SCENE PRESENCE]: Orientation " + e.Message);
624 }
625 }
589// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot); 626// m_log.DebugFormat("[SCENE PRESENCE]: Body rot for {0} set to {1}", Name, m_bodyRot);
590 } 627 }
591 } 628 }
@@ -599,12 +636,20 @@ namespace OpenSim.Region.Framework.Scenes
599 } 636 }
600 637
601 public bool IsChildAgent { get; set; } 638 public bool IsChildAgent { get; set; }
639 public bool IsLoggingIn { get; set; }
602 640
603 /// <summary> 641 /// <summary>
604 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero. 642 /// If the avatar is sitting, the local ID of the prim that it's sitting on. If not sitting then zero.
605 /// </summary> 643 /// </summary>
606 public uint ParentID { get; set; } 644 public uint ParentID { get; set; }
607 645
646 public UUID ParentUUID
647 {
648 get { return m_parentUUID; }
649 set { m_parentUUID = value; }
650 }
651 private UUID m_parentUUID = UUID.Zero;
652
608 /// <summary> 653 /// <summary>
609 /// Are we sitting on an object? 654 /// Are we sitting on an object?
610 /// </summary> 655 /// </summary>
@@ -754,6 +799,7 @@ namespace OpenSim.Region.Framework.Scenes
754 AttachmentsSyncLock = new Object(); 799 AttachmentsSyncLock = new Object();
755 AllowMovement = true; 800 AllowMovement = true;
756 IsChildAgent = true; 801 IsChildAgent = true;
802 IsLoggingIn = false;
757 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault; 803 m_sendCoarseLocationsMethod = SendCoarseLocationsDefault;
758 Animator = new ScenePresenceAnimator(this); 804 Animator = new ScenePresenceAnimator(this);
759 PresenceType = type; 805 PresenceType = type;
@@ -797,6 +843,33 @@ namespace OpenSim.Region.Framework.Scenes
797 Appearance = appearance; 843 Appearance = appearance;
798 } 844 }
799 845
846 private void RegionHeartbeatEnd(Scene scene)
847 {
848 if (IsChildAgent)
849 return;
850
851 m_movementAnimationUpdateCounter ++;
852 if (m_movementAnimationUpdateCounter >= 2)
853 {
854 m_movementAnimationUpdateCounter = 0;
855 if (Animator != null)
856 {
857 // If the parentID == 0 we are not sitting
858 // if !SitGournd then we are not sitting on the ground
859 // Fairly straightforward, now here comes the twist
860 // if ParentUUID is NOT UUID.Zero, we are looking to
861 // be sat on an object that isn't there yet. Should
862 // be treated as if sat.
863 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
864 Animator.UpdateMovementAnimations();
865 }
866 else
867 {
868 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
869 }
870 }
871 }
872
800 public void RegisterToEvents() 873 public void RegisterToEvents()
801 { 874 {
802 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 875 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -806,8 +879,10 @@ namespace OpenSim.Region.Framework.Scenes
806 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 879 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
807 ControllingClient.OnStartAnim += HandleStartAnim; 880 ControllingClient.OnStartAnim += HandleStartAnim;
808 ControllingClient.OnStopAnim += HandleStopAnim; 881 ControllingClient.OnStopAnim += HandleStopAnim;
882 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
809 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 883 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
810 ControllingClient.OnAutoPilotGo += MoveToTarget; 884 ControllingClient.OnAutoPilotGo += MoveToTarget;
885 ControllingClient.OnUpdateThrottles += RaiseUpdateThrottles;
811 886
812 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange); 887 // ControllingClient.OnChildAgentStatus += new StatusChange(this.ChildStatusChange);
813 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement); 888 // ControllingClient.OnStopMovement += new GenericCall2(this.StopMovement);
@@ -866,6 +941,38 @@ namespace OpenSim.Region.Framework.Scenes
866 "[SCENE]: Upgrading child to root agent for {0} in {1}", 941 "[SCENE]: Upgrading child to root agent for {0} in {1}",
867 Name, m_scene.RegionInfo.RegionName); 942 Name, m_scene.RegionInfo.RegionName);
868 943
944 if (ParentUUID != UUID.Zero)
945 {
946 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
947 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
948 if (part == null)
949 {
950 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
951 }
952 else
953 {
954 part.ParentGroup.AddAvatar(UUID);
955 if (part.SitTargetPosition != Vector3.Zero)
956 part.SitTargetAvatar = UUID;
957// ParentPosition = part.GetWorldPosition();
958 ParentID = part.LocalId;
959 ParentPart = part;
960 m_pos = m_prevSitOffset;
961// pos = ParentPosition;
962 pos = part.GetWorldPosition();
963 }
964 ParentUUID = UUID.Zero;
965
966 IsChildAgent = false;
967
968// Animator.TrySetMovementAnimation("SIT");
969 }
970 else
971 {
972 IsChildAgent = false;
973 IsLoggingIn = false;
974 }
975
869 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count); 976 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
870 977
871 IsChildAgent = false; 978 IsChildAgent = false;
@@ -878,70 +985,106 @@ namespace OpenSim.Region.Framework.Scenes
878 985
879 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 986 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
880 987
881 // Moved this from SendInitialData to ensure that Appearance is initialized 988 UUID groupUUID = UUID.Zero;
882 // before the inventory is processed in MakeRootAgent. This fixes a race condition 989 string GroupName = string.Empty;
883 // related to the handling of attachments 990 ulong groupPowers = 0;
884 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
885 991
886 if (m_scene.TestBorderCross(pos, Cardinals.E)) 992 // ----------------------------------
993 // Previous Agent Difference - AGNI sends an unsolicited AgentDataUpdate upon root agent status
994 try
887 { 995 {
888 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 996 if (gm != null)
889 pos.X = crossedBorder.BorderLine.Z - 1; 997 {
998 groupUUID = ControllingClient.ActiveGroupId;
999 GroupRecord record = gm.GetGroupRecord(groupUUID);
1000 if (record != null)
1001 GroupName = record.GroupName;
1002 GroupMembershipData groupMembershipData = gm.GetMembershipData(groupUUID, m_uuid);
1003 if (groupMembershipData != null)
1004 groupPowers = groupMembershipData.GroupPowers;
1005 }
1006 ControllingClient.SendAgentDataUpdate(m_uuid, groupUUID, Firstname, Lastname, groupPowers, GroupName,
1007 Grouptitle);
890 } 1008 }
891 1009 catch (Exception e)
892 if (m_scene.TestBorderCross(pos, Cardinals.N))
893 { 1010 {
894 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 1011 m_log.Debug("[AGENTUPDATE]: " + e.ToString());
895 pos.Y = crossedBorder.BorderLine.Z - 1;
896 } 1012 }
1013 // ------------------------------------
897 1014
898 CheckAndAdjustLandingPoint(ref pos); 1015 if (ParentID == 0)
899
900 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
901 { 1016 {
902 m_log.WarnFormat( 1017 // Moved this from SendInitialData to ensure that Appearance is initialized
903 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 1018 // before the inventory is processed in MakeRootAgent. This fixes a race condition
904 pos, Name, UUID); 1019 // related to the handling of attachments
1020 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
1021 if (m_scene.TestBorderCross(pos, Cardinals.E))
1022 {
1023 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
1024 pos.X = crossedBorder.BorderLine.Z - 1;
1025 }
905 1026
906 if (pos.X < 0f) pos.X = 0f; 1027 if (m_scene.TestBorderCross(pos, Cardinals.N))
907 if (pos.Y < 0f) pos.Y = 0f; 1028 {
908 if (pos.Z < 0f) pos.Z = 0f; 1029 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
909 } 1030 pos.Y = crossedBorder.BorderLine.Z - 1;
1031 }
910 1032
911 float localAVHeight = 1.56f; 1033 CheckAndAdjustLandingPoint(ref pos);
912 if (Appearance.AvatarHeight > 0)
913 localAVHeight = Appearance.AvatarHeight;
914 1034
915 float posZLimit = 0; 1035 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
1036 {
1037 m_log.WarnFormat(
1038 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
1039 pos, Name, UUID);
916 1040
917 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 1041 if (pos.X < 0f) pos.X = 0f;
918 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 1042 if (pos.Y < 0f) pos.Y = 0f;
919 1043 if (pos.Z < 0f) pos.Z = 0f;
920 float newPosZ = posZLimit + localAVHeight / 2; 1044 }
921 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
922 {
923 pos.Z = newPosZ;
924 }
925 AbsolutePosition = pos;
926 1045
927 AddToPhysicalScene(isFlying); 1046 float localAVHeight = 1.56f;
1047 if (Appearance.AvatarHeight > 0)
1048 localAVHeight = Appearance.AvatarHeight;
928 1049
929 // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a 1050 float posZLimit = 0;
930 // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it
931 // since it requires a physics actor to be present. If it is left any later, then physics appears to reset
932 // the value to a negative position which does not trigger the border cross.
933 // This may not be the best location for this.
934 CheckForBorderCrossing();
935 1051
936 if (ForceFly) 1052 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
937 { 1053 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
938 Flying = true; 1054
939 } 1055 float newPosZ = posZLimit + localAVHeight / 2;
940 else if (FlyDisabled) 1056 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
941 { 1057 {
942 Flying = false; 1058 pos.Z = newPosZ;
943 } 1059 }
1060 AbsolutePosition = pos;
1061
1062 if (m_teleportFlags == TeleportFlags.Default)
1063 {
1064 Vector3 vel = Velocity;
1065 AddToPhysicalScene(isFlying);
1066 if (PhysicsActor != null)
1067 PhysicsActor.SetMomentum(vel);
1068 }
1069 else
1070 AddToPhysicalScene(isFlying);
944 1071
1072 // XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a
1073 // location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it
1074 // since it requires a physics actor to be present. If it is left any later, then physics appears to reset
1075 // the value to a negative position which does not trigger the border cross.
1076 // This may not be the best location for this.
1077 CheckForBorderCrossing();
1078
1079 if (ForceFly)
1080 {
1081 Flying = true;
1082 }
1083 else if (FlyDisabled)
1084 {
1085 Flying = false;
1086 }
1087 }
945 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 1088 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
946 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 1089 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
947 // elsewhere anyway 1090 // elsewhere anyway
@@ -973,31 +1116,28 @@ namespace OpenSim.Region.Framework.Scenes
973 // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently 1116 // and CHANGED_REGION) when the attachments have been rezzed in the new region. This cannot currently
974 // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are 1117 // be done in AttachmentsModule.CopyAttachments(AgentData ad, IScenePresence sp) itself since we are
975 // not transporting the required data. 1118 // not transporting the required data.
976 // 1119 lock (m_attachments)
977 // We must take a copy of the attachments list here (rather than locking) to avoid a deadlock where a script in one of
978 // the attachments may start processing an event (which locks ScriptInstance.m_Script) that then calls a method here
979 // which needs to lock m_attachments. ResumeScripts() needs to take a ScriptInstance.m_Script lock to try to unset the Suspend status.
980 //
981 // FIXME: In theory, this deadlock should not arise since scripts should not be processing events until ResumeScripts().
982 // But XEngine starts all scripts unsuspended. Starting them suspended will not currently work because script rezzing
983 // is placed in an asynchronous queue in XEngine and so the ResumeScripts() call will almost certainly execute before the
984 // script is rezzed. This means the ResumeScripts() does absolutely nothing when using XEngine.
985 List<SceneObjectGroup> attachments = GetAttachments();
986
987 if (attachments.Count > 0)
988 { 1120 {
989 m_log.DebugFormat( 1121 if (HasAttachments())
990 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
991
992 // Resume scripts
993 foreach (SceneObjectGroup sog in attachments)
994 { 1122 {
995 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 1123 m_log.DebugFormat(
996 sog.ResumeScripts(); 1124 "[SCENE PRESENCE]: Restarting scripts in attachments for {0} in {1}", Name, Scene.Name);
1125
1126 // Resume scripts
1127 Util.FireAndForget(delegate(object x) {
1128 foreach (SceneObjectGroup sog in m_attachments)
1129 {
1130 sog.ScheduleGroupForFullUpdate();
1131 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
1132 sog.ResumeScripts();
1133 }
1134 });
997 } 1135 }
998 } 1136 }
999 } 1137 }
1000 1138
1139 SendAvatarDataToAllAgents();
1140
1001 // send the animations of the other presences to me 1141 // send the animations of the other presences to me
1002 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 1142 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
1003 { 1143 {
@@ -1008,9 +1148,12 @@ namespace OpenSim.Region.Framework.Scenes
1008 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 1148 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
1009 // stall on the border crossing since the existing child agent will still have the last movement 1149 // stall on the border crossing since the existing child agent will still have the last movement
1010 // recorded, which stops the input from being processed. 1150 // recorded, which stops the input from being processed.
1151
1011 MovementFlag = 0; 1152 MovementFlag = 0;
1012 1153
1013 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1154 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1155
1156 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
1014 } 1157 }
1015 1158
1016 public int GetStateSource() 1159 public int GetStateSource()
@@ -1038,12 +1181,16 @@ namespace OpenSim.Region.Framework.Scenes
1038 /// </remarks> 1181 /// </remarks>
1039 public void MakeChildAgent() 1182 public void MakeChildAgent()
1040 { 1183 {
1184 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1185
1041 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1186 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
1042 1187
1043 // Reset these so that teleporting in and walking out isn't seen 1188 // Reset these so that teleporting in and walking out isn't seen
1044 // as teleporting back 1189 // as teleporting back
1045 TeleportFlags = TeleportFlags.Default; 1190 TeleportFlags = TeleportFlags.Default;
1046 1191
1192 MovementFlag = 0;
1193
1047 // It looks like Animator is set to null somewhere, and MakeChild 1194 // It looks like Animator is set to null somewhere, and MakeChild
1048 // is called after that. Probably in aborted teleports. 1195 // is called after that. Probably in aborted teleports.
1049 if (Animator == null) 1196 if (Animator == null)
@@ -1051,6 +1198,7 @@ namespace OpenSim.Region.Framework.Scenes
1051 else 1198 else
1052 Animator.ResetAnimations(); 1199 Animator.ResetAnimations();
1053 1200
1201
1054// m_log.DebugFormat( 1202// m_log.DebugFormat(
1055// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1203// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
1056// Name, UUID, m_scene.RegionInfo.RegionName); 1204// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -1062,6 +1210,7 @@ namespace OpenSim.Region.Framework.Scenes
1062 IsChildAgent = true; 1210 IsChildAgent = true;
1063 m_scene.SwapRootAgentCount(true); 1211 m_scene.SwapRootAgentCount(true);
1064 RemoveFromPhysicalScene(); 1212 RemoveFromPhysicalScene();
1213 ParentID = 0; // Child agents can't be sitting
1065 1214
1066 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1215 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
1067 1216
@@ -1077,9 +1226,9 @@ namespace OpenSim.Region.Framework.Scenes
1077 { 1226 {
1078// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1227// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
1079 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1228 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
1080 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1081 PhysicsActor.UnSubscribeEvents();
1082 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1229 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1230 PhysicsActor.UnSubscribeEvents();
1231 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
1083 PhysicsActor = null; 1232 PhysicsActor = null;
1084 } 1233 }
1085// else 1234// else
@@ -1096,7 +1245,7 @@ namespace OpenSim.Region.Framework.Scenes
1096 /// <param name="pos"></param> 1245 /// <param name="pos"></param>
1097 public void Teleport(Vector3 pos) 1246 public void Teleport(Vector3 pos)
1098 { 1247 {
1099 TeleportWithMomentum(pos, null); 1248 TeleportWithMomentum(pos, Vector3.Zero);
1100 } 1249 }
1101 1250
1102 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1251 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1120,6 +1269,41 @@ namespace OpenSim.Region.Framework.Scenes
1120 SendTerseUpdateToAllClients(); 1269 SendTerseUpdateToAllClients();
1121 } 1270 }
1122 1271
1272 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1273 {
1274 CheckLandingPoint(ref newpos);
1275 AbsolutePosition = newpos;
1276
1277 if (newvel.HasValue)
1278 {
1279 if ((Vector3)newvel == Vector3.Zero)
1280 {
1281 if (PhysicsActor != null)
1282 PhysicsActor.SetMomentum(Vector3.Zero);
1283 m_velocity = Vector3.Zero;
1284 }
1285 else
1286 {
1287 if (PhysicsActor != null)
1288 PhysicsActor.SetMomentum((Vector3)newvel);
1289 m_velocity = (Vector3)newvel;
1290
1291 if (rotateToVelXY)
1292 {
1293 Vector3 lookAt = (Vector3)newvel;
1294 lookAt.Z = 0;
1295 lookAt.Normalize();
1296 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1297 return;
1298 }
1299 }
1300 }
1301
1302 SendTerseUpdateToAllClients();
1303 }
1304
1305
1306
1123 public void StopFlying() 1307 public void StopFlying()
1124 { 1308 {
1125 ControllingClient.StopFlying(this); 1309 ControllingClient.StopFlying(this);
@@ -1289,6 +1473,13 @@ namespace OpenSim.Region.Framework.Scenes
1289 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height); 1473 PhysicsActor.Size = new Vector3(0.45f, 0.6f, height);
1290 } 1474 }
1291 1475
1476 public void SetSize(Vector3 size, float feetoffset)
1477 {
1478 if (PhysicsActor != null && !IsChildAgent)
1479 PhysicsActor.setAvatarSize(size, feetoffset);
1480
1481 }
1482
1292 /// <summary> 1483 /// <summary>
1293 /// Complete Avatar's movement into the region. 1484 /// Complete Avatar's movement into the region.
1294 /// </summary> 1485 /// </summary>
@@ -1308,7 +1499,8 @@ namespace OpenSim.Region.Framework.Scenes
1308 1499
1309 Vector3 look = Velocity; 1500 Vector3 look = Velocity;
1310 1501
1311 if ((look.X == 0) && (look.Y == 0) && (look.Z == 0)) 1502 // if ((look.X == 0) && (look.Y == 0) && (look.Z == 0))
1503 if ((Math.Abs(look.X) < 0.1) && (Math.Abs(look.Y) < 0.1) && (Math.Abs(look.Z) < 0.1))
1312 { 1504 {
1313 look = new Vector3(0.99f, 0.042f, 0); 1505 look = new Vector3(0.99f, 0.042f, 0);
1314 } 1506 }
@@ -1363,11 +1555,12 @@ namespace OpenSim.Region.Framework.Scenes
1363 1555
1364 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>(); 1556 IEntityTransferModule m_agentTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
1365 if (m_agentTransfer != null) 1557 if (m_agentTransfer != null)
1366 Util.FireAndForget(delegate { m_agentTransfer.EnableChildAgents(this); }); 1558 m_agentTransfer.EnableChildAgents(this);
1367 1559
1368 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>(); 1560 IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
1369 if (friendsModule != null) 1561 if (friendsModule != null)
1370 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient); 1562 friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
1563
1371 } 1564 }
1372 1565
1373 // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region 1566 // XXX: If we force an update here, then multiple attachments do appear correctly on a destination region
@@ -1392,36 +1585,69 @@ namespace OpenSim.Region.Framework.Scenes
1392 /// <param name="collisionPoint"></param> 1585 /// <param name="collisionPoint"></param>
1393 /// <param name="localid"></param> 1586 /// <param name="localid"></param>
1394 /// <param name="distance"></param> 1587 /// <param name="distance"></param>
1588 ///
1589
1590 private void UpdateCameraCollisionPlane(Vector4 plane)
1591 {
1592 if (m_lastCameraCollisionPlane != plane)
1593 {
1594 m_lastCameraCollisionPlane = plane;
1595 ControllingClient.SendCameraConstraint(plane);
1596 }
1597 }
1598
1395 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal) 1599 public void RayCastCameraCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 pNormal)
1396 { 1600 {
1397 const float POSITION_TOLERANCE = 0.02f; 1601 const float POSITION_TOLERANCE = 0.02f;
1398 const float VELOCITY_TOLERANCE = 0.02f;
1399 const float ROTATION_TOLERANCE = 0.02f; 1602 const float ROTATION_TOLERANCE = 0.02f;
1400 1603
1401 if (m_followCamAuto) 1604 m_doingCamRayCast = false;
1605 if (hitYN && localid != LocalId)
1402 { 1606 {
1403 if (hitYN) 1607 SceneObjectGroup group = m_scene.GetGroupByPrim(localid);
1608 bool IsPrim = group != null;
1609 if (IsPrim)
1404 { 1610 {
1405 CameraConstraintActive = true; 1611 SceneObjectPart part = group.GetPart(localid);
1406 //m_log.DebugFormat("[RAYCASTRESULT]: {0}, {1}, {2}, {3}", hitYN, collisionPoint, localid, distance); 1612 if (part != null && !part.VolumeDetectActive)
1407 1613 {
1408 Vector3 normal = Vector3.Normalize(new Vector3(0f, 0f, collisionPoint.Z) - collisionPoint); 1614 CameraConstraintActive = true;
1409 ControllingClient.SendCameraConstraint(new Vector4(normal.X, normal.Y, normal.Z, -1 * Vector3.Distance(new Vector3(0,0,collisionPoint.Z),collisionPoint))); 1615 pNormal.X = (float) Math.Round(pNormal.X, 2);
1616 pNormal.Y = (float) Math.Round(pNormal.Y, 2);
1617 pNormal.Z = (float) Math.Round(pNormal.Z, 2);
1618 pNormal.Normalize();
1619 collisionPoint.X = (float) Math.Round(collisionPoint.X, 1);
1620 collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1);
1621 collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1);
1622
1623 Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z,
1624 Vector3.Dot(collisionPoint, pNormal));
1625 UpdateCameraCollisionPlane(plane);
1626 }
1410 } 1627 }
1411 else 1628 else
1412 { 1629 {
1413 if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || 1630 CameraConstraintActive = true;
1414 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || 1631 pNormal.X = (float) Math.Round(pNormal.X, 2);
1415 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)) 1632 pNormal.Y = (float) Math.Round(pNormal.Y, 2);
1416 { 1633 pNormal.Z = (float) Math.Round(pNormal.Z, 2);
1417 if (CameraConstraintActive) 1634 pNormal.Normalize();
1418 { 1635 collisionPoint.X = (float) Math.Round(collisionPoint.X, 1);
1419 ControllingClient.SendCameraConstraint(new Vector4(0f, 0.5f, 0.9f, -3000f)); 1636 collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1);
1420 CameraConstraintActive = false; 1637 collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1);
1421 } 1638
1422 } 1639 Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z,
1640 Vector3.Dot(collisionPoint, pNormal));
1641 UpdateCameraCollisionPlane(plane);
1423 } 1642 }
1424 } 1643 }
1644 else if (!m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
1645 !Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE))
1646 {
1647 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -9000f); // not right...
1648 UpdateCameraCollisionPlane(plane);
1649 CameraConstraintActive = false;
1650 }
1425 } 1651 }
1426 1652
1427 /// <summary> 1653 /// <summary>
@@ -1495,12 +1721,6 @@ namespace OpenSim.Region.Framework.Scenes
1495 // DrawDistance = agentData.Far; 1721 // DrawDistance = agentData.Far;
1496 DrawDistance = Scene.DefaultDrawDistance; 1722 DrawDistance = Scene.DefaultDrawDistance;
1497 1723
1498 // Check if Client has camera in 'follow cam' or 'build' mode.
1499 Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
1500
1501 m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
1502 && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
1503
1504 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0; 1724 m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
1505 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0; 1725 m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
1506 1726
@@ -1520,14 +1740,38 @@ namespace OpenSim.Region.Framework.Scenes
1520 StandUp(); 1740 StandUp();
1521 } 1741 }
1522 1742
1523 //m_log.DebugFormat("[FollowCam]: {0}", m_followCamAuto);
1524 // Raycast from the avatar's head to the camera to see if there's anything blocking the view 1743 // Raycast from the avatar's head to the camera to see if there's anything blocking the view
1525 if ((m_movementUpdateCount % NumMovementsBetweenRayCast) == 0 && m_scene.PhysicsScene.SupportsRayCast()) 1744 // this exclude checks may not be complete
1745
1746 if (m_movementUpdateCount % NumMovementsBetweenRayCast == 0 && m_scene.PhysicsScene.SupportsRayCast())
1526 { 1747 {
1527 if (m_followCamAuto) 1748 if (!m_doingCamRayCast && !m_mouseLook && ParentID == 0)
1528 { 1749 {
1529 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1750 Vector3 posAdjusted = AbsolutePosition;
1530 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1751// posAdjusted.Z += 0.5f * Appearance.AvatarSize.Z - 0.5f;
1752 posAdjusted.Z += 1.0f; // viewer current camera focus point
1753 Vector3 tocam = CameraPosition - posAdjusted;
1754 tocam.X = (float)Math.Round(tocam.X, 1);
1755 tocam.Y = (float)Math.Round(tocam.Y, 1);
1756 tocam.Z = (float)Math.Round(tocam.Z, 1);
1757
1758 float distTocamlen = tocam.Length();
1759 if (distTocamlen > 0.3f)
1760 {
1761 tocam *= (1.0f / distTocamlen);
1762 posAdjusted.X = (float)Math.Round(posAdjusted.X, 1);
1763 posAdjusted.Y = (float)Math.Round(posAdjusted.Y, 1);
1764 posAdjusted.Z = (float)Math.Round(posAdjusted.Z, 1);
1765
1766 m_doingCamRayCast = true;
1767 m_scene.PhysicsScene.RaycastWorld(posAdjusted, tocam, distTocamlen + 1.0f, RayCastCameraCallback);
1768 }
1769 }
1770 else if (CameraConstraintActive && (m_mouseLook || ParentID != 0))
1771 {
1772 Vector4 plane = new Vector4(0.9f, 0.0f, 0.361f, -10000f); // not right...
1773 UpdateCameraCollisionPlane(plane);
1774 CameraConstraintActive = false;
1531 } 1775 }
1532 } 1776 }
1533 1777
@@ -1992,7 +2236,8 @@ namespace OpenSim.Region.Framework.Scenes
1992// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name); 2236// m_log.DebugFormat("[SCENE PRESENCE]: Resetting move to target for {0}", Name);
1993 2237
1994 MovingToTarget = false; 2238 MovingToTarget = false;
1995 MoveToPositionTarget = Vector3.Zero; 2239// MoveToPositionTarget = Vector3.Zero;
2240 m_forceToApply = null; // cancel possible last action
1996 2241
1997 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct 2242 // We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct
1998 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag. 2243 // resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag.
@@ -2010,12 +2255,17 @@ namespace OpenSim.Region.Framework.Scenes
2010// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 2255// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
2011 2256
2012 SitGround = false; 2257 SitGround = false;
2258
2259/* move this down so avatar gets physical in the new position and not where it is siting
2013 if (PhysicsActor == null) 2260 if (PhysicsActor == null)
2014 AddToPhysicalScene(false); 2261 AddToPhysicalScene(false);
2262 */
2015 2263
2016 if (ParentID != 0) 2264 if (ParentID != 0)
2017 { 2265 {
2018 SceneObjectPart part = ParentPart; 2266 SceneObjectPart part = ParentPart;
2267 UnRegisterSeatControls(part.ParentGroup.UUID);
2268
2019 TaskInventoryDictionary taskIDict = part.TaskInventory; 2269 TaskInventoryDictionary taskIDict = part.TaskInventory;
2020 if (taskIDict != null) 2270 if (taskIDict != null)
2021 { 2271 {
@@ -2031,14 +2281,22 @@ namespace OpenSim.Region.Framework.Scenes
2031 } 2281 }
2032 } 2282 }
2033 2283
2034 ParentPosition = part.GetWorldPosition(); 2284 part.ParentGroup.DeleteAvatar(UUID);
2285// ParentPosition = part.GetWorldPosition();
2035 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 2286 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
2036 2287
2037 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); 2288// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
2038 ParentPosition = Vector3.Zero; 2289// ParentPosition = Vector3.Zero;
2290 m_pos = part.AbsolutePosition + (m_pos * part.GetWorldRotation()) + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
2291 if (part.SitTargetAvatar == UUID)
2292 m_bodyRot = part.GetWorldRotation() * part.SitTargetOrientation;
2039 2293
2040 ParentID = 0; 2294 ParentID = 0;
2041 ParentPart = null; 2295 ParentPart = null;
2296
2297 if (PhysicsActor == null)
2298 AddToPhysicalScene(false);
2299
2042 SendAvatarDataToAllAgents(); 2300 SendAvatarDataToAllAgents();
2043 m_requestedSitTargetID = 0; 2301 m_requestedSitTargetID = 0;
2044 2302
@@ -2048,6 +2306,9 @@ namespace OpenSim.Region.Framework.Scenes
2048 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 2306 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2049 } 2307 }
2050 2308
2309 else if (PhysicsActor == null)
2310 AddToPhysicalScene(false);
2311
2051 Animator.TrySetMovementAnimation("STAND"); 2312 Animator.TrySetMovementAnimation("STAND");
2052 TriggerScenePresenceUpdated(); 2313 TriggerScenePresenceUpdated();
2053 } 2314 }
@@ -2096,11 +2357,8 @@ namespace OpenSim.Region.Framework.Scenes
2096 if (part == null) 2357 if (part == null)
2097 return; 2358 return;
2098 2359
2099 // TODO: determine position to sit at based on scene geometry; don't trust offset from client
2100 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
2101
2102 if (PhysicsActor != null) 2360 if (PhysicsActor != null)
2103 m_sitAvatarHeight = PhysicsActor.Size.Z; 2361 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
2104 2362
2105 bool canSit = false; 2363 bool canSit = false;
2106 Vector3 pos = part.AbsolutePosition + offset; 2364 Vector3 pos = part.AbsolutePosition + offset;
@@ -2117,31 +2375,31 @@ namespace OpenSim.Region.Framework.Scenes
2117 } 2375 }
2118 else 2376 else
2119 { 2377 {
2378 if (PhysicsSit(part,offset)) // physics engine
2379 return;
2380
2120 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10) 2381 if (Util.GetDistanceTo(AbsolutePosition, pos) <= 10)
2121 { 2382 {
2122// m_log.DebugFormat(
2123// "[SCENE PRESENCE]: Sitting {0} on {1} {2} because sit target is unset and within 10m",
2124// Name, part.Name, part.LocalId);
2125 2383
2126 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight); 2384 AbsolutePosition = pos + new Vector3(0.0f, 0.0f, m_sitAvatarHeight);
2127 canSit = true; 2385 canSit = true;
2128 } 2386 }
2129// else
2130// {
2131// m_log.DebugFormat(
2132// "[SCENE PRESENCE]: Ignoring sit request of {0} on {1} {2} because sit target is unset and outside 10m",
2133// Name, part.Name, part.LocalId);
2134// }
2135 } 2387 }
2136 2388
2137 if (canSit) 2389 if (canSit)
2138 { 2390 {
2391
2139 if (PhysicsActor != null) 2392 if (PhysicsActor != null)
2140 { 2393 {
2141 // We can remove the physicsActor until they stand up. 2394 // We can remove the physicsActor until they stand up.
2142 RemoveFromPhysicalScene(); 2395 RemoveFromPhysicalScene();
2143 } 2396 }
2144 2397
2398 if (MovingToTarget)
2399 ResetMoveToTarget();
2400
2401 Velocity = Vector3.Zero;
2402
2145 part.AddSittingAvatar(UUID); 2403 part.AddSittingAvatar(UUID);
2146 2404
2147 cameraAtOffset = part.GetCameraAtOffset(); 2405 cameraAtOffset = part.GetCameraAtOffset();
@@ -2163,6 +2421,9 @@ namespace OpenSim.Region.Framework.Scenes
2163 2421
2164 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2422 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
2165 { 2423 {
2424 if (IsChildAgent)
2425 return;
2426
2166 if (ParentID != 0) 2427 if (ParentID != 0)
2167 { 2428 {
2168 if (ParentPart.UUID == targetID) 2429 if (ParentPart.UUID == targetID)
@@ -2178,14 +2439,6 @@ namespace OpenSim.Region.Framework.Scenes
2178 m_requestedSitTargetID = part.LocalId; 2439 m_requestedSitTargetID = part.LocalId;
2179 m_requestedSitTargetUUID = part.UUID; 2440 m_requestedSitTargetUUID = part.UUID;
2180 2441
2181// m_log.DebugFormat("[SIT]: Client requested Sit Position: {0}", offset);
2182
2183 if (m_scene.PhysicsScene.SupportsRayCast())
2184 {
2185 //m_scene.PhysicsScene.RaycastWorld(Vector3.Zero,Vector3.Zero, 0.01f,new RaycastCallback());
2186 //SitRayCastAvatarPosition(part);
2187 //return;
2188 }
2189 } 2442 }
2190 else 2443 else
2191 { 2444 {
@@ -2195,197 +2448,111 @@ namespace OpenSim.Region.Framework.Scenes
2195 SendSitResponse(targetID, offset, Quaternion.Identity); 2448 SendSitResponse(targetID, offset, Quaternion.Identity);
2196 } 2449 }
2197 2450
2198 /* 2451 // returns false if does not suport so older sit can be tried
2199 public void SitRayCastAvatarPosition(SceneObjectPart part) 2452 public bool PhysicsSit(SceneObjectPart part, Vector3 offset)
2200 { 2453 {
2201 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2454 if (part == null || part.ParentGroup.IsAttachment)
2202 Vector3 StartRayCastPosition = AbsolutePosition;
2203 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2204 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2205 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionResponse);
2206 }
2207
2208 public void SitRayCastAvatarPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal)
2209 {
2210 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2211 if (part != null)
2212 {
2213 if (hitYN)
2214 {
2215 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2216 {
2217 SitRaycastFindEdge(collisionPoint, normal);
2218 m_log.DebugFormat("[SIT]: Raycast Avatar Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2219 }
2220 else
2221 {
2222 SitRayCastAvatarPositionCameraZ(part);
2223 }
2224 }
2225 else
2226 {
2227 SitRayCastAvatarPositionCameraZ(part);
2228 }
2229 }
2230 else
2231 { 2455 {
2232 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2456 return true;
2233 m_requestedSitTargetUUID = UUID.Zero;
2234 m_requestedSitTargetID = 0;
2235 m_requestedSitOffset = Vector3.Zero;
2236 } 2457 }
2237 2458
2238 } 2459 if ( m_scene.PhysicsScene == null)
2239 2460 return false;
2240 public void SitRayCastAvatarPositionCameraZ(SceneObjectPart part)
2241 {
2242 // Next, try to raycast from the camera Z position
2243 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2244 Vector3 StartRayCastPosition = AbsolutePosition; StartRayCastPosition.Z = CameraPosition.Z;
2245 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2246 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2247 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastAvatarPositionCameraZResponse);
2248 }
2249 2461
2250 public void SitRayCastAvatarPositionCameraZResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2462 if (part.PhysActor == null)
2251 {
2252 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2253 if (part != null)
2254 { 2463 {
2255 if (hitYN) 2464 // none physcis shape
2256 { 2465 if (part.PhysicsShapeType == (byte)PhysicsShapeType.None)
2257 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f)) 2466 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2258 {
2259 SitRaycastFindEdge(collisionPoint, normal);
2260 m_log.DebugFormat("[SIT]: Raycast Avatar Position + CameraZ succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2261 }
2262 else
2263 {
2264 SitRayCastCameraPosition(part);
2265 }
2266 }
2267 else 2467 else
2268 { 2468 { // non physical phantom TODO
2269 SitRayCastCameraPosition(part); 2469 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2470 return false;
2270 } 2471 }
2271 } 2472 return true;
2272 else
2273 {
2274 ControllingClient.SendAlertMessage("Sit position no longer exists");
2275 m_requestedSitTargetUUID = UUID.Zero;
2276 m_requestedSitTargetID = 0;
2277 m_requestedSitOffset = Vector3.Zero;
2278 } 2473 }
2279 2474
2280 }
2281 2475
2282 public void SitRayCastCameraPosition(SceneObjectPart part) 2476 // not doing autopilot
2283 { 2477 m_requestedSitTargetID = 0;
2284 // Next, try to raycast from the camera position
2285 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2286 Vector3 StartRayCastPosition = CameraPosition;
2287 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2288 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2289 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastCameraPositionResponse);
2290 }
2291 2478
2292 public void SitRayCastCameraPositionResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2479 if (m_scene.PhysicsScene.SitAvatar(part.PhysActor, AbsolutePosition, CameraPosition, offset, new Vector3(0.35f, 0, 0.65f), PhysicsSitResponse) != 0)
2293 { 2480 return true;
2294 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID);
2295 if (part != null)
2296 {
2297 if (hitYN)
2298 {
2299 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2300 {
2301 SitRaycastFindEdge(collisionPoint, normal);
2302 m_log.DebugFormat("[SIT]: Raycast Camera Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2303 }
2304 else
2305 {
2306 SitRayHorizontal(part);
2307 }
2308 }
2309 else
2310 {
2311 SitRayHorizontal(part);
2312 }
2313 }
2314 else
2315 {
2316 ControllingClient.SendAlertMessage("Sit position no longer exists");
2317 m_requestedSitTargetUUID = UUID.Zero;
2318 m_requestedSitTargetID = 0;
2319 m_requestedSitOffset = Vector3.Zero;
2320 }
2321 2481
2482 return false;
2322 } 2483 }
2323 2484
2324 public void SitRayHorizontal(SceneObjectPart part) 2485
2486 private bool CanEnterLandPosition(Vector3 testPos)
2325 { 2487 {
2326 // Next, try to raycast from the avatar position to fwd 2488 ILandObject land = m_scene.LandChannel.GetLandObject(testPos.X, testPos.Y);
2327 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset; 2489
2328 Vector3 StartRayCastPosition = CameraPosition; 2490 if (land == null || land.LandData.Name == "NO_LAND")
2329 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition); 2491 return true;
2330 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition); 2492
2331 m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastHorizontalResponse); 2493 return land.CanBeOnThisLand(UUID,testPos.Z);
2332 } 2494 }
2333 2495
2334 public void SitRayCastHorizontalResponse(bool hitYN, Vector3 collisionPoint, uint localid, float pdistance, Vector3 normal) 2496 // status
2497 // < 0 ignore
2498 // 0 bad sit spot
2499 public void PhysicsSitResponse(int status, uint partID, Vector3 offset, Quaternion Orientation)
2335 { 2500 {
2336 SceneObjectPart part = FindNextAvailableSitTarget(m_requestedSitTargetUUID); 2501 if (status < 0)
2337 if (part != null) 2502 return;
2503
2504 if (status == 0)
2338 { 2505 {
2339 if (hitYN) 2506 ControllingClient.SendAlertMessage(" There is no suitable surface to sit on, try another spot.");
2340 { 2507 return;
2341 if (collisionPoint.ApproxEquals(m_requestedSitOffset + part.AbsolutePosition, 0.2f))
2342 {
2343 SitRaycastFindEdge(collisionPoint, normal);
2344 m_log.DebugFormat("[SIT]: Raycast Horizontal Position succeeded at point: {0}, normal:{1}", collisionPoint, normal);
2345 // Next, try to raycast from the camera position
2346 Vector3 EndRayCastPosition = part.AbsolutePosition + m_requestedSitOffset;
2347 Vector3 StartRayCastPosition = CameraPosition;
2348 Vector3 direction = Vector3.Normalize(EndRayCastPosition - StartRayCastPosition);
2349 float distance = Vector3.Distance(EndRayCastPosition, StartRayCastPosition);
2350 //m_scene.PhysicsScene.RaycastWorld(StartRayCastPosition, direction, distance, SitRayCastResponseAvatarPosition);
2351 }
2352 else
2353 {
2354 ControllingClient.SendAlertMessage("Sit position not accessable.");
2355 m_requestedSitTargetUUID = UUID.Zero;
2356 m_requestedSitTargetID = 0;
2357 m_requestedSitOffset = Vector3.Zero;
2358 }
2359 }
2360 else
2361 {
2362 ControllingClient.SendAlertMessage("Sit position not accessable.");
2363 m_requestedSitTargetUUID = UUID.Zero;
2364 m_requestedSitTargetID = 0;
2365 m_requestedSitOffset = Vector3.Zero;
2366 }
2367 } 2508 }
2368 else 2509
2510 SceneObjectPart part = m_scene.GetSceneObjectPart(partID);
2511 if (part == null)
2512 return;
2513
2514 Vector3 targetPos = part.GetWorldPosition() + offset * part.GetWorldRotation();
2515 if(!CanEnterLandPosition(targetPos))
2369 { 2516 {
2370 ControllingClient.SendAlertMessage("Sit position no longer exists"); 2517 ControllingClient.SendAlertMessage(" Sit position on restricted land, try another spot");
2371 m_requestedSitTargetUUID = UUID.Zero; 2518 return;
2372 m_requestedSitTargetID = 0;
2373 m_requestedSitOffset = Vector3.Zero;
2374 } 2519 }
2375 2520
2376 } 2521 RemoveFromPhysicalScene();
2377 2522
2378 private void SitRaycastFindEdge(Vector3 collisionPoint, Vector3 collisionNormal) 2523 if (MovingToTarget)
2379 { 2524 ResetMoveToTarget();
2380 int i = 0; 2525
2381 //throw new NotImplementedException(); 2526 Velocity = Vector3.Zero;
2382 //m_requestedSitTargetUUID = UUID.Zero;
2383 //m_requestedSitTargetID = 0;
2384 //m_requestedSitOffset = Vector3.Zero;
2385 2527
2386 SendSitResponse(ControllingClient, m_requestedSitTargetUUID, collisionPoint - m_requestedSitOffset, Quaternion.Identity); 2528 part.AddSittingAvatar(UUID);
2529
2530 Vector3 cameraAtOffset = part.GetCameraAtOffset();
2531 Vector3 cameraEyeOffset = part.GetCameraEyeOffset();
2532 bool forceMouselook = part.GetForceMouselook();
2533
2534 ControllingClient.SendSitResponse(
2535 part.UUID, offset, Orientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
2536
2537 // not using autopilot
2538
2539 Rotation = Orientation;
2540 m_pos = offset;
2541
2542 m_requestedSitTargetID = 0;
2543 part.ParentGroup.AddAvatar(UUID);
2544
2545 ParentPart = part;
2546 ParentID = part.LocalId;
2547 if(status == 3)
2548 Animator.TrySetMovementAnimation("SIT_GROUND");
2549 else
2550 Animator.TrySetMovementAnimation("SIT");
2551 SendAvatarDataToAllAgents();
2552
2553 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
2387 } 2554 }
2388 */ 2555
2389 2556
2390 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID) 2557 public void HandleAgentSit(IClientAPI remoteClient, UUID agentID)
2391 { 2558 {
@@ -2402,6 +2569,7 @@ namespace OpenSim.Region.Framework.Scenes
2402 return; 2569 return;
2403 } 2570 }
2404 2571
2572
2405 if (part.SitTargetAvatar == UUID) 2573 if (part.SitTargetAvatar == UUID)
2406 { 2574 {
2407 Vector3 sitTargetPos = part.SitTargetPosition; 2575 Vector3 sitTargetPos = part.SitTargetPosition;
@@ -2416,14 +2584,39 @@ namespace OpenSim.Region.Framework.Scenes
2416 2584
2417 //Quaternion result = (sitTargetOrient * vq) * nq; 2585 //Quaternion result = (sitTargetOrient * vq) * nq;
2418 2586
2419 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2587 double x, y, z, m;
2588
2589 Quaternion r = sitTargetOrient;
2590 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2591
2592 if (Math.Abs(1.0 - m) > 0.000001)
2593 {
2594 m = 1.0 / Math.Sqrt(m);
2595 r.X *= (float)m;
2596 r.Y *= (float)m;
2597 r.Z *= (float)m;
2598 r.W *= (float)m;
2599 }
2600
2601 x = 2 * (r.X * r.Z + r.Y * r.W);
2602 y = 2 * (-r.X * r.W + r.Y * r.Z);
2603 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2604
2605 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2606 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2607
2608 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2609
2610// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
2420 Rotation = sitTargetOrient; 2611 Rotation = sitTargetOrient;
2421 ParentPosition = part.AbsolutePosition; 2612// ParentPosition = part.AbsolutePosition;
2613 part.ParentGroup.AddAvatar(UUID);
2422 } 2614 }
2423 else 2615 else
2424 { 2616 {
2425 m_pos -= part.AbsolutePosition; 2617 m_pos -= part.AbsolutePosition;
2426 ParentPosition = part.AbsolutePosition; 2618// ParentPosition = part.AbsolutePosition;
2619 part.ParentGroup.AddAvatar(UUID);
2427 2620
2428// m_log.DebugFormat( 2621// m_log.DebugFormat(
2429// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2622// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2478,6 +2671,13 @@ namespace OpenSim.Region.Framework.Scenes
2478 TriggerScenePresenceUpdated(); 2671 TriggerScenePresenceUpdated();
2479 } 2672 }
2480 2673
2674 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2675 {
2676 Animator.avnChangeAnim(animID, addRemove, sendPack);
2677 }
2678
2679
2680
2481 /// <summary> 2681 /// <summary>
2482 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2682 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2483 /// </summary> 2683 /// </summary>
@@ -2534,8 +2734,8 @@ namespace OpenSim.Region.Framework.Scenes
2534 direc.Z *= 2.6f; 2734 direc.Z *= 2.6f;
2535 2735
2536 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2736 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2537 Animator.TrySetMovementAnimation("PREJUMP"); 2737// Animator.TrySetMovementAnimation("PREJUMP");
2538 Animator.TrySetMovementAnimation("JUMP"); 2738// Animator.TrySetMovementAnimation("JUMP");
2539 } 2739 }
2540 } 2740 }
2541 } 2741 }
@@ -2544,6 +2744,7 @@ namespace OpenSim.Region.Framework.Scenes
2544 2744
2545 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2745 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2546 m_forceToApply = direc; 2746 m_forceToApply = direc;
2747 Animator.UpdateMovementAnimations();
2547 } 2748 }
2548 2749
2549 #endregion 2750 #endregion
@@ -2561,16 +2762,12 @@ namespace OpenSim.Region.Framework.Scenes
2561 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to 2762 // NOTE: Velocity is not the same as m_velocity. Velocity will attempt to
2562 // grab the latest PhysicsActor velocity, whereas m_velocity is often 2763 // grab the latest PhysicsActor velocity, whereas m_velocity is often
2563 // storing a requested force instead of an actual traveling velocity 2764 // storing a requested force instead of an actual traveling velocity
2765 if (Appearance.AvatarSize != m_lastSize && !IsLoggingIn)
2766 SendAvatarDataToAllAgents();
2564 2767
2565 // Throw away duplicate or insignificant updates 2768 if (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
2566 if ( 2769 !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
2567 // If the velocity has become zero, send it no matter what. 2770 !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
2568 (Velocity != m_lastVelocity && Velocity == Vector3.Zero)
2569 // otherwise, if things have changed reasonably, send the update
2570 || (!Rotation.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE)
2571 || !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE)
2572 || !m_pos.ApproxEquals(m_lastPosition, POSITION_TOLERANCE)))
2573
2574 { 2771 {
2575 SendTerseUpdateToAllClients(); 2772 SendTerseUpdateToAllClients();
2576 2773
@@ -2728,9 +2925,7 @@ namespace OpenSim.Region.Framework.Scenes
2728 // again here... this comes after the cached appearance check because the avatars 2925 // again here... this comes after the cached appearance check because the avatars
2729 // appearance goes into the avatar update packet 2926 // appearance goes into the avatar update packet
2730 SendAvatarDataToAllAgents(); 2927 SendAvatarDataToAllAgents();
2731 2928 SendAppearanceToAgent(this);
2732 // This invocation always shows up in the viewer logs as an error.
2733 // SendAppearanceToAgent(this);
2734 2929
2735 // If we are using the the cached appearance then send it out to everyone 2930 // If we are using the the cached appearance then send it out to everyone
2736 if (cachedappearance) 2931 if (cachedappearance)
@@ -2761,6 +2956,8 @@ namespace OpenSim.Region.Framework.Scenes
2761 return; 2956 return;
2762 } 2957 }
2763 2958
2959 m_lastSize = Appearance.AvatarSize;
2960
2764 int count = 0; 2961 int count = 0;
2765 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence) 2962 m_scene.ForEachScenePresence(delegate(ScenePresence scenePresence)
2766 { 2963 {
@@ -2868,6 +3065,8 @@ namespace OpenSim.Region.Framework.Scenes
2868 3065
2869 avatar.ControllingClient.SendAppearance( 3066 avatar.ControllingClient.SendAppearance(
2870 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes()); 3067 UUID, Appearance.VisualParams, Appearance.Texture.GetBytes());
3068
3069
2871 } 3070 }
2872 3071
2873 #endregion 3072 #endregion
@@ -2942,8 +3141,9 @@ namespace OpenSim.Region.Framework.Scenes
2942 3141
2943 // If we don't have a PhysActor, we can't cross anyway 3142 // If we don't have a PhysActor, we can't cross anyway
2944 // Also don't do this while sat, sitting avatars cross with the 3143 // Also don't do this while sat, sitting avatars cross with the
2945 // object they sit on. 3144 // object they sit on. ParentUUID denoted a pending sit, don't
2946 if (ParentID != 0 || PhysicsActor == null) 3145 // interfere with it.
3146 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
2947 return; 3147 return;
2948 3148
2949 if (!IsInTransit) 3149 if (!IsInTransit)
@@ -3206,6 +3406,10 @@ namespace OpenSim.Region.Framework.Scenes
3206 } 3406 }
3207 3407
3208 private static Vector3 marker = new Vector3(-1f, -1f, -1f); 3408 private static Vector3 marker = new Vector3(-1f, -1f, -1f);
3409 private void RaiseUpdateThrottles()
3410 {
3411 m_scene.EventManager.TriggerThrottleUpdate(this);
3412 }
3209 /// <summary> 3413 /// <summary>
3210 /// This updates important decision making data about a child agent 3414 /// This updates important decision making data about a child agent
3211 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region 3415 /// The main purpose is to figure out what objects to send to a child agent that's in a neighboring region
@@ -3286,6 +3490,9 @@ namespace OpenSim.Region.Framework.Scenes
3286 cAgent.AlwaysRun = SetAlwaysRun; 3490 cAgent.AlwaysRun = SetAlwaysRun;
3287 3491
3288 cAgent.Appearance = new AvatarAppearance(Appearance); 3492 cAgent.Appearance = new AvatarAppearance(Appearance);
3493
3494 cAgent.ParentPart = ParentUUID;
3495 cAgent.SitOffset = m_pos;
3289 3496
3290 lock (scriptedcontrols) 3497 lock (scriptedcontrols)
3291 { 3498 {
@@ -3294,7 +3501,7 @@ namespace OpenSim.Region.Framework.Scenes
3294 3501
3295 foreach (ScriptControllers c in scriptedcontrols.Values) 3502 foreach (ScriptControllers c in scriptedcontrols.Values)
3296 { 3503 {
3297 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3504 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3298 } 3505 }
3299 cAgent.Controllers = controls; 3506 cAgent.Controllers = controls;
3300 } 3507 }
@@ -3327,6 +3534,8 @@ namespace OpenSim.Region.Framework.Scenes
3327 CameraAtAxis = cAgent.AtAxis; 3534 CameraAtAxis = cAgent.AtAxis;
3328 CameraLeftAxis = cAgent.LeftAxis; 3535 CameraLeftAxis = cAgent.LeftAxis;
3329 CameraUpAxis = cAgent.UpAxis; 3536 CameraUpAxis = cAgent.UpAxis;
3537 ParentUUID = cAgent.ParentPart;
3538 m_prevSitOffset = cAgent.SitOffset;
3330 3539
3331 // When we get to the point of re-computing neighbors everytime this 3540 // When we get to the point of re-computing neighbors everytime this
3332 // changes, then start using the agent's drawdistance rather than the 3541 // changes, then start using the agent's drawdistance rather than the
@@ -3364,6 +3573,7 @@ namespace OpenSim.Region.Framework.Scenes
3364 foreach (ControllerData c in cAgent.Controllers) 3573 foreach (ControllerData c in cAgent.Controllers)
3365 { 3574 {
3366 ScriptControllers sc = new ScriptControllers(); 3575 ScriptControllers sc = new ScriptControllers();
3576 sc.objectID = c.ObjectID;
3367 sc.itemID = c.ItemID; 3577 sc.itemID = c.ItemID;
3368 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3578 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3369 sc.eventControls = (ScriptControlled)c.EventControls; 3579 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3431,20 +3641,27 @@ namespace OpenSim.Region.Framework.Scenes
3431 } 3641 }
3432 3642
3433 if (Appearance.AvatarHeight == 0) 3643 if (Appearance.AvatarHeight == 0)
3434 Appearance.SetHeight(); 3644// Appearance.SetHeight();
3645 Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f));
3435 3646
3436 PhysicsScene scene = m_scene.PhysicsScene; 3647 PhysicsScene scene = m_scene.PhysicsScene;
3437 3648
3438 Vector3 pVec = AbsolutePosition; 3649 Vector3 pVec = AbsolutePosition;
3439 3650
3651/*
3440 PhysicsActor = scene.AddAvatar( 3652 PhysicsActor = scene.AddAvatar(
3441 LocalId, Firstname + "." + Lastname, pVec, 3653 LocalId, Firstname + "." + Lastname, pVec,
3442 new Vector3(0f, 0f, Appearance.AvatarHeight), isFlying); 3654 new Vector3(0.45f, 0.6f, Appearance.AvatarHeight), isFlying);
3655*/
3656
3657 PhysicsActor = scene.AddAvatar(
3658 LocalId, Firstname + "." + Lastname, pVec,
3659 Appearance.AvatarBoxSize,Appearance.AvatarFeetOffset, isFlying);
3443 3660
3444 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3661 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3445 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3662 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3446 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3663 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3447 PhysicsActor.SubscribeEvents(500); 3664 PhysicsActor.SubscribeEvents(100);
3448 PhysicsActor.LocalID = LocalId; 3665 PhysicsActor.LocalID = LocalId;
3449 } 3666 }
3450 3667
@@ -3458,6 +3675,7 @@ namespace OpenSim.Region.Framework.Scenes
3458 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); 3675 ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true);
3459 } 3676 }
3460 3677
3678
3461 /// <summary> 3679 /// <summary>
3462 /// Event called by the physics plugin to tell the avatar about a collision. 3680 /// Event called by the physics plugin to tell the avatar about a collision.
3463 /// </summary> 3681 /// </summary>
@@ -3471,7 +3689,7 @@ namespace OpenSim.Region.Framework.Scenes
3471 /// <param name="e"></param> 3689 /// <param name="e"></param>
3472 public void PhysicsCollisionUpdate(EventArgs e) 3690 public void PhysicsCollisionUpdate(EventArgs e)
3473 { 3691 {
3474 if (IsChildAgent) 3692 if (IsChildAgent || Animator == null)
3475 return; 3693 return;
3476 3694
3477 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) 3695 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
@@ -3488,7 +3706,6 @@ namespace OpenSim.Region.Framework.Scenes
3488 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3706 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3489 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3707 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3490 3708
3491 CollisionPlane = Vector4.UnitW;
3492 3709
3493// // No collisions at all means we may be flying. Update always 3710// // No collisions at all means we may be flying. Update always
3494// // to make falling work 3711// // to make falling work
@@ -3500,6 +3717,7 @@ namespace OpenSim.Region.Framework.Scenes
3500 3717
3501 if (coldata.Count != 0) 3718 if (coldata.Count != 0)
3502 { 3719 {
3720/*
3503 switch (Animator.CurrentMovementAnimation) 3721 switch (Animator.CurrentMovementAnimation)
3504 { 3722 {
3505 case "STAND": 3723 case "STAND":
@@ -3508,24 +3726,38 @@ namespace OpenSim.Region.Framework.Scenes
3508 case "CROUCH": 3726 case "CROUCH":
3509 case "CROUCHWALK": 3727 case "CROUCHWALK":
3510 { 3728 {
3729 */
3511 ContactPoint lowest; 3730 ContactPoint lowest;
3512 lowest.SurfaceNormal = Vector3.Zero; 3731 lowest.SurfaceNormal = Vector3.Zero;
3513 lowest.Position = Vector3.Zero; 3732 lowest.Position = Vector3.Zero;
3514 lowest.Position.Z = Single.NaN; 3733 lowest.Position.Z = float.MaxValue;
3515 3734
3516 foreach (ContactPoint contact in coldata.Values) 3735 foreach (ContactPoint contact in coldata.Values)
3517 { 3736 {
3518 if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z) 3737
3738 if (contact.CharacterFeet && contact.Position.Z < lowest.Position.Z)
3519 { 3739 {
3520 lowest = contact; 3740 lowest = contact;
3521 } 3741 }
3522 } 3742 }
3523 3743
3524 CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); 3744 if (lowest.Position.Z != float.MaxValue)
3745 {
3746 lowest.SurfaceNormal = -lowest.SurfaceNormal;
3747 CollisionPlane = new Vector4(lowest.SurfaceNormal, Vector3.Dot(lowest.Position, lowest.SurfaceNormal));
3748 }
3749 else
3750 CollisionPlane = Vector4.UnitW;
3751/*
3525 } 3752 }
3526 break; 3753 break;
3527 } 3754 }
3755*/
3528 } 3756 }
3757 else
3758 CollisionPlane = Vector4.UnitW;
3759
3760 RaiseCollisionScriptEvents(coldata);
3529 3761
3530 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3762 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3531 if (Invulnerable || GodLevel > 0) 3763 if (Invulnerable || GodLevel > 0)
@@ -3624,6 +3856,13 @@ namespace OpenSim.Region.Framework.Scenes
3624 // m_reprioritizationTimer.Dispose(); 3856 // m_reprioritizationTimer.Dispose();
3625 3857
3626 RemoveFromPhysicalScene(); 3858 RemoveFromPhysicalScene();
3859
3860 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
3861
3862// if (Animator != null)
3863// Animator.Close();
3864 Animator = null;
3865
3627 } 3866 }
3628 3867
3629 public void AddAttachment(SceneObjectGroup gobj) 3868 public void AddAttachment(SceneObjectGroup gobj)
@@ -3857,10 +4096,18 @@ namespace OpenSim.Region.Framework.Scenes
3857 4096
3858 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 4097 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3859 { 4098 {
4099 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
4100 if (p == null)
4101 return;
4102
4103 ControllingClient.SendTakeControls(controls, false, false);
4104 ControllingClient.SendTakeControls(controls, true, false);
4105
3860 ScriptControllers obj = new ScriptControllers(); 4106 ScriptControllers obj = new ScriptControllers();
3861 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 4107 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3862 obj.eventControls = ScriptControlled.CONTROL_ZERO; 4108 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3863 4109
4110 obj.objectID = p.ParentGroup.UUID;
3864 obj.itemID = Script_item_UUID; 4111 obj.itemID = Script_item_UUID;
3865 if (pass_on == 0 && accept == 0) 4112 if (pass_on == 0 && accept == 0)
3866 { 4113 {
@@ -3909,6 +4156,21 @@ namespace OpenSim.Region.Framework.Scenes
3909 ControllingClient.SendTakeControls(int.MaxValue, false, false); 4156 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3910 } 4157 }
3911 4158
4159 private void UnRegisterSeatControls(UUID obj)
4160 {
4161 List<UUID> takers = new List<UUID>();
4162
4163 foreach (ScriptControllers c in scriptedcontrols.Values)
4164 {
4165 if (c.objectID == obj)
4166 takers.Add(c.itemID);
4167 }
4168 foreach (UUID t in takers)
4169 {
4170 UnRegisterControlEventsToScript(0, t);
4171 }
4172 }
4173
3912 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 4174 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3913 { 4175 {
3914 ScriptControllers takecontrols; 4176 ScriptControllers takecontrols;
@@ -4238,6 +4500,12 @@ namespace OpenSim.Region.Framework.Scenes
4238 4500
4239 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4501 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
4240 { 4502 {
4503 string reason;
4504
4505 // Honor bans
4506 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4507 return;
4508
4241 SceneObjectGroup telehub = null; 4509 SceneObjectGroup telehub = null;
4242 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4510 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
4243 { 4511 {
@@ -4277,11 +4545,206 @@ namespace OpenSim.Region.Framework.Scenes
4277 pos = land.LandData.UserLocation; 4545 pos = land.LandData.UserLocation;
4278 } 4546 }
4279 } 4547 }
4280 4548
4281 land.SendLandUpdateToClient(ControllingClient); 4549 land.SendLandUpdateToClient(ControllingClient);
4282 } 4550 }
4283 } 4551 }
4284 4552
4553 private DetectedObject CreateDetObject(SceneObjectPart obj)
4554 {
4555 DetectedObject detobj = new DetectedObject();
4556 detobj.keyUUID = obj.UUID;
4557 detobj.nameStr = obj.Name;
4558 detobj.ownerUUID = obj.OwnerID;
4559 detobj.posVector = obj.AbsolutePosition;
4560 detobj.rotQuat = obj.GetWorldRotation();
4561 detobj.velVector = obj.Velocity;
4562 detobj.colliderType = 0;
4563 detobj.groupUUID = obj.GroupID;
4564
4565 return detobj;
4566 }
4567
4568 private DetectedObject CreateDetObject(ScenePresence av)
4569 {
4570 DetectedObject detobj = new DetectedObject();
4571 detobj.keyUUID = av.UUID;
4572 detobj.nameStr = av.ControllingClient.Name;
4573 detobj.ownerUUID = av.UUID;
4574 detobj.posVector = av.AbsolutePosition;
4575 detobj.rotQuat = av.Rotation;
4576 detobj.velVector = av.Velocity;
4577 detobj.colliderType = 0;
4578 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4579
4580 return detobj;
4581 }
4582
4583 private DetectedObject CreateDetObjectForGround()
4584 {
4585 DetectedObject detobj = new DetectedObject();
4586 detobj.keyUUID = UUID.Zero;
4587 detobj.nameStr = "";
4588 detobj.ownerUUID = UUID.Zero;
4589 detobj.posVector = AbsolutePosition;
4590 detobj.rotQuat = Quaternion.Identity;
4591 detobj.velVector = Vector3.Zero;
4592 detobj.colliderType = 0;
4593 detobj.groupUUID = UUID.Zero;
4594
4595 return detobj;
4596 }
4597
4598 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4599 {
4600 ColliderArgs colliderArgs = new ColliderArgs();
4601 List<DetectedObject> colliding = new List<DetectedObject>();
4602 foreach (uint localId in colliders)
4603 {
4604 if (localId == 0)
4605 continue;
4606
4607 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4608 if (obj != null)
4609 {
4610 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4611 colliding.Add(CreateDetObject(obj));
4612 }
4613 else
4614 {
4615 ScenePresence av = m_scene.GetScenePresence(localId);
4616 if (av != null && (!av.IsChildAgent))
4617 {
4618 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4619 colliding.Add(CreateDetObject(av));
4620 }
4621 }
4622 }
4623
4624 colliderArgs.Colliders = colliding;
4625
4626 return colliderArgs;
4627 }
4628
4629 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4630
4631 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4632 {
4633 ColliderArgs CollidingMessage;
4634
4635 if (colliders.Count > 0)
4636 {
4637 if ((dest.RootPart.ScriptEvents & ev) != 0)
4638 {
4639 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4640
4641 if (CollidingMessage.Colliders.Count > 0)
4642 notify(dest.RootPart.LocalId, CollidingMessage);
4643 }
4644 }
4645 }
4646
4647 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4648 {
4649 if ((dest.RootPart.ScriptEvents & ev) != 0)
4650 {
4651 ColliderArgs LandCollidingMessage = new ColliderArgs();
4652 List<DetectedObject> colliding = new List<DetectedObject>();
4653
4654 colliding.Add(CreateDetObjectForGround());
4655 LandCollidingMessage.Colliders = colliding;
4656
4657 notify(dest.RootPart.LocalId, LandCollidingMessage);
4658 }
4659 }
4660
4661 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4662 {
4663 try
4664 {
4665 List<uint> thisHitColliders = new List<uint>();
4666 List<uint> endedColliders = new List<uint>();
4667 List<uint> startedColliders = new List<uint>();
4668 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4669 CollisionForSoundInfo soundinfo;
4670 ContactPoint curcontact;
4671
4672 if (coldata.Count == 0)
4673 {
4674 if (m_lastColliders.Count == 0)
4675 return; // nothing to do
4676
4677 foreach (uint localID in m_lastColliders)
4678 {
4679 endedColliders.Add(localID);
4680 }
4681 m_lastColliders.Clear();
4682 }
4683
4684 else
4685 {
4686 foreach (uint id in coldata.Keys)
4687 {
4688 thisHitColliders.Add(id);
4689 if (!m_lastColliders.Contains(id))
4690 {
4691 startedColliders.Add(id);
4692 curcontact = coldata[id];
4693 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
4694 {
4695 soundinfo = new CollisionForSoundInfo();
4696 soundinfo.colliderID = id;
4697 soundinfo.position = curcontact.Position;
4698 soundinfo.relativeVel = curcontact.RelativeSpeed;
4699 soundinfolist.Add(soundinfo);
4700 }
4701 }
4702 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4703 }
4704
4705 // calculate things that ended colliding
4706 foreach (uint localID in m_lastColliders)
4707 {
4708 if (!thisHitColliders.Contains(localID))
4709 {
4710 endedColliders.Add(localID);
4711 }
4712 }
4713 //add the items that started colliding this time to the last colliders list.
4714 foreach (uint localID in startedColliders)
4715 {
4716 m_lastColliders.Add(localID);
4717 }
4718 // remove things that ended colliding from the last colliders list
4719 foreach (uint localID in endedColliders)
4720 {
4721 m_lastColliders.Remove(localID);
4722 }
4723
4724 if (soundinfolist.Count > 0)
4725 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
4726 }
4727
4728 foreach (SceneObjectGroup att in GetAttachments())
4729 {
4730 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
4731 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
4732 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
4733
4734 if (startedColliders.Contains(0))
4735 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
4736 if (m_lastColliders.Contains(0))
4737 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
4738 if (endedColliders.Contains(0))
4739 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
4740 }
4741 }
4742 finally
4743 {
4744 m_collisionEventFlag = false;
4745 }
4746 }
4747
4285 private void TeleportFlagsDebug() { 4748 private void TeleportFlagsDebug() {
4286 4749
4287 // Some temporary debugging help to show all the TeleportFlags we have... 4750 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4306,6 +4769,5 @@ namespace OpenSim.Region.Framework.Scenes
4306 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4769 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4307 4770
4308 } 4771 }
4309
4310 } 4772 }
4311} 4773}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 3882b45..ce4fb40 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -374,11 +374,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
374 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 374 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
375 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 375 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
376 376
377 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
378 m_SOPXmlProcessors.Add("Force", ProcessForce);
379 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
380 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
381
382
383 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
384
377 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType); 385 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
378 m_SOPXmlProcessors.Add("Density", ProcessDensity); 386 m_SOPXmlProcessors.Add("Density", ProcessDensity);
379 m_SOPXmlProcessors.Add("Friction", ProcessFriction); 387 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
380 m_SOPXmlProcessors.Add("Bounce", ProcessBounce); 388 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
381 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier); 389 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
390 m_SOPXmlProcessors.Add("CameraEyeOffset", ProcessCameraEyeOffset);
391 m_SOPXmlProcessors.Add("CameraAtOffset", ProcessCameraAtOffset);
382 392
383 #endregion 393 #endregion
384 394
@@ -407,7 +417,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
407 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 417 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
408 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 418 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
409 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 419 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
410 420
411 #endregion 421 #endregion
412 422
413 #region ShapeXmlProcessors initialization 423 #region ShapeXmlProcessors initialization
@@ -632,6 +642,33 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
632 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty); 642 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
633 } 643 }
634 644
645 private static void ProcessCameraEyeOffset(SceneObjectPart obj, XmlTextReader reader)
646 {
647 obj.SetCameraEyeOffset(Util.ReadVector(reader, "CameraEyeOffset"));
648 }
649
650 private static void ProcessCameraAtOffset(SceneObjectPart obj, XmlTextReader reader)
651 {
652 obj.SetCameraAtOffset(Util.ReadVector(reader, "CameraAtOffset"));
653 }
654
655 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
656 {
657 SOPVehicle vehicle = SOPVehicle.FromXml2(reader);
658
659 if (vehicle == null)
660 {
661 obj.VehicleParams = null;
662 m_log.DebugFormat(
663 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
664 obj.Name, obj.UUID);
665 }
666 else
667 {
668 obj.VehicleParams = vehicle;
669 }
670 }
671
635 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 672 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
636 { 673 {
637 List<string> errorNodeNames; 674 List<string> errorNodeNames;
@@ -801,6 +838,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
801 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 838 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
802 } 839 }
803 840
841 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
842 {
843 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
844 }
845
846 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
847 {
848 obj.Force = Util.ReadVector(reader, "Force");
849 }
850 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
851 {
852 obj.Torque = Util.ReadVector(reader, "Torque");
853 }
854
855 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
856 {
857 obj.VolumeDetectActive = Util.ReadBoolean(reader);
858 }
859
804 #endregion 860 #endregion
805 861
806 #region TaskInventoryXmlProcessors 862 #region TaskInventoryXmlProcessors
@@ -1191,7 +1247,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1191 1247
1192 if (sog.RootPart.KeyframeMotion != null) 1248 if (sog.RootPart.KeyframeMotion != null)
1193 { 1249 {
1194 Byte[] data = sog.RootPart.KeyframeMotion.Serialize(); 1250 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1195 1251
1196 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty); 1252 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1197 writer.WriteBase64(data, 0, data.Length); 1253 writer.WriteBase64(data, 0, data.Length);
@@ -1305,6 +1361,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1305 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1361 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1306 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1362 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1307 1363
1364 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1365
1366 WriteVector(writer, "Force", sop.Force);
1367 WriteVector(writer, "Torque", sop.Torque);
1368
1369 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1370
1371 if (sop.VehicleParams != null)
1372 sop.VehicleParams.ToXml2(writer);
1373
1308 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType()) 1374 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1309 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower()); 1375 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1310 if (sop.Density != 1000.0f) 1376 if (sop.Density != 1000.0f)
@@ -1315,6 +1381,8 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1315 writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower()); 1381 writer.WriteElementString("Bounce", sop.Restitution.ToString().ToLower());
1316 if (sop.GravityModifier != 1.0f) 1382 if (sop.GravityModifier != 1.0f)
1317 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower()); 1383 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1384 WriteVector(writer, "CameraEyeOffset", sop.GetCameraEyeOffset());
1385 WriteVector(writer, "CameraAtOffset", sop.GetCameraAtOffset());
1318 1386
1319 writer.WriteEndElement(); 1387 writer.WriteEndElement();
1320 } 1388 }
@@ -1540,12 +1608,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1540 { 1608 {
1541 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1609 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1542 1610
1543 if (reader.IsEmptyElement)
1544 {
1545 reader.Read();
1546 return tinv;
1547 }
1548
1549 reader.ReadStartElement(name, String.Empty); 1611 reader.ReadStartElement(name, String.Empty);
1550 1612
1551 while (reader.Name == "TaskInventoryItem") 1613 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 95f9caf..bf32251 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -175,7 +175,7 @@ namespace OpenSim.Region.Framework.Scenes
175 175
176 // saved last reported value so there is something available for llGetRegionFPS 176 // saved last reported value so there is something available for llGetRegionFPS
177 private float lastReportedSimFPS; 177 private float lastReportedSimFPS;
178 private float[] lastReportedSimStats = new float[22]; 178 private float[] lastReportedSimStats = new float[23];
179 private float m_pfps; 179 private float m_pfps;
180 180
181 /// <summary> 181 /// <summary>
@@ -189,12 +189,13 @@ namespace OpenSim.Region.Framework.Scenes
189 private int m_objectUpdates; 189 private int m_objectUpdates;
190 190
191 private int m_frameMS; 191 private int m_frameMS;
192 private int m_spareMS; 192
193 private int m_netMS; 193 private int m_netMS;
194 private int m_agentMS; 194 private int m_agentMS;
195 private int m_physicsMS; 195 private int m_physicsMS;
196 private int m_imageMS; 196 private int m_imageMS;
197 private int m_otherMS; 197 private int m_otherMS;
198 private int m_sleeptimeMS;
198 199
199//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed. 200//Ckrinke: (3-21-08) Comment out to remove a compiler warning. Bring back into play when needed.
200//Ckrinke private int m_scriptMS = 0; 201//Ckrinke private int m_scriptMS = 0;
@@ -292,7 +293,7 @@ namespace OpenSim.Region.Framework.Scenes
292 if (!m_scene.Active) 293 if (!m_scene.Active)
293 return; 294 return;
294 295
295 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[22]; 296 SimStatsPacket.StatBlock[] sb = new SimStatsPacket.StatBlock[23];
296 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock(); 297 SimStatsPacket.RegionBlock rb = new SimStatsPacket.RegionBlock();
297 298
298 // Know what's not thread safe in Mono... modifying timers. 299 // Know what's not thread safe in Mono... modifying timers.
@@ -330,6 +331,35 @@ namespace OpenSim.Region.Framework.Scenes
330 physfps = 0; 331 physfps = 0;
331 332
332#endregion 333#endregion
334 float factor = 1 / m_statsUpdateFactor;
335
336 if (reportedFPS <= 0)
337 reportedFPS = 1;
338
339 float perframe = 1.0f / (float)reportedFPS;
340
341 float TotalFrameTime = m_frameMS * perframe;
342
343 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
344
345 float sparetime;
346 float sleeptime;
347
348 if (TotalFrameTime > targetframetime)
349 {
350 sparetime = 0;
351 sleeptime = 0;
352 }
353 else
354 {
355 sparetime = m_frameMS - m_physicsMS - m_agentMS;
356 sparetime *= perframe;
357 if (sparetime < 0)
358 sparetime = 0;
359 else if (sparetime > TotalFrameTime)
360 sparetime = TotalFrameTime;
361 sleeptime = m_sleeptimeMS * perframe;
362 }
333 363
334 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 364 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
335 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 365 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
@@ -341,25 +371,15 @@ namespace OpenSim.Region.Framework.Scenes
341 // so that stat numbers are always consistent. 371 // so that stat numbers are always consistent.
342 CheckStatSanity(); 372 CheckStatSanity();
343 373
344 //Our time dilation is 0.91 when we're running a full speed, 374 // other MS is actually simulation time
345 // therefore to make sure we get an appropriate range, 375 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
346 // we have to factor in our error. (0.10f * statsUpdateFactor) 376 // m_imageMS m_netMS are not included in m_frameMS
347 // multiplies the fix for the error times the amount of times it'll occur a second
348 // / 10 divides the value by the number of times the sim heartbeat runs (10fps)
349 // Then we divide the whole amount by the amount of seconds pass in between stats updates.
350
351 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
352 // values to X-per-second values.
353 377
354 uint thisFrame = m_scene.Frame; 378 m_otherMS = m_frameMS - m_physicsMS - m_agentMS - m_sleeptimeMS;
355 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor; 379 if (m_otherMS < 0)
356 m_lastUpdateFrame = thisFrame; 380 m_otherMS = 0;
357 381
358 // Avoid div-by-zero if somehow we've not updated any frames. 382 for (int i = 0; i < 23; i++)
359 if (framesUpdated == 0)
360 framesUpdated = 1;
361
362 for (int i = 0; i < 22; i++)
363 { 383 {
364 sb[i] = new SimStatsPacket.StatBlock(); 384 sb[i] = new SimStatsPacket.StatBlock();
365 } 385 }
@@ -389,19 +409,19 @@ namespace OpenSim.Region.Framework.Scenes
389 sb[7].StatValue = m_activePrim; 409 sb[7].StatValue = m_activePrim;
390 410
391 sb[8].StatID = (uint)Stats.FrameMS; 411 sb[8].StatID = (uint)Stats.FrameMS;
392 sb[8].StatValue = m_frameMS / framesUpdated; 412 sb[8].StatValue = TotalFrameTime;
393 413
394 sb[9].StatID = (uint)Stats.NetMS; 414 sb[9].StatID = (uint)Stats.NetMS;
395 sb[9].StatValue = m_netMS / framesUpdated; 415 sb[9].StatValue = m_netMS * perframe;
396 416
397 sb[10].StatID = (uint)Stats.PhysicsMS; 417 sb[10].StatID = (uint)Stats.PhysicsMS;
398 sb[10].StatValue = m_physicsMS / framesUpdated; 418 sb[10].StatValue = m_physicsMS * perframe;
399 419
400 sb[11].StatID = (uint)Stats.ImageMS ; 420 sb[11].StatID = (uint)Stats.ImageMS ;
401 sb[11].StatValue = m_imageMS / framesUpdated; 421 sb[11].StatValue = m_imageMS * perframe;
402 422
403 sb[12].StatID = (uint)Stats.OtherMS; 423 sb[12].StatID = (uint)Stats.OtherMS;
404 sb[12].StatValue = m_otherMS / framesUpdated; 424 sb[12].StatValue = m_otherMS * perframe;
405 425
406 sb[13].StatID = (uint)Stats.InPacketsPerSecond; 426 sb[13].StatID = (uint)Stats.InPacketsPerSecond;
407 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor); 427 sb[13].StatValue = (m_inPacketsPerSecond / m_statsUpdateFactor);
@@ -413,7 +433,7 @@ namespace OpenSim.Region.Framework.Scenes
413 sb[15].StatValue = m_unAckedBytes; 433 sb[15].StatValue = m_unAckedBytes;
414 434
415 sb[16].StatID = (uint)Stats.AgentMS; 435 sb[16].StatID = (uint)Stats.AgentMS;
416 sb[16].StatValue = m_agentMS / framesUpdated; 436 sb[16].StatValue = m_agentMS * perframe;
417 437
418 sb[17].StatID = (uint)Stats.PendingDownloads; 438 sb[17].StatID = (uint)Stats.PendingDownloads;
419 sb[17].StatValue = m_pendingDownloads; 439 sb[17].StatValue = m_pendingDownloads;
@@ -428,7 +448,10 @@ namespace OpenSim.Region.Framework.Scenes
428 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor; 448 sb[20].StatValue = m_scriptLinesPerSecond / m_statsUpdateFactor;
429 449
430 sb[21].StatID = (uint)Stats.SimSpareMs; 450 sb[21].StatID = (uint)Stats.SimSpareMs;
431 sb[21].StatValue = m_spareMS / framesUpdated; 451 sb[21].StatValue = sparetime;
452
453 sb[22].StatID = (uint)Stats.SimSleepMs;
454 sb[22].StatValue = sleeptime;
432 455
433 for (int i = 0; i < 22; i++) 456 for (int i = 0; i < 22; i++)
434 { 457 {
@@ -447,28 +470,32 @@ namespace OpenSim.Region.Framework.Scenes
447 } 470 }
448 471
449 // Extra statistics that aren't currently sent to clients 472 // Extra statistics that aren't currently sent to clients
450 lock (m_lastReportedExtraSimStats) 473 if (m_scene.PhysicsScene != null)
451 { 474 {
452 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor; 475 lock (m_lastReportedExtraSimStats)
453 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
454
455 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
456
457 if (physicsStats != null)
458 { 476 {
459 foreach (KeyValuePair<string, float> tuple in physicsStats) 477 m_lastReportedExtraSimStats[LastReportedObjectUpdateStatName] = m_objectUpdates / m_statsUpdateFactor;
478 m_lastReportedExtraSimStats[SlowFramesStat.ShortName] = (float)SlowFramesStat.Value;
479
480 Dictionary<string, float> physicsStats = m_scene.PhysicsScene.GetStats();
481
482 if (physicsStats != null)
460 { 483 {
461 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second 484 foreach (KeyValuePair<string, float> tuple in physicsStats)
462 // Need to change things so that stats source can indicate whether they are per second or 485 {
463 // per frame. 486 // FIXME: An extremely dirty hack to divide MS stats per frame rather than per second
464 if (tuple.Key.EndsWith("MS")) 487 // Need to change things so that stats source can indicate whether they are per second or
465 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / framesUpdated; 488 // per frame.
466 else 489 if (tuple.Key.EndsWith("MS"))
467 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor; 490 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value * perframe;
491 else
492 m_lastReportedExtraSimStats[tuple.Key] = tuple.Value / m_statsUpdateFactor;
493 }
468 } 494 }
469 } 495 }
470 } 496 }
471 497
498// LastReportedObjectUpdates = m_objectUpdates / m_statsUpdateFactor;
472 ResetValues(); 499 ResetValues();
473 } 500 }
474 } 501 }
@@ -491,7 +518,8 @@ namespace OpenSim.Region.Framework.Scenes
491 m_physicsMS = 0; 518 m_physicsMS = 0;
492 m_imageMS = 0; 519 m_imageMS = 0;
493 m_otherMS = 0; 520 m_otherMS = 0;
494 m_spareMS = 0; 521// m_spareMS = 0;
522 m_sleeptimeMS = 0;
495 523
496//Ckrinke This variable is not used, so comment to remove compiler warning until it is used. 524//Ckrinke This variable is not used, so comment to remove compiler warning until it is used.
497//Ckrinke m_scriptMS = 0; 525//Ckrinke m_scriptMS = 0;
@@ -575,11 +603,6 @@ namespace OpenSim.Region.Framework.Scenes
575 SlowFramesStat.Value++; 603 SlowFramesStat.Value++;
576 } 604 }
577 605
578 public void AddSpareMS(int ms)
579 {
580 m_spareMS += ms;
581 }
582
583 public void addNetMS(int ms) 606 public void addNetMS(int ms)
584 { 607 {
585 m_netMS += ms; 608 m_netMS += ms;
@@ -605,6 +628,11 @@ namespace OpenSim.Region.Framework.Scenes
605 m_otherMS += ms; 628 m_otherMS += ms;
606 } 629 }
607 630
631 public void addSleepMS(int ms)
632 {
633 m_sleeptimeMS += ms;
634 }
635
608 public void AddPendingDownloads(int count) 636 public void AddPendingDownloads(int count)
609 { 637 {
610 m_pendingDownloads += count; 638 m_pendingDownloads += count;
diff --git a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
index c0ca48e..b6e0a97 100644
--- a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
+++ b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs
@@ -131,7 +131,15 @@ namespace OpenSim.Region.Framework.Scenes
131 131
132 public double this[int x, int y] 132 public double this[int x, int y]
133 { 133 {
134 get { return map[x, y]; } 134 get
135 {
136 if (x < 0) x = 0;
137 if (y < 0) y = 0;
138 if (x >= (int)Constants.RegionSize) x = (int)Constants.RegionSize - 1;
139 if (y >= (int)Constants.RegionSize) y = (int)Constants.RegionSize - 1;
140
141 return map[x, y];
142 }
135 set 143 set
136 { 144 {
137 // Will "fix" terrain hole problems. Although not fantastically. 145 // Will "fix" terrain hole problems. Although not fantastically.
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
index c264433..1182c96 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectResizeTests.cs
@@ -62,6 +62,8 @@ namespace OpenSim.Region.Framework.Scenes.Tests
62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2)); 62 Assert.That(g1Post.RootPart.Scale.X, Is.EqualTo(2));
63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3)); 63 Assert.That(g1Post.RootPart.Scale.Y, Is.EqualTo(3));
64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4)); 64 Assert.That(g1Post.RootPart.Scale.Z, Is.EqualTo(4));
65
66 Assert.That(g1Post.RootPart.UndoCount, Is.EqualTo(1));
65 } 67 }
66 68
67 /// <summary> 69 /// <summary>
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
deleted file mode 100644
index 4883ae7..0000000
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUndoRedoTests.cs
+++ /dev/null
@@ -1,184 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Reflection;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Framework.Communications;
34using OpenSim.Region.Framework.Scenes;
35using OpenSim.Tests.Common;
36using OpenSim.Tests.Common.Mock;
37
38namespace OpenSim.Region.Framework.Scenes.Tests
39{
40 /// <summary>
41 /// Tests for undo/redo
42 /// </summary>
43 public class SceneObjectUndoRedoTests : OpenSimTestCase
44 {
45 [Test]
46 public void TestUndoRedoResizeSceneObject()
47 {
48 TestHelpers.InMethod();
49// TestHelpers.EnableLogging();
50
51 Vector3 firstSize = new Vector3(2, 3, 4);
52 Vector3 secondSize = new Vector3(5, 6, 7);
53
54 Scene scene = new SceneHelpers().SetupScene();
55 scene.MaxUndoCount = 20;
56 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
57
58 // TODO: It happens to be the case that we are not storing undo states for SOPs which are not yet in a SOG,
59 // which is the way that AddSceneObject() sets up the object (i.e. it creates the SOP first). However,
60 // this is somewhat by chance. Really, we shouldn't be storing undo states at all if the object is not
61 // in a scene.
62 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
63
64 g1.GroupResize(firstSize);
65 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
66
67 g1.GroupResize(secondSize);
68 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
69
70 g1.RootPart.Undo();
71 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
72 Assert.That(g1.GroupScale, Is.EqualTo(firstSize));
73
74 g1.RootPart.Redo();
75 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(2));
76 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
77 }
78
79 [Test]
80 public void TestUndoLimit()
81 {
82 TestHelpers.InMethod();
83
84 Vector3 firstSize = new Vector3(2, 3, 4);
85 Vector3 secondSize = new Vector3(5, 6, 7);
86 Vector3 thirdSize = new Vector3(8, 9, 10);
87 Vector3 fourthSize = new Vector3(11, 12, 13);
88
89 Scene scene = new SceneHelpers().SetupScene();
90 scene.MaxUndoCount = 2;
91 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
92
93 g1.GroupResize(firstSize);
94 g1.GroupResize(secondSize);
95 g1.GroupResize(thirdSize);
96 g1.GroupResize(fourthSize);
97
98 g1.RootPart.Undo();
99 g1.RootPart.Undo();
100 g1.RootPart.Undo();
101
102 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
103 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
104 }
105
106 [Test]
107 public void TestNoUndoOnObjectsNotInScene()
108 {
109 TestHelpers.InMethod();
110
111 Vector3 firstSize = new Vector3(2, 3, 4);
112 Vector3 secondSize = new Vector3(5, 6, 7);
113// Vector3 thirdSize = new Vector3(8, 9, 10);
114// Vector3 fourthSize = new Vector3(11, 12, 13);
115
116 Scene scene = new SceneHelpers().SetupScene();
117 scene.MaxUndoCount = 20;
118 SceneObjectGroup g1 = SceneHelpers.CreateSceneObject(1, TestHelpers.ParseTail(0x1));
119
120 g1.GroupResize(firstSize);
121 g1.GroupResize(secondSize);
122
123 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
124
125 g1.RootPart.Undo();
126
127 Assert.That(g1.GroupScale, Is.EqualTo(secondSize));
128 }
129
130 [Test]
131 public void TestUndoBeyondAvailable()
132 {
133 TestHelpers.InMethod();
134
135 Vector3 newSize = new Vector3(2, 3, 4);
136
137 Scene scene = new SceneHelpers().SetupScene();
138 scene.MaxUndoCount = 20;
139 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
140 Vector3 originalSize = g1.GroupScale;
141
142 g1.RootPart.Undo();
143
144 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
145 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
146
147 g1.GroupResize(newSize);
148 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
149 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
150
151 g1.RootPart.Undo();
152 g1.RootPart.Undo();
153
154 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
155 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
156 }
157
158 [Test]
159 public void TestRedoBeyondAvailable()
160 {
161 TestHelpers.InMethod();
162
163 Vector3 newSize = new Vector3(2, 3, 4);
164
165 Scene scene = new SceneHelpers().SetupScene();
166 scene.MaxUndoCount = 20;
167 SceneObjectGroup g1 = SceneHelpers.AddSceneObject(scene);
168 Vector3 originalSize = g1.GroupScale;
169
170 g1.RootPart.Redo();
171
172 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(0));
173 Assert.That(g1.GroupScale, Is.EqualTo(originalSize));
174
175 g1.GroupResize(newSize);
176 g1.RootPart.Undo();
177 g1.RootPart.Redo();
178 g1.RootPart.Redo();
179
180 Assert.That(g1.RootPart.UndoCount, Is.EqualTo(1));
181 Assert.That(g1.GroupScale, Is.EqualTo(newSize));
182 }
183 }
184} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
index 2b79271..c7eaff9 100644
--- a/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
+++ b/OpenSim/Region/Framework/Scenes/Tests/SceneObjectUserGroupTests.cs
@@ -44,7 +44,7 @@ using OpenSim.Tests.Common.Mock;
44namespace OpenSim.Region.Framework.Scenes.Tests 44namespace OpenSim.Region.Framework.Scenes.Tests
45{ 45{
46 [TestFixture] 46 [TestFixture]
47 public class SceneObjectUserGroupTests : OpenSimTestCase 47 public class SceneObjectUserGroupTests
48 { 48 {
49 /// <summary> 49 /// <summary>
50 /// Test share with group object functionality 50 /// Test share with group object functionality
@@ -54,6 +54,7 @@ namespace OpenSim.Region.Framework.Scenes.Tests
54 public void TestShareWithGroup() 54 public void TestShareWithGroup()
55 { 55 {
56 TestHelpers.InMethod(); 56 TestHelpers.InMethod();
57// log4net.Config.XmlConfigurator.Configure();
57 58
58 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001"); 59 UUID userId = UUID.Parse("10000000-0000-0000-0000-000000000001");
59 60
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index 0e83781..7b47275 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -85,10 +85,6 @@ namespace OpenSim.Region.Framework.Scenes
85 /// <param name="assetUuids">The assets gathered</param> 85 /// <param name="assetUuids">The assets gathered</param>
86 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 86 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
87 { 87 {
88 // avoid infinite loops
89 if (assetUuids.ContainsKey(assetUuid))
90 return;
91
92 try 88 try
93 { 89 {
94 assetUuids[assetUuid] = assetType; 90 assetUuids[assetUuid] = assetType;