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-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs8
-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/IEstateModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEventQueue.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IRestartModule.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/IScriptModule.cs4
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/CollisionSounds.cs302
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs422
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs742
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs320
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs70
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs700
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs32
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs480
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs268
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1353
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1639
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs791
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs562
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs122
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs30
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
34 files changed, 6579 insertions, 1890 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index eb07165..0516cb1 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;
@@ -64,7 +65,7 @@ namespace OpenSim.Region.Framework.Interfaces
64 /// <param name="AttachmentPt"></param> 65 /// <param name="AttachmentPt"></param>
65 /// <param name="silent"></param> 66 /// <param name="silent"></param>
66 /// <returns>true if the object was successfully attached, false otherwise</returns> 67 /// <returns>true if the object was successfully attached, false otherwise</returns>
67 bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent); 68 bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool useAttachmentInfo);
68 69
69 /// <summary> 70 /// <summary>
70 /// Rez an attachment from user inventory and change inventory status to match. 71 /// Rez an attachment from user inventory and change inventory status to match.
@@ -75,6 +76,10 @@ namespace OpenSim.Region.Framework.Interfaces
75 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> 76 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
76 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); 77 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
77 78
79 // Same as above, but also load script states from a separate doc
80 ISceneEntity RezSingleAttachmentFromInventory(
81 IScenePresence presence, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
82
78 /// <summary> 83 /// <summary>
79 /// Rez multiple attachments from a user's inventory 84 /// Rez multiple attachments from a user's inventory
80 /// </summary> 85 /// </summary>
@@ -96,7 +101,6 @@ namespace OpenSim.Region.Framework.Interfaces
96 /// <param name="itemID"></param> 101 /// <param name="itemID"></param>
97 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID); 102 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID);
98 103
99 /// <summary>
100 /// Update the position of an attachment. 104 /// Update the position of an attachment.
101 /// </summary> 105 /// </summary>
102 /// <param name="sog"></param> 106 /// <param name="sog"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 4370fcc..c605fc1 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -115,6 +115,8 @@ namespace OpenSim.Region.Framework.Interfaces
115 /// <param name="stateSource"></param> 115 /// <param name="stateSource"></param>
116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
117 117
118 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
119
118 /// <summary> 120 /// <summary>
119 /// Stop a script which is in this prim's inventory. 121 /// Stop a script which is in this prim's inventory.
120 /// </summary> 122 /// </summary>
@@ -271,5 +273,6 @@ namespace OpenSim.Region.Framework.Interfaces
271 /// A <see cref="Dictionary`2"/> 273 /// A <see cref="Dictionary`2"/>
272 /// </returns> 274 /// </returns>
273 Dictionary<UUID, string> GetScriptStates(); 275 Dictionary<UUID, string> GetScriptStates();
276 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
274 } 277 }
275} 278}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 69be83e..5bc8e51 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, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
39
38 public interface IEntityTransferModule 40 public interface IEntityTransferModule
39 { 41 {
40 /// <summary> 42 /// <summary>
@@ -50,29 +52,10 @@ 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> 55 bool TeleportHome(UUID id, IClientAPI client);
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 56
70 /// <summary> 57 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
71 /// Teleports the agent for the given client to their home destination. 58 Vector3 position, Vector3 lookAt, uint teleportFlags);
72 /// </summary>
73 /// <param name='id'></param>
74 /// <param name='client'></param>
75 void TeleportHome(UUID id, IClientAPI client);
76 59
77 /// <summary> 60 /// <summary>
78 /// Show whether the given agent is being teleported. 61 /// Show whether the given agent is being teleported.
@@ -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, uint neighbourx, uint neighboury, 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/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
index 15cd238..ca2ad94 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -45,6 +45,8 @@ namespace OpenSim.Region.Framework.Interfaces
45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.). 45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.).
46 /// </summary> 46 /// </summary>
47 void sendRegionHandshakeToAll(); 47 void sendRegionHandshakeToAll();
48 void TriggerEstateInfoChange();
49 void TriggerRegionInfoChange();
48 50
49 void setEstateTerrainBaseTexture(int level, UUID texture); 51 void setEstateTerrainBaseTexture(int level, UUID texture);
50 void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue); 52 void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue);
diff --git a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
index bfa5d17..5512642 100644
--- a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
@@ -59,5 +59,7 @@ namespace OpenSim.Region.Framework.Interfaces
59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID); 59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID);
60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono); 60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono);
61 OSD BuildEvent(string eventName, OSD eventBody); 61 OSD BuildEvent(string eventName, OSD eventBody);
62 void partPhysicsProperties(uint localID, byte physhapetype, float density, float friction, float bounce, float gravmod, UUID avatarID);
63
62 } 64 }
63} 65}
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/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/IScriptModule.cs b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
index 0d488df..143af48 100644
--- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
@@ -69,6 +69,8 @@ namespace OpenSim.Region.Framework.Interfaces
69 69
70 ArrayList GetScriptErrors(UUID itemID); 70 ArrayList GetScriptErrors(UUID itemID);
71 71
72 bool HasScript(UUID itemID, out bool running);
73
72 /// <summary> 74 /// <summary>
73 /// Returns true if a script is running. 75 /// Returns true if a script is running.
74 /// </summary> 76 /// </summary>
@@ -99,4 +101,4 @@ namespace OpenSim.Region.Framework.Interfaces
99 /// </returns> 101 /// </returns>
100 Dictionary<uint, float> GetObjectScriptsExecutionTimes(); 102 Dictionary<uint, float> GetObjectScriptsExecutionTimes();
101 } 103 }
102} \ No newline at end of file 104}
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
new file mode 100644
index 0000000..d1a4d8e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
@@ -0,0 +1,13 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster Limited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6//
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface IUserAccountCacheModule
11{
12 void Remove(string name);
13}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 14ecd44..32ee674 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -227,7 +227,8 @@ namespace OpenSim.Region.Framework
227 pluginAssembly.FullName, e.Message, e.StackTrace); 227 pluginAssembly.FullName, e.Message, e.StackTrace);
228 228
229 // justincc: Right now this is fatal to really get the user's attention 229 // justincc: Right now this is fatal to really get the user's attention
230 throw e; 230 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
231 //throw e;
231 } 232 }
232 } 233 }
233 234
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 14ae287..9ddac19 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -79,13 +79,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
79 m_scenePresence = sp; 79 m_scenePresence = sp;
80 CurrentMovementAnimation = "CROUCH"; 80 CurrentMovementAnimation = "CROUCH";
81 } 81 }
82 82
83 public void AddAnimation(UUID animID, UUID objectID) 83 public void AddAnimation(UUID animID, UUID objectID)
84 { 84 {
85 if (m_scenePresence.IsChildAgent) 85 if (m_scenePresence.IsChildAgent)
86 return; 86 return;
87 87
88// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name); 88 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
89 89
90 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) 90 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
91 SendAnimPack(); 91 SendAnimPack();
@@ -117,6 +117,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
117 SendAnimPack(); 117 SendAnimPack();
118 } 118 }
119 119
120 public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
121 {
122 if (m_scenePresence.IsChildAgent)
123 return;
124
125 if (animID != UUID.Zero)
126 {
127 if (addRemove)
128 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
129 else
130 m_animations.Remove(animID);
131 }
132 if(sendPack)
133 SendAnimPack();
134 }
135
120 // Called from scripts 136 // Called from scripts
121 public void RemoveAnimation(string name) 137 public void RemoveAnimation(string name)
122 { 138 {
diff --git a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
new file mode 100644
index 0000000..a95e75a
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
@@ -0,0 +1,302 @@
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 if (volume < 0.2f)
270 continue;
271 m_log.DebugFormat("Collision speed was {0}", volume);
272
273 // Cap to 0.2 times volume because climbing stairs should not be noisy
274 // Also changed scaling
275 volume *= volume * .0125f; // 4m/s == volume 0.2
276 if (volume > 0.2f)
277 volume = 0.2f;
278 otherMaterial = (int)otherPart.Material;
279 if (otherMaterial >= MaxMaterials)
280 otherMaterial = 3;
281
282 soundID = m_PartPart[thisMatScaled + otherMaterial];
283 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
284 }
285 continue;
286 }
287/*
288 else if (!doneownsound)
289 {
290 ScenePresence otherav = av.Scene.GetScenePresence(Id);
291 if (otherav != null && (!otherav.IsChildAgent))
292 {
293 soundID = snd_FleshFlesh;
294 av.SendCollisionSound(soundID, 1.0);
295 doneownsound = true;
296 }
297 }
298 */
299 }
300 }
301 }
302}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index f92ed8e..76a952b 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -59,8 +59,12 @@ namespace OpenSim.Region.Framework.Scenes
59 59
60 public delegate void OnTerrainTickDelegate(); 60 public delegate void OnTerrainTickDelegate();
61 61
62 public delegate void OnTerrainUpdateDelegate();
63
62 public event OnTerrainTickDelegate OnTerrainTick; 64 public event OnTerrainTickDelegate OnTerrainTick;
63 65
66 public event OnTerrainUpdateDelegate OnTerrainUpdate;
67
64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 68 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
65 69
66 public event OnBackupDelegate OnBackup; 70 public event OnBackupDelegate OnBackup;
@@ -896,6 +900,26 @@ namespace OpenSim.Region.Framework.Scenes
896 } 900 }
897 } 901 }
898 } 902 }
903 public void TriggerTerrainUpdate()
904 {
905 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
906 if (handlerTerrainUpdate != null)
907 {
908 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
909 {
910 try
911 {
912 d();
913 }
914 catch (Exception e)
915 {
916 m_log.ErrorFormat(
917 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
918 e.Message, e.StackTrace);
919 }
920 }
921 }
922 }
899 923
900 public void TriggerTerrainTick() 924 public void TriggerTerrainTick()
901 { 925 {
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..b7b0d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,422 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 [Serializable]
26 public class KeyframeMotion
27 {
28 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
29
30 public enum PlayMode : int
31 {
32 Forward = 0,
33 Reverse = 1,
34 Loop = 2,
35 PingPong = 3
36 };
37
38 [Flags]
39 public enum DataFormat : int
40 {
41 Translation = 1,
42 Rotation = 2
43 }
44
45 [Serializable]
46 public struct Keyframe
47 {
48 public Vector3? Position;
49 public Quaternion? Rotation;
50 public Quaternion StartRotation;
51 public int TimeMS;
52 public int TimeTotal;
53 public Vector3 AngularVelocity;
54 };
55
56 private Vector3 m_basePosition;
57 private Quaternion m_baseRotation;
58 private Vector3 m_serializedPosition;
59
60 private Keyframe m_currentFrame;
61 private List<Keyframe> m_frames = new List<Keyframe>();
62
63 private Keyframe[] m_keyframes;
64
65 [NonSerialized()]
66 protected Timer m_timer = new Timer();
67
68 [NonSerialized()]
69 private SceneObjectGroup m_group;
70
71 private PlayMode m_mode = PlayMode.Forward;
72 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
73
74 private bool m_running = false;
75 [NonSerialized()]
76 private bool m_selected = false;
77
78 private int m_iterations = 0;
79
80 private const double timerInterval = 50.0;
81
82 public DataFormat Data
83 {
84 get { return m_data; }
85 }
86
87 public bool Selected
88 {
89 set
90 {
91 if (value)
92 {
93 // Once we're let go, recompute positions
94 if (m_selected)
95 UpdateSceneObject(m_group);
96 }
97 else
98 {
99 // Save selection position in case we get moved
100 if (!m_selected)
101 m_serializedPosition = m_group.AbsolutePosition;
102 }
103 m_selected = value; }
104 }
105
106 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
107 {
108 MemoryStream ms = new MemoryStream(data);
109
110 BinaryFormatter fmt = new BinaryFormatter();
111
112 KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
113
114 // This will be started when position is updated
115 newMotion.m_timer = new Timer();
116 newMotion.m_timer.Interval = (int)timerInterval;
117 newMotion.m_timer.AutoReset = true;
118 newMotion.m_timer.Elapsed += newMotion.OnTimer;
119
120 return newMotion;
121 }
122
123 public void UpdateSceneObject(SceneObjectGroup grp)
124 {
125 m_group = grp;
126 Vector3 offset = grp.AbsolutePosition - m_serializedPosition;
127
128 m_basePosition += offset;
129 m_currentFrame.Position += offset;
130 for (int i = 0 ; i < m_frames.Count ; i++)
131 {
132 Keyframe k = m_frames[i];
133 k.Position += offset;
134 m_frames[i] = k;
135 }
136
137 if (m_running)
138 Start();
139 }
140
141 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
142 {
143 m_mode = mode;
144 m_data = data;
145
146 m_group = grp;
147 m_basePosition = grp.AbsolutePosition;
148 m_baseRotation = grp.GroupRotation;
149
150 m_timer.Interval = (int)timerInterval;
151 m_timer.AutoReset = true;
152 m_timer.Elapsed += OnTimer;
153 }
154
155 public void SetKeyframes(Keyframe[] frames)
156 {
157 m_keyframes = frames;
158 }
159
160 public void Start()
161 {
162 if (m_keyframes.Length > 0)
163 m_timer.Start();
164 m_running = true;
165 }
166
167 public void Stop()
168 {
169 // Failed object creation
170 if (m_timer == null)
171 return;
172 m_timer.Stop();
173
174 m_basePosition = m_group.AbsolutePosition;
175 m_baseRotation = m_group.GroupRotation;
176
177 m_group.RootPart.Velocity = Vector3.Zero;
178 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
179 m_group.SendGroupRootTerseUpdate();
180
181 m_frames.Clear();
182 m_running = false;
183 }
184
185 public void Pause()
186 {
187 m_group.RootPart.Velocity = Vector3.Zero;
188 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
189 m_group.SendGroupRootTerseUpdate();
190
191 m_timer.Stop();
192 m_running = false;
193 }
194
195 private void GetNextList()
196 {
197 m_frames.Clear();
198 Vector3 pos = m_basePosition;
199 Quaternion rot = m_baseRotation;
200
201 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
202 {
203 int direction = 1;
204 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
205 direction = -1;
206
207 int start = 0;
208 int end = m_keyframes.Length;
209// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
210// end = m_keyframes.Length - 1;
211
212 if (direction < 0)
213 {
214 start = m_keyframes.Length - 1;
215 end = -1;
216// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
217// end = 0;
218 }
219
220 for (int i = start; i != end ; i += direction)
221 {
222 Keyframe k = m_keyframes[i];
223
224 if (k.Position.HasValue)
225 k.Position = (k.Position * direction) + pos;
226 else
227 k.Position = pos;
228
229 k.StartRotation = rot;
230 if (k.Rotation.HasValue)
231 {
232 if (direction == -1)
233 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
234 k.Rotation = rot * k.Rotation;
235 }
236 else
237 {
238 k.Rotation = rot;
239 }
240
241 float angle = 0;
242
243 float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
244 float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W;
245 float aa_bb = aa * bb;
246
247 if (aa_bb == 0)
248 {
249 angle = 0;
250 }
251 else
252 {
253 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
254 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
255 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
256 k.StartRotation.W * ((Quaternion)k.Rotation).W;
257 float q = (ab * ab) / aa_bb;
258
259 if (q > 1.0f)
260 {
261 angle = 0;
262 }
263 else
264 {
265 angle = (float)Math.Acos(2 * q - 1);
266 }
267 }
268
269 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
270 k.TimeTotal = k.TimeMS;
271
272 m_frames.Add(k);
273
274 pos = (Vector3)k.Position;
275 rot = (Quaternion)k.Rotation;
276 }
277
278 m_basePosition = pos;
279 m_baseRotation = rot;
280
281 m_iterations++;
282 }
283 }
284
285 protected void OnTimer(object sender, ElapsedEventArgs e)
286 {
287 if (m_frames.Count == 0)
288 {
289 GetNextList();
290
291 if (m_frames.Count == 0)
292 {
293 Stop();
294 return;
295 }
296
297 m_currentFrame = m_frames[0];
298 }
299
300 if (m_selected)
301 {
302 if (m_group.RootPart.Velocity != Vector3.Zero)
303 {
304 m_group.RootPart.Velocity = Vector3.Zero;
305 m_group.SendGroupRootTerseUpdate();
306 }
307 return;
308 }
309
310 // Do the frame processing
311 double steps = (double)m_currentFrame.TimeMS / timerInterval;
312 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
313
314 if (steps <= 1.0)
315 {
316 m_currentFrame.TimeMS = 0;
317
318 m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
319 m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
320 }
321 else
322 {
323 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
324 Vector3 motionThisFrame = v / (float)steps;
325 v = v * 1000 / m_currentFrame.TimeMS;
326
327 bool update = false;
328
329 if (Vector3.Mag(motionThisFrame) >= 0.05f)
330 {
331 m_group.AbsolutePosition += motionThisFrame;
332 m_group.RootPart.Velocity = v;
333 update = true;
334 }
335
336 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
337 {
338 Quaternion current = m_group.GroupRotation;
339
340 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
341
342 float angle = 0;
343
344 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
345 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
346 float aa_bb = aa * bb;
347
348 if (aa_bb == 0)
349 {
350 angle = 0;
351 }
352 else
353 {
354 float ab = current.X * step.X +
355 current.Y * step.Y +
356 current.Z * step.Z +
357 current.W * step.W;
358 float q = (ab * ab) / aa_bb;
359
360 if (q > 1.0f)
361 {
362 angle = 0;
363 }
364 else
365 {
366 angle = (float)Math.Acos(2 * q - 1);
367 }
368 }
369
370 if (angle > 0.01f)
371 {
372 m_group.UpdateGroupRotationR(step);
373 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
374 update = true;
375 }
376 }
377
378 if (update)
379 m_group.SendGroupRootTerseUpdate();
380 }
381
382 m_currentFrame.TimeMS -= (int)timerInterval;
383
384 if (m_currentFrame.TimeMS <= 0)
385 {
386 m_group.RootPart.Velocity = Vector3.Zero;
387 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
388 m_group.SendGroupRootTerseUpdate();
389
390 m_frames.RemoveAt(0);
391 if (m_frames.Count > 0)
392 m_currentFrame = m_frames[0];
393 }
394 }
395
396 public Byte[] Serialize()
397 {
398 MemoryStream ms = new MemoryStream();
399 m_timer.Stop();
400
401 BinaryFormatter fmt = new BinaryFormatter();
402 SceneObjectGroup tmp = m_group;
403 m_group = null;
404 m_serializedPosition = tmp.AbsolutePosition;
405 fmt.Serialize(ms, this);
406 m_group = tmp;
407 return ms.ToArray();
408 }
409
410 public void CrossingFailure()
411 {
412 // The serialization has stopped the timer, so let's wait a moment
413 // then retry the crossing. We'll get back here if it fails.
414 Util.FireAndForget(delegate (object x)
415 {
416 Thread.Sleep(60000);
417 if (m_running)
418 m_timer.Start();
419 });
420 }
421 }
422}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 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)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
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..d3c2d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,742 @@
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.Xml;
34using OpenSim.Framework.Serialization;
35using OpenSim.Framework.Serialization.External;
36using OpenSim.Region.Framework.Scenes.Serialization;
37using OpenSim.Region.Framework.Scenes.Serialization;
38
39namespace OpenSim.Region.Framework.Scenes
40{
41 public class SOPVehicle
42 {
43 public VehicleData vd;
44
45 public Vehicle Type
46 {
47 get { return vd.m_type; }
48 }
49
50 public SOPVehicle()
51 {
52 vd = new VehicleData();
53 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
54 }
55
56 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
57 {
58 float len;
59 float timestep = 0.01f;
60 switch (pParam)
61 {
62 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
63 if (pValue < 0f) pValue = 0f;
64 if (pValue > 1f) pValue = 1f;
65 vd.m_angularDeflectionEfficiency = pValue;
66 break;
67 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
68 if (pValue < timestep) pValue = timestep;
69 vd.m_angularDeflectionTimescale = pValue;
70 break;
71 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
72 if (pValue < timestep) pValue = timestep;
73 else if (pValue > 120) pValue = 120;
74 vd.m_angularMotorDecayTimescale = pValue;
75 break;
76 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
77 if (pValue < timestep) pValue = timestep;
78 vd.m_angularMotorTimescale = pValue;
79 break;
80 case Vehicle.BANKING_EFFICIENCY:
81 if (pValue < -1f) pValue = -1f;
82 if (pValue > 1f) pValue = 1f;
83 vd.m_bankingEfficiency = pValue;
84 break;
85 case Vehicle.BANKING_MIX:
86 if (pValue < 0f) pValue = 0f;
87 if (pValue > 1f) pValue = 1f;
88 vd.m_bankingMix = pValue;
89 break;
90 case Vehicle.BANKING_TIMESCALE:
91 if (pValue < timestep) pValue = timestep;
92 vd.m_bankingTimescale = pValue;
93 break;
94 case Vehicle.BUOYANCY:
95 if (pValue < -1f) pValue = -1f;
96 if (pValue > 1f) pValue = 1f;
97 vd.m_VehicleBuoyancy = pValue;
98 break;
99 case Vehicle.HOVER_EFFICIENCY:
100 if (pValue < 0f) pValue = 0f;
101 if (pValue > 1f) pValue = 1f;
102 vd.m_VhoverEfficiency = pValue;
103 break;
104 case Vehicle.HOVER_HEIGHT:
105 vd.m_VhoverHeight = pValue;
106 break;
107 case Vehicle.HOVER_TIMESCALE:
108 if (pValue < timestep) pValue = timestep;
109 vd.m_VhoverTimescale = pValue;
110 break;
111 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
112 if (pValue < 0f) pValue = 0f;
113 if (pValue > 1f) pValue = 1f;
114 vd.m_linearDeflectionEfficiency = pValue;
115 break;
116 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
117 if (pValue < timestep) pValue = timestep;
118 vd.m_linearDeflectionTimescale = pValue;
119 break;
120 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
121 if (pValue < timestep) pValue = timestep;
122 else if (pValue > 120) pValue = 120;
123 vd.m_linearMotorDecayTimescale = pValue;
124 break;
125 case Vehicle.LINEAR_MOTOR_TIMESCALE:
126 if (pValue < timestep) pValue = timestep;
127 vd.m_linearMotorTimescale = pValue;
128 break;
129 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
130 if (pValue < 0f) pValue = 0f;
131 if (pValue > 1f) pValue = 1f;
132 vd.m_verticalAttractionEfficiency = pValue;
133 break;
134 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
135 if (pValue < timestep) pValue = timestep;
136 vd.m_verticalAttractionTimescale = pValue;
137 break;
138
139 // These are vector properties but the engine lets you use a single float value to
140 // set all of the components to the same value
141 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
142 if (pValue < timestep) pValue = timestep;
143 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
144 break;
145 case Vehicle.ANGULAR_MOTOR_DIRECTION:
146 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
147 len = vd.m_angularMotorDirection.Length();
148 if (len > 12.566f)
149 vd.m_angularMotorDirection *= (12.566f / len);
150 break;
151 case Vehicle.LINEAR_FRICTION_TIMESCALE:
152 if (pValue < timestep) pValue = timestep;
153 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
154 break;
155 case Vehicle.LINEAR_MOTOR_DIRECTION:
156 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
157 len = vd.m_linearMotorDirection.Length();
158 if (len > 30.0f)
159 vd.m_linearMotorDirection *= (30.0f / len);
160 break;
161 case Vehicle.LINEAR_MOTOR_OFFSET:
162 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
163 len = vd.m_linearMotorOffset.Length();
164 if (len > 100.0f)
165 vd.m_linearMotorOffset *= (100.0f / len);
166 break;
167 }
168 }//end ProcessFloatVehicleParam
169
170 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
171 {
172 float len;
173 float timestep = 0.01f;
174 switch (pParam)
175 {
176 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
177 if (pValue.X < timestep) pValue.X = timestep;
178 if (pValue.Y < timestep) pValue.Y = timestep;
179 if (pValue.Z < timestep) pValue.Z = timestep;
180
181 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
182 break;
183 case Vehicle.ANGULAR_MOTOR_DIRECTION:
184 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
185 // Limit requested angular speed to 2 rps= 4 pi rads/sec
186 len = vd.m_angularMotorDirection.Length();
187 if (len > 12.566f)
188 vd.m_angularMotorDirection *= (12.566f / len);
189 break;
190 case Vehicle.LINEAR_FRICTION_TIMESCALE:
191 if (pValue.X < timestep) pValue.X = timestep;
192 if (pValue.Y < timestep) pValue.Y = timestep;
193 if (pValue.Z < timestep) pValue.Z = timestep;
194 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
195 break;
196 case Vehicle.LINEAR_MOTOR_DIRECTION:
197 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
198 len = vd.m_linearMotorDirection.Length();
199 if (len > 30.0f)
200 vd.m_linearMotorDirection *= (30.0f / len);
201 break;
202 case Vehicle.LINEAR_MOTOR_OFFSET:
203 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
204 len = vd.m_linearMotorOffset.Length();
205 if (len > 100.0f)
206 vd.m_linearMotorOffset *= (100.0f / len);
207 break;
208 }
209 }//end ProcessVectorVehicleParam
210
211 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
212 {
213 switch (pParam)
214 {
215 case Vehicle.REFERENCE_FRAME:
216 vd.m_referenceFrame = Quaternion.Inverse(pValue);
217 break;
218 }
219 }//end ProcessRotationVehicleParam
220
221 public void ProcessVehicleFlags(int pParam, bool remove)
222 {
223 if (remove)
224 {
225 vd.m_flags &= ~((VehicleFlag)pParam);
226 }
227 else
228 {
229 vd.m_flags |= (VehicleFlag)pParam;
230 }
231 }//end ProcessVehicleFlags
232
233 public void ProcessTypeChange(Vehicle pType)
234 {
235 vd.m_linearMotorDirection = Vector3.Zero;
236 vd.m_angularMotorDirection = Vector3.Zero;
237 vd.m_linearMotorOffset = Vector3.Zero;
238 vd.m_referenceFrame = Quaternion.Identity;
239
240 // Set Defaults For Type
241 vd.m_type = pType;
242 switch (pType)
243 {
244 case Vehicle.TYPE_NONE:
245 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
246 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_linearMotorTimescale = 1000;
248 vd.m_linearMotorDecayTimescale = 120;
249 vd.m_angularMotorTimescale = 1000;
250 vd.m_angularMotorDecayTimescale = 1000;
251 vd.m_VhoverHeight = 0;
252 vd.m_VhoverEfficiency = 1;
253 vd.m_VhoverTimescale = 1000;
254 vd.m_VehicleBuoyancy = 0;
255 vd.m_linearDeflectionEfficiency = 0;
256 vd.m_linearDeflectionTimescale = 1000;
257 vd.m_angularDeflectionEfficiency = 0;
258 vd.m_angularDeflectionTimescale = 1000;
259 vd.m_bankingEfficiency = 0;
260 vd.m_bankingMix = 1;
261 vd.m_bankingTimescale = 1000;
262 vd.m_verticalAttractionEfficiency = 0;
263 vd.m_verticalAttractionTimescale = 1000;
264
265 vd.m_flags = (VehicleFlag)0;
266 break;
267
268 case Vehicle.TYPE_SLED:
269 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
270 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
271 vd.m_linearMotorTimescale = 1000;
272 vd.m_linearMotorDecayTimescale = 120;
273 vd.m_angularMotorTimescale = 1000;
274 vd.m_angularMotorDecayTimescale = 120;
275 vd.m_VhoverHeight = 0;
276 vd.m_VhoverEfficiency = 1;
277 vd.m_VhoverTimescale = 10;
278 vd.m_VehicleBuoyancy = 0;
279 vd.m_linearDeflectionEfficiency = 1;
280 vd.m_linearDeflectionTimescale = 1;
281 vd.m_angularDeflectionEfficiency = 0;
282 vd.m_angularDeflectionTimescale = 1000;
283 vd.m_bankingEfficiency = 0;
284 vd.m_bankingMix = 1;
285 vd.m_bankingTimescale = 10;
286 vd.m_flags &=
287 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
288 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
289 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
290 break;
291 case Vehicle.TYPE_CAR:
292 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
293 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
294 vd.m_linearMotorTimescale = 1;
295 vd.m_linearMotorDecayTimescale = 60;
296 vd.m_angularMotorTimescale = 1;
297 vd.m_angularMotorDecayTimescale = 0.8f;
298 vd.m_VhoverHeight = 0;
299 vd.m_VhoverEfficiency = 0;
300 vd.m_VhoverTimescale = 1000;
301 vd.m_VehicleBuoyancy = 0;
302 vd.m_linearDeflectionEfficiency = 1;
303 vd.m_linearDeflectionTimescale = 2;
304 vd.m_angularDeflectionEfficiency = 0;
305 vd.m_angularDeflectionTimescale = 10;
306 vd.m_verticalAttractionEfficiency = 1f;
307 vd.m_verticalAttractionTimescale = 10f;
308 vd.m_bankingEfficiency = -0.2f;
309 vd.m_bankingMix = 1;
310 vd.m_bankingTimescale = 1;
311 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
312 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
313 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
314 break;
315 case Vehicle.TYPE_BOAT:
316 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
317 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
318 vd.m_linearMotorTimescale = 5;
319 vd.m_linearMotorDecayTimescale = 60;
320 vd.m_angularMotorTimescale = 4;
321 vd.m_angularMotorDecayTimescale = 4;
322 vd.m_VhoverHeight = 0;
323 vd.m_VhoverEfficiency = 0.5f;
324 vd.m_VhoverTimescale = 2;
325 vd.m_VehicleBuoyancy = 1;
326 vd.m_linearDeflectionEfficiency = 0.5f;
327 vd.m_linearDeflectionTimescale = 3;
328 vd.m_angularDeflectionEfficiency = 0.5f;
329 vd.m_angularDeflectionTimescale = 5;
330 vd.m_verticalAttractionEfficiency = 0.5f;
331 vd.m_verticalAttractionTimescale = 5f;
332 vd.m_bankingEfficiency = -0.3f;
333 vd.m_bankingMix = 0.8f;
334 vd.m_bankingTimescale = 1;
335 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
336 VehicleFlag.HOVER_GLOBAL_HEIGHT |
337 VehicleFlag.HOVER_UP_ONLY |
338 VehicleFlag.LIMIT_ROLL_ONLY);
339 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
340 VehicleFlag.LIMIT_MOTOR_UP |
341 VehicleFlag.HOVER_WATER_ONLY);
342 break;
343 case Vehicle.TYPE_AIRPLANE:
344 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
345 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
346 vd.m_linearMotorTimescale = 2;
347 vd.m_linearMotorDecayTimescale = 60;
348 vd.m_angularMotorTimescale = 4;
349 vd.m_angularMotorDecayTimescale = 8;
350 vd.m_VhoverHeight = 0;
351 vd.m_VhoverEfficiency = 0.5f;
352 vd.m_VhoverTimescale = 1000;
353 vd.m_VehicleBuoyancy = 0;
354 vd.m_linearDeflectionEfficiency = 0.5f;
355 vd.m_linearDeflectionTimescale = 0.5f;
356 vd.m_angularDeflectionEfficiency = 1;
357 vd.m_angularDeflectionTimescale = 2;
358 vd.m_verticalAttractionEfficiency = 0.9f;
359 vd.m_verticalAttractionTimescale = 2f;
360 vd.m_bankingEfficiency = 1;
361 vd.m_bankingMix = 0.7f;
362 vd.m_bankingTimescale = 2;
363 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
364 VehicleFlag.HOVER_TERRAIN_ONLY |
365 VehicleFlag.HOVER_GLOBAL_HEIGHT |
366 VehicleFlag.HOVER_UP_ONLY |
367 VehicleFlag.NO_DEFLECTION_UP |
368 VehicleFlag.LIMIT_MOTOR_UP);
369 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
370 break;
371 case Vehicle.TYPE_BALLOON:
372 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
373 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
374 vd.m_linearMotorTimescale = 5;
375 vd.m_linearMotorDecayTimescale = 60;
376 vd.m_angularMotorTimescale = 6;
377 vd.m_angularMotorDecayTimescale = 10;
378 vd.m_VhoverHeight = 5;
379 vd.m_VhoverEfficiency = 0.8f;
380 vd.m_VhoverTimescale = 10;
381 vd.m_VehicleBuoyancy = 1;
382 vd.m_linearDeflectionEfficiency = 0;
383 vd.m_linearDeflectionTimescale = 5;
384 vd.m_angularDeflectionEfficiency = 0;
385 vd.m_angularDeflectionTimescale = 5;
386 vd.m_verticalAttractionEfficiency = 0f;
387 vd.m_verticalAttractionTimescale = 1000f;
388 vd.m_bankingEfficiency = 0;
389 vd.m_bankingMix = 0.7f;
390 vd.m_bankingTimescale = 5;
391 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
392 VehicleFlag.HOVER_TERRAIN_ONLY |
393 VehicleFlag.HOVER_UP_ONLY |
394 VehicleFlag.NO_DEFLECTION_UP |
395 VehicleFlag.LIMIT_MOTOR_UP);
396 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
397 VehicleFlag.HOVER_GLOBAL_HEIGHT);
398 break;
399 }
400 }
401 public void SetVehicle(PhysicsActor ph)
402 {
403 if (ph == null)
404 return;
405 ph.SetVehicle(vd);
406 }
407
408 private XmlTextWriter writer;
409
410 private void XWint(string name, int i)
411 {
412 writer.WriteElementString(name, i.ToString());
413 }
414
415 private void XWfloat(string name, float f)
416 {
417 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
418 }
419
420 private void XWVector(string name, Vector3 vec)
421 {
422 writer.WriteStartElement(name);
423 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
424 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
426 writer.WriteEndElement();
427 }
428
429 private void XWQuat(string name, Quaternion quat)
430 {
431 writer.WriteStartElement(name);
432 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
433 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
436 writer.WriteEndElement();
437 }
438
439 public void ToXml2(XmlTextWriter twriter)
440 {
441 writer = twriter;
442 writer.WriteStartElement("Vehicle");
443
444 XWint("TYPE", (int)vd.m_type);
445 XWint("FLAGS", (int)vd.m_flags);
446
447 // Linear properties
448 XWVector("LMDIR", vd.m_linearMotorDirection);
449 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
450 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
451 XWfloat("LMTIME", vd.m_linearMotorTimescale);
452 XWVector("LMOFF", vd.m_linearMotorOffset);
453
454 //Angular properties
455 XWVector("AMDIR", vd.m_angularMotorDirection);
456 XWfloat("AMTIME", vd.m_angularMotorTimescale);
457 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
458 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
459
460 //Deflection properties
461 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
462 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
463 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
464 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
465
466 //Banking properties
467 XWfloat("BEFF", vd.m_bankingEfficiency);
468 XWfloat("BMIX", vd.m_bankingMix);
469 XWfloat("BTIME", vd.m_bankingTimescale);
470
471 //Hover and Buoyancy properties
472 XWfloat("HHEI", vd.m_VhoverHeight);
473 XWfloat("HEFF", vd.m_VhoverEfficiency);
474 XWfloat("HTIME", vd.m_VhoverTimescale);
475 XWfloat("VBUO", vd.m_VehicleBuoyancy);
476
477 //Attractor properties
478 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
479 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
480
481 XWQuat("REF_FRAME", vd.m_referenceFrame);
482
483 writer.WriteEndElement();
484 writer = null;
485 }
486
487
488
489 XmlTextReader reader;
490
491 private int XRint()
492 {
493 return reader.ReadElementContentAsInt();
494 }
495
496 private float XRfloat()
497 {
498 return reader.ReadElementContentAsFloat();
499 }
500
501 public Vector3 XRvector()
502 {
503 Vector3 vec;
504 reader.ReadStartElement();
505 vec.X = reader.ReadElementContentAsFloat();
506 vec.Y = reader.ReadElementContentAsFloat();
507 vec.Z = reader.ReadElementContentAsFloat();
508 reader.ReadEndElement();
509 return vec;
510 }
511
512 public Quaternion XRquat()
513 {
514 Quaternion q;
515 reader.ReadStartElement();
516 q.X = reader.ReadElementContentAsFloat();
517 q.Y = reader.ReadElementContentAsFloat();
518 q.Z = reader.ReadElementContentAsFloat();
519 q.W = reader.ReadElementContentAsFloat();
520 reader.ReadEndElement();
521 return q;
522 }
523
524 public static bool EReadProcessors(
525 Dictionary<string, Action> processors,
526 XmlTextReader xtr)
527 {
528 bool errors = false;
529
530 string nodeName = string.Empty;
531 while (xtr.NodeType != XmlNodeType.EndElement)
532 {
533 nodeName = xtr.Name;
534
535 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
536
537 Action p = null;
538 if (processors.TryGetValue(xtr.Name, out p))
539 {
540 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
541
542 try
543 {
544 p();
545 }
546 catch (Exception e)
547 {
548 errors = true;
549 if (xtr.NodeType == XmlNodeType.EndElement)
550 xtr.Read();
551 }
552 }
553 else
554 {
555 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
556 xtr.ReadOuterXml(); // ignore
557 }
558 }
559
560 return errors;
561 }
562
563
564
565 public void FromXml2(XmlTextReader _reader, out bool errors)
566 {
567 errors = false;
568 reader = _reader;
569
570 Dictionary<string, Action> m_VehicleXmlProcessors
571 = new Dictionary<string, Action>();
572
573 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
574 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
575
576 // Linear properties
577 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
578 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
579 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
580 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
581 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
582
583 //Angular properties
584 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
585 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
586 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
587 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
588
589 //Deflection properties
590 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
591 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
592 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
593 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
594
595 //Banking properties
596 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
597 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
598 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
599
600 //Hover and Buoyancy properties
601 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
602 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
603 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
604
605 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
606
607 //Attractor properties
608 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
609 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
610
611 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
612
613 vd = new VehicleData();
614
615 reader.ReadStartElement("Vehicle", String.Empty);
616
617 errors = EReadProcessors(
618 m_VehicleXmlProcessors,
619 reader);
620
621 reader.ReadEndElement();
622 reader = null;
623 }
624
625 private void ProcessXR_type()
626 {
627 vd.m_type = (Vehicle)XRint();
628 }
629 private void ProcessXR_flags()
630 {
631 vd.m_flags = (VehicleFlag)XRint();
632 }
633 // Linear properties
634 private void ProcessXR_linearMotorDirection()
635 {
636 vd.m_linearMotorDirection = XRvector();
637 }
638
639 private void ProcessXR_linearFrictionTimescale()
640 {
641 vd.m_linearFrictionTimescale = XRvector();
642 }
643
644 private void ProcessXR_linearMotorDecayTimescale()
645 {
646 vd.m_linearMotorDecayTimescale = XRfloat();
647 }
648 private void ProcessXR_linearMotorTimescale()
649 {
650 vd.m_linearMotorTimescale = XRfloat();
651 }
652 private void ProcessXR_linearMotorOffset()
653 {
654 vd.m_linearMotorOffset = XRvector();
655 }
656
657
658 //Angular properties
659 private void ProcessXR_angularMotorDirection()
660 {
661 vd.m_angularMotorDirection = XRvector();
662 }
663 private void ProcessXR_angularMotorTimescale()
664 {
665 vd.m_angularMotorTimescale = XRfloat();
666 }
667 private void ProcessXR_angularMotorDecayTimescale()
668 {
669 vd.m_angularMotorDecayTimescale = XRfloat();
670 }
671 private void ProcessXR_angularFrictionTimescale()
672 {
673 vd.m_angularFrictionTimescale = XRvector();
674 }
675
676 //Deflection properties
677 private void ProcessXR_angularDeflectionEfficiency()
678 {
679 vd.m_angularDeflectionEfficiency = XRfloat();
680 }
681 private void ProcessXR_angularDeflectionTimescale()
682 {
683 vd.m_angularDeflectionTimescale = XRfloat();
684 }
685 private void ProcessXR_linearDeflectionEfficiency()
686 {
687 vd.m_linearDeflectionEfficiency = XRfloat();
688 }
689 private void ProcessXR_linearDeflectionTimescale()
690 {
691 vd.m_linearDeflectionTimescale = XRfloat();
692 }
693
694 //Banking properties
695 private void ProcessXR_bankingEfficiency()
696 {
697 vd.m_bankingEfficiency = XRfloat();
698 }
699 private void ProcessXR_bankingMix()
700 {
701 vd.m_bankingMix = XRfloat();
702 }
703 private void ProcessXR_bankingTimescale()
704 {
705 vd.m_bankingTimescale = XRfloat();
706 }
707
708 //Hover and Buoyancy properties
709 private void ProcessXR_VhoverHeight()
710 {
711 vd.m_VhoverHeight = XRfloat();
712 }
713 private void ProcessXR_VhoverEfficiency()
714 {
715 vd.m_VhoverEfficiency = XRfloat();
716 }
717 private void ProcessXR_VhoverTimescale()
718 {
719 vd.m_VhoverTimescale = XRfloat();
720 }
721
722 private void ProcessXR_VehicleBuoyancy()
723 {
724 vd.m_VehicleBuoyancy = XRfloat();
725 }
726
727 //Attractor properties
728 private void ProcessXR_verticalAttractionEfficiency()
729 {
730 vd.m_verticalAttractionEfficiency = XRfloat();
731 }
732 private void ProcessXR_verticalAttractionTimescale()
733 {
734 vd.m_verticalAttractionTimescale = XRfloat();
735 }
736
737 private void ProcessXR_referenceFrame()
738 {
739 vd.m_referenceFrame = XRquat();
740 }
741 }
742} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index b59fd05..e1281a6 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -156,7 +156,7 @@ namespace OpenSim.Region.Framework.Scenes
156 return false; 156 return false;
157 } 157 }
158 } 158 }
159 159
160 if (InventoryService.AddItem(item)) 160 if (InventoryService.AddItem(item))
161 { 161 {
162 int userlevel = 0; 162 int userlevel = 0;
@@ -311,8 +311,7 @@ namespace OpenSim.Region.Framework.Scenes
311 311
312 // Update item with new asset 312 // Update item with new asset
313 item.AssetID = asset.FullID; 313 item.AssetID = asset.FullID;
314 if (group.UpdateInventoryItem(item)) 314 group.UpdateInventoryItem(item);
315 remoteClient.SendAgentAlertMessage("Script saved", false);
316 315
317 part.SendPropertiesToClient(remoteClient); 316 part.SendPropertiesToClient(remoteClient);
318 317
@@ -323,12 +322,7 @@ namespace OpenSim.Region.Framework.Scenes
323 { 322 {
324 // Needs to determine which engine was running it and use that 323 // Needs to determine which engine was running it and use that
325 // 324 //
326 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 325 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
327 errors = part.Inventory.GetScriptErrors(item.ItemID);
328 }
329 else
330 {
331 remoteClient.SendAgentAlertMessage("Script saved", false);
332 } 326 }
333 327
334 // Tell anyone managing scripts that a script has been reloaded/changed 328 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -396,6 +390,7 @@ namespace OpenSim.Region.Framework.Scenes
396 390
397 if (UUID.Zero == transactionID) 391 if (UUID.Zero == transactionID)
398 { 392 {
393 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
399 item.Name = itemUpd.Name; 394 item.Name = itemUpd.Name;
400 item.Description = itemUpd.Description; 395 item.Description = itemUpd.Description;
401 396
@@ -782,6 +777,8 @@ namespace OpenSim.Region.Framework.Scenes
782 return; 777 return;
783 } 778 }
784 779
780 if (newName == null) newName = item.Name;
781
785 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 782 AssetBase asset = AssetService.Get(item.AssetID.ToString());
786 783
787 if (asset != null) 784 if (asset != null)
@@ -838,6 +835,24 @@ namespace OpenSim.Region.Framework.Scenes
838 } 835 }
839 836
840 /// <summary> 837 /// <summary>
838 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
839 /// </summary>
840 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
841 {
842 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
843 foreach (InventoryItemBase b in items)
844 {
845 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
846 InventoryItemBase n = InventoryService.GetItem(b);
847 n.Folder = destfolder;
848 moveitems.Add(n);
849 remoteClient.SendInventoryItemCreateUpdate(n, 0);
850 }
851
852 MoveInventoryItem(remoteClient, moveitems);
853 }
854
855 /// <summary>
841 /// Move an item within the agent's inventory. 856 /// Move an item within the agent's inventory.
842 /// </summary> 857 /// </summary>
843 /// <param name="remoteClient"></param> 858 /// <param name="remoteClient"></param>
@@ -1180,6 +1195,10 @@ namespace OpenSim.Region.Framework.Scenes
1180 { 1195 {
1181 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1196 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1182 1197
1198 // Can't move a null item
1199 if (itemId == UUID.Zero)
1200 return;
1201
1183 if (null == part) 1202 if (null == part)
1184 { 1203 {
1185 m_log.WarnFormat( 1204 m_log.WarnFormat(
@@ -1284,21 +1303,28 @@ namespace OpenSim.Region.Framework.Scenes
1284 return; 1303 return;
1285 } 1304 }
1286 1305
1287 if (part.OwnerID != destPart.OwnerID) 1306 // Can't transfer this
1307 //
1308 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1309 return;
1310
1311 bool overrideNoMod = false;
1312 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1313 overrideNoMod = true;
1314
1315 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1288 { 1316 {
1289 // Source must have transfer permissions 1317 // object cannot copy items to an object owned by a different owner
1290 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1318 // unless llAllowInventoryDrop has been called
1291 return;
1292 1319
1293 // Object cannot copy items to an object owned by a different owner 1320 return;
1294 // unless llAllowInventoryDrop has been called on the destination
1295 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1296 return;
1297 } 1321 }
1298 1322
1299 // must have both move and modify permission to put an item in an object 1323 // must have both move and modify permission to put an item in an object
1300 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1324 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1325 {
1301 return; 1326 return;
1327 }
1302 1328
1303 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1329 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1304 1330
@@ -1354,6 +1380,14 @@ namespace OpenSim.Region.Framework.Scenes
1354 1380
1355 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1381 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1356 { 1382 {
1383 SceneObjectPart destPart = GetSceneObjectPart(destID);
1384 if (destPart != null) // Move into a prim
1385 {
1386 foreach(UUID itemID in items)
1387 MoveTaskInventoryItem(destID, host, itemID);
1388 return destID; // Prim folder ID == prim ID
1389 }
1390
1357 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1391 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1358 1392
1359 UUID newFolderID = UUID.Random(); 1393 UUID newFolderID = UUID.Random();
@@ -1536,12 +1570,12 @@ namespace OpenSim.Region.Framework.Scenes
1536 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction( 1570 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
1537 remoteClient, part, transactionID, currentItem); 1571 remoteClient, part, transactionID, currentItem);
1538 1572
1539 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1573// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1540 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1574// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1541 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1575// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1542 remoteClient.SendAgentAlertMessage("Script saved", false); 1576// remoteClient.SendAgentAlertMessage("Script saved", false);
1543 else 1577// else
1544 remoteClient.SendAgentAlertMessage("Item saved", false); 1578// remoteClient.SendAgentAlertMessage("Item saved", false);
1545 } 1579 }
1546 1580
1547 // Base ALWAYS has move 1581 // Base ALWAYS has move
@@ -1724,7 +1758,7 @@ namespace OpenSim.Region.Framework.Scenes
1724 } 1758 }
1725 1759
1726 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1760 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1727 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1761 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1728 agentID); 1762 agentID);
1729 AssetService.Store(asset); 1763 AssetService.Store(asset);
1730 1764
@@ -1880,23 +1914,32 @@ namespace OpenSim.Region.Framework.Scenes
1880 // build a list of eligible objects 1914 // build a list of eligible objects
1881 List<uint> deleteIDs = new List<uint>(); 1915 List<uint> deleteIDs = new List<uint>();
1882 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1916 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1883 1917 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1884 // Start with true for both, then remove the flags if objects
1885 // that we can't derez are part of the selection
1886 bool permissionToTake = true;
1887 bool permissionToTakeCopy = true;
1888 bool permissionToDelete = true;
1889 1918
1890 foreach (uint localID in localIDs) 1919 foreach (uint localID in localIDs)
1891 { 1920 {
1921 // Start with true for both, then remove the flags if objects
1922 // that we can't derez are part of the selection
1923 bool permissionToTake = true;
1924 bool permissionToTakeCopy = true;
1925 bool permissionToDelete = true;
1926
1892 // Invalid id 1927 // Invalid id
1893 SceneObjectPart part = GetSceneObjectPart(localID); 1928 SceneObjectPart part = GetSceneObjectPart(localID);
1894 if (part == null) 1929 if (part == null)
1930 {
1931 //Client still thinks the object exists, kill it
1932 deleteIDs.Add(localID);
1895 continue; 1933 continue;
1934 }
1896 1935
1897 // Already deleted by someone else 1936 // Already deleted by someone else
1898 if (part.ParentGroup.IsDeleted) 1937 if (part.ParentGroup.IsDeleted)
1938 {
1939 //Client still thinks the object exists, kill it
1940 deleteIDs.Add(localID);
1899 continue; 1941 continue;
1942 }
1900 1943
1901 // Can't delete child prims 1944 // Can't delete child prims
1902 if (part != part.ParentGroup.RootPart) 1945 if (part != part.ParentGroup.RootPart)
@@ -1904,9 +1947,6 @@ namespace OpenSim.Region.Framework.Scenes
1904 1947
1905 SceneObjectGroup grp = part.ParentGroup; 1948 SceneObjectGroup grp = part.ParentGroup;
1906 1949
1907 deleteIDs.Add(localID);
1908 deleteGroups.Add(grp);
1909
1910 if (remoteClient == null) 1950 if (remoteClient == null)
1911 { 1951 {
1912 // Autoreturn has a null client. Nothing else does. So 1952 // Autoreturn has a null client. Nothing else does. So
@@ -1923,81 +1963,193 @@ namespace OpenSim.Region.Framework.Scenes
1923 } 1963 }
1924 else 1964 else
1925 { 1965 {
1926 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1966 if (action == DeRezAction.TakeCopy)
1967 {
1968 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1969 permissionToTakeCopy = false;
1970 }
1971 else
1972 {
1927 permissionToTakeCopy = false; 1973 permissionToTakeCopy = false;
1928 1974 }
1929 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1975 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1930 permissionToTake = false; 1976 permissionToTake = false;
1931 1977
1932 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1978 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1933 permissionToDelete = false; 1979 permissionToDelete = false;
1934 } 1980 }
1935 }
1936 1981
1937 // Handle god perms 1982 // Handle god perms
1938 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1983 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1939 { 1984 {
1940 permissionToTake = true; 1985 permissionToTake = true;
1941 permissionToTakeCopy = true; 1986 permissionToTakeCopy = true;
1942 permissionToDelete = true; 1987 permissionToDelete = true;
1943 } 1988 }
1944 1989
1945 // If we're re-saving, we don't even want to delete 1990 // If we're re-saving, we don't even want to delete
1946 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1991 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1947 permissionToDelete = false; 1992 permissionToDelete = false;
1948 1993
1949 // if we want to take a copy, we also don't want to delete 1994 // if we want to take a copy, we also don't want to delete
1950 // Note: after this point, the permissionToTakeCopy flag 1995 // Note: after this point, the permissionToTakeCopy flag
1951 // becomes irrelevant. It already includes the permissionToTake 1996 // becomes irrelevant. It already includes the permissionToTake
1952 // permission and after excluding no copy items here, we can 1997 // permission and after excluding no copy items here, we can
1953 // just use that. 1998 // just use that.
1954 if (action == DeRezAction.TakeCopy) 1999 if (action == DeRezAction.TakeCopy)
1955 { 2000 {
1956 // If we don't have permission, stop right here 2001 // If we don't have permission, stop right here
1957 if (!permissionToTakeCopy) 2002 if (!permissionToTakeCopy)
1958 return; 2003 return;
1959 2004
1960 permissionToTake = true; 2005 permissionToTake = true;
1961 // Don't delete 2006 // Don't delete
1962 permissionToDelete = false; 2007 permissionToDelete = false;
1963 } 2008 }
1964 2009
1965 if (action == DeRezAction.Return) 2010 if (action == DeRezAction.Return)
1966 {
1967 if (remoteClient != null)
1968 { 2011 {
1969 if (Permissions.CanReturnObjects( 2012 if (remoteClient != null)
1970 null,
1971 remoteClient.AgentId,
1972 deleteGroups))
1973 { 2013 {
1974 permissionToTake = true; 2014 if (Permissions.CanReturnObjects(
1975 permissionToDelete = true; 2015 null,
1976 2016 remoteClient.AgentId,
1977 foreach (SceneObjectGroup g in deleteGroups) 2017 deleteGroups))
1978 { 2018 {
1979 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2019 permissionToTake = true;
2020 permissionToDelete = true;
2021
2022 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1980 } 2023 }
1981 } 2024 }
2025 else // Auto return passes through here with null agent
2026 {
2027 permissionToTake = true;
2028 permissionToDelete = true;
2029 }
1982 } 2030 }
1983 else // Auto return passes through here with null agent 2031
2032 if (permissionToTake && (!permissionToDelete))
2033 takeGroups.Add(grp);
2034
2035 if (permissionToDelete)
1984 { 2036 {
1985 permissionToTake = true; 2037 if (permissionToTake)
1986 permissionToDelete = true; 2038 deleteGroups.Add(grp);
2039 deleteIDs.Add(grp.LocalId);
1987 } 2040 }
1988 } 2041 }
1989 2042
1990 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2043 SendKillObject(deleteIDs);
2044
2045 if (deleteGroups.Count > 0)
1991 { 2046 {
2047 foreach (SceneObjectGroup g in deleteGroups)
2048 deleteIDs.Remove(g.LocalId);
2049
1992 m_asyncSceneObjectDeleter.DeleteToInventory( 2050 m_asyncSceneObjectDeleter.DeleteToInventory(
1993 action, destinationID, deleteGroups, remoteClient, 2051 action, destinationID, deleteGroups, remoteClient,
1994 permissionToDelete); 2052 true);
1995 } 2053 }
1996 else if (permissionToDelete) 2054 if (takeGroups.Count > 0)
2055 {
2056 m_asyncSceneObjectDeleter.DeleteToInventory(
2057 action, destinationID, takeGroups, remoteClient,
2058 false);
2059 }
2060 if (deleteIDs.Count > 0)
1997 { 2061 {
1998 foreach (SceneObjectGroup g in deleteGroups) 2062 foreach (SceneObjectGroup g in deleteGroups)
1999 DeleteSceneObject(g, false); 2063 DeleteSceneObject(g, true);
2064 }
2065 }
2066
2067 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2068 {
2069 itemID = UUID.Zero;
2070 if (grp != null)
2071 {
2072 Vector3 inventoryStoredPosition = new Vector3
2073 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2074 ? 250
2075 : grp.AbsolutePosition.X)
2076 ,
2077 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2078 ? 250
2079 : grp.AbsolutePosition.X,
2080 grp.AbsolutePosition.Z);
2081
2082 Vector3 originalPosition = grp.AbsolutePosition;
2083
2084 grp.AbsolutePosition = inventoryStoredPosition;
2085
2086 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2087
2088 grp.AbsolutePosition = originalPosition;
2089
2090 AssetBase asset = CreateAsset(
2091 grp.GetPartName(grp.LocalId),
2092 grp.GetPartDescription(grp.LocalId),
2093 (sbyte)AssetType.Object,
2094 Utils.StringToBytes(sceneObjectXml),
2095 remoteClient.AgentId);
2096 AssetService.Store(asset);
2097
2098 InventoryItemBase item = new InventoryItemBase();
2099 item.CreatorId = grp.RootPart.CreatorID.ToString();
2100 item.CreatorData = grp.RootPart.CreatorData;
2101 item.Owner = remoteClient.AgentId;
2102 item.ID = UUID.Random();
2103 item.AssetID = asset.FullID;
2104 item.Description = asset.Description;
2105 item.Name = asset.Name;
2106 item.AssetType = asset.Type;
2107 item.InvType = (int)InventoryType.Object;
2108
2109 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2110 if (folder != null)
2111 item.Folder = folder.ID;
2112 else // oopsies
2113 item.Folder = UUID.Zero;
2114
2115 // Set up base perms properly
2116 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2117 permsBase &= grp.RootPart.BaseMask;
2118 permsBase |= (uint)PermissionMask.Move;
2119
2120 // Make sure we don't lock it
2121 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2122
2123 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2124 {
2125 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2126 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2127 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2128 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2129 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2130 }
2131 else
2132 {
2133 item.BasePermissions = permsBase;
2134 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2135 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2136 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2137 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2138 }
2139 item.CreationDate = Util.UnixTimeSinceEpoch();
2140
2141 // sets itemID so client can show item as 'attached' in inventory
2142 grp.FromItemID = item.ID;
2143
2144 if (AddInventoryItem(item))
2145 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2146 else
2147 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2148
2149 itemID = item.ID;
2150 return item.AssetID;
2000 } 2151 }
2152 return UUID.Zero;
2001 } 2153 }
2002 2154
2003 /// <summary> 2155 /// <summary>
@@ -2126,6 +2278,9 @@ namespace OpenSim.Region.Framework.Scenes
2126 2278
2127 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2279 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2128 { 2280 {
2281 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2282 return;
2283
2129 SceneObjectPart part = GetSceneObjectPart(objectID); 2284 SceneObjectPart part = GetSceneObjectPart(objectID);
2130 if (part == null) 2285 if (part == null)
2131 return; 2286 return;
@@ -2182,7 +2337,10 @@ namespace OpenSim.Region.Framework.Scenes
2182 } 2337 }
2183 else 2338 else
2184 { 2339 {
2185 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2340 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2341 continue;
2342
2343 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2186 continue; 2344 continue;
2187 2345
2188 if (sog.GroupID != groupID) 2346 if (sog.GroupID != groupID)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 2701d6e..cf68ff4 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -149,27 +149,47 @@ namespace OpenSim.Region.Framework.Scenes
149 /// <param name="remoteClient"></param> 149 /// <param name="remoteClient"></param>
150 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 150 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
151 { 151 {
152 /*
153 SceneObjectPart part = GetSceneObjectPart(primLocalID);
154
155 if (null == part)
156 return;
157
158 if (part.IsRoot)
159 {
160 SceneObjectGroup sog = part.ParentGroup;
161 sog.SendPropertiesToClient(remoteClient);
162
163 // A prim is only tainted if it's allowed to be edited by the person clicking it.
164 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
165 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
166 {
167 sog.IsSelected = true;
168 EventManager.TriggerParcelPrimCountTainted();
169 }
170 }
171 else
172 {
173 part.SendPropertiesToClient(remoteClient);
174 }
175 */
152 SceneObjectPart part = GetSceneObjectPart(primLocalID); 176 SceneObjectPart part = GetSceneObjectPart(primLocalID);
153 177
154 if (null == part) 178 if (null == part)
155 return; 179 return;
156 180
157 if (part.IsRoot) 181 SceneObjectGroup sog = part.ParentGroup;
158 { 182 if (sog == null)
159 SceneObjectGroup sog = part.ParentGroup; 183 return;
160 sog.SendPropertiesToClient(remoteClient);
161 sog.IsSelected = true;
162 184
163 // A prim is only tainted if it's allowed to be edited by the person clicking it. 185 part.SendPropertiesToClient(remoteClient);
164 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 186
165 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 187 // A prim is only tainted if it's allowed to be edited by the person clicking it.
166 { 188 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
167 EventManager.TriggerParcelPrimCountTainted(); 189 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
168 }
169 }
170 else
171 { 190 {
172 part.SendPropertiesToClient(remoteClient); 191 part.IsSelected = true;
192 EventManager.TriggerParcelPrimCountTainted();
173 } 193 }
174 } 194 }
175 195
@@ -222,7 +242,7 @@ namespace OpenSim.Region.Framework.Scenes
222 SceneObjectPart part = GetSceneObjectPart(primLocalID); 242 SceneObjectPart part = GetSceneObjectPart(primLocalID);
223 if (part == null) 243 if (part == null)
224 return; 244 return;
225 245 /*
226 // A deselect packet contains all the local prims being deselected. However, since selection is still 246 // A deselect packet contains all the local prims being deselected. However, since selection is still
227 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 247 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
228 // we end up sending many duplicate ObjectUpdates 248 // we end up sending many duplicate ObjectUpdates
@@ -235,7 +255,9 @@ namespace OpenSim.Region.Framework.Scenes
235 // handled by group, but by prim. Legacy cruft. 255 // handled by group, but by prim. Legacy cruft.
236 // TODO: Make selection flagging per prim! 256 // TODO: Make selection flagging per prim!
237 // 257 //
238 part.ParentGroup.IsSelected = false; 258 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
259 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
260 part.ParentGroup.IsSelected = false;
239 261
240 if (part.ParentGroup.IsAttachment) 262 if (part.ParentGroup.IsAttachment)
241 isAttachment = true; 263 isAttachment = true;
@@ -255,6 +277,22 @@ namespace OpenSim.Region.Framework.Scenes
255 part.UUID, remoteClient.AgentId)) 277 part.UUID, remoteClient.AgentId))
256 EventManager.TriggerParcelPrimCountTainted(); 278 EventManager.TriggerParcelPrimCountTainted();
257 } 279 }
280 */
281
282 bool oldgprSelect = part.ParentGroup.IsSelected;
283
284 // This is wrong, wrong, wrong. Selection should not be
285 // handled by group, but by prim. Legacy cruft.
286 // TODO: Make selection flagging per prim!
287 //
288 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
289 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
290 {
291 part.IsSelected = false;
292 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
293 EventManager.TriggerParcelPrimCountTainted();
294 }
295
258 } 296 }
259 297
260 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 298 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 9048f00..a804e29 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -124,6 +124,7 @@ namespace OpenSim.Region.Framework.Scenes
124 // TODO: need to figure out how allow client agents but deny 124 // TODO: need to figure out how allow client agents but deny
125 // root agents when ACL denies access to root agent 125 // root agents when ACL denies access to root agent
126 public bool m_strictAccessControl = true; 126 public bool m_strictAccessControl = true;
127 public bool m_seeIntoBannedRegion = false;
127 public int MaxUndoCount = 5; 128 public int MaxUndoCount = 5;
128 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 129 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
129 public bool LoginLock = false; 130 public bool LoginLock = false;
@@ -139,12 +140,14 @@ namespace OpenSim.Region.Framework.Scenes
139 140
140 protected int m_splitRegionID; 141 protected int m_splitRegionID;
141 protected Timer m_restartWaitTimer = new Timer(); 142 protected Timer m_restartWaitTimer = new Timer();
143 protected Timer m_timerWatchdog = new Timer();
142 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 144 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
143 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 145 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
144 protected string m_simulatorVersion = "OpenSimulator Server"; 146 protected string m_simulatorVersion = "OpenSimulator Server";
145 protected ModuleLoader m_moduleLoader; 147 protected ModuleLoader m_moduleLoader;
146 protected AgentCircuitManager m_authenticateHandler; 148 protected AgentCircuitManager m_authenticateHandler;
147 protected SceneCommunicationService m_sceneGridService; 149 protected SceneCommunicationService m_sceneGridService;
150 protected ISnmpModule m_snmpService = null;
148 151
149 protected ISimulationDataService m_SimulationDataService; 152 protected ISimulationDataService m_SimulationDataService;
150 protected IEstateDataService m_EstateDataService; 153 protected IEstateDataService m_EstateDataService;
@@ -206,7 +209,7 @@ namespace OpenSim.Region.Framework.Scenes
206 private int m_update_events = 1; 209 private int m_update_events = 1;
207 private int m_update_backup = 200; 210 private int m_update_backup = 200;
208 private int m_update_terrain = 50; 211 private int m_update_terrain = 50;
209// private int m_update_land = 1; 212 private int m_update_land = 10;
210 private int m_update_coarse_locations = 50; 213 private int m_update_coarse_locations = 50;
211 214
212 private int agentMS; 215 private int agentMS;
@@ -226,6 +229,7 @@ namespace OpenSim.Region.Framework.Scenes
226 /// </summary> 229 /// </summary>
227 private int m_lastFrameTick; 230 private int m_lastFrameTick;
228 231
232 public bool CombineRegions = false;
229 /// <summary> 233 /// <summary>
230 /// Tick at which the last maintenance run occurred. 234 /// Tick at which the last maintenance run occurred.
231 /// </summary> 235 /// </summary>
@@ -256,6 +260,11 @@ namespace OpenSim.Region.Framework.Scenes
256 /// </summary> 260 /// </summary>
257 private int m_LastLogin; 261 private int m_LastLogin;
258 262
263 private int m_lastIncoming;
264 private int m_lastOutgoing;
265 private int m_hbRestarts = 0;
266
267
259 /// <summary> 268 /// <summary>
260 /// Thread that runs the scene loop. 269 /// Thread that runs the scene loop.
261 /// </summary> 270 /// </summary>
@@ -271,7 +280,7 @@ namespace OpenSim.Region.Framework.Scenes
271 private volatile bool m_shuttingDown; 280 private volatile bool m_shuttingDown;
272 281
273// private int m_lastUpdate; 282// private int m_lastUpdate;
274// private bool m_firstHeartbeat = true; 283 private bool m_firstHeartbeat = true;
275 284
276 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 285 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
277 private bool m_reprioritizationEnabled = true; 286 private bool m_reprioritizationEnabled = true;
@@ -316,6 +325,19 @@ namespace OpenSim.Region.Framework.Scenes
316 get { return m_sceneGridService; } 325 get { return m_sceneGridService; }
317 } 326 }
318 327
328 public ISnmpModule SnmpService
329 {
330 get
331 {
332 if (m_snmpService == null)
333 {
334 m_snmpService = RequestModuleInterface<ISnmpModule>();
335 }
336
337 return m_snmpService;
338 }
339 }
340
319 public ISimulationDataService SimulationDataService 341 public ISimulationDataService SimulationDataService
320 { 342 {
321 get 343 get
@@ -615,6 +637,8 @@ namespace OpenSim.Region.Framework.Scenes
615 m_EstateDataService = estateDataService; 637 m_EstateDataService = estateDataService;
616 m_regionHandle = m_regInfo.RegionHandle; 638 m_regionHandle = m_regInfo.RegionHandle;
617 m_regionName = m_regInfo.RegionName; 639 m_regionName = m_regInfo.RegionName;
640 m_lastIncoming = 0;
641 m_lastOutgoing = 0;
618 642
619 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 643 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
620 m_asyncSceneObjectDeleter.Enabled = true; 644 m_asyncSceneObjectDeleter.Enabled = true;
@@ -695,102 +719,111 @@ namespace OpenSim.Region.Framework.Scenes
695 719
696 // Region config overrides global config 720 // Region config overrides global config
697 // 721 //
698 if (m_config.Configs["Startup"] != null) 722 try
699 { 723 {
700 IConfig startupConfig = m_config.Configs["Startup"]; 724 if (m_config.Configs["Startup"] != null)
701
702 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance", m_defaultDrawDistance);
703 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
704 if (!m_useBackup)
705 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
706
707 //Animation states
708 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
709
710 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
711 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
712
713 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
714 if (RegionInfo.NonphysPrimMax > 0)
715 { 725 {
716 m_maxNonphys = RegionInfo.NonphysPrimMax; 726 IConfig startupConfig = m_config.Configs["Startup"];
717 }
718
719 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
720 727
721 if (RegionInfo.PhysPrimMax > 0) 728 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
722 { 729 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
723 m_maxPhys = RegionInfo.PhysPrimMax; 730 if (!m_useBackup)
724 } 731 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
732
733 //Animation states
734 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
725 735
726 // Here, if clamping is requested in either global or 736 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
727 // local config, it will be used 737 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
728 //
729 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
730 if (RegionInfo.ClampPrimSize)
731 {
732 m_clampPrimSize = true;
733 }
734 738
735 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete); 739 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
736 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 740 if (RegionInfo.NonphysPrimMax > 0)
737 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings); 741 {
738 m_dontPersistBefore = 742 m_maxNonphys = RegionInfo.NonphysPrimMax;
739 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE); 743 }
740 m_dontPersistBefore *= 10000000;
741 m_persistAfter =
742 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
743 m_persistAfter *= 10000000;
744 744
745 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 745 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
746 746
747 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); 747 if (RegionInfo.PhysPrimMax > 0)
748 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false); 748 {
749 m_maxPhys = RegionInfo.PhysPrimMax;
750 }
749 751
750 IConfig packetConfig = m_config.Configs["PacketPool"]; 752 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
751 if (packetConfig != null) 753 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
752 {
753 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
754 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
755 }
756 754
757 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 755 // Here, if clamping is requested in either global or
756 // local config, it will be used
757 //
758 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
759 if (RegionInfo.ClampPrimSize)
760 {
761 m_clampPrimSize = true;
762 }
758 763
759 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 764 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
760 if (m_generateMaptiles) 765 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
761 { 766 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
762 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); 767 m_dontPersistBefore =
763 if (maptileRefresh != 0) 768 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
769 m_dontPersistBefore *= 10000000;
770 m_persistAfter =
771 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
772 m_persistAfter *= 10000000;
773
774 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
775 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
776
777 IConfig packetConfig = m_config.Configs["PacketPool"];
778 if (packetConfig != null)
764 { 779 {
765 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 780 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
766 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister; 781 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
767 m_mapGenerationTimer.AutoReset = true;
768 m_mapGenerationTimer.Start();
769 } 782 }
770 }
771 else
772 {
773 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
774 UUID tileID;
775 783
776 if (UUID.TryParse(tile, out tileID)) 784 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
785 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
786 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
787
788 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
789 if (m_generateMaptiles)
777 { 790 {
778 RegionInfo.RegionSettings.TerrainImageID = tileID; 791 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
792 if (maptileRefresh != 0)
793 {
794 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
795 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
796 m_mapGenerationTimer.AutoReset = true;
797 m_mapGenerationTimer.Start();
798 }
779 } 799 }
780 } 800 else
801 {
802 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
803 UUID tileID;
781 804
782 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 805 if (UUID.TryParse(tile, out tileID))
783 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 806 {
784 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 807 RegionInfo.RegionSettings.TerrainImageID = tileID;
785 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 808 }
786 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 809 }
787 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
788 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
789 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
790 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
791 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
792 810
793 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates); 811 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
812 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
813 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
814 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
815 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
816 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
817 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
818 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
819 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
820 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
821 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates);
822 }
823 }
824 catch (Exception e)
825 {
826 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
794 } 827 }
795 828
796 #endregion Region Config 829 #endregion Region Config
@@ -1217,7 +1250,22 @@ namespace OpenSim.Region.Framework.Scenes
1217 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1250 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1218 if (m_heartbeatThread != null) 1251 if (m_heartbeatThread != null)
1219 { 1252 {
1253 m_hbRestarts++;
1254 if(m_hbRestarts > 10)
1255 Environment.Exit(1);
1256 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1257
1258//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1259//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1260//proc.EnableRaisingEvents=false;
1261//proc.StartInfo.FileName = "/bin/kill";
1262//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1263//proc.Start();
1264//proc.WaitForExit();
1265//Thread.Sleep(1000);
1266//Environment.Exit(1);
1220 m_heartbeatThread.Abort(); 1267 m_heartbeatThread.Abort();
1268 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1221 m_heartbeatThread = null; 1269 m_heartbeatThread = null;
1222 } 1270 }
1223// m_lastUpdate = Util.EnvironmentTickCount(); 1271// m_lastUpdate = Util.EnvironmentTickCount();
@@ -1507,6 +1555,8 @@ namespace OpenSim.Region.Framework.Scenes
1507 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1555 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
1508 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1556 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1509 1557
1558 m_firstHeartbeat = false;
1559
1510 if (tmpMS > 0) 1560 if (tmpMS > 0)
1511 { 1561 {
1512 Thread.Sleep(tmpMS); 1562 Thread.Sleep(tmpMS);
@@ -1557,9 +1607,9 @@ namespace OpenSim.Region.Framework.Scenes
1557 1607
1558 private void CheckAtTargets() 1608 private void CheckAtTargets()
1559 { 1609 {
1560 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1610 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1561 lock (m_groupsWithTargets) 1611 lock (m_groupsWithTargets)
1562 objs = m_groupsWithTargets.Values; 1612 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1563 1613
1564 foreach (SceneObjectGroup entry in objs) 1614 foreach (SceneObjectGroup entry in objs)
1565 entry.checkAtTargets(); 1615 entry.checkAtTargets();
@@ -1640,7 +1690,7 @@ namespace OpenSim.Region.Framework.Scenes
1640 msg.fromAgentName = "Server"; 1690 msg.fromAgentName = "Server";
1641 msg.dialog = (byte)19; // Object msg 1691 msg.dialog = (byte)19; // Object msg
1642 msg.fromGroup = false; 1692 msg.fromGroup = false;
1643 msg.offline = (byte)0; 1693 msg.offline = (byte)1;
1644 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1694 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1645 msg.Position = Vector3.Zero; 1695 msg.Position = Vector3.Zero;
1646 msg.RegionID = RegionInfo.RegionID.Guid; 1696 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1862,6 +1912,19 @@ namespace OpenSim.Region.Framework.Scenes
1862 EventManager.TriggerPrimsLoaded(this); 1912 EventManager.TriggerPrimsLoaded(this);
1863 } 1913 }
1864 1914
1915 public bool SuportsRayCastFiltered()
1916 {
1917 if (PhysicsScene == null)
1918 return false;
1919 return PhysicsScene.SuportsRaycastWorldFiltered();
1920 }
1921
1922 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
1923 {
1924 if (PhysicsScene == null)
1925 return null;
1926 return PhysicsScene.RaycastWorld(position, direction, length, Count,filter);
1927 }
1865 1928
1866 /// <summary> 1929 /// <summary>
1867 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. 1930 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
@@ -1878,14 +1941,24 @@ namespace OpenSim.Region.Framework.Scenes
1878 /// <returns></returns> 1941 /// <returns></returns>
1879 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1942 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1880 { 1943 {
1944
1945 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1946 Vector3 wpos = Vector3.Zero;
1947 // Check for water surface intersection from above
1948 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1949 {
1950 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1951 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1952 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1953 wpos.Z = wheight;
1954 }
1955
1881 Vector3 pos = Vector3.Zero; 1956 Vector3 pos = Vector3.Zero;
1882 if (RayEndIsIntersection == (byte)1) 1957 if (RayEndIsIntersection == (byte)1)
1883 { 1958 {
1884 pos = RayEnd; 1959 pos = RayEnd;
1885 return pos;
1886 } 1960 }
1887 1961 else if (RayTargetID != UUID.Zero)
1888 if (RayTargetID != UUID.Zero)
1889 { 1962 {
1890 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1963 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1891 1964
@@ -1907,7 +1980,7 @@ namespace OpenSim.Region.Framework.Scenes
1907 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1980 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1908 1981
1909 // Un-comment out the following line to Get Raytrace results printed to the console. 1982 // Un-comment out the following line to Get Raytrace results printed to the console.
1910 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1983 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1911 float ScaleOffset = 0.5f; 1984 float ScaleOffset = 0.5f;
1912 1985
1913 // If we hit something 1986 // If we hit something
@@ -1930,13 +2003,10 @@ namespace OpenSim.Region.Framework.Scenes
1930 //pos.Z -= 0.25F; 2003 //pos.Z -= 0.25F;
1931 2004
1932 } 2005 }
1933
1934 return pos;
1935 } 2006 }
1936 else 2007 else
1937 { 2008 {
1938 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2009 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1939
1940 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2010 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1941 2011
1942 // Un-comment the following line to print the raytrace results to the console. 2012 // Un-comment the following line to print the raytrace results to the console.
@@ -1945,13 +2015,12 @@ namespace OpenSim.Region.Framework.Scenes
1945 if (ei.HitTF) 2015 if (ei.HitTF)
1946 { 2016 {
1947 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2017 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1948 } else 2018 }
2019 else
1949 { 2020 {
1950 // fall back to our stupid functionality 2021 // fall back to our stupid functionality
1951 pos = RayEnd; 2022 pos = RayEnd;
1952 } 2023 }
1953
1954 return pos;
1955 } 2024 }
1956 } 2025 }
1957 else 2026 else
@@ -1962,8 +2031,12 @@ namespace OpenSim.Region.Framework.Scenes
1962 //increase height so its above the ground. 2031 //increase height so its above the ground.
1963 //should be getting the normal of the ground at the rez point and using that? 2032 //should be getting the normal of the ground at the rez point and using that?
1964 pos.Z += scale.Z / 2f; 2033 pos.Z += scale.Z / 2f;
1965 return pos; 2034// return pos;
1966 } 2035 }
2036
2037 // check against posible water intercept
2038 if (wpos.Z > pos.Z) pos = wpos;
2039 return pos;
1967 } 2040 }
1968 2041
1969 2042
@@ -2053,7 +2126,10 @@ namespace OpenSim.Region.Framework.Scenes
2053 public bool AddRestoredSceneObject( 2126 public bool AddRestoredSceneObject(
2054 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2127 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
2055 { 2128 {
2056 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2129 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2130 if (result)
2131 sceneObject.IsDeleted = false;
2132 return result;
2057 } 2133 }
2058 2134
2059 /// <summary> 2135 /// <summary>
@@ -2145,6 +2221,15 @@ namespace OpenSim.Region.Framework.Scenes
2145 /// </summary> 2221 /// </summary>
2146 public void DeleteAllSceneObjects() 2222 public void DeleteAllSceneObjects()
2147 { 2223 {
2224 DeleteAllSceneObjects(false);
2225 }
2226
2227 /// <summary>
2228 /// Delete every object from the scene. This does not include attachments worn by avatars.
2229 /// </summary>
2230 public void DeleteAllSceneObjects(bool exceptNoCopy)
2231 {
2232 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2148 lock (Entities) 2233 lock (Entities)
2149 { 2234 {
2150 EntityBase[] entities = Entities.GetEntities(); 2235 EntityBase[] entities = Entities.GetEntities();
@@ -2153,11 +2238,24 @@ namespace OpenSim.Region.Framework.Scenes
2153 if (e is SceneObjectGroup) 2238 if (e is SceneObjectGroup)
2154 { 2239 {
2155 SceneObjectGroup sog = (SceneObjectGroup)e; 2240 SceneObjectGroup sog = (SceneObjectGroup)e;
2156 if (!sog.IsAttachment) 2241 if (sog != null && !sog.IsAttachment)
2157 DeleteSceneObject((SceneObjectGroup)e, false); 2242 {
2243 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2244 {
2245 DeleteSceneObject((SceneObjectGroup)e, false);
2246 }
2247 else
2248 {
2249 toReturn.Add((SceneObjectGroup)e);
2250 }
2251 }
2158 } 2252 }
2159 } 2253 }
2160 } 2254 }
2255 if (toReturn.Count > 0)
2256 {
2257 returnObjects(toReturn.ToArray(), UUID.Zero);
2258 }
2161 } 2259 }
2162 2260
2163 /// <summary> 2261 /// <summary>
@@ -2192,6 +2290,8 @@ namespace OpenSim.Region.Framework.Scenes
2192 } 2290 }
2193 2291
2194 group.DeleteGroupFromScene(silent); 2292 group.DeleteGroupFromScene(silent);
2293 if (!silent)
2294 SendKillObject(new List<uint>() { group.LocalId });
2195 2295
2196// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2296// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2197 } 2297 }
@@ -2481,6 +2581,8 @@ namespace OpenSim.Region.Framework.Scenes
2481 2581
2482 if (newPosition != Vector3.Zero) 2582 if (newPosition != Vector3.Zero)
2483 newObject.RootPart.GroupPosition = newPosition; 2583 newObject.RootPart.GroupPosition = newPosition;
2584 if (newObject.RootPart.KeyframeMotion != null)
2585 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2484 2586
2485 if (!AddSceneObject(newObject)) 2587 if (!AddSceneObject(newObject))
2486 { 2588 {
@@ -2549,10 +2651,17 @@ namespace OpenSim.Region.Framework.Scenes
2549 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2651 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2550 public bool AddSceneObject(SceneObjectGroup sceneObject) 2652 public bool AddSceneObject(SceneObjectGroup sceneObject)
2551 { 2653 {
2654 if (sceneObject.OwnerID == UUID.Zero)
2655 {
2656 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2657 return false;
2658 }
2659
2552 // If the user is banned, we won't let any of their objects 2660 // If the user is banned, we won't let any of their objects
2553 // enter. Period. 2661 // enter. Period.
2554 // 2662 //
2555 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2663 int flags = GetUserFlags(sceneObject.OwnerID);
2664 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2556 { 2665 {
2557 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2666 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2558 2667
@@ -2594,16 +2703,27 @@ namespace OpenSim.Region.Framework.Scenes
2594 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2703 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2595 2704
2596 if (AttachmentsModule != null) 2705 if (AttachmentsModule != null)
2597 AttachmentsModule.AttachObject(sp, grp, 0, false); 2706 AttachmentsModule.AttachObject(sp, grp, 0, false, false);
2598 } 2707 }
2599 else 2708 else
2600 { 2709 {
2710 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2601 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2711 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2602 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2712 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2603 } 2713 }
2714 if (sceneObject.OwnerID == UUID.Zero)
2715 {
2716 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2717 return false;
2718 }
2604 } 2719 }
2605 else 2720 else
2606 { 2721 {
2722 if (sceneObject.OwnerID == UUID.Zero)
2723 {
2724 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2725 return false;
2726 }
2607 AddRestoredSceneObject(sceneObject, true, false); 2727 AddRestoredSceneObject(sceneObject, true, false);
2608 2728
2609 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2729 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2632,6 +2752,24 @@ namespace OpenSim.Region.Framework.Scenes
2632 return 2; // StateSource.PrimCrossing 2752 return 2; // StateSource.PrimCrossing
2633 } 2753 }
2634 2754
2755 public int GetUserFlags(UUID user)
2756 {
2757 //Unfortunately the SP approach means that the value is cached until region is restarted
2758 /*
2759 ScenePresence sp;
2760 if (TryGetScenePresence(user, out sp))
2761 {
2762 return sp.UserFlags;
2763 }
2764 else
2765 {
2766 */
2767 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2768 if (uac == null)
2769 return 0;
2770 return uac.UserFlags;
2771 //}
2772 }
2635 #endregion 2773 #endregion
2636 2774
2637 #region Add/Remove Avatar Methods 2775 #region Add/Remove Avatar Methods
@@ -2645,7 +2783,7 @@ namespace OpenSim.Region.Framework.Scenes
2645 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2783 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2646 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2784 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2647 2785
2648// CheckHeartbeat(); 2786 CheckHeartbeat();
2649 2787
2650 ScenePresence sp = GetScenePresence(client.AgentId); 2788 ScenePresence sp = GetScenePresence(client.AgentId);
2651 2789
@@ -2699,7 +2837,13 @@ namespace OpenSim.Region.Framework.Scenes
2699 2837
2700 EventManager.TriggerOnNewClient(client); 2838 EventManager.TriggerOnNewClient(client);
2701 if (vialogin) 2839 if (vialogin)
2840 {
2702 EventManager.TriggerOnClientLogin(client); 2841 EventManager.TriggerOnClientLogin(client);
2842 // Send initial parcel data
2843 Vector3 pos = sp.AbsolutePosition;
2844 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2845 land.SendLandUpdateToClient(client);
2846 }
2703 2847
2704 return sp; 2848 return sp;
2705 } 2849 }
@@ -2789,19 +2933,12 @@ namespace OpenSim.Region.Framework.Scenes
2789 // and the scene presence and the client, if they exist 2933 // and the scene presence and the client, if they exist
2790 try 2934 try
2791 { 2935 {
2792 // We need to wait for the client to make UDP contact first. 2936 ScenePresence sp = GetScenePresence(agentID);
2793 // It's the UDP contact that creates the scene presence 2937 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2794 ScenePresence sp = WaitGetScenePresence(agentID); 2938
2795 if (sp != null) 2939 if (sp != null)
2796 {
2797 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2798
2799 sp.ControllingClient.Close(); 2940 sp.ControllingClient.Close();
2800 } 2941
2801 else
2802 {
2803 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2804 }
2805 // BANG! SLASH! 2942 // BANG! SLASH!
2806 m_authenticateHandler.RemoveCircuit(agentID); 2943 m_authenticateHandler.RemoveCircuit(agentID);
2807 2944
@@ -2846,6 +2983,8 @@ namespace OpenSim.Region.Framework.Scenes
2846 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 2983 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2847 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 2984 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2848 2985
2986 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
2987
2849 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 2988 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2850 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 2989 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2851 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 2990 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -2902,6 +3041,7 @@ namespace OpenSim.Region.Framework.Scenes
2902 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3041 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2903 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3042 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2904 client.OnCopyInventoryItem += CopyInventoryItem; 3043 client.OnCopyInventoryItem += CopyInventoryItem;
3044 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2905 client.OnMoveInventoryItem += MoveInventoryItem; 3045 client.OnMoveInventoryItem += MoveInventoryItem;
2906 client.OnRemoveInventoryItem += RemoveInventoryItem; 3046 client.OnRemoveInventoryItem += RemoveInventoryItem;
2907 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3047 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2973,6 +3113,8 @@ namespace OpenSim.Region.Framework.Scenes
2973 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3113 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
2974 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3114 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
2975 3115
3116 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3117
2976 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3118 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2977 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3119 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2978 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3120 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3075,7 +3217,7 @@ namespace OpenSim.Region.Framework.Scenes
3075 /// </summary> 3217 /// </summary>
3076 /// <param name="agentId">The avatar's Unique ID</param> 3218 /// <param name="agentId">The avatar's Unique ID</param>
3077 /// <param name="client">The IClientAPI for the client</param> 3219 /// <param name="client">The IClientAPI for the client</param>
3078 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3220 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3079 { 3221 {
3080 if (EntityTransferModule != null) 3222 if (EntityTransferModule != null)
3081 { 3223 {
@@ -3086,6 +3228,7 @@ namespace OpenSim.Region.Framework.Scenes
3086 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3228 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3087 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3229 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3088 } 3230 }
3231 return false;
3089 } 3232 }
3090 3233
3091 /// <summary> 3234 /// <summary>
@@ -3195,6 +3338,16 @@ namespace OpenSim.Region.Framework.Scenes
3195 /// <param name="flags"></param> 3338 /// <param name="flags"></param>
3196 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3339 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3197 { 3340 {
3341 //Add half the avatar's height so that the user doesn't fall through prims
3342 ScenePresence presence;
3343 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3344 {
3345 if (presence.Appearance != null)
3346 {
3347 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3348 }
3349 }
3350
3198 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3351 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3199 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3352 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3200 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3353 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3279,8 +3432,9 @@ namespace OpenSim.Region.Framework.Scenes
3279 regions.Remove(RegionInfo.RegionHandle); 3432 regions.Remove(RegionInfo.RegionHandle);
3280 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3433 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3281 } 3434 }
3282 3435 m_log.Debug("[Scene] Beginning ClientClosed");
3283 m_eventManager.TriggerClientClosed(agentID, this); 3436 m_eventManager.TriggerClientClosed(agentID, this);
3437 m_log.Debug("[Scene] Finished ClientClosed");
3284 } 3438 }
3285 catch (NullReferenceException) 3439 catch (NullReferenceException)
3286 { 3440 {
@@ -3343,9 +3497,10 @@ namespace OpenSim.Region.Framework.Scenes
3343 { 3497 {
3344 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace); 3498 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3345 } 3499 }
3346 3500 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3347 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3501 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3348// CleanDroppedAttachments(); 3502// CleanDroppedAttachments();
3503 m_log.Debug("[Scene] The avatar has left the building");
3349 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3504 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3350 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3505 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3351 } 3506 }
@@ -3480,13 +3635,16 @@ namespace OpenSim.Region.Framework.Scenes
3480 sp = null; 3635 sp = null;
3481 } 3636 }
3482 3637
3483 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3484 3638
3485 //On login test land permisions 3639 //On login test land permisions
3486 if (vialogin) 3640 if (vialogin)
3487 { 3641 {
3488 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3642 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3643 if (cache != null)
3644 cache.Remove(agent.firstname + " " + agent.lastname);
3645 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3489 { 3646 {
3647 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3490 return false; 3648 return false;
3491 } 3649 }
3492 } 3650 }
@@ -3509,9 +3667,15 @@ namespace OpenSim.Region.Framework.Scenes
3509 3667
3510 try 3668 try
3511 { 3669 {
3512 if (!AuthorizeUser(agent, out reason)) 3670 // Always check estate if this is a login. Always
3513 return false; 3671 // check if banned regions are to be blacked out.
3514 } catch (Exception e) 3672 if (vialogin || (!m_seeIntoBannedRegion))
3673 {
3674 if (!AuthorizeUser(agent, out reason))
3675 return false;
3676 }
3677 }
3678 catch (Exception e)
3515 { 3679 {
3516 m_log.ErrorFormat( 3680 m_log.ErrorFormat(
3517 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3681 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
@@ -3642,6 +3806,8 @@ namespace OpenSim.Region.Framework.Scenes
3642 } 3806 }
3643 3807
3644 // Honor parcel landing type and position. 3808 // Honor parcel landing type and position.
3809 /*
3810 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3645 if (land != null) 3811 if (land != null)
3646 { 3812 {
3647 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3813 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3649,25 +3815,34 @@ namespace OpenSim.Region.Framework.Scenes
3649 agent.startpos = land.LandData.UserLocation; 3815 agent.startpos = land.LandData.UserLocation;
3650 } 3816 }
3651 } 3817 }
3818 */// This is now handled properly in ScenePresence.MakeRootAgent
3652 } 3819 }
3653 3820
3654 return true; 3821 return true;
3655 } 3822 }
3656 3823
3657 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3824 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3658 { 3825 {
3659 bool banned = land.IsBannedFromLand(agent.AgentID); 3826 reason = String.Empty;
3660 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3827 if (Permissions.IsGod(agentID))
3828 return true;
3829
3830 ILandObject land = LandChannel.GetLandObject(posX, posY);
3831 if (land == null)
3832 return false;
3833
3834 bool banned = land.IsBannedFromLand(agentID);
3835 bool restricted = land.IsRestrictedFromLand(agentID);
3661 3836
3662 if (banned || restricted) 3837 if (banned || restricted)
3663 { 3838 {
3664 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3839 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3665 if (nearestParcel != null) 3840 if (nearestParcel != null)
3666 { 3841 {
3667 //Move agent to nearest allowed 3842 //Move agent to nearest allowed
3668 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3843 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3669 agent.startpos.X = newPosition.X; 3844 posX = newPosition.X;
3670 agent.startpos.Y = newPosition.Y; 3845 posY = newPosition.Y;
3671 } 3846 }
3672 else 3847 else
3673 { 3848 {
@@ -3729,7 +3904,7 @@ namespace OpenSim.Region.Framework.Scenes
3729 3904
3730 if (!m_strictAccessControl) return true; 3905 if (!m_strictAccessControl) return true;
3731 if (Permissions.IsGod(agent.AgentID)) return true; 3906 if (Permissions.IsGod(agent.AgentID)) return true;
3732 3907
3733 if (AuthorizationService != null) 3908 if (AuthorizationService != null)
3734 { 3909 {
3735 if (!AuthorizationService.IsAuthorizedForRegion( 3910 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3744,7 +3919,7 @@ namespace OpenSim.Region.Framework.Scenes
3744 3919
3745 if (m_regInfo.EstateSettings != null) 3920 if (m_regInfo.EstateSettings != null)
3746 { 3921 {
3747 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3922 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3748 { 3923 {
3749 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3924 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3750 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3925 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3934,6 +4109,15 @@ namespace OpenSim.Region.Framework.Scenes
3934 4109
3935 // XPTO: if this agent is not allowed here as root, always return false 4110 // XPTO: if this agent is not allowed here as root, always return false
3936 4111
4112 // We have to wait until the viewer contacts this region after receiving EAC.
4113 // That calls AddNewClient, which finally creates the ScenePresence
4114 int flags = GetUserFlags(cAgentData.AgentID);
4115 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4116 {
4117 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4118 return false;
4119 }
4120
3937 // TODO: This check should probably be in QueryAccess(). 4121 // TODO: This check should probably be in QueryAccess().
3938 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4122 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3939 if (nearestParcel == null) 4123 if (nearestParcel == null)
@@ -4027,12 +4211,22 @@ namespace OpenSim.Region.Framework.Scenes
4027 return false; 4211 return false;
4028 } 4212 }
4029 4213
4214 public bool IncomingCloseAgent(UUID agentID)
4215 {
4216 return IncomingCloseAgent(agentID, false);
4217 }
4218
4219 public bool IncomingCloseChildAgent(UUID agentID)
4220 {
4221 return IncomingCloseAgent(agentID, true);
4222 }
4223
4030 /// <summary> 4224 /// <summary>
4031 /// Tell a single agent to disconnect from the region. 4225 /// Tell a single agent to disconnect from the region.
4032 /// </summary> 4226 /// </summary>
4033 /// <param name="regionHandle"></param>
4034 /// <param name="agentID"></param> 4227 /// <param name="agentID"></param>
4035 public bool IncomingCloseAgent(UUID agentID) 4228 /// <param name="childOnly"></param>
4229 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
4036 { 4230 {
4037 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4231 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
4038 4232
@@ -4625,35 +4819,81 @@ namespace OpenSim.Region.Framework.Scenes
4625 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4819 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4626 } 4820 }
4627 4821
4628 public int GetHealth() 4822 public int GetHealth(out int flags, out string message)
4629 { 4823 {
4630 // Returns: 4824 // Returns:
4631 // 1 = sim is up and accepting http requests. The heartbeat has 4825 // 1 = sim is up and accepting http requests. The heartbeat has
4632 // stopped and the sim is probably locked up, but a remote 4826 // stopped and the sim is probably locked up, but a remote
4633 // admin restart may succeed 4827 // admin restart may succeed
4634 // 4828 //
4635 // 2 = Sim is up and the heartbeat is running. The sim is likely 4829 // 2 = Sim is up and the heartbeat is running. The sim is likely
4636 // usable for people within and logins _may_ work 4830 // usable for people within
4637 // 4831 //
4638 // 3 = We have seen a new user enter within the past 4 minutes 4832 // 3 = Sim is up and one packet thread is running. Sim is
4833 // unstable and will not accept new logins
4834 //
4835 // 4 = Sim is up and both packet threads are running. Sim is
4836 // likely usable
4837 //
4838 // 5 = We have seen a new user enter within the past 4 minutes
4639 // which can be seen as positive confirmation of sim health 4839 // which can be seen as positive confirmation of sim health
4640 // 4840 //
4841
4842 flags = 0;
4843 message = String.Empty;
4844
4845 CheckHeartbeat();
4846
4847 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4848 {
4849 // We're still starting
4850 // 0 means "in startup", it can't happen another way, since
4851 // to get here, we must be able to accept http connections
4852 return 0;
4853 }
4854
4641 int health=1; // Start at 1, means we're up 4855 int health=1; // Start at 1, means we're up
4642 4856
4643 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 4857 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4644 health += 1; 4858 {
4859 health+=1;
4860 flags |= 1;
4861 }
4862
4863 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4864 {
4865 health+=1;
4866 flags |= 2;
4867 }
4868
4869 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4870 {
4871 health+=1;
4872 flags |= 4;
4873 }
4645 else 4874 else
4875 {
4876int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4877System.Diagnostics.Process proc = new System.Diagnostics.Process();
4878proc.EnableRaisingEvents=false;
4879proc.StartInfo.FileName = "/bin/kill";
4880proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4881proc.Start();
4882proc.WaitForExit();
4883Thread.Sleep(1000);
4884Environment.Exit(1);
4885 }
4886
4887 if (flags != 7)
4646 return health; 4888 return health;
4647 4889
4648 // A login in the last 4 mins? We can't be doing too badly 4890 // A login in the last 4 mins? We can't be doing too badly
4649 // 4891 //
4650 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4892 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4651 health++; 4893 health++;
4652 else 4894 else
4653 return health; 4895 return health;
4654 4896
4655// CheckHeartbeat();
4656
4657 return health; 4897 return health;
4658 } 4898 }
4659 4899
@@ -4741,7 +4981,7 @@ namespace OpenSim.Region.Framework.Scenes
4741 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 4981 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4742 if (wasUsingPhysics) 4982 if (wasUsingPhysics)
4743 { 4983 {
4744 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 4984 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
4745 } 4985 }
4746 } 4986 }
4747 4987
@@ -4840,14 +5080,14 @@ namespace OpenSim.Region.Framework.Scenes
4840 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5080 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
4841 } 5081 }
4842 5082
4843// private void CheckHeartbeat() 5083 private void CheckHeartbeat()
4844// { 5084 {
4845// if (m_firstHeartbeat) 5085 if (m_firstHeartbeat)
4846// return; 5086 return;
4847// 5087
4848// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5088 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
4849// StartTimer(); 5089 Start();
4850// } 5090 }
4851 5091
4852 public override ISceneObject DeserializeObject(string representation) 5092 public override ISceneObject DeserializeObject(string representation)
4853 { 5093 {
@@ -4859,9 +5099,14 @@ namespace OpenSim.Region.Framework.Scenes
4859 get { return m_allowScriptCrossings; } 5099 get { return m_allowScriptCrossings; }
4860 } 5100 }
4861 5101
4862 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5102 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
5103 {
5104 return GetNearestAllowedPosition(avatar, null);
5105 }
5106
5107 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
4863 { 5108 {
4864 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5109 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4865 5110
4866 if (nearestParcel != null) 5111 if (nearestParcel != null)
4867 { 5112 {
@@ -4870,10 +5115,7 @@ namespace OpenSim.Region.Framework.Scenes
4870 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5115 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4871 if (nearestPoint != null) 5116 if (nearestPoint != null)
4872 { 5117 {
4873// m_log.DebugFormat( 5118 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
4874// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
4875// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
4876
4877 return nearestPoint.Value; 5119 return nearestPoint.Value;
4878 } 5120 }
4879 5121
@@ -4883,17 +5125,20 @@ namespace OpenSim.Region.Framework.Scenes
4883 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5125 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4884 if (nearestPoint != null) 5126 if (nearestPoint != null)
4885 { 5127 {
4886// m_log.DebugFormat( 5128 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
4887// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
4888
4889 return nearestPoint.Value; 5129 return nearestPoint.Value;
4890 } 5130 }
4891 5131
4892 //Ultimate backup if we have no idea where they are 5132 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
4893// m_log.DebugFormat( 5133 if (dest != excludeParcel)
4894// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5134 {
5135 // Ultimate backup if we have no idea where they are and
5136 // the last allowed position was in another parcel
5137 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5138 return avatar.lastKnownAllowedPosition;
5139 }
4895 5140
4896 return avatar.lastKnownAllowedPosition; 5141 // else fall through to region edge
4897 } 5142 }
4898 5143
4899 //Go to the edge, this happens in teleporting to a region with no available parcels 5144 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -4927,13 +5172,18 @@ namespace OpenSim.Region.Framework.Scenes
4927 5172
4928 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5173 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
4929 { 5174 {
5175 return GetNearestAllowedParcel(avatarId, x, y, null);
5176 }
5177
5178 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5179 {
4930 List<ILandObject> all = AllParcels(); 5180 List<ILandObject> all = AllParcels();
4931 float minParcelDistance = float.MaxValue; 5181 float minParcelDistance = float.MaxValue;
4932 ILandObject nearestParcel = null; 5182 ILandObject nearestParcel = null;
4933 5183
4934 foreach (var parcel in all) 5184 foreach (var parcel in all)
4935 { 5185 {
4936 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5186 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
4937 { 5187 {
4938 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5188 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
4939 if (parcelDistance < minParcelDistance) 5189 if (parcelDistance < minParcelDistance)
@@ -5175,7 +5425,55 @@ namespace OpenSim.Region.Framework.Scenes
5175 mapModule.GenerateMaptile(); 5425 mapModule.GenerateMaptile();
5176 } 5426 }
5177 5427
5178 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5428// public void CleanDroppedAttachments()
5429// {
5430// List<SceneObjectGroup> objectsToDelete =
5431// new List<SceneObjectGroup>();
5432//
5433// lock (m_cleaningAttachments)
5434// {
5435// ForEachSOG(delegate (SceneObjectGroup grp)
5436// {
5437// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5438// {
5439// UUID agentID = grp.OwnerID;
5440// if (agentID == UUID.Zero)
5441// {
5442// objectsToDelete.Add(grp);
5443// return;
5444// }
5445//
5446// ScenePresence sp = GetScenePresence(agentID);
5447// if (sp == null)
5448// {
5449// objectsToDelete.Add(grp);
5450// return;
5451// }
5452// }
5453// });
5454// }
5455//
5456// foreach (SceneObjectGroup grp in objectsToDelete)
5457// {
5458// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5459// DeleteSceneObject(grp, true);
5460// }
5461// }
5462
5463 public void ThreadAlive(int threadCode)
5464 {
5465 switch(threadCode)
5466 {
5467 case 1: // Incoming
5468 m_lastIncoming = Util.EnvironmentTickCount();
5469 break;
5470 case 2: // Incoming
5471 m_lastOutgoing = Util.EnvironmentTickCount();
5472 break;
5473 }
5474 }
5475
5476 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5179 { 5477 {
5180 RegenerateMaptile(); 5478 RegenerateMaptile();
5181 5479
@@ -5203,6 +5501,8 @@ namespace OpenSim.Region.Framework.Scenes
5203 /// <returns></returns> 5501 /// <returns></returns>
5204 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5502 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5205 { 5503 {
5504 reason = "You are banned from the region";
5505
5206 if (EntityTransferModule.IsInTransit(agentID)) 5506 if (EntityTransferModule.IsInTransit(agentID))
5207 { 5507 {
5208 reason = "Agent is still in transit from this region"; 5508 reason = "Agent is still in transit from this region";
@@ -5214,6 +5514,12 @@ namespace OpenSim.Region.Framework.Scenes
5214 return false; 5514 return false;
5215 } 5515 }
5216 5516
5517 if (Permissions.IsGod(agentID))
5518 {
5519 reason = String.Empty;
5520 return true;
5521 }
5522
5217 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. 5523 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5218 // However, the long term fix is to make sure root agent count is always accurate. 5524 // However, the long term fix is to make sure root agent count is always accurate.
5219 m_sceneGraph.RecalculateStats(); 5525 m_sceneGraph.RecalculateStats();
@@ -5234,6 +5540,41 @@ namespace OpenSim.Region.Framework.Scenes
5234 } 5540 }
5235 } 5541 }
5236 5542
5543 ScenePresence presence = GetScenePresence(agentID);
5544 IClientAPI client = null;
5545 AgentCircuitData aCircuit = null;
5546
5547 if (presence != null)
5548 {
5549 client = presence.ControllingClient;
5550 if (client != null)
5551 aCircuit = client.RequestClientInfo();
5552 }
5553
5554 // We may be called before there is a presence or a client.
5555 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5556 if (client == null)
5557 {
5558 aCircuit = new AgentCircuitData();
5559 aCircuit.AgentID = agentID;
5560 aCircuit.firstname = String.Empty;
5561 aCircuit.lastname = String.Empty;
5562 }
5563
5564 try
5565 {
5566 if (!AuthorizeUser(aCircuit, out reason))
5567 {
5568 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5569 return false;
5570 }
5571 }
5572 catch (Exception e)
5573 {
5574 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5575 return false;
5576 }
5577
5237 if (position == Vector3.Zero) // Teleport 5578 if (position == Vector3.Zero) // Teleport
5238 { 5579 {
5239 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5580 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5262,13 +5603,46 @@ namespace OpenSim.Region.Framework.Scenes
5262 } 5603 }
5263 } 5604 }
5264 } 5605 }
5606
5607 float posX = 128.0f;
5608 float posY = 128.0f;
5609
5610 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5611 {
5612 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5613 return false;
5614 }
5615 }
5616 else // Walking
5617 {
5618 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5619 if (land == null)
5620 return false;
5621
5622 bool banned = land.IsBannedFromLand(agentID);
5623 bool restricted = land.IsRestrictedFromLand(agentID);
5624
5625 if (banned || restricted)
5626 return false;
5265 } 5627 }
5266 5628
5267 reason = String.Empty; 5629 reason = String.Empty;
5268 return true; 5630 return true;
5269 } 5631 }
5270 5632
5271 /// <summary> 5633 public void StartTimerWatchdog()
5634 {
5635 m_timerWatchdog.Interval = 1000;
5636 m_timerWatchdog.Elapsed += TimerWatchdog;
5637 m_timerWatchdog.AutoReset = true;
5638 m_timerWatchdog.Start();
5639 }
5640
5641 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5642 {
5643 CheckHeartbeat();
5644 }
5645
5272 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5646 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5273 /// autopilot that moves an avatar to a sit target!. 5647 /// autopilot that moves an avatar to a sit target!.
5274 /// </summary> 5648 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 9c6b884..9b8a3ae 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index eff635b..c1414ee 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -182,10 +182,13 @@ namespace OpenSim.Region.Framework.Scenes
182 } 182 }
183 } 183 }
184 184
185 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
186
185 /// <summary> 187 /// <summary>
186 /// Closes a child agent on a given region 188 /// This Closes child agents on neighboring regions
189 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
187 /// </summary> 190 /// </summary>
188 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 191 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
189 { 192 {
190 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 193 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
191 194
@@ -194,30 +197,29 @@ namespace OpenSim.Region.Framework.Scenes
194 Utils.LongToUInts(regionHandle, out x, out y); 197 Utils.LongToUInts(regionHandle, out x, out y);
195 198
196 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 199 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
200 m_scene.SimulationService.CloseChildAgent(destination, agentID);
201 }
197 202
198 m_log.DebugFormat( 203 private void SendCloseChildAgentCompleted(IAsyncResult iar)
199 "[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName); 204 {
200 205 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
201 m_scene.SimulationService.CloseAgent(destination, agentID); 206 icon.EndInvoke(iar);
202 } 207 }
203 208
204 /// <summary>
205 /// Closes a child agents in a collection of regions. Does so asynchronously
206 /// so that the caller doesn't wait.
207 /// </summary>
208 /// <param name="agentID"></param>
209 /// <param name="regionslst"></param>
210 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 209 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
211 { 210 {
212 foreach (ulong handle in regionslst) 211 foreach (ulong handle in regionslst)
213 { 212 {
214 SendCloseChildAgent(agentID, handle); 213 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
214 d.BeginInvoke(agentID, handle,
215 SendCloseChildAgentCompleted,
216 d);
215 } 217 }
216 } 218 }
217 219
218 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 220 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
219 { 221 {
220 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 222 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
221 } 223 }
222 } 224 }
223} \ No newline at end of file 225}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index a59758f..4c12496 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(
@@ -478,6 +524,30 @@ namespace OpenSim.Region.Framework.Scenes
478 m_updateList[obj.UUID] = obj; 524 m_updateList[obj.UUID] = obj;
479 } 525 }
480 526
527 public void FireAttachToBackup(SceneObjectGroup obj)
528 {
529 if (OnAttachToBackup != null)
530 {
531 OnAttachToBackup(obj);
532 }
533 }
534
535 public void FireDetachFromBackup(SceneObjectGroup obj)
536 {
537 if (OnDetachFromBackup != null)
538 {
539 OnDetachFromBackup(obj);
540 }
541 }
542
543 public void FireChangeBackup(SceneObjectGroup obj)
544 {
545 if (OnChangeBackup != null)
546 {
547 OnChangeBackup(obj);
548 }
549 }
550
481 /// <summary> 551 /// <summary>
482 /// Process all pending updates 552 /// Process all pending updates
483 /// </summary> 553 /// </summary>
@@ -595,7 +665,8 @@ namespace OpenSim.Region.Framework.Scenes
595 665
596 Entities[presence.UUID] = presence; 666 Entities[presence.UUID] = presence;
597 667
598 lock (m_presenceLock) 668 m_scenePresencesLock.EnterWriteLock();
669 try
599 { 670 {
600 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 671 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
601 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 672 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -619,6 +690,10 @@ namespace OpenSim.Region.Framework.Scenes
619 m_scenePresenceMap = newmap; 690 m_scenePresenceMap = newmap;
620 m_scenePresenceArray = newlist; 691 m_scenePresenceArray = newlist;
621 } 692 }
693 finally
694 {
695 m_scenePresencesLock.ExitWriteLock();
696 }
622 } 697 }
623 698
624 /// <summary> 699 /// <summary>
@@ -633,7 +708,8 @@ namespace OpenSim.Region.Framework.Scenes
633 agentID); 708 agentID);
634 } 709 }
635 710
636 lock (m_presenceLock) 711 m_scenePresencesLock.EnterWriteLock();
712 try
637 { 713 {
638 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 714 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
639 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 715 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -655,6 +731,10 @@ namespace OpenSim.Region.Framework.Scenes
655 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 731 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
656 } 732 }
657 } 733 }
734 finally
735 {
736 m_scenePresencesLock.ExitWriteLock();
737 }
658 } 738 }
659 739
660 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 740 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1176,6 +1256,52 @@ namespace OpenSim.Region.Framework.Scenes
1176 1256
1177 #region Client Event handlers 1257 #region Client Event handlers
1178 1258
1259 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1260 {
1261 SceneObjectPart part = GetSceneObjectPart(localID);
1262 ObjectChangeData data = (ObjectChangeData)odata;
1263
1264 if (part != null)
1265 {
1266 SceneObjectGroup grp = part.ParentGroup;
1267 if (grp != null)
1268 {
1269 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1270 {
1271 // These two are exceptions SL makes in the interpretation
1272 // of the change flags. Must check them here because otherwise
1273 // the group flag (see below) would be lost
1274 if (data.change == ObjectChangeType.groupS)
1275 data.change = ObjectChangeType.primS;
1276 if (data.change == ObjectChangeType.groupPS)
1277 data.change = ObjectChangeType.primPS;
1278 part.StoreUndoState(data.change); // lets test only saving what we changed
1279 grp.doChangeObject(part, (ObjectChangeData)data);
1280 }
1281 else
1282 {
1283 // Is this any kind of group operation?
1284 if ((data.change & ObjectChangeType.Group) != 0)
1285 {
1286 // Is a move and/or rotation requested?
1287 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1288 {
1289 // Are we allowed to move it?
1290 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1291 {
1292 // Strip all but move and rotation from request
1293 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1294
1295 part.StoreUndoState(data.change);
1296 grp.doChangeObject(part, (ObjectChangeData)data);
1297 }
1298 }
1299 }
1300 }
1301 }
1302 }
1303 }
1304
1179 /// <summary> 1305 /// <summary>
1180 /// Update the scale of an individual prim. 1306 /// Update the scale of an individual prim.
1181 /// </summary> 1307 /// </summary>
@@ -1190,7 +1316,17 @@ namespace OpenSim.Region.Framework.Scenes
1190 { 1316 {
1191 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1317 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1192 { 1318 {
1319 bool physbuild = false;
1320 if (part.ParentGroup.RootPart.PhysActor != null)
1321 {
1322 part.ParentGroup.RootPart.PhysActor.Building = true;
1323 physbuild = true;
1324 }
1325
1193 part.Resize(scale); 1326 part.Resize(scale);
1327
1328 if (physbuild)
1329 part.ParentGroup.RootPart.PhysActor.Building = false;
1194 } 1330 }
1195 } 1331 }
1196 } 1332 }
@@ -1202,7 +1338,17 @@ namespace OpenSim.Region.Framework.Scenes
1202 { 1338 {
1203 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1339 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1204 { 1340 {
1341 bool physbuild = false;
1342 if (group.RootPart.PhysActor != null)
1343 {
1344 group.RootPart.PhysActor.Building = true;
1345 physbuild = true;
1346 }
1347
1205 group.GroupResize(scale); 1348 group.GroupResize(scale);
1349
1350 if (physbuild)
1351 group.RootPart.PhysActor.Building = false;
1206 } 1352 }
1207 } 1353 }
1208 } 1354 }
@@ -1330,8 +1476,13 @@ namespace OpenSim.Region.Framework.Scenes
1330 { 1476 {
1331 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1477 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1332 { 1478 {
1333 if (m_parentScene.AttachmentsModule != null) 1479 // Set the new attachment point data in the object
1334 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1480 byte attachmentPoint = group.GetAttachmentPoint();
1481 group.UpdateGroupPosition(pos);
1482 group.IsAttachment = false;
1483 group.AbsolutePosition = group.RootPart.AttachedPos;
1484 group.AttachmentPoint = attachmentPoint;
1485 group.HasGroupChanged = true;
1335 } 1486 }
1336 else 1487 else
1337 { 1488 {
@@ -1379,7 +1530,7 @@ namespace OpenSim.Region.Framework.Scenes
1379 /// <param name="SetPhantom"></param> 1530 /// <param name="SetPhantom"></param>
1380 /// <param name="remoteClient"></param> 1531 /// <param name="remoteClient"></param>
1381 protected internal void UpdatePrimFlags( 1532 protected internal void UpdatePrimFlags(
1382 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1533 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1383 { 1534 {
1384 SceneObjectGroup group = GetGroupByPrim(localID); 1535 SceneObjectGroup group = GetGroupByPrim(localID);
1385 if (group != null) 1536 if (group != null)
@@ -1387,7 +1538,28 @@ namespace OpenSim.Region.Framework.Scenes
1387 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1538 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1388 { 1539 {
1389 // VolumeDetect can't be set via UI and will always be off when a change is made there 1540 // VolumeDetect can't be set via UI and will always be off when a change is made there
1390 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1541 // now only change volume dtc if phantom off
1542
1543 if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
1544 {
1545 bool vdtc;
1546 if (SetPhantom) // if phantom keep volumedtc
1547 vdtc = group.RootPart.VolumeDetectActive;
1548 else // else turn it off
1549 vdtc = false;
1550
1551 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
1552 }
1553 else
1554 {
1555 SceneObjectPart part = GetSceneObjectPart(localID);
1556 if (part != null)
1557 {
1558 part.UpdateExtraPhysics(PhysData);
1559 if (part.UpdatePhysRequired)
1560 remoteClient.SendPartPhysicsProprieties(part);
1561 }
1562 }
1391 } 1563 }
1392 } 1564 }
1393 } 1565 }
@@ -1531,6 +1703,7 @@ namespace OpenSim.Region.Framework.Scenes
1531 { 1703 {
1532 part.Material = Convert.ToByte(material); 1704 part.Material = Convert.ToByte(material);
1533 group.HasGroupChanged = true; 1705 group.HasGroupChanged = true;
1706 remoteClient.SendPartPhysicsProprieties(part);
1534 } 1707 }
1535 } 1708 }
1536 } 1709 }
@@ -1595,6 +1768,12 @@ namespace OpenSim.Region.Framework.Scenes
1595 /// <param name="childPrims"></param> 1768 /// <param name="childPrims"></param>
1596 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1769 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1597 { 1770 {
1771 if (root.KeyframeMotion != null)
1772 {
1773 root.KeyframeMotion.Stop();
1774 root.KeyframeMotion = null;
1775 }
1776
1598 SceneObjectGroup parentGroup = root.ParentGroup; 1777 SceneObjectGroup parentGroup = root.ParentGroup;
1599 if (parentGroup == null) return; 1778 if (parentGroup == null) return;
1600 1779
@@ -1603,8 +1782,11 @@ namespace OpenSim.Region.Framework.Scenes
1603 return; 1782 return;
1604 1783
1605 Monitor.Enter(m_updateLock); 1784 Monitor.Enter(m_updateLock);
1785
1606 try 1786 try
1607 { 1787 {
1788 parentGroup.areUpdatesSuspended = true;
1789
1608 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1790 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1609 1791
1610 // We do this in reverse to get the link order of the prims correct 1792 // We do this in reverse to get the link order of the prims correct
@@ -1619,9 +1801,13 @@ namespace OpenSim.Region.Framework.Scenes
1619 // Make sure no child prim is set for sale 1801 // Make sure no child prim is set for sale
1620 // So that, on delink, no prims are unwittingly 1802 // So that, on delink, no prims are unwittingly
1621 // left for sale and sold off 1803 // left for sale and sold off
1622 child.RootPart.ObjectSaleType = 0; 1804
1623 child.RootPart.SalePrice = 10; 1805 if (child != null)
1624 childGroups.Add(child); 1806 {
1807 child.RootPart.ObjectSaleType = 0;
1808 child.RootPart.SalePrice = 10;
1809 childGroups.Add(child);
1810 }
1625 } 1811 }
1626 1812
1627 foreach (SceneObjectGroup child in childGroups) 1813 foreach (SceneObjectGroup child in childGroups)
@@ -1648,6 +1834,16 @@ namespace OpenSim.Region.Framework.Scenes
1648 } 1834 }
1649 finally 1835 finally
1650 { 1836 {
1837 lock (SceneObjectGroupsByLocalPartID)
1838 {
1839 foreach (SceneObjectPart part in parentGroup.Parts)
1840 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1841 }
1842
1843 parentGroup.areUpdatesSuspended = false;
1844 parentGroup.HasGroupChanged = true;
1845 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1846 parentGroup.ScheduleGroupForFullUpdate();
1651 Monitor.Exit(m_updateLock); 1847 Monitor.Exit(m_updateLock);
1652 } 1848 }
1653 } 1849 }
@@ -1670,6 +1866,11 @@ namespace OpenSim.Region.Framework.Scenes
1670 { 1866 {
1671 if (part != null) 1867 if (part != null)
1672 { 1868 {
1869 if (part.KeyframeMotion != null)
1870 {
1871 part.KeyframeMotion.Stop();
1872 part.KeyframeMotion = null;
1873 }
1673 if (part.ParentGroup.PrimCount != 1) // Skip single 1874 if (part.ParentGroup.PrimCount != 1) // Skip single
1674 { 1875 {
1675 if (part.LinkNum < 2) // Root 1876 if (part.LinkNum < 2) // Root
@@ -1684,21 +1885,24 @@ namespace OpenSim.Region.Framework.Scenes
1684 1885
1685 SceneObjectGroup group = part.ParentGroup; 1886 SceneObjectGroup group = part.ParentGroup;
1686 if (!affectedGroups.Contains(group)) 1887 if (!affectedGroups.Contains(group))
1888 {
1889 group.areUpdatesSuspended = true;
1687 affectedGroups.Add(group); 1890 affectedGroups.Add(group);
1891 }
1688 } 1892 }
1689 } 1893 }
1690 } 1894 }
1691 1895
1692 foreach (SceneObjectPart child in childParts) 1896 if (childParts.Count > 0)
1693 { 1897 {
1694 // Unlink all child parts from their groups 1898 foreach (SceneObjectPart child in childParts)
1695 // 1899 {
1696 child.ParentGroup.DelinkFromGroup(child, true); 1900 // Unlink all child parts from their groups
1697 1901 //
1698 // These are not in affected groups and will not be 1902 child.ParentGroup.DelinkFromGroup(child, true);
1699 // handled further. Do the honors here. 1903 child.ParentGroup.HasGroupChanged = true;
1700 child.ParentGroup.HasGroupChanged = true; 1904 child.ParentGroup.ScheduleGroupForFullUpdate();
1701 child.ParentGroup.ScheduleGroupForFullUpdate(); 1905 }
1702 } 1906 }
1703 1907
1704 foreach (SceneObjectPart root in rootParts) 1908 foreach (SceneObjectPart root in rootParts)
@@ -1708,56 +1912,68 @@ namespace OpenSim.Region.Framework.Scenes
1708 // However, editing linked parts and unlinking may be different 1912 // However, editing linked parts and unlinking may be different
1709 // 1913 //
1710 SceneObjectGroup group = root.ParentGroup; 1914 SceneObjectGroup group = root.ParentGroup;
1915 group.areUpdatesSuspended = true;
1711 1916
1712 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1917 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1713 int numChildren = newSet.Count; 1918 int numChildren = newSet.Count;
1714 1919
1920 if (numChildren == 1)
1921 break;
1922
1715 // If there are prims left in a link set, but the root is 1923 // If there are prims left in a link set, but the root is
1716 // slated for unlink, we need to do this 1924 // slated for unlink, we need to do this
1925 // Unlink the remaining set
1717 // 1926 //
1718 if (numChildren != 1) 1927 bool sendEventsToRemainder = true;
1719 { 1928 if (numChildren > 1)
1720 // Unlink the remaining set 1929 sendEventsToRemainder = false;
1721 //
1722 bool sendEventsToRemainder = true;
1723 if (numChildren > 1)
1724 sendEventsToRemainder = false;
1725 1930
1726 foreach (SceneObjectPart p in newSet) 1931 foreach (SceneObjectPart p in newSet)
1932 {
1933 if (p != group.RootPart)
1727 { 1934 {
1728 if (p != group.RootPart) 1935 group.DelinkFromGroup(p, sendEventsToRemainder);
1729 group.DelinkFromGroup(p, sendEventsToRemainder); 1936 if (numChildren > 2)
1937 {
1938 p.ParentGroup.areUpdatesSuspended = true;
1939 }
1940 else
1941 {
1942 p.ParentGroup.HasGroupChanged = true;
1943 p.ParentGroup.ScheduleGroupForFullUpdate();
1944 }
1730 } 1945 }
1946 }
1947
1948 // If there is more than one prim remaining, we
1949 // need to re-link
1950 //
1951 if (numChildren > 2)
1952 {
1953 // Remove old root
1954 //
1955 if (newSet.Contains(root))
1956 newSet.Remove(root);
1731 1957
1732 // If there is more than one prim remaining, we 1958 // Preserve link ordering
1733 // need to re-link
1734 // 1959 //
1735 if (numChildren > 2) 1960 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1736 { 1961 {
1737 // Remove old root 1962 return a.LinkNum.CompareTo(b.LinkNum);
1738 // 1963 });
1739 if (newSet.Contains(root))
1740 newSet.Remove(root);
1741
1742 // Preserve link ordering
1743 //
1744 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1745 {
1746 return a.LinkNum.CompareTo(b.LinkNum);
1747 });
1748 1964
1749 // Determine new root 1965 // Determine new root
1750 // 1966 //
1751 SceneObjectPart newRoot = newSet[0]; 1967 SceneObjectPart newRoot = newSet[0];
1752 newSet.RemoveAt(0); 1968 newSet.RemoveAt(0);
1753 1969
1754 foreach (SceneObjectPart newChild in newSet) 1970 foreach (SceneObjectPart newChild in newSet)
1755 newChild.ClearUpdateSchedule(); 1971 newChild.ClearUpdateSchedule();
1756 1972
1757 LinkObjects(newRoot, newSet); 1973 newRoot.ParentGroup.areUpdatesSuspended = true;
1758 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1974 LinkObjects(newRoot, newSet);
1759 affectedGroups.Add(newRoot.ParentGroup); 1975 if (!affectedGroups.Contains(newRoot.ParentGroup))
1760 } 1976 affectedGroups.Add(newRoot.ParentGroup);
1761 } 1977 }
1762 } 1978 }
1763 1979
@@ -1765,8 +1981,14 @@ namespace OpenSim.Region.Framework.Scenes
1765 // 1981 //
1766 foreach (SceneObjectGroup g in affectedGroups) 1982 foreach (SceneObjectGroup g in affectedGroups)
1767 { 1983 {
1984 // Child prims that have been unlinked and deleted will
1985 // return unless the root is deleted. This will remove them
1986 // from the database. They will be rewritten immediately,
1987 // minus the rows for the unlinked child prims.
1988 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1768 g.TriggerScriptChangedEvent(Changed.LINK); 1989 g.TriggerScriptChangedEvent(Changed.LINK);
1769 g.HasGroupChanged = true; // Persist 1990 g.HasGroupChanged = true; // Persist
1991 g.areUpdatesSuspended = false;
1770 g.ScheduleGroupForFullUpdate(); 1992 g.ScheduleGroupForFullUpdate();
1771 } 1993 }
1772 } 1994 }
@@ -1838,108 +2060,96 @@ namespace OpenSim.Region.Framework.Scenes
1838 /// <param name="GroupID"></param> 2060 /// <param name="GroupID"></param>
1839 /// <param name="rot"></param> 2061 /// <param name="rot"></param>
1840 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2062 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1841 public SceneObjectGroup DuplicateObject( 2063 /// <summary>
1842 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2064 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1843 { 2065 {
1844 Monitor.Enter(m_updateLock); 2066// m_log.DebugFormat(
2067// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2068// originalPrimID, offset, AgentID);
1845 2069
1846 try 2070 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2071 if (original != null)
1847 { 2072 {
1848 // m_log.DebugFormat( 2073 if (m_parentScene.Permissions.CanDuplicateObject(
1849 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2074 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1850 // originalPrimID, offset, AgentID);
1851
1852 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1853 if (original == null)
1854 { 2075 {
1855 m_log.WarnFormat( 2076 SceneObjectGroup copy = original.Copy(true);
1856 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2077 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1857 2078
1858 return null; 2079 if (original.OwnerID != AgentID)
1859 } 2080 {
2081 copy.SetOwnerId(AgentID);
2082 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1860 2083
1861 if (!m_parentScene.Permissions.CanDuplicateObject( 2084 SceneObjectPart[] partList = copy.Parts;
1862 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1863 return null;
1864 2085
1865 SceneObjectGroup copy = original.Copy(true); 2086 if (m_parentScene.Permissions.PropagatePermissions())
1866 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2087 {
2088 foreach (SceneObjectPart child in partList)
2089 {
2090 child.Inventory.ChangeInventoryOwner(AgentID);
2091 child.TriggerScriptChangedEvent(Changed.OWNER);
2092 child.ApplyNextOwnerPermissions();
2093 }
2094 }
2095 }
1867 2096
1868 if (original.OwnerID != AgentID) 2097 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1869 { 2098 Entities.Add(copy);
1870 copy.SetOwnerId(AgentID);
1871 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1872 2099
1873 SceneObjectPart[] partList = copy.Parts; 2100 lock (SceneObjectGroupsByFullID)
2101 SceneObjectGroupsByFullID[copy.UUID] = copy;
1874 2102
1875 if (m_parentScene.Permissions.PropagatePermissions()) 2103 SceneObjectPart[] children = copy.Parts;
2104
2105 lock (SceneObjectGroupsByFullPartID)
1876 { 2106 {
1877 foreach (SceneObjectPart child in partList) 2107 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1878 { 2108 foreach (SceneObjectPart part in children)
1879 child.Inventory.ChangeInventoryOwner(AgentID); 2109 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1880 child.TriggerScriptChangedEvent(Changed.OWNER);
1881 child.ApplyNextOwnerPermissions();
1882 }
1883 } 2110 }
1884 2111
1885 copy.RootPart.ObjectSaleType = 0; 2112 lock (SceneObjectGroupsByLocalPartID)
1886 copy.RootPart.SalePrice = 10; 2113 {
1887 } 2114 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2115 foreach (SceneObjectPart part in children)
2116 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2117 }
2118 // PROBABLE END OF FIXME
1888 2119
1889 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2120 // Since we copy from a source group that is in selected
1890 Entities.Add(copy); 2121 // state, but the copy is shown deselected in the viewer,
1891 2122 // We need to clear the selection flag here, else that
1892 lock (SceneObjectGroupsByFullID) 2123 // prim never gets persisted at all. The client doesn't
1893 SceneObjectGroupsByFullID[copy.UUID] = copy; 2124 // think it's selected, so it will never send a deselect...
1894 2125 copy.IsSelected = false;
1895 SceneObjectPart[] children = copy.Parts; 2126
1896 2127 m_numPrim += copy.Parts.Length;
1897 lock (SceneObjectGroupsByFullPartID) 2128
1898 { 2129 if (rot != Quaternion.Identity)
1899 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2130 {
1900 foreach (SceneObjectPart part in children) 2131 copy.UpdateGroupRotationR(rot);
1901 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2132 }
1902 }
1903
1904 lock (SceneObjectGroupsByLocalPartID)
1905 {
1906 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1907 foreach (SceneObjectPart part in children)
1908 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1909 }
1910 // PROBABLE END OF FIXME
1911
1912 // Since we copy from a source group that is in selected
1913 // state, but the copy is shown deselected in the viewer,
1914 // We need to clear the selection flag here, else that
1915 // prim never gets persisted at all. The client doesn't
1916 // think it's selected, so it will never send a deselect...
1917 copy.IsSelected = false;
1918
1919 m_numPrim += copy.Parts.Length;
1920
1921 if (rot != Quaternion.Identity)
1922 {
1923 copy.UpdateGroupRotationR(rot);
1924 }
1925 2133
1926 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2134 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1927 copy.HasGroupChanged = true; 2135 copy.HasGroupChanged = true;
1928 copy.ScheduleGroupForFullUpdate(); 2136 copy.ScheduleGroupForFullUpdate();
1929 copy.ResumeScripts(); 2137 copy.ResumeScripts();
1930 2138
1931 // required for physics to update it's position 2139 // required for physics to update it's position
1932 copy.AbsolutePosition = copy.AbsolutePosition; 2140 copy.AbsolutePosition = copy.AbsolutePosition;
1933 2141
1934 return copy; 2142 return copy;
2143 }
1935 } 2144 }
1936 finally 2145 else
1937 { 2146 {
1938 Monitor.Exit(m_updateLock); 2147 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1939 } 2148 }
2149
2150 return null;
1940 } 2151 }
1941 2152
1942 /// <summary>
1943 /// Calculates the distance between two Vector3s 2153 /// Calculates the distance between two Vector3s
1944 /// </summary> 2154 /// </summary>
1945 /// <param name="v1"></param> 2155 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index d73a959..e3fed49 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -53,12 +53,12 @@ namespace OpenSim.Region.Framework.Scenes
53 get { return m_instance; } 53 get { return m_instance; }
54 } 54 }
55 55
56 private readonly List<Scene> m_localScenes = new List<Scene>(); 56 private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
57 private Scene m_currentScene = null; 57 private Scene m_currentScene = null;
58 58
59 public List<Scene> Scenes 59 public List<Scene> Scenes
60 { 60 {
61 get { return new List<Scene>(m_localScenes); } 61 get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
62 } 62 }
63 63
64 public Scene CurrentScene 64 public Scene CurrentScene
@@ -72,13 +72,10 @@ namespace OpenSim.Region.Framework.Scenes
72 { 72 {
73 if (m_currentScene == null) 73 if (m_currentScene == null)
74 { 74 {
75 lock (m_localScenes) 75 List<Scene> sceneList = Scenes;
76 { 76 if (sceneList.Count == 0)
77 if (m_localScenes.Count > 0) 77 return null;
78 return m_localScenes[0]; 78 return sceneList[0];
79 else
80 return null;
81 }
82 } 79 }
83 else 80 else
84 { 81 {
@@ -90,7 +87,7 @@ namespace OpenSim.Region.Framework.Scenes
90 public SceneManager() 87 public SceneManager()
91 { 88 {
92 m_instance = this; 89 m_instance = this;
93 m_localScenes = new List<Scene>(); 90 m_localScenes = new DoubleDictionary<UUID, string, Scene>();
94 } 91 }
95 92
96 public void Close() 93 public void Close()
@@ -98,20 +95,18 @@ namespace OpenSim.Region.Framework.Scenes
98 // collect known shared modules in sharedModules 95 // collect known shared modules in sharedModules
99 Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>(); 96 Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>();
100 97
101 lock (m_localScenes) 98 List<Scene> sceneList = Scenes;
99 for (int i = 0; i < sceneList.Count; i++)
102 { 100 {
103 for (int i = 0; i < m_localScenes.Count; i++) 101 // extract known shared modules from scene
102 foreach (string k in sceneList[i].Modules.Keys)
104 { 103 {
105 // extract known shared modules from scene 104 if (sceneList[i].Modules[k].IsSharedModule &&
106 foreach (string k in m_localScenes[i].Modules.Keys) 105 !sharedModules.ContainsKey(k))
107 { 106 sharedModules[k] = sceneList[i].Modules[k];
108 if (m_localScenes[i].Modules[k].IsSharedModule &&
109 !sharedModules.ContainsKey(k))
110 sharedModules[k] = m_localScenes[i].Modules[k];
111 }
112 // close scene/region
113 m_localScenes[i].Close();
114 } 107 }
108 // close scene/region
109 sceneList[i].Close();
115 } 110 }
116 111
117 // all regions/scenes are now closed, we can now safely 112 // all regions/scenes are now closed, we can now safely
@@ -120,31 +115,22 @@ namespace OpenSim.Region.Framework.Scenes
120 { 115 {
121 mod.Close(); 116 mod.Close();
122 } 117 }
118
119 m_localScenes.Clear();
123 } 120 }
124 121
125 public void Close(Scene cscene) 122 public void Close(Scene cscene)
126 { 123 {
127 lock (m_localScenes) 124 if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
128 { 125 return;
129 if (m_localScenes.Contains(cscene)) 126 cscene.Close();
130 {
131 for (int i = 0; i < m_localScenes.Count; i++)
132 {
133 if (m_localScenes[i].Equals(cscene))
134 {
135 m_localScenes[i].Close();
136 }
137 }
138 }
139 }
140 } 127 }
141 128
142 public void Add(Scene scene) 129 public void Add(Scene scene)
143 { 130 {
144 scene.OnRestart += HandleRestart; 131 scene.OnRestart += HandleRestart;
145 132
146 lock (m_localScenes) 133 m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
147 m_localScenes.Add(scene);
148 } 134 }
149 135
150 public void HandleRestart(RegionInfo rdata) 136 public void HandleRestart(RegionInfo rdata)
@@ -152,24 +138,7 @@ namespace OpenSim.Region.Framework.Scenes
152 m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main"); 138 m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main");
153 int RegionSceneElement = -1; 139 int RegionSceneElement = -1;
154 140
155 lock (m_localScenes) 141 m_localScenes.Remove(rdata.RegionID);
156 {
157 for (int i = 0; i < m_localScenes.Count; i++)
158 {
159 if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
160 {
161 RegionSceneElement = i;
162 }
163 }
164
165 // Now we make sure the region is no longer known about by the SceneManager
166 // Prevents duplicates.
167
168 if (RegionSceneElement >= 0)
169 {
170 m_localScenes.RemoveAt(RegionSceneElement);
171 }
172 }
173 142
174 // Send signal to main that we're restarting this sim. 143 // Send signal to main that we're restarting this sim.
175 OnRestartSim(rdata); 144 OnRestartSim(rdata);
@@ -179,32 +148,29 @@ namespace OpenSim.Region.Framework.Scenes
179 { 148 {
180 RegionInfo Result = null; 149 RegionInfo Result = null;
181 150
182 lock (m_localScenes) 151 Scene s = m_localScenes.FindValue(delegate(Scene x)
183 {
184 for (int i = 0; i < m_localScenes.Count; i++)
185 {
186 if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
187 { 152 {
188 // Inform other regions to tell their avatar about me 153 if (x.RegionInfo.RegionHandle == regionHandle)
189 Result = m_localScenes[i].RegionInfo; 154 return true;
190 } 155 return false;
191 } 156 });
192 157
193 if (Result != null) 158 if (s != null)
159 {
160 List<Scene> sceneList = Scenes;
161
162 for (int i = 0; i < sceneList.Count; i++)
194 { 163 {
195 for (int i = 0; i < m_localScenes.Count; i++) 164 if (sceneList[i]!= s)
196 { 165 {
197 if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) 166 // Inform other regions to tell their avatar about me
198 { 167 //sceneList[i].OtherRegionUp(Result);
199 // Inform other regions to tell their avatar about me
200 //m_localScenes[i].OtherRegionUp(Result);
201 }
202 } 168 }
203 } 169 }
204 else 170 }
205 { 171 else
206 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); 172 {
207 } 173 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
208 } 174 }
209 } 175 }
210 176
@@ -308,8 +274,8 @@ namespace OpenSim.Region.Framework.Scenes
308 { 274 {
309 if (m_currentScene == null) 275 if (m_currentScene == null)
310 { 276 {
311 lock (m_localScenes) 277 List<Scene> sceneList = Scenes;
312 m_localScenes.ForEach(func); 278 sceneList.ForEach(func);
313 } 279 }
314 else 280 else
315 { 281 {
@@ -338,16 +304,12 @@ namespace OpenSim.Region.Framework.Scenes
338 } 304 }
339 else 305 else
340 { 306 {
341 lock (m_localScenes) 307 Scene s;
308
309 if (m_localScenes.TryGetValue(regionName, out s))
342 { 310 {
343 foreach (Scene scene in m_localScenes) 311 m_currentScene = s;
344 { 312 return true;
345 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
346 {
347 m_currentScene = scene;
348 return true;
349 }
350 }
351 } 313 }
352 314
353 return false; 315 return false;
@@ -356,18 +318,14 @@ namespace OpenSim.Region.Framework.Scenes
356 318
357 public bool TrySetCurrentScene(UUID regionID) 319 public bool TrySetCurrentScene(UUID regionID)
358 { 320 {
359 m_log.Debug("Searching for Region: '" + regionID + "'"); 321// m_log.Debug("Searching for Region: '" + regionID + "'");
360 322
361 lock (m_localScenes) 323 Scene s;
324
325 if (m_localScenes.TryGetValue(regionID, out s))
362 { 326 {
363 foreach (Scene scene in m_localScenes) 327 m_currentScene = s;
364 { 328 return true;
365 if (scene.RegionInfo.RegionID == regionID)
366 {
367 m_currentScene = scene;
368 return true;
369 }
370 }
371 } 329 }
372 330
373 return false; 331 return false;
@@ -375,52 +333,24 @@ namespace OpenSim.Region.Framework.Scenes
375 333
376 public bool TryGetScene(string regionName, out Scene scene) 334 public bool TryGetScene(string regionName, out Scene scene)
377 { 335 {
378 lock (m_localScenes) 336 return m_localScenes.TryGetValue(regionName, out scene);
379 {
380 foreach (Scene mscene in m_localScenes)
381 {
382 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
383 {
384 scene = mscene;
385 return true;
386 }
387 }
388 }
389
390 scene = null;
391 return false;
392 } 337 }
393 338
394 public bool TryGetScene(UUID regionID, out Scene scene) 339 public bool TryGetScene(UUID regionID, out Scene scene)
395 { 340 {
396 lock (m_localScenes) 341 return m_localScenes.TryGetValue(regionID, out scene);
397 {
398 foreach (Scene mscene in m_localScenes)
399 {
400 if (mscene.RegionInfo.RegionID == regionID)
401 {
402 scene = mscene;
403 return true;
404 }
405 }
406 }
407
408 scene = null;
409 return false;
410 } 342 }
411 343
412 public bool TryGetScene(uint locX, uint locY, out Scene scene) 344 public bool TryGetScene(uint locX, uint locY, out Scene scene)
413 { 345 {
414 lock (m_localScenes) 346 List<Scene> sceneList = Scenes;
347 foreach (Scene mscene in sceneList)
415 { 348 {
416 foreach (Scene mscene in m_localScenes) 349 if (mscene.RegionInfo.RegionLocX == locX &&
350 mscene.RegionInfo.RegionLocY == locY)
417 { 351 {
418 if (mscene.RegionInfo.RegionLocX == locX && 352 scene = mscene;
419 mscene.RegionInfo.RegionLocY == locY) 353 return true;
420 {
421 scene = mscene;
422 return true;
423 }
424 } 354 }
425 } 355 }
426 356
@@ -430,16 +360,14 @@ namespace OpenSim.Region.Framework.Scenes
430 360
431 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) 361 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
432 { 362 {
433 lock (m_localScenes) 363 List<Scene> sceneList = Scenes;
364 foreach (Scene mscene in sceneList)
434 { 365 {
435 foreach (Scene mscene in m_localScenes) 366 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
367 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
436 { 368 {
437 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && 369 scene = mscene;
438 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) 370 return true;
439 {
440 scene = mscene;
441 return true;
442 }
443 } 371 }
444 } 372 }
445 373
@@ -504,15 +432,10 @@ namespace OpenSim.Region.Framework.Scenes
504 432
505 public RegionInfo GetRegionInfo(UUID regionID) 433 public RegionInfo GetRegionInfo(UUID regionID)
506 { 434 {
507 lock (m_localScenes) 435 Scene s;
436 if (m_localScenes.TryGetValue(regionID, out s))
508 { 437 {
509 foreach (Scene scene in m_localScenes) 438 return s.RegionInfo;
510 {
511 if (scene.RegionInfo.RegionID == regionID)
512 {
513 return scene.RegionInfo;
514 }
515 }
516 } 439 }
517 440
518 return null; 441 return null;
@@ -530,14 +453,12 @@ namespace OpenSim.Region.Framework.Scenes
530 453
531 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 454 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
532 { 455 {
533 lock (m_localScenes) 456 List<Scene> sceneList = Scenes;
457 foreach (Scene scene in sceneList)
534 { 458 {
535 foreach (Scene scene in m_localScenes) 459 if (scene.TryGetScenePresence(avatarId, out avatar))
536 { 460 {
537 if (scene.TryGetScenePresence(avatarId, out avatar)) 461 return true;
538 {
539 return true;
540 }
541 } 462 }
542 } 463 }
543 464
@@ -547,15 +468,13 @@ namespace OpenSim.Region.Framework.Scenes
547 468
548 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) 469 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
549 { 470 {
550 lock (m_localScenes) 471 List<Scene> sceneList = Scenes;
472 foreach (Scene scene in sceneList)
551 { 473 {
552 foreach (Scene scene in m_localScenes) 474 avatar = scene.GetScenePresence(avatarId);
553 {
554 avatar = scene.GetScenePresence(avatarId);
555 475
556 if (avatar != null && !avatar.IsChildAgent) 476 if (avatar != null && !avatar.IsChildAgent)
557 return true; 477 return true;
558 }
559 } 478 }
560 479
561 avatar = null; 480 avatar = null;
@@ -564,22 +483,19 @@ namespace OpenSim.Region.Framework.Scenes
564 483
565 public void CloseScene(Scene scene) 484 public void CloseScene(Scene scene)
566 { 485 {
567 lock (m_localScenes) 486 m_localScenes.Remove(scene.RegionInfo.RegionID);
568 m_localScenes.Remove(scene);
569 487
570 scene.Close(); 488 scene.Close();
571 } 489 }
572 490
573 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 491 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
574 { 492 {
575 lock (m_localScenes) 493 List<Scene> sceneList = Scenes;
494 foreach (Scene scene in sceneList)
576 { 495 {
577 foreach (Scene scene in m_localScenes) 496 if (scene.TryGetAvatarByName(avatarName, out avatar))
578 { 497 {
579 if (scene.TryGetAvatarByName(avatarName, out avatar)) 498 return true;
580 {
581 return true;
582 }
583 } 499 }
584 } 500 }
585 501
@@ -589,14 +505,12 @@ namespace OpenSim.Region.Framework.Scenes
589 505
590 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) 506 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
591 { 507 {
592 lock (m_localScenes) 508 List<Scene> sceneList = Scenes;
509 foreach (Scene scene in sceneList)
593 { 510 {
594 foreach (Scene scene in m_localScenes) 511 sp = scene.GetScenePresence(firstName, lastName);
595 { 512 if (sp != null && !sp.IsChildAgent)
596 sp = scene.GetScenePresence(firstName, lastName); 513 return true;
597 if (sp != null && !sp.IsChildAgent)
598 return true;
599 }
600 } 514 }
601 515
602 sp = null; 516 sp = null;
@@ -605,8 +519,8 @@ namespace OpenSim.Region.Framework.Scenes
605 519
606 public void ForEachScene(Action<Scene> action) 520 public void ForEachScene(Action<Scene> action)
607 { 521 {
608 lock (m_localScenes) 522 List<Scene> sceneList = Scenes;
609 m_localScenes.ForEach(action); 523 sceneList.ForEach(action);
610 } 524 }
611 } 525 }
612} 526}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 10012d0..2effa25 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -227,6 +223,11 @@ namespace OpenSim.Region.Framework.Scenes
227 223
228 public uint GetEffectivePermissions() 224 public uint GetEffectivePermissions()
229 { 225 {
226 return GetEffectivePermissions(false);
227 }
228
229 public uint GetEffectivePermissions(bool useBase)
230 {
230 uint perms=(uint)(PermissionMask.Modify | 231 uint perms=(uint)(PermissionMask.Modify |
231 PermissionMask.Copy | 232 PermissionMask.Copy |
232 PermissionMask.Move | 233 PermissionMask.Move |
@@ -238,7 +239,10 @@ namespace OpenSim.Region.Framework.Scenes
238 for (int i = 0; i < parts.Length; i++) 239 for (int i = 0; i < parts.Length; i++)
239 { 240 {
240 SceneObjectPart part = parts[i]; 241 SceneObjectPart part = parts[i];
241 ownerMask &= part.OwnerMask; 242 if (useBase)
243 ownerMask &= part.BaseMask;
244 else
245 ownerMask &= part.OwnerMask;
242 perms &= part.Inventory.MaskEffectivePermissions(); 246 perms &= part.Inventory.MaskEffectivePermissions();
243 } 247 }
244 248
@@ -380,6 +384,9 @@ namespace OpenSim.Region.Framework.Scenes
380 384
381 public void ResumeScripts() 385 public void ResumeScripts()
382 { 386 {
387 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
388 return;
389
383 SceneObjectPart[] parts = m_parts.GetArray(); 390 SceneObjectPart[] parts = m_parts.GetArray();
384 for (int i = 0; i < parts.Length; i++) 391 for (int i = 0; i < parts.Length; i++)
385 parts[i].Inventory.ResumeScripts(); 392 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 20d7a01..904c896 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
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.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -42,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
42 43
43namespace OpenSim.Region.Framework.Scenes 44namespace OpenSim.Region.Framework.Scenes
44{ 45{
46
45 [Flags] 47 [Flags]
46 public enum scriptEvents 48 public enum scriptEvents
47 { 49 {
@@ -105,8 +107,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 107 /// since the group's last persistent backup
106 /// </summary> 108 /// </summary>
107 private bool m_hasGroupChanged = false; 109 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 110 private long timeFirstChanged = 0;
109 private long timeLastChanged; 111 private long timeLastChanged = 0;
112 private long m_maxPersistTime = 0;
113 private long m_minPersistTime = 0;
114 private Random m_rand;
115 private bool m_suspendUpdates;
116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
117
118 public bool areUpdatesSuspended
119 {
120 get
121 {
122 return m_suspendUpdates;
123 }
124 set
125 {
126 m_suspendUpdates = value;
127 if (!value)
128 {
129 QueueForUpdateCheck();
130 }
131 }
132 }
110 133
111 public bool HasGroupChanged 134 public bool HasGroupChanged
112 { 135 {
@@ -114,9 +137,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 137 {
115 if (value) 138 if (value)
116 { 139 {
140 if (m_isBackedUp)
141 {
142 m_scene.SceneGraph.FireChangeBackup(this);
143 }
117 timeLastChanged = DateTime.Now.Ticks; 144 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 145 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 146 timeFirstChanged = DateTime.Now.Ticks;
147 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
148 {
149 if (m_rand == null)
150 {
151 byte[] val = new byte[16];
152 m_rootPart.UUID.ToBytes(val, 0);
153 m_rand = new Random(BitConverter.ToInt32(val, 0));
154 }
155
156 if (m_scene.GetRootAgentCount() == 0)
157 {
158 //If the region is empty, this change has been made by an automated process
159 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
160
161 float factor = 1.5f + (float)(m_rand.NextDouble());
162 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
163 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
164 }
165 else
166 {
167 //If the region is not empty, we want to obey the minimum and maximum persist times
168 //but add a random factor so we stagger the object persistance a little
169 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
170 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
171 }
172 }
120 } 173 }
121 m_hasGroupChanged = value; 174 m_hasGroupChanged = value;
122 175
@@ -131,7 +184,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 184 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 185 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 186 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 187 public bool HasGroupChangedDueToDelink { get; set; }
135 188
136 private bool isTimeToPersist() 189 private bool isTimeToPersist()
137 { 190 {
@@ -141,8 +194,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 194 return false;
142 if (m_scene.ShuttingDown) 195 if (m_scene.ShuttingDown)
143 return true; 196 return true;
197
198 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
199 {
200 m_maxPersistTime = m_scene.m_persistAfter;
201 m_minPersistTime = m_scene.m_dontPersistBefore;
202 }
203
144 long currentTime = DateTime.Now.Ticks; 204 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 205
206 if (timeLastChanged == 0) timeLastChanged = currentTime;
207 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
208
209 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 210 return true;
147 return false; 211 return false;
148 } 212 }
@@ -245,10 +309,10 @@ namespace OpenSim.Region.Framework.Scenes
245 309
246 private bool m_scriptListens_atTarget; 310 private bool m_scriptListens_atTarget;
247 private bool m_scriptListens_notAtTarget; 311 private bool m_scriptListens_notAtTarget;
248
249 private bool m_scriptListens_atRotTarget; 312 private bool m_scriptListens_atRotTarget;
250 private bool m_scriptListens_notAtRotTarget; 313 private bool m_scriptListens_notAtRotTarget;
251 314
315 public bool m_dupeInProgress = false;
252 internal Dictionary<UUID, string> m_savedScriptState; 316 internal Dictionary<UUID, string> m_savedScriptState;
253 317
254 #region Properties 318 #region Properties
@@ -285,6 +349,16 @@ namespace OpenSim.Region.Framework.Scenes
285 get { return m_parts.Count; } 349 get { return m_parts.Count; }
286 } 350 }
287 351
352// protected Quaternion m_rotation = Quaternion.Identity;
353//
354// public virtual Quaternion Rotation
355// {
356// get { return m_rotation; }
357// set {
358// m_rotation = value;
359// }
360// }
361
288 public Quaternion GroupRotation 362 public Quaternion GroupRotation
289 { 363 {
290 get { return m_rootPart.RotationOffset; } 364 get { return m_rootPart.RotationOffset; }
@@ -391,7 +465,15 @@ namespace OpenSim.Region.Framework.Scenes
391 { 465 {
392 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 466 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
393 } 467 }
394 468
469
470
471 private struct avtocrossInfo
472 {
473 public ScenePresence av;
474 public uint ParentID;
475 }
476
395 /// <summary> 477 /// <summary>
396 /// The absolute position of this scene object in the scene 478 /// The absolute position of this scene object in the scene
397 /// </summary> 479 /// </summary>
@@ -404,14 +486,128 @@ namespace OpenSim.Region.Framework.Scenes
404 486
405 if (Scene != null) 487 if (Scene != null)
406 { 488 {
407 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 489 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
408 || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 490 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
491 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
492 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
493 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
409 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 494 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
410 { 495 {
411 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 496 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
497 uint x = 0;
498 uint y = 0;
499 string version = String.Empty;
500 Vector3 newpos = Vector3.Zero;
501 OpenSim.Services.Interfaces.GridRegion destination = null;
502
503 bool canCross = true;
504 foreach (ScenePresence av in m_linkedAvatars)
505 {
506 // We need to cross these agents. First, let's find
507 // out if any of them can't cross for some reason.
508 // We have to deny the crossing entirely if any
509 // of them are banned. Alternatively, we could
510 // unsit banned agents....
511
512
513 // We set the avatar position as being the object
514 // position to get the region to send to
515 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
516 {
517 canCross = false;
518 break;
519 }
520
521 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
522 }
523
524 if (canCross)
525 {
526 // We unparent the SP quietly so that it won't
527 // be made to stand up
528
529 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
530
531 foreach (ScenePresence av in m_linkedAvatars)
532 {
533 avtocrossInfo avinfo = new avtocrossInfo();
534 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
535 if (parentPart != null)
536 av.ParentUUID = parentPart.UUID;
537
538 avinfo.av = av;
539 avinfo.ParentID = av.ParentID;
540 avsToCross.Add(avinfo);
541
542 av.ParentID = 0;
543 }
544
545// m_linkedAvatars.Clear();
546 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
547
548 // Normalize
549 if (val.X >= Constants.RegionSize)
550 val.X -= Constants.RegionSize;
551 if (val.Y >= Constants.RegionSize)
552 val.Y -= Constants.RegionSize;
553 if (val.X < 0)
554 val.X += Constants.RegionSize;
555 if (val.Y < 0)
556 val.Y += Constants.RegionSize;
557
558 // If it's deleted, crossing was successful
559 if (IsDeleted)
560 {
561 // foreach (ScenePresence av in m_linkedAvatars)
562 foreach (avtocrossInfo avinfo in avsToCross)
563 {
564 ScenePresence av = avinfo.av;
565 if (!av.IsInTransit) // just in case...
566 {
567 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
568
569 av.IsInTransit = true;
570
571 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
572 d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
573 }
574 else
575 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
576 }
577 avsToCross.Clear();
578 return;
579 }
580 else // cross failed, put avas back ??
581 {
582 foreach (avtocrossInfo avinfo in avsToCross)
583 {
584 ScenePresence av = avinfo.av;
585 av.ParentUUID = UUID.Zero;
586 av.ParentID = avinfo.ParentID;
587// m_linkedAvatars.Add(av);
588 }
589 }
590 avsToCross.Clear();
591
592 }
593 else if (RootPart.PhysActor != null)
594 {
595 RootPart.PhysActor.CrossingFailure();
596 }
597
598 Vector3 oldp = AbsolutePosition;
599 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
600 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
601 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
412 } 602 }
413 } 603 }
414 604
605/* don't see the need but worse don't see where is restored to false if things stay in
606 foreach (SceneObjectPart part in m_parts.GetArray())
607 {
608 part.IgnoreUndoUpdate = true;
609 }
610 */
415 if (RootPart.GetStatusSandbox()) 611 if (RootPart.GetStatusSandbox())
416 { 612 {
417 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 613 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -425,10 +621,30 @@ namespace OpenSim.Region.Framework.Scenes
425 return; 621 return;
426 } 622 }
427 } 623 }
428
429 SceneObjectPart[] parts = m_parts.GetArray(); 624 SceneObjectPart[] parts = m_parts.GetArray();
430 for (int i = 0; i < parts.Length; i++) 625 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
431 parts[i].GroupPosition = val; 626 if (m_dupeInProgress)
627 triggerScriptEvent = false;
628 foreach (SceneObjectPart part in parts)
629 {
630 part.GroupPosition = val;
631 if (triggerScriptEvent)
632 part.TriggerScriptChangedEvent(Changed.POSITION);
633 }
634 if (!m_dupeInProgress)
635 {
636 foreach (ScenePresence av in m_linkedAvatars)
637 {
638 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
639 if (p != null && m_parts.TryGetValue(p.UUID, out p))
640 {
641 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
642 av.AbsolutePosition += offset;
643 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
644 av.SendAvatarDataToAllAgents();
645 }
646 }
647 }
432 648
433 //if (m_rootPart.PhysActor != null) 649 //if (m_rootPart.PhysActor != null)
434 //{ 650 //{
@@ -443,6 +659,40 @@ namespace OpenSim.Region.Framework.Scenes
443 } 659 }
444 } 660 }
445 661
662 public override Vector3 Velocity
663 {
664 get { return RootPart.Velocity; }
665 set { RootPart.Velocity = value; }
666 }
667
668 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
669 {
670 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
671 ScenePresence agent = icon.EndInvoke(iar);
672
673 //// If the cross was successful, this agent is a child agent
674 if (agent.IsChildAgent)
675 {
676 if (agent.ParentUUID != UUID.Zero)
677 {
678 agent.ParentPart = null;
679 agent.ParentPosition = Vector3.Zero;
680 // agent.ParentUUID = UUID.Zero;
681 }
682 }
683
684 agent.ParentUUID = UUID.Zero;
685
686// agent.Reset();
687// else // Not successful
688// agent.RestoreInCurrentScene();
689
690 // In any case
691 agent.IsInTransit = false;
692
693 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
694 }
695
446 public override uint LocalId 696 public override uint LocalId
447 { 697 {
448 get { return m_rootPart.LocalId; } 698 get { return m_rootPart.LocalId; }
@@ -513,6 +763,11 @@ namespace OpenSim.Region.Framework.Scenes
513 m_isSelected = value; 763 m_isSelected = value;
514 // Tell physics engine that group is selected 764 // Tell physics engine that group is selected
515 765
766 // this is not right
767 // but ode engines should only really need to know about root part
768 // so they can put entire object simulation on hold and not colliding
769 // keep as was for now
770
516 PhysicsActor pa = m_rootPart.PhysActor; 771 PhysicsActor pa = m_rootPart.PhysActor;
517 if (pa != null) 772 if (pa != null)
518 { 773 {
@@ -529,6 +784,42 @@ namespace OpenSim.Region.Framework.Scenes
529 childPa.Selected = value; 784 childPa.Selected = value;
530 } 785 }
531 } 786 }
787 if (RootPart.KeyframeMotion != null)
788 RootPart.KeyframeMotion.Selected = value;
789 }
790 }
791
792 public void PartSelectChanged(bool partSelect)
793 {
794 // any part selected makes group selected
795 if (m_isSelected == partSelect)
796 return;
797
798 if (partSelect)
799 {
800 IsSelected = partSelect;
801// if (!IsAttachment)
802// ScheduleGroupForFullUpdate();
803 }
804 else
805 {
806 // bad bad bad 2 heavy for large linksets
807 // since viewer does send lot of (un)selects
808 // this needs to be replaced by a specific list or count ?
809 // but that will require extra code in several places
810
811 SceneObjectPart[] parts = m_parts.GetArray();
812 for (int i = 0; i < parts.Length; i++)
813 {
814 SceneObjectPart part = parts[i];
815 if (part.IsSelected)
816 return;
817 }
818 IsSelected = partSelect;
819 if (!IsAttachment)
820 {
821 ScheduleGroupForFullUpdate();
822 }
532 } 823 }
533 } 824 }
534 825
@@ -606,6 +897,7 @@ namespace OpenSim.Region.Framework.Scenes
606 /// </summary> 897 /// </summary>
607 public SceneObjectGroup() 898 public SceneObjectGroup()
608 { 899 {
900
609 } 901 }
610 902
611 /// <summary> 903 /// <summary>
@@ -622,7 +914,7 @@ namespace OpenSim.Region.Framework.Scenes
622 /// Constructor. This object is added to the scene later via AttachToScene() 914 /// Constructor. This object is added to the scene later via AttachToScene()
623 /// </summary> 915 /// </summary>
624 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 916 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
625 { 917 {
626 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 918 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
627 } 919 }
628 920
@@ -658,6 +950,9 @@ namespace OpenSim.Region.Framework.Scenes
658 /// </summary> 950 /// </summary>
659 public virtual void AttachToBackup() 951 public virtual void AttachToBackup()
660 { 952 {
953 if (IsAttachment) return;
954 m_scene.SceneGraph.FireAttachToBackup(this);
955
661 if (InSceneBackup) 956 if (InSceneBackup)
662 { 957 {
663 //m_log.DebugFormat( 958 //m_log.DebugFormat(
@@ -700,6 +995,13 @@ namespace OpenSim.Region.Framework.Scenes
700 995
701 ApplyPhysics(); 996 ApplyPhysics();
702 997
998 if (RootPart.PhysActor != null)
999 RootPart.Force = RootPart.Force;
1000 if (RootPart.PhysActor != null)
1001 RootPart.Torque = RootPart.Torque;
1002 if (RootPart.PhysActor != null)
1003 RootPart.Buoyancy = RootPart.Buoyancy;
1004
703 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1005 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
704 // for the same object with very different properties. The caller must schedule the update. 1006 // for the same object with very different properties. The caller must schedule the update.
705 //ScheduleGroupForFullUpdate(); 1007 //ScheduleGroupForFullUpdate();
@@ -715,6 +1017,10 @@ namespace OpenSim.Region.Framework.Scenes
715 EntityIntersection result = new EntityIntersection(); 1017 EntityIntersection result = new EntityIntersection();
716 1018
717 SceneObjectPart[] parts = m_parts.GetArray(); 1019 SceneObjectPart[] parts = m_parts.GetArray();
1020
1021 // Find closest hit here
1022 float idist = float.MaxValue;
1023
718 for (int i = 0; i < parts.Length; i++) 1024 for (int i = 0; i < parts.Length; i++)
719 { 1025 {
720 SceneObjectPart part = parts[i]; 1026 SceneObjectPart part = parts[i];
@@ -729,11 +1035,6 @@ namespace OpenSim.Region.Framework.Scenes
729 1035
730 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1036 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
731 1037
732 // This may need to be updated to the maximum draw distance possible..
733 // We might (and probably will) be checking for prim creation from other sims
734 // when the camera crosses the border.
735 float idist = Constants.RegionSize;
736
737 if (inter.HitTF) 1038 if (inter.HitTF)
738 { 1039 {
739 // We need to find the closest prim to return to the testcaller along the ray 1040 // We need to find the closest prim to return to the testcaller along the ray
@@ -744,10 +1045,11 @@ namespace OpenSim.Region.Framework.Scenes
744 result.obj = part; 1045 result.obj = part;
745 result.normal = inter.normal; 1046 result.normal = inter.normal;
746 result.distance = inter.distance; 1047 result.distance = inter.distance;
1048
1049 idist = inter.distance;
747 } 1050 }
748 } 1051 }
749 } 1052 }
750
751 return result; 1053 return result;
752 } 1054 }
753 1055
@@ -759,25 +1061,27 @@ namespace OpenSim.Region.Framework.Scenes
759 /// <returns></returns> 1061 /// <returns></returns>
760 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1062 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
761 { 1063 {
762 maxX = -256f; 1064 maxX = float.MinValue;
763 maxY = -256f; 1065 maxY = float.MinValue;
764 maxZ = -256f; 1066 maxZ = float.MinValue;
765 minX = 256f; 1067 minX = float.MaxValue;
766 minY = 256f; 1068 minY = float.MaxValue;
767 minZ = 8192f; 1069 minZ = float.MaxValue;
768 1070
769 SceneObjectPart[] parts = m_parts.GetArray(); 1071 SceneObjectPart[] parts = m_parts.GetArray();
770 for (int i = 0; i < parts.Length; i++) 1072 foreach (SceneObjectPart part in parts)
771 { 1073 {
772 SceneObjectPart part = parts[i];
773
774 Vector3 worldPos = part.GetWorldPosition(); 1074 Vector3 worldPos = part.GetWorldPosition();
775 Vector3 offset = worldPos - AbsolutePosition; 1075 Vector3 offset = worldPos - AbsolutePosition;
776 Quaternion worldRot; 1076 Quaternion worldRot;
777 if (part.ParentID == 0) 1077 if (part.ParentID == 0)
1078 {
778 worldRot = part.RotationOffset; 1079 worldRot = part.RotationOffset;
1080 }
779 else 1081 else
1082 {
780 worldRot = part.GetWorldRotation(); 1083 worldRot = part.GetWorldRotation();
1084 }
781 1085
782 Vector3 frontTopLeft; 1086 Vector3 frontTopLeft;
783 Vector3 frontTopRight; 1087 Vector3 frontTopRight;
@@ -789,6 +1093,8 @@ namespace OpenSim.Region.Framework.Scenes
789 Vector3 backBottomLeft; 1093 Vector3 backBottomLeft;
790 Vector3 backBottomRight; 1094 Vector3 backBottomRight;
791 1095
1096 // Vector3[] corners = new Vector3[8];
1097
792 Vector3 orig = Vector3.Zero; 1098 Vector3 orig = Vector3.Zero;
793 1099
794 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1100 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -823,6 +1129,38 @@ namespace OpenSim.Region.Framework.Scenes
823 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1129 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
824 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1130 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
825 1131
1132
1133
1134 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1135 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1136 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1137 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1138 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1139 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1140 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1141 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1142
1143 //for (int i = 0; i < 8; i++)
1144 //{
1145 // corners[i] = corners[i] * worldRot;
1146 // corners[i] += offset;
1147
1148 // if (corners[i].X > maxX)
1149 // maxX = corners[i].X;
1150 // if (corners[i].X < minX)
1151 // minX = corners[i].X;
1152
1153 // if (corners[i].Y > maxY)
1154 // maxY = corners[i].Y;
1155 // if (corners[i].Y < minY)
1156 // minY = corners[i].Y;
1157
1158 // if (corners[i].Z > maxZ)
1159 // maxZ = corners[i].Y;
1160 // if (corners[i].Z < minZ)
1161 // minZ = corners[i].Z;
1162 //}
1163
826 frontTopLeft = frontTopLeft * worldRot; 1164 frontTopLeft = frontTopLeft * worldRot;
827 frontTopRight = frontTopRight * worldRot; 1165 frontTopRight = frontTopRight * worldRot;
828 frontBottomLeft = frontBottomLeft * worldRot; 1166 frontBottomLeft = frontBottomLeft * worldRot;
@@ -844,6 +1182,15 @@ namespace OpenSim.Region.Framework.Scenes
844 backTopLeft += offset; 1182 backTopLeft += offset;
845 backTopRight += offset; 1183 backTopRight += offset;
846 1184
1185 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1186 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1187 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1188 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1189 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1190 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1191 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1192 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1193
847 if (frontTopRight.X > maxX) 1194 if (frontTopRight.X > maxX)
848 maxX = frontTopRight.X; 1195 maxX = frontTopRight.X;
849 if (frontTopLeft.X > maxX) 1196 if (frontTopLeft.X > maxX)
@@ -987,17 +1334,118 @@ namespace OpenSim.Region.Framework.Scenes
987 1334
988 #endregion 1335 #endregion
989 1336
1337 public void GetResourcesCosts(SceneObjectPart apart,
1338 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1339 {
1340 // this information may need to be cached
1341
1342 float cost;
1343 float tmpcost;
1344
1345 bool ComplexCost = false;
1346
1347 SceneObjectPart p;
1348 SceneObjectPart[] parts;
1349
1350 lock (m_parts)
1351 {
1352 parts = m_parts.GetArray();
1353 }
1354
1355 int nparts = parts.Length;
1356
1357
1358 for (int i = 0; i < nparts; i++)
1359 {
1360 p = parts[i];
1361
1362 if (p.UsesComplexCost)
1363 {
1364 ComplexCost = true;
1365 break;
1366 }
1367 }
1368
1369 if (ComplexCost)
1370 {
1371 linksetResCost = 0;
1372 linksetPhysCost = 0;
1373 partCost = 0;
1374 partPhysCost = 0;
1375
1376 for (int i = 0; i < nparts; i++)
1377 {
1378 p = parts[i];
1379
1380 cost = p.StreamingCost;
1381 tmpcost = p.SimulationCost;
1382 if (tmpcost > cost)
1383 cost = tmpcost;
1384 tmpcost = p.PhysicsCost;
1385 if (tmpcost > cost)
1386 cost = tmpcost;
1387
1388 linksetPhysCost += tmpcost;
1389 linksetResCost += cost;
1390
1391 if (p == apart)
1392 {
1393 partCost = cost;
1394 partPhysCost = tmpcost;
1395 }
1396 }
1397 }
1398 else
1399 {
1400 partPhysCost = 1.0f;
1401 partCost = 1.0f;
1402 linksetResCost = (float)nparts;
1403 linksetPhysCost = linksetResCost;
1404 }
1405 }
1406
1407 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1408 {
1409 SceneObjectPart p;
1410 SceneObjectPart[] parts;
1411
1412 lock (m_parts)
1413 {
1414 parts = m_parts.GetArray();
1415 }
1416
1417 int nparts = parts.Length;
1418
1419 PhysCost = 0;
1420 StreamCost = 0;
1421 SimulCost = 0;
1422
1423 for (int i = 0; i < nparts; i++)
1424 {
1425 p = parts[i];
1426
1427 StreamCost += p.StreamingCost;
1428 SimulCost += p.SimulationCost;
1429 PhysCost += p.PhysicsCost;
1430 }
1431 }
1432
990 public void SaveScriptedState(XmlTextWriter writer) 1433 public void SaveScriptedState(XmlTextWriter writer)
991 { 1434 {
1435 SaveScriptedState(writer, false);
1436 }
1437
1438 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1439 {
992 XmlDocument doc = new XmlDocument(); 1440 XmlDocument doc = new XmlDocument();
993 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1441 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
994 1442
995 SceneObjectPart[] parts = m_parts.GetArray(); 1443 SceneObjectPart[] parts = m_parts.GetArray();
996 for (int i = 0; i < parts.Length; i++) 1444 for (int i = 0; i < parts.Length; i++)
997 { 1445 {
998 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1446 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
999 foreach (KeyValuePair<UUID, string> kvp in pstates) 1447 foreach (KeyValuePair<UUID, string> kvp in pstates)
1000 states.Add(kvp.Key, kvp.Value); 1448 states[kvp.Key] = kvp.Value;
1001 } 1449 }
1002 1450
1003 if (states.Count > 0) 1451 if (states.Count > 0)
@@ -1017,6 +1465,169 @@ namespace OpenSim.Region.Framework.Scenes
1017 } 1465 }
1018 1466
1019 /// <summary> 1467 /// <summary>
1468 /// Add the avatar to this linkset (avatar is sat).
1469 /// </summary>
1470 /// <param name="agentID"></param>
1471 public void AddAvatar(UUID agentID)
1472 {
1473 ScenePresence presence;
1474 if (m_scene.TryGetScenePresence(agentID, out presence))
1475 {
1476 if (!m_linkedAvatars.Contains(presence))
1477 {
1478 m_linkedAvatars.Add(presence);
1479 }
1480 }
1481 }
1482
1483 /// <summary>
1484 /// Delete the avatar from this linkset (avatar is unsat).
1485 /// </summary>
1486 /// <param name="agentID"></param>
1487 public void DeleteAvatar(UUID agentID)
1488 {
1489 ScenePresence presence;
1490 if (m_scene.TryGetScenePresence(agentID, out presence))
1491 {
1492 if (m_linkedAvatars.Contains(presence))
1493 {
1494 m_linkedAvatars.Remove(presence);
1495 }
1496 }
1497 }
1498
1499 /// <summary>
1500 /// Returns the list of linked presences (avatars sat on this group)
1501 /// </summary>
1502 /// <param name="agentID"></param>
1503 public List<ScenePresence> GetLinkedAvatars()
1504 {
1505 return m_linkedAvatars;
1506 }
1507
1508 /// <summary>
1509 /// Attach this scene object to the given avatar.
1510 /// </summary>
1511 /// <param name="agentID"></param>
1512 /// <param name="attachmentpoint"></param>
1513 /// <param name="AttachOffset"></param>
1514 private void AttachToAgent(
1515 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1516 {
1517 if (avatar != null)
1518 {
1519 // don't attach attachments to child agents
1520 if (avatar.IsChildAgent) return;
1521
1522 // Remove from database and parcel prim count
1523 m_scene.DeleteFromStorage(so.UUID);
1524 m_scene.EventManager.TriggerParcelPrimCountTainted();
1525
1526 so.AttachedAvatar = avatar.UUID;
1527
1528 if (so.RootPart.PhysActor != null)
1529 {
1530 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1531 so.RootPart.PhysActor = null;
1532 }
1533
1534 so.AbsolutePosition = attachOffset;
1535 so.RootPart.AttachedPos = attachOffset;
1536 so.IsAttachment = true;
1537 so.RootPart.SetParentLocalId(avatar.LocalId);
1538 so.AttachmentPoint = attachmentpoint;
1539
1540 avatar.AddAttachment(this);
1541
1542 if (!silent)
1543 {
1544 // Killing it here will cause the client to deselect it
1545 // It then reappears on the avatar, deselected
1546 // through the full update below
1547 //
1548 if (IsSelected)
1549 {
1550 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1551 }
1552
1553 IsSelected = false; // fudge....
1554 ScheduleGroupForFullUpdate();
1555 }
1556 }
1557 else
1558 {
1559 m_log.WarnFormat(
1560 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1561 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1562 }
1563 }
1564
1565 public byte GetAttachmentPoint()
1566 {
1567 return m_rootPart.Shape.State;
1568 }
1569
1570 public void DetachToGround()
1571 {
1572 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1573 if (avatar == null)
1574 return;
1575
1576 avatar.RemoveAttachment(this);
1577
1578 Vector3 detachedpos = new Vector3(127f,127f,127f);
1579 if (avatar == null)
1580 return;
1581
1582 detachedpos = avatar.AbsolutePosition;
1583 FromItemID = UUID.Zero;
1584
1585 AbsolutePosition = detachedpos;
1586 AttachedAvatar = UUID.Zero;
1587
1588 //SceneObjectPart[] parts = m_parts.GetArray();
1589 //for (int i = 0; i < parts.Length; i++)
1590 // parts[i].AttachedAvatar = UUID.Zero;
1591
1592 m_rootPart.SetParentLocalId(0);
1593 AttachmentPoint = (byte)0;
1594 // must check if buildind should be true or false here
1595 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1596 HasGroupChanged = true;
1597 RootPart.Rezzed = DateTime.Now;
1598 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1599 AttachToBackup();
1600 m_scene.EventManager.TriggerParcelPrimCountTainted();
1601 m_rootPart.ScheduleFullUpdate();
1602 m_rootPart.ClearUndoState();
1603 }
1604
1605 public void DetachToInventoryPrep()
1606 {
1607 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1608 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1609 if (avatar != null)
1610 {
1611 //detachedpos = avatar.AbsolutePosition;
1612 avatar.RemoveAttachment(this);
1613 }
1614
1615 AttachedAvatar = UUID.Zero;
1616
1617 /*SceneObjectPart[] parts = m_parts.GetArray();
1618 for (int i = 0; i < parts.Length; i++)
1619 parts[i].AttachedAvatar = UUID.Zero;*/
1620
1621 m_rootPart.SetParentLocalId(0);
1622 //m_rootPart.SetAttachmentPoint((byte)0);
1623 IsAttachment = false;
1624 AbsolutePosition = m_rootPart.AttachedPos;
1625 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1626 //AttachToBackup();
1627 //m_rootPart.ScheduleFullUpdate();
1628 }
1629
1630 /// <summary>
1020 /// 1631 ///
1021 /// </summary> 1632 /// </summary>
1022 /// <param name="part"></param> 1633 /// <param name="part"></param>
@@ -1066,7 +1677,10 @@ namespace OpenSim.Region.Framework.Scenes
1066 public void AddPart(SceneObjectPart part) 1677 public void AddPart(SceneObjectPart part)
1067 { 1678 {
1068 part.SetParent(this); 1679 part.SetParent(this);
1069 part.LinkNum = m_parts.Add(part.UUID, part); 1680 m_parts.Add(part.UUID, part);
1681
1682 part.LinkNum = m_parts.Count;
1683
1070 if (part.LinkNum == 2) 1684 if (part.LinkNum == 2)
1071 RootPart.LinkNum = 1; 1685 RootPart.LinkNum = 1;
1072 } 1686 }
@@ -1154,7 +1768,7 @@ namespace OpenSim.Region.Framework.Scenes
1154// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1768// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1155// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1769// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1156 1770
1157 part.StoreUndoState(); 1771// part.StoreUndoState();
1158 part.OnGrab(offsetPos, remoteClient); 1772 part.OnGrab(offsetPos, remoteClient);
1159 } 1773 }
1160 1774
@@ -1174,6 +1788,11 @@ namespace OpenSim.Region.Framework.Scenes
1174 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1788 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1175 public void DeleteGroupFromScene(bool silent) 1789 public void DeleteGroupFromScene(bool silent)
1176 { 1790 {
1791 // We need to keep track of this state in case this group is still queued for backup.
1792 IsDeleted = true;
1793
1794 DetachFromBackup();
1795
1177 SceneObjectPart[] parts = m_parts.GetArray(); 1796 SceneObjectPart[] parts = m_parts.GetArray();
1178 for (int i = 0; i < parts.Length; i++) 1797 for (int i = 0; i < parts.Length; i++)
1179 { 1798 {
@@ -1189,13 +1808,14 @@ namespace OpenSim.Region.Framework.Scenes
1189 part.ClearUpdateSchedule(); 1808 part.ClearUpdateSchedule();
1190 if (part == m_rootPart) 1809 if (part == m_rootPart)
1191 { 1810 {
1192 if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) || 1811 if (!IsAttachment || (AttachedAvatar == avatar.ControllingClient.AgentId) ||
1193 (AttachmentPoint < 31) || (AttachmentPoint > 38)) 1812 (AttachmentPoint < 31) || (AttachmentPoint > 38))
1194 avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint> { part.LocalId }); 1813 avatar.ControllingClient.SendKillObject(m_regionHandle, new List<uint> { part.LocalId });
1195 } 1814 }
1196 } 1815 }
1197 }); 1816 });
1198 } 1817 }
1818
1199 } 1819 }
1200 1820
1201 public void AddScriptLPS(int count) 1821 public void AddScriptLPS(int count)
@@ -1265,28 +1885,43 @@ namespace OpenSim.Region.Framework.Scenes
1265 /// </summary> 1885 /// </summary>
1266 public void ApplyPhysics() 1886 public void ApplyPhysics()
1267 { 1887 {
1268 // Apply physics to the root prim
1269 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1270
1271 // Apply physics to child prims
1272 SceneObjectPart[] parts = m_parts.GetArray(); 1888 SceneObjectPart[] parts = m_parts.GetArray();
1273 if (parts.Length > 1) 1889 if (parts.Length > 1)
1274 { 1890 {
1891 ResetChildPrimPhysicsPositions();
1892
1893 // Apply physics to the root prim
1894 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1895
1896
1275 for (int i = 0; i < parts.Length; i++) 1897 for (int i = 0; i < parts.Length; i++)
1276 { 1898 {
1277 SceneObjectPart part = parts[i]; 1899 SceneObjectPart part = parts[i];
1278 if (part.LocalId != m_rootPart.LocalId) 1900 if (part.LocalId != m_rootPart.LocalId)
1279 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1901 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1280 } 1902 }
1281
1282 // Hack to get the physics scene geometries in the right spot 1903 // Hack to get the physics scene geometries in the right spot
1283 ResetChildPrimPhysicsPositions(); 1904// ResetChildPrimPhysicsPositions();
1905 if (m_rootPart.PhysActor != null)
1906 {
1907 m_rootPart.PhysActor.Building = false;
1908 }
1909 }
1910 else
1911 {
1912 // Apply physics to the root prim
1913 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1284 } 1914 }
1285 } 1915 }
1286 1916
1287 public void SetOwnerId(UUID userId) 1917 public void SetOwnerId(UUID userId)
1288 { 1918 {
1289 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1919 ForEachPart(delegate(SceneObjectPart part)
1920 {
1921
1922 part.OwnerID = userId;
1923
1924 });
1290 } 1925 }
1291 1926
1292 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1927 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1318,11 +1953,17 @@ namespace OpenSim.Region.Framework.Scenes
1318 return; 1953 return;
1319 } 1954 }
1320 1955
1956 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1957 return;
1958
1321 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1959 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1322 // any exception propogate upwards. 1960 // any exception propogate upwards.
1323 try 1961 try
1324 { 1962 {
1325 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1963 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1964 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1965 m_scene.LoadingPrims) // Land may not be valid yet
1966
1326 { 1967 {
1327 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1968 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1328 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1969 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1349,6 +1990,7 @@ namespace OpenSim.Region.Framework.Scenes
1349 } 1990 }
1350 } 1991 }
1351 } 1992 }
1993
1352 } 1994 }
1353 1995
1354 if (m_scene.UseBackup && HasGroupChanged) 1996 if (m_scene.UseBackup && HasGroupChanged)
@@ -1356,10 +1998,30 @@ namespace OpenSim.Region.Framework.Scenes
1356 // don't backup while it's selected or you're asking for changes mid stream. 1998 // don't backup while it's selected or you're asking for changes mid stream.
1357 if (isTimeToPersist() || forcedBackup) 1999 if (isTimeToPersist() || forcedBackup)
1358 { 2000 {
2001 if (m_rootPart.PhysActor != null &&
2002 (!m_rootPart.PhysActor.IsPhysical))
2003 {
2004 // Possible ghost prim
2005 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2006 {
2007 foreach (SceneObjectPart part in m_parts.GetArray())
2008 {
2009 // Re-set physics actor positions and
2010 // orientations
2011 part.GroupPosition = m_rootPart.GroupPosition;
2012 }
2013 }
2014 }
1359// m_log.DebugFormat( 2015// m_log.DebugFormat(
1360// "[SCENE]: Storing {0}, {1} in {2}", 2016// "[SCENE]: Storing {0}, {1} in {2}",
1361// Name, UUID, m_scene.RegionInfo.RegionName); 2017// Name, UUID, m_scene.RegionInfo.RegionName);
1362 2018
2019 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2020 {
2021 RootPart.Shape.State = 0;
2022 ScheduleGroupForFullUpdate();
2023 }
2024
1363 SceneObjectGroup backup_group = Copy(false); 2025 SceneObjectGroup backup_group = Copy(false);
1364 backup_group.RootPart.Velocity = RootPart.Velocity; 2026 backup_group.RootPart.Velocity = RootPart.Velocity;
1365 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2027 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1373,6 +2035,11 @@ namespace OpenSim.Region.Framework.Scenes
1373 2035
1374 backup_group.ForEachPart(delegate(SceneObjectPart part) 2036 backup_group.ForEachPart(delegate(SceneObjectPart part)
1375 { 2037 {
2038 if (part.KeyframeMotion != null)
2039 {
2040 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2041 part.KeyframeMotion.UpdateSceneObject(this);
2042 }
1376 part.Inventory.ProcessInventoryBackup(datastore); 2043 part.Inventory.ProcessInventoryBackup(datastore);
1377 }); 2044 });
1378 2045
@@ -1425,10 +2092,14 @@ namespace OpenSim.Region.Framework.Scenes
1425 /// <returns></returns> 2092 /// <returns></returns>
1426 public SceneObjectGroup Copy(bool userExposed) 2093 public SceneObjectGroup Copy(bool userExposed)
1427 { 2094 {
2095 m_dupeInProgress = true;
1428 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2096 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1429 dupe.m_isBackedUp = false; 2097 dupe.m_isBackedUp = false;
1430 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2098 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1431 2099
2100 // new group as no sitting avatars
2101 dupe.m_linkedAvatars = new List<ScenePresence>();
2102
1432 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2103 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1433 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2104 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1434 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2105 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1439,7 +2110,7 @@ namespace OpenSim.Region.Framework.Scenes
1439 // This is only necessary when userExposed is false! 2110 // This is only necessary when userExposed is false!
1440 2111
1441 bool previousAttachmentStatus = dupe.IsAttachment; 2112 bool previousAttachmentStatus = dupe.IsAttachment;
1442 2113
1443 if (!userExposed) 2114 if (!userExposed)
1444 dupe.IsAttachment = true; 2115 dupe.IsAttachment = true;
1445 2116
@@ -1457,11 +2128,11 @@ namespace OpenSim.Region.Framework.Scenes
1457 dupe.m_rootPart.TrimPermissions(); 2128 dupe.m_rootPart.TrimPermissions();
1458 2129
1459 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2130 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1460 2131
1461 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2132 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1462 { 2133 {
1463 return p1.LinkNum.CompareTo(p2.LinkNum); 2134 return p1.LinkNum.CompareTo(p2.LinkNum);
1464 } 2135 }
1465 ); 2136 );
1466 2137
1467 foreach (SceneObjectPart part in partList) 2138 foreach (SceneObjectPart part in partList)
@@ -1471,41 +2142,53 @@ namespace OpenSim.Region.Framework.Scenes
1471 { 2142 {
1472 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2143 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1473 newPart.LinkNum = part.LinkNum; 2144 newPart.LinkNum = part.LinkNum;
1474 } 2145 if (userExposed)
2146 newPart.ParentID = dupe.m_rootPart.LocalId;
2147 }
1475 else 2148 else
1476 { 2149 {
1477 newPart = dupe.m_rootPart; 2150 newPart = dupe.m_rootPart;
1478 } 2151 }
2152/*
2153 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2154 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1479 2155
1480 // Need to duplicate the physics actor as well 2156 // Need to duplicate the physics actor as well
1481 PhysicsActor originalPartPa = part.PhysActor; 2157 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1482 if (originalPartPa != null && userExposed)
1483 { 2158 {
1484 PrimitiveBaseShape pbs = newPart.Shape; 2159 PrimitiveBaseShape pbs = newPart.Shape;
1485
1486 newPart.PhysActor 2160 newPart.PhysActor
1487 = m_scene.PhysicsScene.AddPrimShape( 2161 = m_scene.PhysicsScene.AddPrimShape(
1488 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2162 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1489 pbs, 2163 pbs,
1490 newPart.AbsolutePosition, 2164 newPart.AbsolutePosition,
1491 newPart.Scale, 2165 newPart.Scale,
1492 newPart.RotationOffset, 2166 newPart.GetWorldRotation(),
1493 originalPartPa.IsPhysical, 2167 isphys,
2168 isphan,
1494 newPart.LocalId); 2169 newPart.LocalId);
1495 2170
1496 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2171 newPart.DoPhysicsPropertyUpdate(isphys, true);
1497 } 2172 */
2173 if (userExposed)
2174 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2175// }
1498 } 2176 }
1499 2177
1500 if (userExposed) 2178 if (userExposed)
1501 { 2179 {
1502 dupe.UpdateParentIDs(); 2180// done above dupe.UpdateParentIDs();
2181
2182 if (dupe.m_rootPart.PhysActor != null)
2183 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2184
1503 dupe.HasGroupChanged = true; 2185 dupe.HasGroupChanged = true;
1504 dupe.AttachToBackup(); 2186 dupe.AttachToBackup();
1505 2187
1506 ScheduleGroupForFullUpdate(); 2188 ScheduleGroupForFullUpdate();
1507 } 2189 }
1508 2190
2191 m_dupeInProgress = false;
1509 return dupe; 2192 return dupe;
1510 } 2193 }
1511 2194
@@ -1517,11 +2200,24 @@ namespace OpenSim.Region.Framework.Scenes
1517 /// <param name="cGroupID"></param> 2200 /// <param name="cGroupID"></param>
1518 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2201 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1519 { 2202 {
1520 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2203 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2204 // give newpart a new local ID lettng old part keep same
2205 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2206 newpart.LocalId = m_scene.AllocateLocalId();
2207
2208 SetRootPart(newpart);
2209 if (userExposed)
2210 RootPart.Velocity = Vector3.Zero; // In case source is moving
1521 } 2211 }
1522 2212
1523 public void ScriptSetPhysicsStatus(bool usePhysics) 2213 public void ScriptSetPhysicsStatus(bool usePhysics)
1524 { 2214 {
2215 if (usePhysics)
2216 {
2217 if (RootPart.KeyframeMotion != null)
2218 RootPart.KeyframeMotion.Stop();
2219 RootPart.KeyframeMotion = null;
2220 }
1525 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2221 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1526 } 2222 }
1527 2223
@@ -1569,13 +2265,14 @@ namespace OpenSim.Region.Framework.Scenes
1569 2265
1570 if (pa != null) 2266 if (pa != null)
1571 { 2267 {
1572 pa.AddForce(impulse, true); 2268 // false to be applied as a impulse
2269 pa.AddForce(impulse, false);
1573 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2270 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1574 } 2271 }
1575 } 2272 }
1576 } 2273 }
1577 2274
1578 public void applyAngularImpulse(Vector3 impulse) 2275 public void ApplyAngularImpulse(Vector3 impulse)
1579 { 2276 {
1580 PhysicsActor pa = RootPart.PhysActor; 2277 PhysicsActor pa = RootPart.PhysActor;
1581 2278
@@ -1583,21 +2280,8 @@ namespace OpenSim.Region.Framework.Scenes
1583 { 2280 {
1584 if (!IsAttachment) 2281 if (!IsAttachment)
1585 { 2282 {
1586 pa.AddAngularForce(impulse, true); 2283 // false to be applied as a impulse
1587 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2284 pa.AddAngularForce(impulse, false);
1588 }
1589 }
1590 }
1591
1592 public void setAngularImpulse(Vector3 impulse)
1593 {
1594 PhysicsActor pa = RootPart.PhysActor;
1595
1596 if (pa != null)
1597 {
1598 if (!IsAttachment)
1599 {
1600 pa.Torque = impulse;
1601 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2285 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1602 } 2286 }
1603 } 2287 }
@@ -1605,20 +2289,10 @@ namespace OpenSim.Region.Framework.Scenes
1605 2289
1606 public Vector3 GetTorque() 2290 public Vector3 GetTorque()
1607 { 2291 {
1608 PhysicsActor pa = RootPart.PhysActor; 2292 return RootPart.Torque;
1609
1610 if (pa != null)
1611 {
1612 if (!IsAttachment)
1613 {
1614 Vector3 torque = pa.Torque;
1615 return torque;
1616 }
1617 }
1618
1619 return Vector3.Zero;
1620 } 2293 }
1621 2294
2295 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1622 public void moveToTarget(Vector3 target, float tau) 2296 public void moveToTarget(Vector3 target, float tau)
1623 { 2297 {
1624 if (IsAttachment) 2298 if (IsAttachment)
@@ -1650,6 +2324,46 @@ namespace OpenSim.Region.Framework.Scenes
1650 pa.PIDActive = false; 2324 pa.PIDActive = false;
1651 } 2325 }
1652 2326
2327 public void rotLookAt(Quaternion target, float strength, float damping)
2328 {
2329 SceneObjectPart rootpart = m_rootPart;
2330 if (rootpart != null)
2331 {
2332 if (IsAttachment)
2333 {
2334 /*
2335 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2336 if (avatar != null)
2337 {
2338 Rotate the Av?
2339 } */
2340 }
2341 else
2342 {
2343 if (rootpart.PhysActor != null)
2344 { // APID must be implemented in your physics system for this to function.
2345 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2346 rootpart.PhysActor.APIDStrength = strength;
2347 rootpart.PhysActor.APIDDamping = damping;
2348 rootpart.PhysActor.APIDActive = true;
2349 }
2350 }
2351 }
2352 }
2353
2354 public void stopLookAt()
2355 {
2356 SceneObjectPart rootpart = m_rootPart;
2357 if (rootpart != null)
2358 {
2359 if (rootpart.PhysActor != null)
2360 { // APID must be implemented in your physics system for this to function.
2361 rootpart.PhysActor.APIDActive = false;
2362 }
2363 }
2364
2365 }
2366
1653 /// <summary> 2367 /// <summary>
1654 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2368 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1655 /// </summary> 2369 /// </summary>
@@ -1666,7 +2380,7 @@ namespace OpenSim.Region.Framework.Scenes
1666 { 2380 {
1667 pa.PIDHoverHeight = height; 2381 pa.PIDHoverHeight = height;
1668 pa.PIDHoverType = hoverType; 2382 pa.PIDHoverType = hoverType;
1669 pa.PIDTau = tau; 2383 pa.PIDHoverTau = tau;
1670 pa.PIDHoverActive = true; 2384 pa.PIDHoverActive = true;
1671 } 2385 }
1672 else 2386 else
@@ -1706,7 +2420,12 @@ namespace OpenSim.Region.Framework.Scenes
1706 /// <param name="cGroupID"></param> 2420 /// <param name="cGroupID"></param>
1707 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2421 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1708 { 2422 {
1709 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2423 // give new ID to the new part, letting old keep original
2424 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2425 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2426 newPart.LocalId = m_scene.AllocateLocalId();
2427 newPart.SetParent(this);
2428
1710 AddPart(newPart); 2429 AddPart(newPart);
1711 2430
1712 SetPartAsNonRoot(newPart); 2431 SetPartAsNonRoot(newPart);
@@ -1835,11 +2554,11 @@ namespace OpenSim.Region.Framework.Scenes
1835 /// Immediately send a full update for this scene object. 2554 /// Immediately send a full update for this scene object.
1836 /// </summary> 2555 /// </summary>
1837 public void SendGroupFullUpdate() 2556 public void SendGroupFullUpdate()
1838 { 2557 {
1839 if (IsDeleted) 2558 if (IsDeleted)
1840 return; 2559 return;
1841 2560
1842// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2561// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1843 2562
1844 RootPart.SendFullUpdateToAllClients(); 2563 RootPart.SendFullUpdateToAllClients();
1845 2564
@@ -1973,6 +2692,11 @@ namespace OpenSim.Region.Framework.Scenes
1973 2692
1974 SceneObjectPart linkPart = objectGroup.m_rootPart; 2693 SceneObjectPart linkPart = objectGroup.m_rootPart;
1975 2694
2695 if (m_rootPart.PhysActor != null)
2696 m_rootPart.PhysActor.Building = true;
2697 if (linkPart.PhysActor != null)
2698 linkPart.PhysActor.Building = true;
2699
1976 // physics flags from group to be applied to linked parts 2700 // physics flags from group to be applied to linked parts
1977 bool grpusephys = UsesPhysics; 2701 bool grpusephys = UsesPhysics;
1978 bool grptemporary = IsTemporary; 2702 bool grptemporary = IsTemporary;
@@ -1981,19 +2705,21 @@ namespace OpenSim.Region.Framework.Scenes
1981 Quaternion oldRootRotation = linkPart.RotationOffset; 2705 Quaternion oldRootRotation = linkPart.RotationOffset;
1982 2706
1983 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition; 2707 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
2708
1984 linkPart.ParentID = m_rootPart.LocalId; 2709 linkPart.ParentID = m_rootPart.LocalId;
1985 linkPart.GroupPosition = AbsolutePosition; 2710
1986 Vector3 axPos = linkPart.OffsetPosition; 2711 linkPart.GroupPosition = AbsolutePosition;
1987 2712
2713 Vector3 axPos = linkPart.OffsetPosition;
1988 Quaternion parentRot = m_rootPart.RotationOffset; 2714 Quaternion parentRot = m_rootPart.RotationOffset;
1989 axPos *= Quaternion.Inverse(parentRot); 2715 axPos *= Quaternion.Conjugate(parentRot);
1990
1991 linkPart.OffsetPosition = axPos; 2716 linkPart.OffsetPosition = axPos;
2717
1992 Quaternion oldRot = linkPart.RotationOffset; 2718 Quaternion oldRot = linkPart.RotationOffset;
1993 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2719 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
1994 linkPart.RotationOffset = newRot; 2720 linkPart.RotationOffset = newRot;
1995 2721
1996 linkPart.ParentID = m_rootPart.LocalId; 2722// linkPart.ParentID = m_rootPart.LocalId; done above
1997 2723
1998 if (m_rootPart.LinkNum == 0) 2724 if (m_rootPart.LinkNum == 0)
1999 m_rootPart.LinkNum = 1; 2725 m_rootPart.LinkNum = 1;
@@ -2021,7 +2747,7 @@ namespace OpenSim.Region.Framework.Scenes
2021 linkPart.CreateSelected = true; 2747 linkPart.CreateSelected = true;
2022 2748
2023 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2749 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2024 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2750 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2025 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2751 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2026 { 2752 {
2027 linkPart.PhysActor.link(m_rootPart.PhysActor); 2753 linkPart.PhysActor.link(m_rootPart.PhysActor);
@@ -2029,6 +2755,7 @@ namespace OpenSim.Region.Framework.Scenes
2029 } 2755 }
2030 2756
2031 linkPart.LinkNum = linkNum++; 2757 linkPart.LinkNum = linkNum++;
2758 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2032 2759
2033 SceneObjectPart[] ogParts = objectGroup.Parts; 2760 SceneObjectPart[] ogParts = objectGroup.Parts;
2034 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b) 2761 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b)
@@ -2043,7 +2770,7 @@ namespace OpenSim.Region.Framework.Scenes
2043 { 2770 {
2044 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); 2771 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2045 // let physics know 2772 // let physics know
2046 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2773 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2047 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2774 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2048 { 2775 {
2049 part.PhysActor.link(m_rootPart.PhysActor); 2776 part.PhysActor.link(m_rootPart.PhysActor);
@@ -2058,7 +2785,7 @@ namespace OpenSim.Region.Framework.Scenes
2058 objectGroup.IsDeleted = true; 2785 objectGroup.IsDeleted = true;
2059 2786
2060 objectGroup.m_parts.Clear(); 2787 objectGroup.m_parts.Clear();
2061 2788
2062 // Can't do this yet since backup still makes use of the root part without any synchronization 2789 // Can't do this yet since backup still makes use of the root part without any synchronization
2063// objectGroup.m_rootPart = null; 2790// objectGroup.m_rootPart = null;
2064 2791
@@ -2069,6 +2796,9 @@ namespace OpenSim.Region.Framework.Scenes
2069 // unmoved prims! 2796 // unmoved prims!
2070 ResetChildPrimPhysicsPositions(); 2797 ResetChildPrimPhysicsPositions();
2071 2798
2799 if (m_rootPart.PhysActor != null)
2800 m_rootPart.PhysActor.Building = false;
2801
2072 //HasGroupChanged = true; 2802 //HasGroupChanged = true;
2073 //ScheduleGroupForFullUpdate(); 2803 //ScheduleGroupForFullUpdate();
2074 } 2804 }
@@ -2136,7 +2866,10 @@ namespace OpenSim.Region.Framework.Scenes
2136// m_log.DebugFormat( 2866// m_log.DebugFormat(
2137// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2867// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2138// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2868// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2139 2869
2870 if (m_rootPart.PhysActor != null)
2871 m_rootPart.PhysActor.Building = true;
2872
2140 linkPart.ClearUndoState(); 2873 linkPart.ClearUndoState();
2141 2874
2142 Quaternion worldRot = linkPart.GetWorldRotation(); 2875 Quaternion worldRot = linkPart.GetWorldRotation();
@@ -2196,6 +2929,14 @@ namespace OpenSim.Region.Framework.Scenes
2196 2929
2197 // When we delete a group, we currently have to force persist to the database if the object id has changed 2930 // When we delete a group, we currently have to force persist to the database if the object id has changed
2198 // (since delete works by deleting all rows which have a given object id) 2931 // (since delete works by deleting all rows which have a given object id)
2932
2933 // this is as it seems to be in sl now
2934 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
2935 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
2936
2937 if (m_rootPart.PhysActor != null)
2938 m_rootPart.PhysActor.Building = false;
2939
2199 objectGroup.HasGroupChangedDueToDelink = true; 2940 objectGroup.HasGroupChangedDueToDelink = true;
2200 2941
2201 return objectGroup; 2942 return objectGroup;
@@ -2207,6 +2948,7 @@ namespace OpenSim.Region.Framework.Scenes
2207 /// <param name="objectGroup"></param> 2948 /// <param name="objectGroup"></param>
2208 public virtual void DetachFromBackup() 2949 public virtual void DetachFromBackup()
2209 { 2950 {
2951 m_scene.SceneGraph.FireDetachFromBackup(this);
2210 if (m_isBackedUp && Scene != null) 2952 if (m_isBackedUp && Scene != null)
2211 m_scene.EventManager.OnBackup -= ProcessBackup; 2953 m_scene.EventManager.OnBackup -= ProcessBackup;
2212 2954
@@ -2225,7 +2967,8 @@ namespace OpenSim.Region.Framework.Scenes
2225 2967
2226 axPos *= parentRot; 2968 axPos *= parentRot;
2227 part.OffsetPosition = axPos; 2969 part.OffsetPosition = axPos;
2228 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2970 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2971 part.GroupPosition = newPos;
2229 part.OffsetPosition = Vector3.Zero; 2972 part.OffsetPosition = Vector3.Zero;
2230 part.RotationOffset = worldRot; 2973 part.RotationOffset = worldRot;
2231 2974
@@ -2236,20 +2979,20 @@ namespace OpenSim.Region.Framework.Scenes
2236 2979
2237 part.LinkNum = linkNum; 2980 part.LinkNum = linkNum;
2238 2981
2239 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2982 part.OffsetPosition = newPos - AbsolutePosition;
2240 2983
2241 Quaternion rootRotation = m_rootPart.RotationOffset; 2984 Quaternion rootRotation = m_rootPart.RotationOffset;
2242 2985
2243 Vector3 pos = part.OffsetPosition; 2986 Vector3 pos = part.OffsetPosition;
2244 pos *= Quaternion.Inverse(rootRotation); 2987 pos *= Quaternion.Conjugate(rootRotation);
2245 part.OffsetPosition = pos; 2988 part.OffsetPosition = pos;
2246 2989
2247 parentRot = m_rootPart.RotationOffset; 2990 parentRot = m_rootPart.RotationOffset;
2248 oldRot = part.RotationOffset; 2991 oldRot = part.RotationOffset;
2249 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2992 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2250 part.RotationOffset = newRot; 2993 part.RotationOffset = newRot;
2251 2994
2252 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2995 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2253 } 2996 }
2254 2997
2255 /// <summary> 2998 /// <summary>
@@ -2500,8 +3243,22 @@ namespace OpenSim.Region.Framework.Scenes
2500 } 3243 }
2501 } 3244 }
2502 3245
2503 for (int i = 0; i < parts.Length; i++) 3246 if (parts.Length > 1)
2504 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3247 {
3248 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3249
3250 for (int i = 0; i < parts.Length; i++)
3251 {
3252
3253 if (parts[i].UUID != m_rootPart.UUID)
3254 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3255 }
3256
3257 if (m_rootPart.PhysActor != null)
3258 m_rootPart.PhysActor.Building = false;
3259 }
3260 else
3261 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2505 } 3262 }
2506 } 3263 }
2507 3264
@@ -2514,6 +3271,17 @@ namespace OpenSim.Region.Framework.Scenes
2514 } 3271 }
2515 } 3272 }
2516 3273
3274
3275
3276 /// <summary>
3277 /// Gets the number of parts
3278 /// </summary>
3279 /// <returns></returns>
3280 public int GetPartCount()
3281 {
3282 return Parts.Count();
3283 }
3284
2517 /// <summary> 3285 /// <summary>
2518 /// Update the texture entry for this part 3286 /// Update the texture entry for this part
2519 /// </summary> 3287 /// </summary>
@@ -2575,11 +3343,6 @@ namespace OpenSim.Region.Framework.Scenes
2575 /// <param name="scale"></param> 3343 /// <param name="scale"></param>
2576 public void GroupResize(Vector3 scale) 3344 public void GroupResize(Vector3 scale)
2577 { 3345 {
2578// m_log.DebugFormat(
2579// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2580
2581 RootPart.StoreUndoState(true);
2582
2583 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3346 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
2584 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3347 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
2585 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); 3348 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@@ -2606,7 +3369,6 @@ namespace OpenSim.Region.Framework.Scenes
2606 SceneObjectPart obPart = parts[i]; 3369 SceneObjectPart obPart = parts[i];
2607 if (obPart.UUID != m_rootPart.UUID) 3370 if (obPart.UUID != m_rootPart.UUID)
2608 { 3371 {
2609// obPart.IgnoreUndoUpdate = true;
2610 Vector3 oldSize = new Vector3(obPart.Scale); 3372 Vector3 oldSize = new Vector3(obPart.Scale);
2611 3373
2612 float f = 1.0f; 3374 float f = 1.0f;
@@ -2670,8 +3432,6 @@ namespace OpenSim.Region.Framework.Scenes
2670 z *= a; 3432 z *= a;
2671 } 3433 }
2672 } 3434 }
2673
2674// obPart.IgnoreUndoUpdate = false;
2675 } 3435 }
2676 } 3436 }
2677 } 3437 }
@@ -2681,9 +3441,7 @@ namespace OpenSim.Region.Framework.Scenes
2681 prevScale.Y *= y; 3441 prevScale.Y *= y;
2682 prevScale.Z *= z; 3442 prevScale.Z *= z;
2683 3443
2684// RootPart.IgnoreUndoUpdate = true;
2685 RootPart.Resize(prevScale); 3444 RootPart.Resize(prevScale);
2686// RootPart.IgnoreUndoUpdate = false;
2687 3445
2688 parts = m_parts.GetArray(); 3446 parts = m_parts.GetArray();
2689 for (int i = 0; i < parts.Length; i++) 3447 for (int i = 0; i < parts.Length; i++)
@@ -2692,8 +3450,6 @@ namespace OpenSim.Region.Framework.Scenes
2692 3450
2693 if (obPart.UUID != m_rootPart.UUID) 3451 if (obPart.UUID != m_rootPart.UUID)
2694 { 3452 {
2695 obPart.IgnoreUndoUpdate = true;
2696
2697 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3453 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2698 currentpos.X *= x; 3454 currentpos.X *= x;
2699 currentpos.Y *= y; 3455 currentpos.Y *= y;
@@ -2706,16 +3462,12 @@ namespace OpenSim.Region.Framework.Scenes
2706 3462
2707 obPart.Resize(newSize); 3463 obPart.Resize(newSize);
2708 obPart.UpdateOffSet(currentpos); 3464 obPart.UpdateOffSet(currentpos);
2709
2710 obPart.IgnoreUndoUpdate = false;
2711 } 3465 }
2712 3466
2713// obPart.IgnoreUndoUpdate = false; 3467 HasGroupChanged = true;
2714// obPart.StoreUndoState(); 3468 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3469 ScheduleGroupForTerseUpdate();
2715 } 3470 }
2716
2717// m_log.DebugFormat(
2718// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2719 } 3471 }
2720 3472
2721 #endregion 3473 #endregion
@@ -2728,14 +3480,6 @@ namespace OpenSim.Region.Framework.Scenes
2728 /// <param name="pos"></param> 3480 /// <param name="pos"></param>
2729 public void UpdateGroupPosition(Vector3 pos) 3481 public void UpdateGroupPosition(Vector3 pos)
2730 { 3482 {
2731// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2732
2733 RootPart.StoreUndoState(true);
2734
2735// SceneObjectPart[] parts = m_parts.GetArray();
2736// for (int i = 0; i < parts.Length; i++)
2737// parts[i].StoreUndoState();
2738
2739 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3483 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2740 { 3484 {
2741 if (IsAttachment) 3485 if (IsAttachment)
@@ -2768,21 +3512,17 @@ namespace OpenSim.Region.Framework.Scenes
2768 /// </summary> 3512 /// </summary>
2769 /// <param name="pos"></param> 3513 /// <param name="pos"></param>
2770 /// <param name="localID"></param> 3514 /// <param name="localID"></param>
3515 ///
3516
2771 public void UpdateSinglePosition(Vector3 pos, uint localID) 3517 public void UpdateSinglePosition(Vector3 pos, uint localID)
2772 { 3518 {
2773 SceneObjectPart part = GetPart(localID); 3519 SceneObjectPart part = GetPart(localID);
2774 3520
2775// SceneObjectPart[] parts = m_parts.GetArray();
2776// for (int i = 0; i < parts.Length; i++)
2777// parts[i].StoreUndoState();
2778
2779 if (part != null) 3521 if (part != null)
2780 { 3522 {
2781// m_log.DebugFormat( 3523// unlock parts position change
2782// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3524 if (m_rootPart.PhysActor != null)
2783 3525 m_rootPart.PhysActor.Building = true;
2784 part.StoreUndoState(false);
2785 part.IgnoreUndoUpdate = true;
2786 3526
2787 if (part.UUID == m_rootPart.UUID) 3527 if (part.UUID == m_rootPart.UUID)
2788 { 3528 {
@@ -2793,8 +3533,10 @@ namespace OpenSim.Region.Framework.Scenes
2793 part.UpdateOffSet(pos); 3533 part.UpdateOffSet(pos);
2794 } 3534 }
2795 3535
3536 if (m_rootPart.PhysActor != null)
3537 m_rootPart.PhysActor.Building = false;
3538
2796 HasGroupChanged = true; 3539 HasGroupChanged = true;
2797 part.IgnoreUndoUpdate = false;
2798 } 3540 }
2799 } 3541 }
2800 3542
@@ -2804,13 +3546,7 @@ namespace OpenSim.Region.Framework.Scenes
2804 /// <param name="pos"></param> 3546 /// <param name="pos"></param>
2805 public void UpdateRootPosition(Vector3 pos) 3547 public void UpdateRootPosition(Vector3 pos)
2806 { 3548 {
2807// m_log.DebugFormat( 3549 // needs to be called with phys building true
2808// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
2809
2810// SceneObjectPart[] parts = m_parts.GetArray();
2811// for (int i = 0; i < parts.Length; i++)
2812// parts[i].StoreUndoState();
2813
2814 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3550 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2815 Vector3 oldPos = 3551 Vector3 oldPos =
2816 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3552 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -2833,7 +3569,14 @@ namespace OpenSim.Region.Framework.Scenes
2833 AbsolutePosition = newPos; 3569 AbsolutePosition = newPos;
2834 3570
2835 HasGroupChanged = true; 3571 HasGroupChanged = true;
2836 ScheduleGroupForTerseUpdate(); 3572 if (m_rootPart.Undoing)
3573 {
3574 ScheduleGroupForFullUpdate();
3575 }
3576 else
3577 {
3578 ScheduleGroupForTerseUpdate();
3579 }
2837 } 3580 }
2838 3581
2839 #endregion 3582 #endregion
@@ -2846,24 +3589,16 @@ namespace OpenSim.Region.Framework.Scenes
2846 /// <param name="rot"></param> 3589 /// <param name="rot"></param>
2847 public void UpdateGroupRotationR(Quaternion rot) 3590 public void UpdateGroupRotationR(Quaternion rot)
2848 { 3591 {
2849// m_log.DebugFormat(
2850// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
2851
2852// SceneObjectPart[] parts = m_parts.GetArray();
2853// for (int i = 0; i < parts.Length; i++)
2854// parts[i].StoreUndoState();
2855
2856 m_rootPart.StoreUndoState(true);
2857
2858 m_rootPart.UpdateRotation(rot); 3592 m_rootPart.UpdateRotation(rot);
2859 3593
3594/* this is done by rootpart RotationOffset set called by UpdateRotation
2860 PhysicsActor actor = m_rootPart.PhysActor; 3595 PhysicsActor actor = m_rootPart.PhysActor;
2861 if (actor != null) 3596 if (actor != null)
2862 { 3597 {
2863 actor.Orientation = m_rootPart.RotationOffset; 3598 actor.Orientation = m_rootPart.RotationOffset;
2864 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3599 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
2865 } 3600 }
2866 3601*/
2867 HasGroupChanged = true; 3602 HasGroupChanged = true;
2868 ScheduleGroupForTerseUpdate(); 3603 ScheduleGroupForTerseUpdate();
2869 } 3604 }
@@ -2875,16 +3610,6 @@ namespace OpenSim.Region.Framework.Scenes
2875 /// <param name="rot"></param> 3610 /// <param name="rot"></param>
2876 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3611 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
2877 { 3612 {
2878// m_log.DebugFormat(
2879// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
2880
2881// SceneObjectPart[] parts = m_parts.GetArray();
2882// for (int i = 0; i < parts.Length; i++)
2883// parts[i].StoreUndoState();
2884
2885 RootPart.StoreUndoState(true);
2886 RootPart.IgnoreUndoUpdate = true;
2887
2888 m_rootPart.UpdateRotation(rot); 3613 m_rootPart.UpdateRotation(rot);
2889 3614
2890 PhysicsActor actor = m_rootPart.PhysActor; 3615 PhysicsActor actor = m_rootPart.PhysActor;
@@ -2898,8 +3623,6 @@ namespace OpenSim.Region.Framework.Scenes
2898 3623
2899 HasGroupChanged = true; 3624 HasGroupChanged = true;
2900 ScheduleGroupForTerseUpdate(); 3625 ScheduleGroupForTerseUpdate();
2901
2902 RootPart.IgnoreUndoUpdate = false;
2903 } 3626 }
2904 3627
2905 /// <summary> 3628 /// <summary>
@@ -2912,13 +3635,11 @@ namespace OpenSim.Region.Framework.Scenes
2912 SceneObjectPart part = GetPart(localID); 3635 SceneObjectPart part = GetPart(localID);
2913 3636
2914 SceneObjectPart[] parts = m_parts.GetArray(); 3637 SceneObjectPart[] parts = m_parts.GetArray();
2915 for (int i = 0; i < parts.Length; i++)
2916 parts[i].StoreUndoState();
2917 3638
2918 if (part != null) 3639 if (part != null)
2919 { 3640 {
2920// m_log.DebugFormat( 3641 if (m_rootPart.PhysActor != null)
2921// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3642 m_rootPart.PhysActor.Building = true;
2922 3643
2923 if (part.UUID == m_rootPart.UUID) 3644 if (part.UUID == m_rootPart.UUID)
2924 { 3645 {
@@ -2928,6 +3649,9 @@ namespace OpenSim.Region.Framework.Scenes
2928 { 3649 {
2929 part.UpdateRotation(rot); 3650 part.UpdateRotation(rot);
2930 } 3651 }
3652
3653 if (m_rootPart.PhysActor != null)
3654 m_rootPart.PhysActor.Building = false;
2931 } 3655 }
2932 } 3656 }
2933 3657
@@ -2941,12 +3665,8 @@ namespace OpenSim.Region.Framework.Scenes
2941 SceneObjectPart part = GetPart(localID); 3665 SceneObjectPart part = GetPart(localID);
2942 if (part != null) 3666 if (part != null)
2943 { 3667 {
2944// m_log.DebugFormat( 3668 if (m_rootPart.PhysActor != null)
2945// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3669 m_rootPart.PhysActor.Building = true;
2946// part.Name, part.LocalId, rot);
2947
2948 part.StoreUndoState();
2949 part.IgnoreUndoUpdate = true;
2950 3670
2951 if (part.UUID == m_rootPart.UUID) 3671 if (part.UUID == m_rootPart.UUID)
2952 { 3672 {
@@ -2959,7 +3679,8 @@ namespace OpenSim.Region.Framework.Scenes
2959 part.OffsetPosition = pos; 3679 part.OffsetPosition = pos;
2960 } 3680 }
2961 3681
2962 part.IgnoreUndoUpdate = false; 3682 if (m_rootPart.PhysActor != null)
3683 m_rootPart.PhysActor.Building = false;
2963 } 3684 }
2964 } 3685 }
2965 3686
@@ -2969,15 +3690,12 @@ namespace OpenSim.Region.Framework.Scenes
2969 /// <param name="rot"></param> 3690 /// <param name="rot"></param>
2970 public void UpdateRootRotation(Quaternion rot) 3691 public void UpdateRootRotation(Quaternion rot)
2971 { 3692 {
2972// m_log.DebugFormat( 3693 // needs to be called with phys building true
2973// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
2974// Name, LocalId, rot);
2975
2976 Quaternion axRot = rot; 3694 Quaternion axRot = rot;
2977 Quaternion oldParentRot = m_rootPart.RotationOffset; 3695 Quaternion oldParentRot = m_rootPart.RotationOffset;
2978 3696
2979 m_rootPart.StoreUndoState(); 3697 //Don't use UpdateRotation because it schedules an update prematurely
2980 m_rootPart.UpdateRotation(rot); 3698 m_rootPart.RotationOffset = rot;
2981 3699
2982 PhysicsActor pa = m_rootPart.PhysActor; 3700 PhysicsActor pa = m_rootPart.PhysActor;
2983 3701
@@ -2993,35 +3711,145 @@ namespace OpenSim.Region.Framework.Scenes
2993 SceneObjectPart prim = parts[i]; 3711 SceneObjectPart prim = parts[i];
2994 if (prim.UUID != m_rootPart.UUID) 3712 if (prim.UUID != m_rootPart.UUID)
2995 { 3713 {
2996 prim.IgnoreUndoUpdate = true; 3714 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3715 NewRot = Quaternion.Inverse(axRot) * NewRot;
3716 prim.RotationOffset = NewRot;
3717
2997 Vector3 axPos = prim.OffsetPosition; 3718 Vector3 axPos = prim.OffsetPosition;
3719
2998 axPos *= oldParentRot; 3720 axPos *= oldParentRot;
2999 axPos *= Quaternion.Inverse(axRot); 3721 axPos *= Quaternion.Inverse(axRot);
3000 prim.OffsetPosition = axPos; 3722 prim.OffsetPosition = axPos;
3001 Quaternion primsRot = prim.RotationOffset; 3723 }
3002 Quaternion newRot = oldParentRot * primsRot; 3724 }
3003 newRot = Quaternion.Inverse(axRot) * newRot;
3004 prim.RotationOffset = newRot;
3005 prim.ScheduleTerseUpdate();
3006 prim.IgnoreUndoUpdate = false;
3007 }
3008 }
3009
3010// for (int i = 0; i < parts.Length; i++)
3011// {
3012// SceneObjectPart childpart = parts[i];
3013// if (childpart != m_rootPart)
3014// {
3015//// childpart.IgnoreUndoUpdate = false;
3016//// childpart.StoreUndoState();
3017// }
3018// }
3019 3725
3020 m_rootPart.ScheduleTerseUpdate(); 3726 HasGroupChanged = true;
3727 ScheduleGroupForFullUpdate();
3728 }
3021 3729
3022// m_log.DebugFormat( 3730 private enum updatetype :int
3023// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3731 {
3024// Name, LocalId, rot); 3732 none = 0,
3733 partterse = 1,
3734 partfull = 2,
3735 groupterse = 3,
3736 groupfull = 4
3737 }
3738
3739 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
3740 {
3741 // TODO this still as excessive *.Schedule*Update()s
3742
3743 if (part != null && part.ParentGroup != null)
3744 {
3745 ObjectChangeType change = data.change;
3746 bool togroup = ((change & ObjectChangeType.Group) != 0);
3747 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3748
3749 SceneObjectGroup group = part.ParentGroup;
3750 PhysicsActor pha = group.RootPart.PhysActor;
3751
3752 updatetype updateType = updatetype.none;
3753
3754 if (togroup)
3755 {
3756 // related to group
3757 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
3758 {
3759 if ((change & ObjectChangeType.Rotation) != 0)
3760 {
3761 group.RootPart.UpdateRotation(data.rotation);
3762 updateType = updatetype.none;
3763 }
3764 if ((change & ObjectChangeType.Position) != 0)
3765 {
3766 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
3767 UpdateGroupPosition(data.position);
3768 updateType = updatetype.groupterse;
3769 }
3770 else
3771 // ugly rotation update of all parts
3772 {
3773 group.AbsolutePosition = AbsolutePosition;
3774 }
3775
3776 }
3777 if ((change & ObjectChangeType.Scale) != 0)
3778 {
3779 if (pha != null)
3780 pha.Building = true;
3781
3782 group.GroupResize(data.scale);
3783 updateType = updatetype.none;
3784
3785 if (pha != null)
3786 pha.Building = false;
3787 }
3788 }
3789 else
3790 {
3791 // related to single prim in a link-set ( ie group)
3792 if (pha != null)
3793 pha.Building = true;
3794
3795 // root part is special
3796 // parts offset positions or rotations need to change also
3797
3798 if (part == group.RootPart)
3799 {
3800 if ((change & ObjectChangeType.Rotation) != 0)
3801 group.UpdateRootRotation(data.rotation);
3802 if ((change & ObjectChangeType.Position) != 0)
3803 group.UpdateRootPosition(data.position);
3804 if ((change & ObjectChangeType.Scale) != 0)
3805 part.Resize(data.scale);
3806 }
3807 else
3808 {
3809 if ((change & ObjectChangeType.Position) != 0)
3810 {
3811 part.OffsetPosition = data.position;
3812 updateType = updatetype.partterse;
3813 }
3814 if ((change & ObjectChangeType.Rotation) != 0)
3815 {
3816 part.UpdateRotation(data.rotation);
3817 updateType = updatetype.none;
3818 }
3819 if ((change & ObjectChangeType.Scale) != 0)
3820 {
3821 part.Resize(data.scale);
3822 updateType = updatetype.none;
3823 }
3824 }
3825
3826 if (pha != null)
3827 pha.Building = false;
3828 }
3829
3830 if (updateType != updatetype.none)
3831 {
3832 group.HasGroupChanged = true;
3833
3834 switch (updateType)
3835 {
3836 case updatetype.partterse:
3837 part.ScheduleTerseUpdate();
3838 break;
3839 case updatetype.partfull:
3840 part.ScheduleFullUpdate();
3841 break;
3842 case updatetype.groupterse:
3843 group.ScheduleGroupForTerseUpdate();
3844 break;
3845 case updatetype.groupfull:
3846 group.ScheduleGroupForFullUpdate();
3847 break;
3848 default:
3849 break;
3850 }
3851 }
3852 }
3025 } 3853 }
3026 3854
3027 #endregion 3855 #endregion
@@ -3120,10 +3948,11 @@ namespace OpenSim.Region.Framework.Scenes
3120 scriptPosTarget target = m_targets[idx]; 3948 scriptPosTarget target = m_targets[idx];
3121 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 3949 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3122 { 3950 {
3951 at_target = true;
3952
3123 // trigger at_target 3953 // trigger at_target
3124 if (m_scriptListens_atTarget) 3954 if (m_scriptListens_atTarget)
3125 { 3955 {
3126 at_target = true;
3127 scriptPosTarget att = new scriptPosTarget(); 3956 scriptPosTarget att = new scriptPosTarget();
3128 att.targetPos = target.targetPos; 3957 att.targetPos = target.targetPos;
3129 att.tolerance = target.tolerance; 3958 att.tolerance = target.tolerance;
@@ -3241,11 +4070,50 @@ namespace OpenSim.Region.Framework.Scenes
3241 } 4070 }
3242 } 4071 }
3243 } 4072 }
3244 4073
4074 public Vector3 GetGeometricCenter()
4075 {
4076 // this is not real geometric center but a average of positions relative to root prim acording to
4077 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4078 // ignoring tortured prims details since sl also seems to ignore
4079 // so no real use in doing it on physics
4080
4081 Vector3 gc = Vector3.Zero;
4082
4083 int nparts = m_parts.Count;
4084 if (nparts <= 1)
4085 return gc;
4086
4087 SceneObjectPart[] parts = m_parts.GetArray();
4088 nparts = parts.Length; // just in case it changed
4089 if (nparts <= 1)
4090 return gc;
4091
4092 Quaternion parentRot = RootPart.RotationOffset;
4093 Vector3 pPos;
4094
4095 // average all parts positions
4096 for (int i = 0; i < nparts; i++)
4097 {
4098 // do it directly
4099 // gc += parts[i].GetWorldPosition();
4100 if (parts[i] != RootPart)
4101 {
4102 pPos = parts[i].OffsetPosition;
4103 gc += pPos;
4104 }
4105
4106 }
4107 gc /= nparts;
4108
4109 // relative to root:
4110// gc -= AbsolutePosition;
4111 return gc;
4112 }
4113
3245 public float GetMass() 4114 public float GetMass()
3246 { 4115 {
3247 float retmass = 0f; 4116 float retmass = 0f;
3248
3249 SceneObjectPart[] parts = m_parts.GetArray(); 4117 SceneObjectPart[] parts = m_parts.GetArray();
3250 for (int i = 0; i < parts.Length; i++) 4118 for (int i = 0; i < parts.Length; i++)
3251 retmass += parts[i].GetMass(); 4119 retmass += parts[i].GetMass();
@@ -3253,6 +4121,39 @@ namespace OpenSim.Region.Framework.Scenes
3253 return retmass; 4121 return retmass;
3254 } 4122 }
3255 4123
4124 // center of mass of full object
4125 public Vector3 GetCenterOfMass()
4126 {
4127 PhysicsActor pa = RootPart.PhysActor;
4128
4129 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4130 {
4131 // physics knows better about center of mass of physical prims
4132 Vector3 tmp = pa.CenterOfMass;
4133 return tmp;
4134 }
4135
4136 Vector3 Ptot = Vector3.Zero;
4137 float totmass = 0f;
4138 float m;
4139
4140 SceneObjectPart[] parts = m_parts.GetArray();
4141 for (int i = 0; i < parts.Length; i++)
4142 {
4143 m = parts[i].GetMass();
4144 Ptot += parts[i].GetPartCenterOfMass() * m;
4145 totmass += m;
4146 }
4147
4148 if (totmass == 0)
4149 totmass = 0;
4150 else
4151 totmass = 1 / totmass;
4152 Ptot *= totmass;
4153
4154 return Ptot;
4155 }
4156
3256 /// <summary> 4157 /// <summary>
3257 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4158 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3258 /// the physics engine can use it. 4159 /// the physics engine can use it.
@@ -3406,6 +4307,14 @@ namespace OpenSim.Region.Framework.Scenes
3406 FromItemID = uuid; 4307 FromItemID = uuid;
3407 } 4308 }
3408 4309
4310 public void ResetOwnerChangeFlag()
4311 {
4312 ForEachPart(delegate(SceneObjectPart part)
4313 {
4314 part.ResetOwnerChangeFlag();
4315 });
4316 }
4317
3409 #endregion 4318 #endregion
3410 } 4319 }
3411} 4320}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 17c7661..61ef827 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -121,7 +122,18 @@ namespace OpenSim.Region.Framework.Scenes
121 /// Denote all sides of the prim 122 /// Denote all sides of the prim
122 /// </value> 123 /// </value>
123 public const int ALL_SIDES = -1; 124 public const int ALL_SIDES = -1;
124 125
126 private const scriptEvents PhysicsNeededSubsEvents = (
127 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
128 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
129 );
130 private const scriptEvents PhyscicsPhantonSubsEvents = (
131 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
132 );
133 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
134 scriptEvents.collision_start | scriptEvents.collision_end
135 );
136
125 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 137 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
126 138
127 /// <value> 139 /// <value>
@@ -176,12 +188,25 @@ namespace OpenSim.Region.Framework.Scenes
176 188
177 public double SoundRadius; 189 public double SoundRadius;
178 190
191
179 public uint TimeStampFull; 192 public uint TimeStampFull;
180 193
181 public uint TimeStampLastActivity; // Will be used for AutoReturn 194 public uint TimeStampLastActivity; // Will be used for AutoReturn
182 195
183 public uint TimeStampTerse; 196 public uint TimeStampTerse;
184 197
198 // The following two are to hold the attachment data
199 // while an object is inworld
200 [XmlIgnore]
201 public byte AttachPoint = 0;
202
203 [XmlIgnore]
204 public Vector3 AttachOffset = Vector3.Zero;
205
206 [XmlIgnore]
207 public Quaternion AttachRotation = Quaternion.Identity;
208
209 [XmlIgnore]
185 public int STATUS_ROTATE_X; 210 public int STATUS_ROTATE_X;
186 211
187 public int STATUS_ROTATE_Y; 212 public int STATUS_ROTATE_Y;
@@ -208,8 +233,7 @@ namespace OpenSim.Region.Framework.Scenes
208 233
209 public Vector3 RotationAxis = Vector3.One; 234 public Vector3 RotationAxis = Vector3.One;
210 235
211 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 236 public bool VolumeDetectActive;
212 // Certainly this must be a persistant setting finally
213 237
214 public bool IsWaitingForFirstSpinUpdatePacket; 238 public bool IsWaitingForFirstSpinUpdatePacket;
215 239
@@ -249,10 +273,10 @@ namespace OpenSim.Region.Framework.Scenes
249 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 273 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
250 private Vector3 m_sitTargetPosition; 274 private Vector3 m_sitTargetPosition;
251 private string m_sitAnimation = "SIT"; 275 private string m_sitAnimation = "SIT";
276 private bool m_occupied; // KF if any av is sitting on this prim
252 private string m_text = String.Empty; 277 private string m_text = String.Empty;
253 private string m_touchName = String.Empty; 278 private string m_touchName = String.Empty;
254 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 279 private UndoRedoState m_UndoRedo = null;
255 private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
256 280
257 private bool m_passTouches = false; 281 private bool m_passTouches = false;
258 private bool m_passCollisions = false; 282 private bool m_passCollisions = false;
@@ -281,7 +305,19 @@ namespace OpenSim.Region.Framework.Scenes
281 protected Vector3 m_lastAcceleration; 305 protected Vector3 m_lastAcceleration;
282 protected Vector3 m_lastAngularVelocity; 306 protected Vector3 m_lastAngularVelocity;
283 protected int m_lastTerseSent; 307 protected int m_lastTerseSent;
284 308 protected float m_buoyancy = 0.0f;
309 protected Vector3 m_force;
310 protected Vector3 m_torque;
311
312 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
313 protected float m_density = 1000.0f; // in kg/m^3
314 protected float m_gravitymod = 1.0f;
315 protected float m_friction = 0.6f; // wood
316 protected float m_bounce = 0.5f; // wood
317
318
319 protected bool m_isSelected = false;
320
285 /// <summary> 321 /// <summary>
286 /// Stores media texture data 322 /// Stores media texture data
287 /// </summary> 323 /// </summary>
@@ -293,10 +329,25 @@ namespace OpenSim.Region.Framework.Scenes
293 private Vector3 m_cameraAtOffset; 329 private Vector3 m_cameraAtOffset;
294 private bool m_forceMouselook; 330 private bool m_forceMouselook;
295 331
296 // TODO: Collision sound should have default. 332
333 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
334 private sbyte m_collisionSoundType;
297 private UUID m_collisionSound; 335 private UUID m_collisionSound;
298 private float m_collisionSoundVolume; 336 private float m_collisionSoundVolume;
299 337
338 private int LastColSoundSentTime;
339
340
341 private SOPVehicle m_vehicle = null;
342
343 private KeyframeMotion m_keyframeMotion = null;
344
345 public KeyframeMotion KeyframeMotion
346 {
347 get; set;
348 }
349
350
300 #endregion Fields 351 #endregion Fields
301 352
302// ~SceneObjectPart() 353// ~SceneObjectPart()
@@ -325,6 +376,7 @@ namespace OpenSim.Region.Framework.Scenes
325 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 376 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
326 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log 377 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
327 m_inventory = new SceneObjectPartInventory(this); 378 m_inventory = new SceneObjectPartInventory(this);
379 LastColSoundSentTime = Util.EnvironmentTickCount();
328 } 380 }
329 381
330 /// <summary> 382 /// <summary>
@@ -339,7 +391,7 @@ namespace OpenSim.Region.Framework.Scenes
339 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 391 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
340 Quaternion rotationOffset, Vector3 offsetPosition) : this() 392 Quaternion rotationOffset, Vector3 offsetPosition) : this()
341 { 393 {
342 m_name = "Primitive"; 394 m_name = "Object";
343 395
344 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 396 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
345 LastOwnerID = CreatorID = OwnerID = ownerID; 397 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -379,7 +431,7 @@ namespace OpenSim.Region.Framework.Scenes
379 private uint _ownerMask = (uint)PermissionMask.All; 431 private uint _ownerMask = (uint)PermissionMask.All;
380 private uint _groupMask = (uint)PermissionMask.None; 432 private uint _groupMask = (uint)PermissionMask.None;
381 private uint _everyoneMask = (uint)PermissionMask.None; 433 private uint _everyoneMask = (uint)PermissionMask.None;
382 private uint _nextOwnerMask = (uint)PermissionMask.All; 434 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
383 private PrimFlags _flags = PrimFlags.None; 435 private PrimFlags _flags = PrimFlags.None;
384 private DateTime m_expires; 436 private DateTime m_expires;
385 private DateTime m_rezzed; 437 private DateTime m_rezzed;
@@ -473,12 +525,16 @@ namespace OpenSim.Region.Framework.Scenes
473 } 525 }
474 526
475 /// <value> 527 /// <value>
476 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 528 /// Get the inventory list
477 /// </value> 529 /// </value>
478 public TaskInventoryDictionary TaskInventory 530 public TaskInventoryDictionary TaskInventory
479 { 531 {
480 get { return m_inventory.Items; } 532 get {
481 set { m_inventory.Items = value; } 533 return m_inventory.Items;
534 }
535 set {
536 m_inventory.Items = value;
537 }
482 } 538 }
483 539
484 /// <summary> 540 /// <summary>
@@ -528,20 +584,6 @@ namespace OpenSim.Region.Framework.Scenes
528 } 584 }
529 } 585 }
530 586
531 public byte Material
532 {
533 get { return (byte) m_material; }
534 set
535 {
536 m_material = (Material)value;
537
538 PhysicsActor pa = PhysActor;
539
540 if (pa != null)
541 pa.SetMaterial((int)value);
542 }
543 }
544
545 [XmlIgnore] 587 [XmlIgnore]
546 public bool PassTouches 588 public bool PassTouches
547 { 589 {
@@ -567,6 +609,18 @@ namespace OpenSim.Region.Framework.Scenes
567 } 609 }
568 } 610 }
569 611
612 public bool IsSelected
613 {
614 get { return m_isSelected; }
615 set
616 {
617 m_isSelected = value;
618 if (ParentGroup != null)
619 ParentGroup.PartSelectChanged(value);
620 }
621 }
622
623
570 public Dictionary<int, string> CollisionFilter 624 public Dictionary<int, string> CollisionFilter
571 { 625 {
572 get { return m_CollisionFilter; } 626 get { return m_CollisionFilter; }
@@ -635,14 +689,12 @@ namespace OpenSim.Region.Framework.Scenes
635 set { m_LoopSoundSlavePrims = value; } 689 set { m_LoopSoundSlavePrims = value; }
636 } 690 }
637 691
638
639 public Byte[] TextureAnimation 692 public Byte[] TextureAnimation
640 { 693 {
641 get { return m_TextureAnimation; } 694 get { return m_TextureAnimation; }
642 set { m_TextureAnimation = value; } 695 set { m_TextureAnimation = value; }
643 } 696 }
644 697
645
646 public Byte[] ParticleSystem 698 public Byte[] ParticleSystem
647 { 699 {
648 get { return m_particleSystem; } 700 get { return m_particleSystem; }
@@ -679,8 +731,12 @@ namespace OpenSim.Region.Framework.Scenes
679 { 731 {
680 // If this is a linkset, we don't want the physics engine mucking up our group position here. 732 // If this is a linkset, we don't want the physics engine mucking up our group position here.
681 PhysicsActor actor = PhysActor; 733 PhysicsActor actor = PhysActor;
682 if (actor != null && ParentID == 0) 734 if (ParentID == 0)
683 m_groupPosition = actor.Position; 735 {
736 if (actor != null)
737 m_groupPosition = actor.Position;
738 return m_groupPosition;
739 }
684 740
685 if (ParentGroup.IsAttachment) 741 if (ParentGroup.IsAttachment)
686 { 742 {
@@ -689,12 +745,14 @@ namespace OpenSim.Region.Framework.Scenes
689 return sp.AbsolutePosition; 745 return sp.AbsolutePosition;
690 } 746 }
691 747
748 // use root prim's group position. Physics may have updated it
749 if (ParentGroup.RootPart != this)
750 m_groupPosition = ParentGroup.RootPart.GroupPosition;
692 return m_groupPosition; 751 return m_groupPosition;
693 } 752 }
694 set 753 set
695 { 754 {
696 m_groupPosition = value; 755 m_groupPosition = value;
697
698 PhysicsActor actor = PhysActor; 756 PhysicsActor actor = PhysActor;
699 if (actor != null) 757 if (actor != null)
700 { 758 {
@@ -720,16 +778,6 @@ namespace OpenSim.Region.Framework.Scenes
720 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 778 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
721 } 779 }
722 } 780 }
723
724 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
725 if (SitTargetAvatar != UUID.Zero)
726 {
727 ScenePresence avatar;
728 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
729 {
730 avatar.ParentPosition = GetWorldPosition();
731 }
732 }
733 } 781 }
734 } 782 }
735 783
@@ -738,7 +786,7 @@ namespace OpenSim.Region.Framework.Scenes
738 get { return m_offsetPosition; } 786 get { return m_offsetPosition; }
739 set 787 set
740 { 788 {
741// StoreUndoState(); 789 Vector3 oldpos = m_offsetPosition;
742 m_offsetPosition = value; 790 m_offsetPosition = value;
743 791
744 if (ParentGroup != null && !ParentGroup.IsDeleted) 792 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -753,7 +801,22 @@ namespace OpenSim.Region.Framework.Scenes
753 if (ParentGroup.Scene != null) 801 if (ParentGroup.Scene != null)
754 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 802 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
755 } 803 }
804
805 if (!m_parentGroup.m_dupeInProgress)
806 {
807 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
808 foreach (ScenePresence av in avs)
809 {
810 if (av.ParentID == m_localId)
811 {
812 Vector3 offset = (m_offsetPosition - oldpos);
813 av.AbsolutePosition += offset;
814 av.SendAvatarDataToAllAgents();
815 }
816 }
817 }
756 } 818 }
819 TriggerScriptChangedEvent(Changed.POSITION);
757 } 820 }
758 } 821 }
759 822
@@ -802,7 +865,7 @@ namespace OpenSim.Region.Framework.Scenes
802 865
803 set 866 set
804 { 867 {
805 StoreUndoState(); 868// StoreUndoState();
806 m_rotationOffset = value; 869 m_rotationOffset = value;
807 870
808 PhysicsActor actor = PhysActor; 871 PhysicsActor actor = PhysActor;
@@ -890,7 +953,7 @@ namespace OpenSim.Region.Framework.Scenes
890 get 953 get
891 { 954 {
892 PhysicsActor actor = PhysActor; 955 PhysicsActor actor = PhysActor;
893 if ((actor != null) && actor.IsPhysical) 956 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
894 { 957 {
895 m_angularVelocity = actor.RotationalVelocity; 958 m_angularVelocity = actor.RotationalVelocity;
896 } 959 }
@@ -902,7 +965,16 @@ namespace OpenSim.Region.Framework.Scenes
902 /// <summary></summary> 965 /// <summary></summary>
903 public Vector3 Acceleration 966 public Vector3 Acceleration
904 { 967 {
905 get { return m_acceleration; } 968 get
969 {
970 PhysicsActor actor = PhysActor;
971 if (actor != null)
972 {
973 m_acceleration = actor.Acceleration;
974 }
975 return m_acceleration;
976 }
977
906 set { m_acceleration = value; } 978 set { m_acceleration = value; }
907 } 979 }
908 980
@@ -970,7 +1042,10 @@ namespace OpenSim.Region.Framework.Scenes
970 public PrimitiveBaseShape Shape 1042 public PrimitiveBaseShape Shape
971 { 1043 {
972 get { return m_shape; } 1044 get { return m_shape; }
973 set { m_shape = value;} 1045 set
1046 {
1047 m_shape = value;
1048 }
974 } 1049 }
975 1050
976 /// <summary> 1051 /// <summary>
@@ -983,7 +1058,6 @@ namespace OpenSim.Region.Framework.Scenes
983 { 1058 {
984 if (m_shape != null) 1059 if (m_shape != null)
985 { 1060 {
986 StoreUndoState();
987 1061
988 m_shape.Scale = value; 1062 m_shape.Scale = value;
989 1063
@@ -1010,6 +1084,7 @@ namespace OpenSim.Region.Framework.Scenes
1010 } 1084 }
1011 1085
1012 public UpdateRequired UpdateFlag { get; set; } 1086 public UpdateRequired UpdateFlag { get; set; }
1087 public bool UpdatePhysRequired { get; set; }
1013 1088
1014 /// <summary> 1089 /// <summary>
1015 /// Used for media on a prim. 1090 /// Used for media on a prim.
@@ -1050,10 +1125,7 @@ namespace OpenSim.Region.Framework.Scenes
1050 { 1125 {
1051 get 1126 get
1052 { 1127 {
1053 if (ParentGroup.IsAttachment) 1128 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1054 return GroupPosition;
1055
1056 return m_offsetPosition + m_groupPosition;
1057 } 1129 }
1058 } 1130 }
1059 1131
@@ -1231,6 +1303,13 @@ namespace OpenSim.Region.Framework.Scenes
1231 _flags = value; 1303 _flags = value;
1232 } 1304 }
1233 } 1305 }
1306
1307 [XmlIgnore]
1308 public bool IsOccupied // KF If an av is sittingon this prim
1309 {
1310 get { return m_occupied; }
1311 set { m_occupied = value; }
1312 }
1234 1313
1235 /// <summary> 1314 /// <summary>
1236 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1315 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1274,12 +1353,41 @@ namespace OpenSim.Region.Framework.Scenes
1274 set { m_sitAnimation = value; } 1353 set { m_sitAnimation = value; }
1275 } 1354 }
1276 1355
1356 public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
1357
1358 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
1359 // runtime thing.. do not persist
1360 [XmlIgnore]
1361 public sbyte CollisionSoundType
1362 {
1363 get
1364 {
1365 return m_collisionSoundType;
1366 }
1367 set
1368 {
1369 m_collisionSoundType = value;
1370 if (value == -1)
1371 m_collisionSound = invalidCollisionSoundUUID;
1372 else if (value == 0)
1373 m_collisionSound = UUID.Zero;
1374 }
1375 }
1376
1277 public UUID CollisionSound 1377 public UUID CollisionSound
1278 { 1378 {
1279 get { return m_collisionSound; } 1379 get { return m_collisionSound; }
1280 set 1380 set
1281 { 1381 {
1282 m_collisionSound = value; 1382 m_collisionSound = value;
1383
1384 if (value == invalidCollisionSoundUUID)
1385 m_collisionSoundType = -1;
1386 else if (value == UUID.Zero)
1387 m_collisionSoundType = 0;
1388 else
1389 m_collisionSoundType = 1;
1390
1283 aggregateScriptEvents(); 1391 aggregateScriptEvents();
1284 } 1392 }
1285 } 1393 }
@@ -1290,6 +1398,319 @@ namespace OpenSim.Region.Framework.Scenes
1290 set { m_collisionSoundVolume = value; } 1398 set { m_collisionSoundVolume = value; }
1291 } 1399 }
1292 1400
1401 public float Buoyancy
1402 {
1403 get
1404 {
1405 if (ParentGroup.RootPart == this)
1406 return m_buoyancy;
1407
1408 return ParentGroup.RootPart.Buoyancy;
1409 }
1410 set
1411 {
1412 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1413 {
1414 ParentGroup.RootPart.Buoyancy = value;
1415 return;
1416 }
1417 m_buoyancy = value;
1418 if (PhysActor != null)
1419 PhysActor.Buoyancy = value;
1420 }
1421 }
1422
1423 public Vector3 Force
1424 {
1425 get
1426 {
1427 if (ParentGroup.RootPart == this)
1428 return m_force;
1429
1430 return ParentGroup.RootPart.Force;
1431 }
1432
1433 set
1434 {
1435 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1436 {
1437 ParentGroup.RootPart.Force = value;
1438 return;
1439 }
1440 m_force = value;
1441 if (PhysActor != null)
1442 PhysActor.Force = value;
1443 }
1444 }
1445
1446 public Vector3 Torque
1447 {
1448 get
1449 {
1450 if (ParentGroup.RootPart == this)
1451 return m_torque;
1452
1453 return ParentGroup.RootPart.Torque;
1454 }
1455
1456 set
1457 {
1458 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1459 {
1460 ParentGroup.RootPart.Torque = value;
1461 return;
1462 }
1463 m_torque = value;
1464 if (PhysActor != null)
1465 PhysActor.Torque = value;
1466 }
1467 }
1468
1469 public byte Material
1470 {
1471 get { return (byte)m_material; }
1472 set
1473 {
1474 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1475 {
1476 bool update = false;
1477
1478 if (m_material != (Material)value)
1479 {
1480 update = true;
1481 m_material = (Material)value;
1482 }
1483
1484 if (m_friction != SOPMaterialData.friction(m_material))
1485 {
1486 update = true;
1487 m_friction = SOPMaterialData.friction(m_material);
1488 }
1489
1490 if (m_bounce != SOPMaterialData.bounce(m_material))
1491 {
1492 update = true;
1493 m_bounce = SOPMaterialData.bounce(m_material);
1494 }
1495
1496 if (update)
1497 {
1498 if (PhysActor != null)
1499 {
1500 PhysActor.SetMaterial((int)value);
1501 }
1502 if(ParentGroup != null)
1503 ParentGroup.HasGroupChanged = true;
1504 ScheduleFullUpdateIfNone();
1505 UpdatePhysRequired = true;
1506 }
1507 }
1508 }
1509 }
1510
1511 // not a propriety to move to methods place later
1512 private bool HasMesh()
1513 {
1514 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1515 return true;
1516 return false;
1517 }
1518
1519 // not a propriety to move to methods place later
1520 public byte DefaultPhysicsShapeType()
1521 {
1522 byte type;
1523
1524 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1525 type = (byte)PhysShapeType.convex;
1526 else
1527 type = (byte)PhysShapeType.prim;
1528
1529 return type;
1530 }
1531
1532 [XmlIgnore]
1533 public bool UsesComplexCost
1534 {
1535 get
1536 {
1537 byte pst = PhysicsShapeType;
1538 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1539 return true;
1540 return false;
1541 }
1542 }
1543
1544 [XmlIgnore]
1545 public float PhysicsCost
1546 {
1547 get
1548 {
1549 if(PhysicsShapeType == (byte)PhysShapeType.none)
1550 return 0;
1551
1552 float cost = 0.1f;
1553 if (PhysActor != null)
1554// cost += PhysActor.Cost;
1555
1556 if ((Flags & PrimFlags.Physics) != 0)
1557 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1558 return cost;
1559 }
1560 }
1561
1562 [XmlIgnore]
1563 public float StreamingCost
1564 {
1565 get
1566 {
1567
1568
1569 return 0.1f;
1570 }
1571 }
1572
1573 [XmlIgnore]
1574 public float SimulationCost
1575 {
1576 get
1577 {
1578 // ignoring scripts. Don't like considering them for this
1579 if((Flags & PrimFlags.Physics) != 0)
1580 return 1.0f;
1581
1582 return 0.5f;
1583 }
1584 }
1585
1586 public byte PhysicsShapeType
1587 {
1588 get { return m_physicsShapeType; }
1589 set
1590 {
1591 byte oldv = m_physicsShapeType;
1592
1593 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1594 {
1595 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
1596 m_physicsShapeType = DefaultPhysicsShapeType();
1597 else
1598 m_physicsShapeType = value;
1599 }
1600 else
1601 m_physicsShapeType = DefaultPhysicsShapeType();
1602
1603 if (m_physicsShapeType != oldv && ParentGroup != null)
1604 {
1605 if (m_physicsShapeType == (byte)PhysShapeType.none)
1606 {
1607 if (PhysActor != null)
1608 {
1609 Velocity = new Vector3(0, 0, 0);
1610 Acceleration = new Vector3(0, 0, 0);
1611 if (ParentGroup.RootPart == this)
1612 AngularVelocity = new Vector3(0, 0, 0);
1613 ParentGroup.Scene.RemovePhysicalPrim(1);
1614 RemoveFromPhysics();
1615 }
1616 }
1617 else if (PhysActor == null)
1618 {
1619 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1620 UpdatePhysicsSubscribedEvents();
1621 }
1622 else
1623 {
1624 PhysActor.PhysicsShapeType = m_physicsShapeType;
1625 if (Shape.SculptEntry)
1626 CheckSculptAndLoad();
1627 }
1628
1629 if (ParentGroup != null)
1630 ParentGroup.HasGroupChanged = true;
1631 }
1632
1633 if (m_physicsShapeType != value)
1634 {
1635 UpdatePhysRequired = true;
1636 }
1637 }
1638 }
1639
1640 public float Density // in kg/m^3
1641 {
1642 get { return m_density; }
1643 set
1644 {
1645 if (value >=1 && value <= 22587.0)
1646 {
1647 m_density = value;
1648 UpdatePhysRequired = true;
1649 }
1650
1651 ScheduleFullUpdateIfNone();
1652
1653 if (ParentGroup != null)
1654 ParentGroup.HasGroupChanged = true;
1655 }
1656 }
1657
1658 public float GravityModifier
1659 {
1660 get { return m_gravitymod; }
1661 set
1662 {
1663 if( value >= -1 && value <=28.0f)
1664 {
1665 m_gravitymod = value;
1666 UpdatePhysRequired = true;
1667 }
1668
1669 ScheduleFullUpdateIfNone();
1670
1671 if (ParentGroup != null)
1672 ParentGroup.HasGroupChanged = true;
1673
1674 }
1675 }
1676
1677 public float Friction
1678 {
1679 get { return m_friction; }
1680 set
1681 {
1682 if (value >= 0 && value <= 255.0f)
1683 {
1684 m_friction = value;
1685 UpdatePhysRequired = true;
1686 }
1687
1688 ScheduleFullUpdateIfNone();
1689
1690 if (ParentGroup != null)
1691 ParentGroup.HasGroupChanged = true;
1692 }
1693 }
1694
1695 public float Bounciness
1696 {
1697 get { return m_bounce; }
1698 set
1699 {
1700 if (value >= 0 && value <= 1.0f)
1701 {
1702 m_bounce = value;
1703 UpdatePhysRequired = true;
1704 }
1705
1706 ScheduleFullUpdateIfNone();
1707
1708 if (ParentGroup != null)
1709 ParentGroup.HasGroupChanged = true;
1710 }
1711 }
1712
1713
1293 #endregion Public Properties with only Get 1714 #endregion Public Properties with only Get
1294 1715
1295 private uint ApplyMask(uint val, bool set, uint mask) 1716 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1455,7 +1876,7 @@ namespace OpenSim.Region.Framework.Scenes
1455 impulse = newimpulse; 1876 impulse = newimpulse;
1456 } 1877 }
1457 1878
1458 ParentGroup.applyAngularImpulse(impulse); 1879 ParentGroup.ApplyAngularImpulse(impulse);
1459 } 1880 }
1460 1881
1461 /// <summary> 1882 /// <summary>
@@ -1465,20 +1886,24 @@ namespace OpenSim.Region.Framework.Scenes
1465 /// </summary> 1886 /// </summary>
1466 /// <param name="impulsei">Vector force</param> 1887 /// <param name="impulsei">Vector force</param>
1467 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1888 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1468 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1889
1890 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1891 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1469 { 1892 {
1470 Vector3 impulse = impulsei; 1893 Vector3 torque = torquei;
1471 1894
1472 if (localGlobalTF) 1895 if (localGlobalTF)
1473 { 1896 {
1897/*
1474 Quaternion grot = GetWorldRotation(); 1898 Quaternion grot = GetWorldRotation();
1475 Quaternion AXgrot = grot; 1899 Quaternion AXgrot = grot;
1476 Vector3 AXimpulsei = impulsei; 1900 Vector3 AXimpulsei = impulsei;
1477 Vector3 newimpulse = AXimpulsei * AXgrot; 1901 Vector3 newimpulse = AXimpulsei * AXgrot;
1478 impulse = newimpulse; 1902 */
1903 torque *= GetWorldRotation();
1479 } 1904 }
1480 1905
1481 ParentGroup.setAngularImpulse(impulse); 1906 Torque = torque;
1482 } 1907 }
1483 1908
1484 /// <summary> 1909 /// <summary>
@@ -1486,17 +1911,23 @@ namespace OpenSim.Region.Framework.Scenes
1486 /// </summary> 1911 /// </summary>
1487 /// <param name="rootObjectFlags"></param> 1912 /// <param name="rootObjectFlags"></param>
1488 /// <param name="VolumeDetectActive"></param> 1913 /// <param name="VolumeDetectActive"></param>
1489 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 1914 /// <param name="building"></param>
1915
1916 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1490 { 1917 {
1918 VolumeDetectActive = _VolumeDetectActive;
1919
1491 if (!ParentGroup.Scene.CollidablePrims) 1920 if (!ParentGroup.Scene.CollidablePrims)
1492 return; 1921 return;
1493 1922
1494// m_log.DebugFormat( 1923 if (PhysicsShapeType == (byte)PhysShapeType.none)
1495// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 1924 return;
1496// Name, LocalId, UUID, m_physicalPrim); 1925
1926 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
1927 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1497 1928
1498 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 1929 if (_VolumeDetectActive)
1499 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 1930 isPhantom = true;
1500 1931
1501 if (IsJoint()) 1932 if (IsJoint())
1502 { 1933 {
@@ -1504,22 +1935,14 @@ namespace OpenSim.Region.Framework.Scenes
1504 } 1935 }
1505 else 1936 else
1506 { 1937 {
1507 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 1938 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1508 if (VolumeDetectActive) 1939 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1509 isPhantom = false;
1510
1511 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
1512 // or flexible
1513 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1514 { 1940 {
1515 // Added clarification.. since A rigid body is an object that you can kick around, etc. 1941 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
1516 bool rigidBody = isPhysical && !isPhantom; 1942 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1517
1518 PhysicsActor pa = AddToPhysics(rigidBody);
1519
1520 if (pa != null)
1521 pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1522 } 1943 }
1944 else
1945 PhysActor = null; // just to be sure
1523 } 1946 }
1524 } 1947 }
1525 1948
@@ -1571,6 +1994,12 @@ namespace OpenSim.Region.Framework.Scenes
1571 dupe.Category = Category; 1994 dupe.Category = Category;
1572 dupe.m_rezzed = m_rezzed; 1995 dupe.m_rezzed = m_rezzed;
1573 1996
1997 dupe.m_UndoRedo = null;
1998 dupe.m_isSelected = false;
1999
2000 dupe.IgnoreUndoUpdate = false;
2001 dupe.Undoing = false;
2002
1574 dupe.m_inventory = new SceneObjectPartInventory(dupe); 2003 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1575 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 2004 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1576 2005
@@ -1586,6 +2015,7 @@ namespace OpenSim.Region.Framework.Scenes
1586 2015
1587 // Move afterwards ResetIDs as it clears the localID 2016 // Move afterwards ResetIDs as it clears the localID
1588 dupe.LocalId = localID; 2017 dupe.LocalId = localID;
2018
1589 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 2019 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1590 dupe.LastOwnerID = OwnerID; 2020 dupe.LastOwnerID = OwnerID;
1591 2021
@@ -1603,8 +2033,12 @@ namespace OpenSim.Region.Framework.Scenes
1603 2033
1604 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2034 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1605 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2035 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2036// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1606 } 2037 }
1607 2038
2039 if (dupe.PhysActor != null)
2040 dupe.PhysActor.LocalID = localID;
2041
1608 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2042 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1609 2043
1610// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2044// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1724,6 +2158,7 @@ namespace OpenSim.Region.Framework.Scenes
1724 2158
1725 /// <summary> 2159 /// <summary>
1726 /// Do a physics propery update for this part. 2160 /// Do a physics propery update for this part.
2161 /// now also updates phantom and volume detector
1727 /// </summary> 2162 /// </summary>
1728 /// <param name="UsePhysics"></param> 2163 /// <param name="UsePhysics"></param>
1729 /// <param name="isNew"></param> 2164 /// <param name="isNew"></param>
@@ -1749,61 +2184,69 @@ namespace OpenSim.Region.Framework.Scenes
1749 { 2184 {
1750 if (pa.IsPhysical) // implies UsePhysics==false for this block 2185 if (pa.IsPhysical) // implies UsePhysics==false for this block
1751 { 2186 {
1752 if (!isNew) 2187 if (!isNew) // implies UsePhysics==false for this block
2188 {
1753 ParentGroup.Scene.RemovePhysicalPrim(1); 2189 ParentGroup.Scene.RemovePhysicalPrim(1);
1754 2190
1755 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2191 Velocity = new Vector3(0, 0, 0);
1756 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2192 Acceleration = new Vector3(0, 0, 0);
1757 pa.delink(); 2193 if (ParentGroup.RootPart == this)
2194 AngularVelocity = new Vector3(0, 0, 0);
1758 2195
1759 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2196 if (pa.Phantom && !VolumeDetectActive)
1760 { 2197 {
1761 // destroy all joints connected to this now deactivated body 2198 RemoveFromPhysics();
1762 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2199 return;
1763 } 2200 }
1764 2201
1765 // stop client-side interpolation of all joint proxy objects that have just been deleted 2202 pa.IsPhysical = UsePhysics;
1766 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2203 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1767 // which stops client-side interpolation of deactivated joint proxy objects. 2204 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2205 pa.delink();
2206 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2207 {
2208 // destroy all joints connected to this now deactivated body
2209 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2210 }
2211 }
1768 } 2212 }
1769 2213
1770 if (!UsePhysics && !isNew) 2214 if (pa.IsPhysical != UsePhysics)
1771 { 2215 pa.IsPhysical = UsePhysics;
1772 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1773 // prim still has velocity and continues to interpolate its position along the old
1774 // velocity-vector.
1775 Velocity = new Vector3(0, 0, 0);
1776 Acceleration = new Vector3(0, 0, 0);
1777 AngularVelocity = new Vector3(0, 0, 0);
1778 //RotationalVelocity = new Vector3(0, 0, 0);
1779 }
1780 2216
1781 pa.IsPhysical = UsePhysics; 2217 if (UsePhysics)
2218 {
2219 if (ParentGroup.RootPart.KeyframeMotion != null)
2220 ParentGroup.RootPart.KeyframeMotion.Stop();
2221 ParentGroup.RootPart.KeyframeMotion = null;
2222 ParentGroup.Scene.AddPhysicalPrim(1);
1782 2223
1783 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2224 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1784 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2225 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1785 /// that's not wholesome. Had to make Scene public
1786 //PhysActor = null;
1787 2226
1788 if ((Flags & PrimFlags.Phantom) == 0) 2227 if (ParentID != 0 && ParentID != LocalId)
1789 {
1790 if (UsePhysics)
1791 { 2228 {
1792 ParentGroup.Scene.AddPhysicalPrim(1); 2229 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
1793 2230
1794 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 2231 if (parentPa != null)
1795 pa.OnOutOfBounds += PhysicsOutOfBounds;
1796 if (ParentID != 0 && ParentID != LocalId)
1797 { 2232 {
1798 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; 2233 pa.link(parentPa);
1799
1800 if (parentPa != null)
1801 {
1802 pa.link(parentPa);
1803 }
1804 } 2234 }
1805 } 2235 }
1806 } 2236 }
2237 }
2238
2239 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2240 if (pa.Phantom != phan)
2241 pa.Phantom = phan;
2242
2243// some engines dont' have this check still
2244// if (VolumeDetectActive != pa.IsVolumeDtc)
2245 {
2246 if (VolumeDetectActive)
2247 pa.SetVolumeDetect(1);
2248 else
2249 pa.SetVolumeDetect(0);
1807 } 2250 }
1808 2251
1809 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2252 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -1922,12 +2365,26 @@ namespace OpenSim.Region.Framework.Scenes
1922 2365
1923 public Vector3 GetGeometricCenter() 2366 public Vector3 GetGeometricCenter()
1924 { 2367 {
1925 PhysicsActor pa = PhysActor; 2368 // this is not real geometric center but a average of positions relative to root prim acording to
1926 2369 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
1927 if (pa != null) 2370 // ignoring tortured prims details since sl also seems to ignore
1928 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 2371 // so no real use in doing it on physics
1929 else 2372 if (ParentGroup.IsDeleted)
1930 return new Vector3(0, 0, 0); 2373 return new Vector3(0, 0, 0);
2374
2375 return ParentGroup.GetGeometricCenter();
2376
2377 /*
2378 PhysicsActor pa = PhysActor;
2379
2380 if (pa != null)
2381 {
2382 Vector3 vtmp = pa.CenterOfMass;
2383 return vtmp;
2384 }
2385 else
2386 return new Vector3(0, 0, 0);
2387 */
1931 } 2388 }
1932 2389
1933 public float GetMass() 2390 public float GetMass()
@@ -1940,14 +2397,43 @@ namespace OpenSim.Region.Framework.Scenes
1940 return 0; 2397 return 0;
1941 } 2398 }
1942 2399
1943 public Vector3 GetForce() 2400 public Vector3 GetCenterOfMass()
2401 {
2402 if (ParentGroup.RootPart == this)
2403 {
2404 if (ParentGroup.IsDeleted)
2405 return AbsolutePosition;
2406 return ParentGroup.GetCenterOfMass();
2407 }
2408
2409 PhysicsActor pa = PhysActor;
2410
2411 if (pa != null)
2412 {
2413 Vector3 tmp = pa.CenterOfMass;
2414 return tmp;
2415 }
2416 else
2417 return AbsolutePosition;
2418 }
2419
2420 public Vector3 GetPartCenterOfMass()
1944 { 2421 {
1945 PhysicsActor pa = PhysActor; 2422 PhysicsActor pa = PhysActor;
1946 2423
1947 if (pa != null) 2424 if (pa != null)
1948 return pa.Force; 2425 {
2426 Vector3 tmp = pa.CenterOfMass;
2427 return tmp;
2428 }
1949 else 2429 else
1950 return Vector3.Zero; 2430 return AbsolutePosition;
2431 }
2432
2433
2434 public Vector3 GetForce()
2435 {
2436 return Force;
1951 } 2437 }
1952 2438
1953 /// <summary> 2439 /// <summary>
@@ -2154,15 +2640,25 @@ namespace OpenSim.Region.Framework.Scenes
2154 2640
2155 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) 2641 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
2156 { 2642 {
2157 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) 2643 bool sendToRoot = true;
2158 {
2159 ColliderArgs LandCollidingMessage = new ColliderArgs();
2160 List<DetectedObject> colliding = new List<DetectedObject>();
2161
2162 colliding.Add(CreateDetObjectForGround());
2163 LandCollidingMessage.Colliders = colliding;
2164 2644
2645 ColliderArgs LandCollidingMessage = new ColliderArgs();
2646 List<DetectedObject> colliding = new List<DetectedObject>();
2647
2648 colliding.Add(CreateDetObjectForGround());
2649 LandCollidingMessage.Colliders = colliding;
2650
2651 if (Inventory.ContainsScripts())
2652 {
2653 if (!PassCollisions)
2654 sendToRoot = false;
2655 }
2656 if ((ScriptEvents & ev) != 0)
2165 notify(LocalId, LandCollidingMessage); 2657 notify(LocalId, LandCollidingMessage);
2658
2659 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
2660 {
2661 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
2166 } 2662 }
2167 } 2663 }
2168 2664
@@ -2178,45 +2674,87 @@ namespace OpenSim.Region.Framework.Scenes
2178 List<uint> endedColliders = new List<uint>(); 2674 List<uint> endedColliders = new List<uint>();
2179 List<uint> startedColliders = new List<uint>(); 2675 List<uint> startedColliders = new List<uint>();
2180 2676
2181 // calculate things that started colliding this time 2677 if (collissionswith.Count == 0)
2182 // and build up list of colliders this time
2183 foreach (uint localid in collissionswith.Keys)
2184 { 2678 {
2185 thisHitColliders.Add(localid); 2679 if (m_lastColliders.Count == 0)
2186 if (!m_lastColliders.Contains(localid)) 2680 return; // nothing to do
2187 startedColliders.Add(localid);
2188 }
2189 2681
2190 // calculate things that ended colliding 2682 foreach (uint localID in m_lastColliders)
2191 foreach (uint localID in m_lastColliders) 2683 {
2192 {
2193 if (!thisHitColliders.Contains(localID))
2194 endedColliders.Add(localID); 2684 endedColliders.Add(localID);
2685 }
2686 m_lastColliders.Clear();
2195 } 2687 }
2196 2688
2197 //add the items that started colliding this time to the last colliders list. 2689 else
2198 foreach (uint localID in startedColliders) 2690 {
2199 m_lastColliders.Add(localID); 2691 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
2692
2693 // calculate things that started colliding this time
2694 // and build up list of colliders this time
2695 if (!VolumeDetectActive && CollisionSoundType >= 0)
2696 {
2697 CollisionForSoundInfo soundinfo;
2698 ContactPoint curcontact;
2699
2700 foreach (uint id in collissionswith.Keys)
2701 {
2702 thisHitColliders.Add(id);
2703 if (!m_lastColliders.Contains(id))
2704 {
2705 startedColliders.Add(id);
2706
2707 curcontact = collissionswith[id];
2708 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
2709 {
2710 soundinfo = new CollisionForSoundInfo();
2711 soundinfo.colliderID = id;
2712 soundinfo.position = curcontact.Position;
2713 soundinfo.relativeVel = curcontact.RelativeSpeed;
2714 soundinfolist.Add(soundinfo);
2715 }
2716 }
2717 }
2718 }
2719 else
2720 {
2721 foreach (uint id in collissionswith.Keys)
2722 {
2723 thisHitColliders.Add(id);
2724 if (!m_lastColliders.Contains(id))
2725 startedColliders.Add(id);
2726 }
2727 }
2728
2729 // calculate things that ended colliding
2730 foreach (uint localID in m_lastColliders)
2731 {
2732 if (!thisHitColliders.Contains(localID))
2733 endedColliders.Add(localID);
2734 }
2735
2736 //add the items that started colliding this time to the last colliders list.
2737 foreach (uint localID in startedColliders)
2738 m_lastColliders.Add(localID);
2200 2739
2201 // remove things that ended colliding from the last colliders list 2740 // remove things that ended colliding from the last colliders list
2202 foreach (uint localID in endedColliders) 2741 foreach (uint localID in endedColliders)
2203 m_lastColliders.Remove(localID); 2742 m_lastColliders.Remove(localID);
2204 2743
2205 // play the sound. 2744 // play sounds.
2206 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2745 if (soundinfolist.Count > 0)
2207 SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false); 2746 CollisionSounds.PartCollisionSound(this, soundinfolist);
2747 }
2208 2748
2209 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2749 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2210 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2750 if (!VolumeDetectActive)
2751 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2211 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2752 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2212 2753
2213 if (startedColliders.Contains(0)) 2754 if (startedColliders.Contains(0))
2214 { 2755 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2215 if (m_lastColliders.Contains(0)) 2756 if (m_lastColliders.Contains(0))
2216 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); 2757 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
2217 else
2218 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2219 }
2220 if (endedColliders.Contains(0)) 2758 if (endedColliders.Contains(0))
2221 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2759 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2222 } 2760 }
@@ -2239,9 +2777,9 @@ namespace OpenSim.Region.Framework.Scenes
2239 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2777 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2240 2778
2241 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2779 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2242 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2780 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2243 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2781 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2244 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2782 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2245 { 2783 {
2246 ParentGroup.AbsolutePosition = newpos; 2784 ParentGroup.AbsolutePosition = newpos;
2247 return; 2785 return;
@@ -2263,17 +2801,18 @@ namespace OpenSim.Region.Framework.Scenes
2263 //Trys to fetch sound id from prim's inventory. 2801 //Trys to fetch sound id from prim's inventory.
2264 //Prim's inventory doesn't support non script items yet 2802 //Prim's inventory doesn't support non script items yet
2265 2803
2266 lock (TaskInventory) 2804 TaskInventory.LockItemsForRead(true);
2805
2806 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2267 { 2807 {
2268 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2808 if (item.Value.Name == sound)
2269 { 2809 {
2270 if (item.Value.Name == sound) 2810 soundID = item.Value.ItemID;
2271 { 2811 break;
2272 soundID = item.Value.ItemID;
2273 break;
2274 }
2275 } 2812 }
2276 } 2813 }
2814
2815 TaskInventory.LockItemsForRead(false);
2277 } 2816 }
2278 2817
2279 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2818 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2396,6 +2935,19 @@ namespace OpenSim.Region.Framework.Scenes
2396 APIDTarget = Quaternion.Identity; 2935 APIDTarget = Quaternion.Identity;
2397 } 2936 }
2398 2937
2938
2939
2940 public void ScheduleFullUpdateIfNone()
2941 {
2942 if (ParentGroup == null)
2943 return;
2944
2945// ??? ParentGroup.HasGroupChanged = true;
2946
2947 if (UpdateFlag != UpdateRequired.FULL)
2948 ScheduleFullUpdate();
2949 }
2950
2399 /// <summary> 2951 /// <summary>
2400 /// Schedules this prim for a full update 2952 /// Schedules this prim for a full update
2401 /// </summary> 2953 /// </summary>
@@ -2597,8 +3149,8 @@ namespace OpenSim.Region.Framework.Scenes
2597 { 3149 {
2598 const float ROTATION_TOLERANCE = 0.01f; 3150 const float ROTATION_TOLERANCE = 0.01f;
2599 const float VELOCITY_TOLERANCE = 0.001f; 3151 const float VELOCITY_TOLERANCE = 0.001f;
2600 const float POSITION_TOLERANCE = 0.05f; 3152 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2601 const int TIME_MS_TOLERANCE = 3000; 3153 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2602 3154
2603 switch (UpdateFlag) 3155 switch (UpdateFlag)
2604 { 3156 {
@@ -2660,17 +3212,16 @@ namespace OpenSim.Region.Framework.Scenes
2660 if (!UUID.TryParse(sound, out soundID)) 3212 if (!UUID.TryParse(sound, out soundID))
2661 { 3213 {
2662 // search sound file from inventory 3214 // search sound file from inventory
2663 lock (TaskInventory) 3215 TaskInventory.LockItemsForRead(true);
3216 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2664 { 3217 {
2665 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3218 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2666 { 3219 {
2667 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3220 soundID = item.Value.ItemID;
2668 { 3221 break;
2669 soundID = item.Value.ItemID;
2670 break;
2671 }
2672 } 3222 }
2673 } 3223 }
3224 TaskInventory.LockItemsForRead(false);
2674 } 3225 }
2675 3226
2676 if (soundID == UUID.Zero) 3227 if (soundID == UUID.Zero)
@@ -2727,6 +3278,35 @@ namespace OpenSim.Region.Framework.Scenes
2727 } 3278 }
2728 } 3279 }
2729 3280
3281 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
3282 {
3283 if (soundID == UUID.Zero)
3284 return;
3285
3286 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
3287 if (soundModule == null)
3288 return;
3289
3290 if (volume > 1)
3291 volume = 1;
3292 if (volume < 0)
3293 volume = 0;
3294
3295 int now = Util.EnvironmentTickCount();
3296 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
3297 return;
3298
3299 LastColSoundSentTime = now;
3300
3301 UUID ownerID = OwnerID;
3302 UUID objectID = ParentGroup.RootPart.UUID;
3303 UUID parentID = ParentGroup.UUID;
3304 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
3305
3306 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
3307 }
3308
3309
2730 /// <summary> 3310 /// <summary>
2731 /// Send a terse update to all clients 3311 /// Send a terse update to all clients
2732 /// </summary> 3312 /// </summary>
@@ -2755,10 +3335,13 @@ namespace OpenSim.Region.Framework.Scenes
2755 3335
2756 public void SetBuoyancy(float fvalue) 3336 public void SetBuoyancy(float fvalue)
2757 { 3337 {
2758 PhysicsActor pa = PhysActor; 3338 Buoyancy = fvalue;
2759 3339/*
2760 if (pa != null) 3340 if (PhysActor != null)
2761 pa.Buoyancy = fvalue; 3341 {
3342 PhysActor.Buoyancy = fvalue;
3343 }
3344 */
2762 } 3345 }
2763 3346
2764 public void SetDieAtEdge(bool p) 3347 public void SetDieAtEdge(bool p)
@@ -2774,47 +3357,111 @@ namespace OpenSim.Region.Framework.Scenes
2774 PhysicsActor pa = PhysActor; 3357 PhysicsActor pa = PhysActor;
2775 3358
2776 if (pa != null) 3359 if (pa != null)
2777 pa.FloatOnWater = floatYN == 1; 3360 pa.FloatOnWater = (floatYN == 1);
2778 } 3361 }
2779 3362
2780 public void SetForce(Vector3 force) 3363 public void SetForce(Vector3 force)
2781 { 3364 {
2782 PhysicsActor pa = PhysActor; 3365 Force = force;
3366 }
2783 3367
2784 if (pa != null) 3368 public SOPVehicle sopVehicle
2785 pa.Force = force; 3369 {
3370 get
3371 {
3372 return m_vehicle;
3373 }
3374 set
3375 {
3376 m_vehicle = value;
3377 }
3378 }
3379
3380
3381 public int VehicleType
3382 {
3383 get
3384 {
3385 if (m_vehicle == null)
3386 return (int)Vehicle.TYPE_NONE;
3387 else
3388 return (int)m_vehicle.Type;
3389 }
3390 set
3391 {
3392 SetVehicleType(value);
3393 }
2786 } 3394 }
2787 3395
2788 public void SetVehicleType(int type) 3396 public void SetVehicleType(int type)
2789 { 3397 {
2790 PhysicsActor pa = PhysActor; 3398 m_vehicle = null;
3399
3400 if (type == (int)Vehicle.TYPE_NONE)
3401 {
3402 if (_parentID ==0 && PhysActor != null)
3403 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3404 return;
3405 }
3406 m_vehicle = new SOPVehicle();
3407 m_vehicle.ProcessTypeChange((Vehicle)type);
3408 {
3409 if (_parentID ==0 && PhysActor != null)
3410 PhysActor.VehicleType = type;
3411 return;
3412 }
3413 }
2791 3414
2792 if (pa != null) 3415 public void SetVehicleFlags(int param, bool remove)
2793 pa.VehicleType = type; 3416 {
3417 if (m_vehicle == null)
3418 return;
3419
3420 m_vehicle.ProcessVehicleFlags(param, remove);
3421
3422 if (_parentID ==0 && PhysActor != null)
3423 {
3424 PhysActor.VehicleFlags(param, remove);
3425 }
2794 } 3426 }
2795 3427
2796 public void SetVehicleFloatParam(int param, float value) 3428 public void SetVehicleFloatParam(int param, float value)
2797 { 3429 {
2798 PhysicsActor pa = PhysActor; 3430 if (m_vehicle == null)
3431 return;
2799 3432
2800 if (pa != null) 3433 m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
2801 pa.VehicleFloatParam(param, value); 3434
3435 if (_parentID == 0 && PhysActor != null)
3436 {
3437 PhysActor.VehicleFloatParam(param, value);
3438 }
2802 } 3439 }
2803 3440
2804 public void SetVehicleVectorParam(int param, Vector3 value) 3441 public void SetVehicleVectorParam(int param, Vector3 value)
2805 { 3442 {
2806 PhysicsActor pa = PhysActor; 3443 if (m_vehicle == null)
3444 return;
2807 3445
2808 if (pa != null) 3446 m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
2809 pa.VehicleVectorParam(param, value); 3447
3448 if (_parentID == 0 && PhysActor != null)
3449 {
3450 PhysActor.VehicleVectorParam(param, value);
3451 }
2810 } 3452 }
2811 3453
2812 public void SetVehicleRotationParam(int param, Quaternion rotation) 3454 public void SetVehicleRotationParam(int param, Quaternion rotation)
2813 { 3455 {
2814 PhysicsActor pa = PhysActor; 3456 if (m_vehicle == null)
3457 return;
2815 3458
2816 if (pa != null) 3459 m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
2817 pa.VehicleRotationParam(param, rotation); 3460
3461 if (_parentID == 0 && PhysActor != null)
3462 {
3463 PhysActor.VehicleRotationParam(param, rotation);
3464 }
2818 } 3465 }
2819 3466
2820 /// <summary> 3467 /// <summary>
@@ -2998,14 +3645,6 @@ namespace OpenSim.Region.Framework.Scenes
2998 hasProfileCut = hasDimple; // is it the same thing? 3645 hasProfileCut = hasDimple; // is it the same thing?
2999 } 3646 }
3000 3647
3001 public void SetVehicleFlags(int param, bool remove)
3002 {
3003 PhysicsActor pa = PhysActor;
3004
3005 if (pa != null)
3006 pa.VehicleFlags(param, remove);
3007 }
3008
3009 public void SetGroup(UUID groupID, IClientAPI client) 3648 public void SetGroup(UUID groupID, IClientAPI client)
3010 { 3649 {
3011 // Scene.AddNewPrims() calls with client == null so can't use this. 3650 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3109,68 +3748,18 @@ namespace OpenSim.Region.Framework.Scenes
3109 //ParentGroup.ScheduleGroupForFullUpdate(); 3748 //ParentGroup.ScheduleGroupForFullUpdate();
3110 } 3749 }
3111 3750
3112 public void StoreUndoState() 3751 public void StoreUndoState(ObjectChangeType change)
3113 { 3752 {
3114 StoreUndoState(false); 3753 if (m_UndoRedo == null)
3115 } 3754 m_UndoRedo = new UndoRedoState(5);
3116 3755
3117 public void StoreUndoState(bool forGroup) 3756 lock (m_UndoRedo)
3118 {
3119 if (!Undoing)
3120 { 3757 {
3121 if (!IgnoreUndoUpdate) 3758 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3122 { 3759 {
3123 if (ParentGroup != null) 3760 m_UndoRedo.StoreUndo(this, change);
3124 {
3125 lock (m_undo)
3126 {
3127 if (m_undo.Count > 0)
3128 {
3129 UndoState last = m_undo.Peek();
3130 if (last != null)
3131 {
3132 // TODO: May need to fix for group comparison
3133 if (last.Compare(this))
3134 {
3135 // m_log.DebugFormat(
3136 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3137 // Name, LocalId, m_undo.Count);
3138
3139 return;
3140 }
3141 }
3142 }
3143
3144 // m_log.DebugFormat(
3145 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3146 // Name, LocalId, forGroup, m_undo.Count);
3147
3148 if (ParentGroup.GetSceneMaxUndo() > 0)
3149 {
3150 UndoState nUndo = new UndoState(this, forGroup);
3151
3152 m_undo.Push(nUndo);
3153
3154 if (m_redo.Count > 0)
3155 m_redo.Clear();
3156
3157 // m_log.DebugFormat(
3158 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3159 // Name, LocalId, forGroup, m_undo.Count);
3160 }
3161 }
3162 }
3163 } 3761 }
3164// else
3165// {
3166// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3167// }
3168 } 3762 }
3169// else
3170// {
3171// m_log.DebugFormat(
3172// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3173// }
3174 } 3763 }
3175 3764
3176 /// <summary> 3765 /// <summary>
@@ -3180,84 +3769,46 @@ namespace OpenSim.Region.Framework.Scenes
3180 { 3769 {
3181 get 3770 get
3182 { 3771 {
3183 lock (m_undo) 3772 if (m_UndoRedo == null)
3184 return m_undo.Count; 3773 return 0;
3774 return m_UndoRedo.Count;
3185 } 3775 }
3186 } 3776 }
3187 3777
3188 public void Undo() 3778 public void Undo()
3189 { 3779 {
3190 lock (m_undo) 3780 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3191 { 3781 return;
3192// m_log.DebugFormat(
3193// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3194// Name, LocalId, m_undo.Count);
3195
3196 if (m_undo.Count > 0)
3197 {
3198 UndoState goback = m_undo.Pop();
3199
3200 if (goback != null)
3201 {
3202 UndoState nUndo = null;
3203
3204 if (ParentGroup.GetSceneMaxUndo() > 0)
3205 {
3206 nUndo = new UndoState(this, goback.ForGroup);
3207 }
3208
3209 goback.PlaybackState(this);
3210
3211 if (nUndo != null)
3212 m_redo.Push(nUndo);
3213 }
3214 }
3215 3782
3216// m_log.DebugFormat( 3783 lock (m_UndoRedo)
3217// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3784 {
3218// Name, LocalId, m_undo.Count); 3785 Undoing = true;
3786 m_UndoRedo.Undo(this);
3787 Undoing = false;
3219 } 3788 }
3220 } 3789 }
3221 3790
3222 public void Redo() 3791 public void Redo()
3223 { 3792 {
3224 lock (m_undo) 3793 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3225 { 3794 return;
3226// m_log.DebugFormat(
3227// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3228// Name, LocalId, m_redo.Count);
3229
3230 if (m_redo.Count > 0)
3231 {
3232 UndoState gofwd = m_redo.Pop();
3233
3234 if (gofwd != null)
3235 {
3236 if (ParentGroup.GetSceneMaxUndo() > 0)
3237 {
3238 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3239
3240 m_undo.Push(nUndo);
3241 }
3242
3243 gofwd.PlayfwdState(this);
3244 }
3245 3795
3246// m_log.DebugFormat( 3796 lock (m_UndoRedo)
3247// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3797 {
3248// Name, LocalId, m_redo.Count); 3798 Undoing = true;
3249 } 3799 m_UndoRedo.Redo(this);
3800 Undoing = false;
3250 } 3801 }
3251 } 3802 }
3252 3803
3253 public void ClearUndoState() 3804 public void ClearUndoState()
3254 { 3805 {
3255// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3806 if (m_UndoRedo == null || Undoing)
3807 return;
3256 3808
3257 lock (m_undo) 3809 lock (m_UndoRedo)
3258 { 3810 {
3259 m_undo.Clear(); 3811 m_UndoRedo.Clear();
3260 m_redo.Clear();
3261 } 3812 }
3262 } 3813 }
3263 3814
@@ -3887,6 +4438,27 @@ namespace OpenSim.Region.Framework.Scenes
3887 } 4438 }
3888 } 4439 }
3889 4440
4441
4442 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4443 {
4444 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4445 return;
4446
4447 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4448 {
4449 PhysicsShapeType = (byte)physdata.PhysShapeType;
4450
4451 }
4452
4453 if(Density != physdata.Density)
4454 Density = physdata.Density;
4455 if(GravityModifier != physdata.GravitationModifier)
4456 GravityModifier = physdata.GravitationModifier;
4457 if(Friction != physdata.Friction)
4458 Friction = physdata.Friction;
4459 if(Bounciness != physdata.Bounce)
4460 Bounciness = physdata.Bounce;
4461 }
3890 /// <summary> 4462 /// <summary>
3891 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4463 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
3892 /// </summary> 4464 /// </summary>
@@ -3894,7 +4466,7 @@ namespace OpenSim.Region.Framework.Scenes
3894 /// <param name="SetTemporary"></param> 4466 /// <param name="SetTemporary"></param>
3895 /// <param name="SetPhantom"></param> 4467 /// <param name="SetPhantom"></param>
3896 /// <param name="SetVD"></param> 4468 /// <param name="SetVD"></param>
3897 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4469 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
3898 { 4470 {
3899 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4471 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
3900 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4472 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -3904,237 +4476,230 @@ namespace OpenSim.Region.Framework.Scenes
3904 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4476 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
3905 return; 4477 return;
3906 4478
3907 PhysicsActor pa = PhysActor; 4479 VolumeDetectActive = SetVD;
3908
3909 // Special cases for VD. VD can only be called from a script
3910 // and can't be combined with changes to other states. So we can rely
3911 // that...
3912 // ... if VD is changed, all others are not.
3913 // ... if one of the others is changed, VD is not.
3914 if (SetVD) // VD is active, special logic applies
3915 {
3916 // State machine logic for VolumeDetect
3917 // More logic below
3918 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
3919
3920 if (phanReset) // Phantom changes from on to off switch VD off too
3921 {
3922 SetVD = false; // Switch it of for the course of this routine
3923 VolumeDetectActive = false; // and also permanently
3924
3925 if (pa != null)
3926 pa.SetVolumeDetect(0); // Let physics know about it too
3927 }
3928 else
3929 {
3930 // If volumedetect is active we don't want phantom to be applied.
3931 // If this is a new call to VD out of the state "phantom"
3932 // this will also cause the prim to be visible to physics
3933 SetPhantom = false;
3934 }
3935 }
3936 4480
3937 if (UsePhysics && IsJoint()) 4481 // volume detector implies phantom
3938 { 4482 if (VolumeDetectActive)
3939 SetPhantom = true; 4483 SetPhantom = true;
3940 }
3941 4484
3942 if (UsePhysics) 4485 if (UsePhysics)
3943 {
3944 AddFlag(PrimFlags.Physics); 4486 AddFlag(PrimFlags.Physics);
3945 if (!wasUsingPhysics)
3946 {
3947 DoPhysicsPropertyUpdate(UsePhysics, false);
3948
3949 if (!ParentGroup.IsDeleted)
3950 {
3951 if (LocalId == ParentGroup.RootPart.LocalId)
3952 {
3953 ParentGroup.CheckSculptAndLoad();
3954 }
3955 }
3956 }
3957 }
3958 else 4487 else
3959 {
3960 RemFlag(PrimFlags.Physics); 4488 RemFlag(PrimFlags.Physics);
3961 if (wasUsingPhysics)
3962 {
3963 DoPhysicsPropertyUpdate(UsePhysics, false);
3964 }
3965 }
3966 4489
3967 if (SetPhantom 4490 if (SetPhantom)
3968 || ParentGroup.IsAttachment
3969 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
3970 {
3971 AddFlag(PrimFlags.Phantom); 4491 AddFlag(PrimFlags.Phantom);
3972 4492 else
3973 if (PhysActor != null)
3974 {
3975 RemoveFromPhysics();
3976 pa = null;
3977 }
3978 }
3979 else // Not phantom
3980 {
3981 RemFlag(PrimFlags.Phantom); 4493 RemFlag(PrimFlags.Phantom);
3982 4494
3983 if (ParentGroup.Scene == null) 4495 if (SetTemporary)
3984 return; 4496 AddFlag(PrimFlags.TemporaryOnRez);
4497 else
4498 RemFlag(PrimFlags.TemporaryOnRez);
3985 4499
3986 if (ParentGroup.Scene.CollidablePrims && pa == null)
3987 {
3988 pa = AddToPhysics(UsePhysics);
3989 4500
3990 if (pa != null) 4501 if (ParentGroup.Scene == null)
3991 { 4502 return;
3992 pa.SetMaterial(Material);
3993 DoPhysicsPropertyUpdate(UsePhysics, true);
3994
3995 if (!ParentGroup.IsDeleted)
3996 {
3997 if (LocalId == ParentGroup.RootPart.LocalId)
3998 {
3999 ParentGroup.CheckSculptAndLoad();
4000 }
4001 }
4002
4003 if (
4004 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4005 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4006 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4007 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4008 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4009 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4010 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4011 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4012 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4013 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4014 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4015 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4016 (CollisionSound != UUID.Zero)
4017 )
4018 {
4019 pa.OnCollisionUpdate += PhysicsCollision;
4020 pa.SubscribeEvents(1000);
4021 }
4022 }
4023 }
4024 else // it already has a physical representation
4025 {
4026 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4027 4503
4028 if (!ParentGroup.IsDeleted) 4504 PhysicsActor pa = PhysActor;
4029 {
4030 if (LocalId == ParentGroup.RootPart.LocalId)
4031 {
4032 ParentGroup.CheckSculptAndLoad();
4033 }
4034 }
4035 }
4036 }
4037 4505
4038 if (SetVD) 4506 if (pa != null && building && pa.Building != building)
4507 pa.Building = building;
4508
4509 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4510 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4039 { 4511 {
4040 // If the above logic worked (this is urgent candidate to unit tests!)
4041 // we now have a physicsactor.
4042 // Defensive programming calls for a check here.
4043 // Better would be throwing an exception that could be catched by a unit test as the internal
4044 // logic should make sure, this Physactor is always here.
4045 if (pa != null) 4512 if (pa != null)
4046 { 4513 {
4047 pa.SetVolumeDetect(1); 4514 ParentGroup.Scene.RemovePhysicalPrim(1);
4048 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4515 RemoveFromPhysics();
4049 VolumeDetectActive = true;
4050 } 4516 }
4517
4518 Velocity = new Vector3(0, 0, 0);
4519 Acceleration = new Vector3(0, 0, 0);
4520 if (ParentGroup.RootPart == this)
4521 AngularVelocity = new Vector3(0, 0, 0);
4051 } 4522 }
4052 else 4523 else
4053 { 4524 {
4054 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like 4525 if (ParentGroup.Scene.CollidablePrims)
4055 // (mumbles, well, at least if you have infinte CPU powers :-)) 4526 {
4056 if (pa != null) 4527 if (pa == null)
4057 pa.SetVolumeDetect(0); 4528 {
4529 AddToPhysics(UsePhysics, SetPhantom, building, false);
4530 pa = PhysActor;
4531 /*
4532 if (pa != null)
4533 {
4534 if (
4535 // ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4536 // ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4537 // ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4538 // ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4539 // ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4540 // ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4541 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4542 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4543 (CollisionSound != UUID.Zero)
4544 )
4545 {
4546 pa.OnCollisionUpdate += PhysicsCollision;
4547 pa.SubscribeEvents(1000);
4548 }
4549 }
4550 */
4551 }
4552 else // it already has a physical representation
4553 {
4554 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4555 /* moved into DoPhysicsPropertyUpdate
4556 if(VolumeDetectActive)
4557 pa.SetVolumeDetect(1);
4558 else
4559 pa.SetVolumeDetect(0);
4560 */
4058 4561
4059 VolumeDetectActive = false;
4060 }
4061 4562
4062 if (SetTemporary) 4563 if (pa.Building != building)
4063 { 4564 pa.Building = building;
4064 AddFlag(PrimFlags.TemporaryOnRez); 4565 }
4065 } 4566
4066 else 4567 UpdatePhysicsSubscribedEvents();
4067 { 4568 }
4068 RemFlag(PrimFlags.TemporaryOnRez); 4569 }
4069 }
4070 4570
4071 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4571 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4072 4572
4573 // and last in case we have a new actor and not building
4574
4073 if (ParentGroup != null) 4575 if (ParentGroup != null)
4074 { 4576 {
4075 ParentGroup.HasGroupChanged = true; 4577 ParentGroup.HasGroupChanged = true;
4076 ScheduleFullUpdate(); 4578 ScheduleFullUpdate();
4077 } 4579 }
4078 4580
4079// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4581// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4080 } 4582 }
4081 4583
4082 /// <summary> 4584 /// <summary>
4083 /// Adds this part to the physics scene. 4585 /// Adds this part to the physics scene.
4586 /// and sets the PhysActor property
4084 /// </summary> 4587 /// </summary>
4085 /// <remarks>This method also sets the PhysActor property.</remarks> 4588 /// <param name="isPhysical">Add this prim as physical.</param>
4086 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4589 /// <param name="isPhantom">Add this prim as phantom.</param>
4087 /// <returns> 4590 /// <param name="building">tells physics to delay full construction of object</param>
4088 /// The physics actor. null if there was a failure. 4591 /// <param name="applyDynamics">applies velocities, force and torque</param>
4089 /// </returns> 4592 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4090 private PhysicsActor AddToPhysics(bool rigidBody) 4593 {
4091 {
4092 PhysicsActor pa; 4594 PhysicsActor pa;
4093 4595
4596 Vector3 velocity = Velocity;
4597 Vector3 rotationalVelocity = AngularVelocity;;
4598
4094 try 4599 try
4095 { 4600 {
4096 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4601 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4097 string.Format("{0}/{1}", Name, UUID), 4602 string.Format("{0}/{1}", Name, UUID),
4098 Shape, 4603 Shape,
4099 AbsolutePosition, 4604 AbsolutePosition,
4100 Scale, 4605 Scale,
4101 RotationOffset, 4606 GetWorldRotation(),
4102 rigidBody, 4607 isPhysical,
4103 m_localId); 4608 isPhantom,
4609 PhysicsShapeType,
4610 m_localId);
4104 } 4611 }
4105 catch 4612 catch (Exception ex)
4106 { 4613 {
4107 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); 4614 m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message);
4108 pa = null; 4615 pa = null;
4109 } 4616 }
4110 4617
4111 // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
4112 // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
4113 // being set.
4114 PhysActor = pa;
4115
4116 // Basic Physics can also return null as well as an exception catch.
4117 if (pa != null) 4618 if (pa != null)
4118 { 4619 {
4119 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4620 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
4120 pa.SetMaterial(Material); 4621 pa.SetMaterial(Material);
4121 DoPhysicsPropertyUpdate(rigidBody, true); 4622
4623 if (VolumeDetectActive) // change if not the default only
4624 pa.SetVolumeDetect(1);
4625
4626 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
4627 m_vehicle.SetVehicle(pa);
4628
4629 // we are going to tell rest of code about physics so better have this here
4630 PhysActor = pa;
4631
4632 // DoPhysicsPropertyUpdate(isPhysical, true);
4633 // lets expand it here just with what it really needs to do
4634
4635 if (isPhysical)
4636 {
4637 if (ParentGroup.RootPart.KeyframeMotion != null)
4638 ParentGroup.RootPart.KeyframeMotion.Stop();
4639 ParentGroup.RootPart.KeyframeMotion = null;
4640 ParentGroup.Scene.AddPhysicalPrim(1);
4641
4642 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
4643 pa.OnOutOfBounds += PhysicsOutOfBounds;
4644
4645 if (ParentID != 0 && ParentID != LocalId)
4646 {
4647 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
4648
4649 if (parentPa != null)
4650 {
4651 pa.link(parentPa);
4652 }
4653 }
4654 }
4655
4656 if (applyDynamics)
4657 // do independent of isphysical so parameters get setted (at least some)
4658 {
4659 Velocity = velocity;
4660 AngularVelocity = rotationalVelocity;
4661// pa.Velocity = velocity;
4662 pa.RotationalVelocity = rotationalVelocity;
4663
4664 // if not vehicle and root part apply force and torque
4665 if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
4666 && LocalId == ParentGroup.RootPart.LocalId)
4667 {
4668 pa.Force = Force;
4669 pa.Torque = Torque;
4670 }
4671 }
4672
4673 if (Shape.SculptEntry)
4674 CheckSculptAndLoad();
4675 else
4676 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4677
4678 if (!building)
4679 pa.Building = false;
4122 } 4680 }
4123 4681
4124 return pa; 4682 PhysActor = pa;
4125 } 4683 }
4126 4684
4127 /// <summary> 4685 /// <summary>
4128 /// This removes the part from the physics scene. 4686 /// This removes the part from the physics scene.
4129 /// </summary> 4687 /// </summary>
4130 /// <remarks> 4688 /// <remarks>
4131 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4689 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4132 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4690 /// representation for collision detection.
4133 /// phantom.
4134 /// </remarks> 4691 /// </remarks>
4135 public void RemoveFromPhysics() 4692 public void RemoveFromPhysics()
4136 { 4693 {
4137 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 4694 PhysicsActor pa = PhysActor;
4695 if (pa != null)
4696 {
4697 pa.OnCollisionUpdate -= PhysicsCollision;
4698 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
4699 pa.OnOutOfBounds -= PhysicsOutOfBounds;
4700
4701 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
4702 }
4138 PhysActor = null; 4703 PhysActor = null;
4139 } 4704 }
4140 4705
@@ -4294,6 +4859,44 @@ namespace OpenSim.Region.Framework.Scenes
4294 ScheduleFullUpdate(); 4859 ScheduleFullUpdate();
4295 } 4860 }
4296 4861
4862
4863 private void UpdatePhysicsSubscribedEvents()
4864 {
4865 PhysicsActor pa = PhysActor;
4866 if (pa == null)
4867 return;
4868
4869 pa.OnCollisionUpdate -= PhysicsCollision;
4870
4871 bool hassound = (CollisionSoundType >= 0 && !VolumeDetectActive);
4872
4873 scriptEvents CombinedEvents = AggregateScriptEvents;
4874
4875 // merge with root part
4876 if (ParentGroup != null && ParentGroup.RootPart != null)
4877 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
4878
4879 // submit to this part case
4880 if (VolumeDetectActive)
4881 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
4882 else if ((Flags & PrimFlags.Phantom) != 0)
4883 CombinedEvents &= PhyscicsPhantonSubsEvents;
4884 else
4885 CombinedEvents &= PhysicsNeededSubsEvents;
4886
4887 if (hassound || CombinedEvents != 0)
4888 {
4889 // subscribe to physics updates.
4890 pa.OnCollisionUpdate += PhysicsCollision;
4891 pa.SubscribeEvents(50); // 20 reports per second
4892 }
4893 else
4894 {
4895 pa.UnSubscribeEvents();
4896 }
4897 }
4898
4899
4297 public void aggregateScriptEvents() 4900 public void aggregateScriptEvents()
4298 { 4901 {
4299 if (ParentGroup == null || ParentGroup.RootPart == null) 4902 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4330,40 +4933,32 @@ namespace OpenSim.Region.Framework.Scenes
4330 { 4933 {
4331 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 4934 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4332 } 4935 }
4333 4936/*
4334 PhysicsActor pa = PhysActor; 4937 PhysicsActor pa = PhysActor;
4335 4938 if (pa != null)
4336 if (
4337 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4338 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4339 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4340 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4341 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4342 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4343 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4344 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4345 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4346 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4347 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4348 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4349 (CollisionSound != UUID.Zero)
4350 )
4351 { 4939 {
4352 // subscribe to physics updates. 4940 if (
4353 if (pa != null) 4941// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4942// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4943// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4944// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4945// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4946// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4947 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
4948 )
4354 { 4949 {
4950 // subscribe to physics updates.
4355 pa.OnCollisionUpdate += PhysicsCollision; 4951 pa.OnCollisionUpdate += PhysicsCollision;
4356 pa.SubscribeEvents(1000); 4952 pa.SubscribeEvents(1000);
4357 } 4953 }
4358 } 4954 else
4359 else
4360 {
4361 if (pa != null)
4362 { 4955 {
4363 pa.UnSubscribeEvents(); 4956 pa.UnSubscribeEvents();
4364 pa.OnCollisionUpdate -= PhysicsCollision; 4957 pa.OnCollisionUpdate -= PhysicsCollision;
4365 } 4958 }
4366 } 4959 }
4960 */
4961 UpdatePhysicsSubscribedEvents();
4367 4962
4368 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 4963 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4369 //{ 4964 //{
@@ -4491,5 +5086,17 @@ namespace OpenSim.Region.Framework.Scenes
4491 Color color = Color; 5086 Color color = Color;
4492 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5087 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4493 } 5088 }
5089
5090 public void ResetOwnerChangeFlag()
5091 {
5092 List<UUID> inv = Inventory.GetInventoryList();
5093
5094 foreach (UUID itemID in inv)
5095 {
5096 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5097 item.OwnerChanged = false;
5098 Inventory.UpdateInventoryItem(item, false, false);
5099 }
5100 }
4494 } 5101 }
4495} 5102}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 8810903..81477e7 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -123,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
123 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
124 { 130 {
125 if (null == m_part) 131 if (null == m_part)
126 return; 132 m_items.LockItemsForWrite(true);
127 133
128 lock (m_items) 134 if (Items.Count == 0)
129 { 135 {
130 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
131 return; 137 return;
138 }
132 139
133 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
134 m_items.Clear(); 141 Items.Clear();
135 142
136 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
137 { 144 {
138 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
139 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
140 }
141 } 147 }
148 m_items.LockItemsForWrite(false);
142 } 149 }
143 150
144 public void ResetObjectID() 151 public void ResetObjectID()
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
147 { 156 {
148 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
149 Items.Clear(); 158 return;
150
151 foreach (TaskInventoryItem item in items)
152 {
153 item.ParentPartID = m_part.UUID;
154 item.ParentID = m_part.UUID;
155 Items.Add(item.ItemID, item);
156 }
157 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
158 } 171 }
159 172
160 /// <summary> 173 /// <summary>
@@ -163,17 +176,14 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
164 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
165 { 178 {
166 lock (Items) 179 List<TaskInventoryItem> items = GetInventoryItems();
167 { 180
168 if (0 == Items.Count) 181 if (items.Count == 0)
169 { 182 return;
170 return;
171 }
172 }
173 183
184 m_items.LockItemsForWrite(true);
174 HasInventoryChanged = true; 185 HasInventoryChanged = true;
175 m_part.ParentGroup.HasGroupChanged = true; 186 m_part.ParentGroup.HasGroupChanged = true;
176 List<TaskInventoryItem> items = GetInventoryItems();
177 foreach (TaskInventoryItem item in items) 187 foreach (TaskInventoryItem item in items)
178 { 188 {
179 if (ownerId != item.OwnerID) 189 if (ownerId != item.OwnerID)
@@ -184,6 +194,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 194 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 195 item.OwnerChanged = true;
186 } 196 }
197 m_items.LockItemsForWrite(false);
187 } 198 }
188 199
189 /// <summary> 200 /// <summary>
@@ -192,12 +203,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 203 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 204 public void ChangeInventoryGroup(UUID groupID)
194 { 205 {
195 lock (Items) 206 m_items.LockItemsForWrite(true);
207 if (0 == Items.Count)
196 { 208 {
197 if (0 == Items.Count) 209 m_items.LockItemsForWrite(false);
198 { 210 return;
199 return;
200 }
201 } 211 }
202 212
203 // Don't let this set the HasGroupChanged flag for attachments 213 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +219,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 219 m_part.ParentGroup.HasGroupChanged = true;
210 } 220 }
211 221
212 List<TaskInventoryItem> items = GetInventoryItems(); 222 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 223 foreach (TaskInventoryItem item in items)
214 { 224 {
215 if (groupID != item.GroupID) 225 if (groupID != item.GroupID)
226 {
216 item.GroupID = groupID; 227 item.GroupID = groupID;
228 }
217 } 229 }
230 m_items.LockItemsForWrite(false);
231 }
232
233 private void QueryScriptStates()
234 {
235 if (m_part == null || m_part.ParentGroup == null)
236 return;
237
238 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
239 if (engines == null) // No engine at all
240 return;
241
242 Items.LockItemsForRead(true);
243 foreach (TaskInventoryItem item in Items.Values)
244 {
245 if (item.InvType == (int)InventoryType.LSL)
246 {
247 foreach (IScriptModule e in engines)
248 {
249 bool running;
250
251 if (e.HasScript(item.ItemID, out running))
252 {
253 item.ScriptRunning = running;
254 break;
255 }
256 }
257 }
258 }
259
260 Items.LockItemsForRead(false);
218 } 261 }
219 262
220 /// <summary> 263 /// <summary>
@@ -257,7 +300,10 @@ namespace OpenSim.Region.Framework.Scenes
257 { 300 {
258 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 301 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
259 foreach (TaskInventoryItem item in scripts) 302 foreach (TaskInventoryItem item in scripts)
303 {
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 304 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
305 m_part.RemoveScriptEvents(item.ItemID);
306 }
261 } 307 }
262 308
263 /// <summary> 309 /// <summary>
@@ -271,7 +317,10 @@ namespace OpenSim.Region.Framework.Scenes
271// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 317// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
272 318
273 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 319 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
320 {
321 StoreScriptError(item.ItemID, "no permission");
274 return; 322 return;
323 }
275 324
276 m_part.AddFlag(PrimFlags.Scripted); 325 m_part.AddFlag(PrimFlags.Scripted);
277 326
@@ -280,14 +329,13 @@ namespace OpenSim.Region.Framework.Scenes
280 if (stateSource == 2 && // Prim crossing 329 if (stateSource == 2 && // Prim crossing
281 m_part.ParentGroup.Scene.m_trustBinaries) 330 m_part.ParentGroup.Scene.m_trustBinaries)
282 { 331 {
283 lock (m_items) 332 m_items.LockItemsForWrite(true);
284 { 333 m_items[item.ItemID].PermsMask = 0;
285 m_items[item.ItemID].PermsMask = 0; 334 m_items[item.ItemID].PermsGranter = UUID.Zero;
286 m_items[item.ItemID].PermsGranter = UUID.Zero; 335 m_items.LockItemsForWrite(false);
287 }
288
289 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 336 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
290 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 337 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
338 StoreScriptErrors(item.ItemID, null);
291 m_part.ParentGroup.AddActiveScriptCount(1); 339 m_part.ParentGroup.AddActiveScriptCount(1);
292 m_part.ScheduleFullUpdate(); 340 m_part.ScheduleFullUpdate();
293 return; 341 return;
@@ -296,6 +344,8 @@ namespace OpenSim.Region.Framework.Scenes
296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 344 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
297 if (null == asset) 345 if (null == asset)
298 { 346 {
347 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
348 StoreScriptError(item.ItemID, msg);
299 m_log.ErrorFormat( 349 m_log.ErrorFormat(
300 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 350 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
301 item.Name, item.ItemID, m_part.AbsolutePosition, 351 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -306,16 +356,21 @@ namespace OpenSim.Region.Framework.Scenes
306 if (m_part.ParentGroup.m_savedScriptState != null) 356 if (m_part.ParentGroup.m_savedScriptState != null)
307 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 357 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
308 358
309 lock (m_items) 359 m_items.LockItemsForWrite(true);
310 {
311 m_items[item.ItemID].OldItemID = item.OldItemID;
312 m_items[item.ItemID].PermsMask = 0;
313 m_items[item.ItemID].PermsGranter = UUID.Zero;
314 }
315 360
361 m_items[item.ItemID].OldItemID = item.OldItemID;
362 m_items[item.ItemID].PermsMask = 0;
363 m_items[item.ItemID].PermsGranter = UUID.Zero;
364
365 m_items.LockItemsForWrite(false);
366
316 string script = Utils.BytesToString(asset.Data); 367 string script = Utils.BytesToString(asset.Data);
317 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 368 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
318 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 369 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
370 StoreScriptErrors(item.ItemID, null);
371 if (!item.ScriptRunning)
372 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
373 m_part.LocalId, item.ItemID);
319 m_part.ParentGroup.AddActiveScriptCount(1); 374 m_part.ParentGroup.AddActiveScriptCount(1);
320 m_part.ScheduleFullUpdate(); 375 m_part.ScheduleFullUpdate();
321 } 376 }
@@ -386,20 +441,146 @@ namespace OpenSim.Region.Framework.Scenes
386 441
387 /// <summary> 442 /// <summary>
388 /// Start a script which is in this prim's inventory. 443 /// Start a script which is in this prim's inventory.
444 /// Some processing may occur in the background, but this routine returns asap.
389 /// </summary> 445 /// </summary>
390 /// <param name="itemId"> 446 /// <param name="itemId">
391 /// A <see cref="UUID"/> 447 /// A <see cref="UUID"/>
392 /// </param> 448 /// </param>
393 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 449 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
394 { 450 {
395 TaskInventoryItem item = GetInventoryItem(itemId); 451 lock (m_scriptErrors)
396 if (item != null) 452 {
397 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 453 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
454 m_scriptErrors.Remove(itemId);
455 }
456 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
457 }
458
459 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
460 {
461 m_items.LockItemsForRead(true);
462 if (m_items.ContainsKey(itemId))
463 {
464 if (m_items.ContainsKey(itemId))
465 {
466 m_items.LockItemsForRead(false);
467 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
468 }
469 else
470 {
471 m_items.LockItemsForRead(false);
472 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
473 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
474 StoreScriptError(itemId, msg);
475 m_log.ErrorFormat(
476 "[PRIM INVENTORY]: " +
477 "Couldn't start script with ID {0} since it {1}", itemId, msg);
478 }
479 }
398 else 480 else
481 {
482 m_items.LockItemsForRead(false);
483 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
484 StoreScriptError(itemId, msg);
399 m_log.ErrorFormat( 485 m_log.ErrorFormat(
400 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 486 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
401 itemId, m_part.Name, m_part.UUID, 487 itemId, m_part.Name, m_part.UUID,
402 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 488 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
489 }
490
491 }
492
493 /// <summary>
494 /// Start a script which is in this prim's inventory and return any compilation error messages.
495 /// </summary>
496 /// <param name="itemId">
497 /// A <see cref="UUID"/>
498 /// </param>
499 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
500 {
501 ArrayList errors;
502
503 // Indicate to CreateScriptInstanceInternal() we want it to
504 // post any compilation/loading error messages
505 lock (m_scriptErrors)
506 {
507 m_scriptErrors[itemId] = null;
508 }
509
510 // Perform compilation/loading
511 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
512
513 // Wait for and retrieve any errors
514 lock (m_scriptErrors)
515 {
516 while ((errors = m_scriptErrors[itemId]) == null)
517 {
518 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
519 {
520 m_log.ErrorFormat(
521 "[PRIM INVENTORY]: " +
522 "timedout waiting for script {0} errors", itemId);
523 errors = m_scriptErrors[itemId];
524 if (errors == null)
525 {
526 errors = new ArrayList(1);
527 errors.Add("timedout waiting for errors");
528 }
529 break;
530 }
531 }
532 m_scriptErrors.Remove(itemId);
533 }
534 return errors;
535 }
536
537 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
538 private void StoreScriptErrors(UUID itemId, ArrayList errors)
539 {
540 lock (m_scriptErrors)
541 {
542 // If compilation/loading initiated via CreateScriptInstance(),
543 // it does not want the errors, so just get out
544 if (!m_scriptErrors.ContainsKey(itemId))
545 {
546 return;
547 }
548
549 // Initiated via CreateScriptInstanceEr(), if we know what the
550 // errors are, save them and wake CreateScriptInstanceEr().
551 if (errors != null)
552 {
553 m_scriptErrors[itemId] = errors;
554 System.Threading.Monitor.PulseAll(m_scriptErrors);
555 return;
556 }
557 }
558
559 // Initiated via CreateScriptInstanceEr() but we don't know what
560 // the errors are yet, so retrieve them from the script engine.
561 // This may involve some waiting internal to GetScriptErrors().
562 errors = GetScriptErrors(itemId);
563
564 // Get a default non-null value to indicate success.
565 if (errors == null)
566 {
567 errors = new ArrayList();
568 }
569
570 // Post to CreateScriptInstanceEr() and wake it up
571 lock (m_scriptErrors)
572 {
573 m_scriptErrors[itemId] = errors;
574 System.Threading.Monitor.PulseAll(m_scriptErrors);
575 }
576 }
577
578 // Like StoreScriptErrors(), but just posts a single string message
579 private void StoreScriptError(UUID itemId, string message)
580 {
581 ArrayList errors = new ArrayList(1);
582 errors.Add(message);
583 StoreScriptErrors(itemId, errors);
403 } 584 }
404 585
405 /// <summary> 586 /// <summary>
@@ -412,15 +593,7 @@ namespace OpenSim.Region.Framework.Scenes
412 /// </param> 593 /// </param>
413 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 594 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
414 { 595 {
415 bool scriptPresent = false; 596 if (m_items.ContainsKey(itemId))
416
417 lock (m_items)
418 {
419 if (m_items.ContainsKey(itemId))
420 scriptPresent = true;
421 }
422
423 if (scriptPresent)
424 { 597 {
425 if (!sceneObjectBeingDeleted) 598 if (!sceneObjectBeingDeleted)
426 m_part.RemoveScriptEvents(itemId); 599 m_part.RemoveScriptEvents(itemId);
@@ -445,14 +618,16 @@ namespace OpenSim.Region.Framework.Scenes
445 /// <returns></returns> 618 /// <returns></returns>
446 private bool InventoryContainsName(string name) 619 private bool InventoryContainsName(string name)
447 { 620 {
448 lock (m_items) 621 m_items.LockItemsForRead(true);
622 foreach (TaskInventoryItem item in m_items.Values)
449 { 623 {
450 foreach (TaskInventoryItem item in m_items.Values) 624 if (item.Name == name)
451 { 625 {
452 if (item.Name == name) 626 m_items.LockItemsForRead(false);
453 return true; 627 return true;
454 } 628 }
455 } 629 }
630 m_items.LockItemsForRead(false);
456 return false; 631 return false;
457 } 632 }
458 633
@@ -494,8 +669,9 @@ namespace OpenSim.Region.Framework.Scenes
494 /// <param name="item"></param> 669 /// <param name="item"></param>
495 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 670 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
496 { 671 {
497 List<TaskInventoryItem> il = GetInventoryItems(); 672 m_items.LockItemsForRead(true);
498 673 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
674 m_items.LockItemsForRead(false);
499 foreach (TaskInventoryItem i in il) 675 foreach (TaskInventoryItem i in il)
500 { 676 {
501 if (i.Name == item.Name) 677 if (i.Name == item.Name)
@@ -533,14 +709,14 @@ namespace OpenSim.Region.Framework.Scenes
533 item.Name = name; 709 item.Name = name;
534 item.GroupID = m_part.GroupID; 710 item.GroupID = m_part.GroupID;
535 711
536 lock (m_items) 712 m_items.LockItemsForWrite(true);
537 m_items.Add(item.ItemID, item); 713 m_items.Add(item.ItemID, item);
538 714 m_items.LockItemsForWrite(false);
539 if (allowedDrop) 715 if (allowedDrop)
540 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 716 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
541 else 717 else
542 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 718 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
543 719
544 m_inventorySerial++; 720 m_inventorySerial++;
545 //m_inventorySerial += 2; 721 //m_inventorySerial += 2;
546 HasInventoryChanged = true; 722 HasInventoryChanged = true;
@@ -556,15 +732,15 @@ namespace OpenSim.Region.Framework.Scenes
556 /// <param name="items"></param> 732 /// <param name="items"></param>
557 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 733 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
558 { 734 {
559 lock (m_items) 735 m_items.LockItemsForWrite(true);
736 foreach (TaskInventoryItem item in items)
560 { 737 {
561 foreach (TaskInventoryItem item in items) 738 m_items.Add(item.ItemID, item);
562 { 739// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 m_items.Add(item.ItemID, item);
564// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
565 }
566 m_inventorySerial++;
567 } 740 }
741 m_items.LockItemsForWrite(false);
742
743 m_inventorySerial++;
568 } 744 }
569 745
570 /// <summary> 746 /// <summary>
@@ -575,23 +751,24 @@ namespace OpenSim.Region.Framework.Scenes
575 public TaskInventoryItem GetInventoryItem(UUID itemId) 751 public TaskInventoryItem GetInventoryItem(UUID itemId)
576 { 752 {
577 TaskInventoryItem item; 753 TaskInventoryItem item;
578 754 m_items.LockItemsForRead(true);
579 lock (m_items) 755 m_items.TryGetValue(itemId, out item);
580 m_items.TryGetValue(itemId, out item); 756 m_items.LockItemsForRead(false);
581
582 return item; 757 return item;
583 } 758 }
584 759
585 public TaskInventoryItem GetInventoryItem(string name) 760 public TaskInventoryItem GetInventoryItem(string name)
586 { 761 {
587 lock (m_items) 762 m_items.LockItemsForRead(true);
763 foreach (TaskInventoryItem item in m_items.Values)
588 { 764 {
589 foreach (TaskInventoryItem item in m_items.Values) 765 if (item.Name == name)
590 { 766 {
591 if (item.Name == name) 767 m_items.LockItemsForRead(false);
592 return item; 768 return item;
593 } 769 }
594 } 770 }
771 m_items.LockItemsForRead(false);
595 772
596 return null; 773 return null;
597 } 774 }
@@ -600,15 +777,16 @@ namespace OpenSim.Region.Framework.Scenes
600 { 777 {
601 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 778 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
602 779
603 lock (m_items) 780 m_items.LockItemsForRead(true);
781
782 foreach (TaskInventoryItem item in m_items.Values)
604 { 783 {
605 foreach (TaskInventoryItem item in m_items.Values) 784 if (item.Name == name)
606 { 785 items.Add(item);
607 if (item.Name == name)
608 items.Add(item);
609 }
610 } 786 }
611 787
788 m_items.LockItemsForRead(false);
789
612 return items; 790 return items;
613 } 791 }
614 792
@@ -627,6 +805,10 @@ namespace OpenSim.Region.Framework.Scenes
627 string xmlData = Utils.BytesToString(rezAsset.Data); 805 string xmlData = Utils.BytesToString(rezAsset.Data);
628 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 806 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
629 807
808 group.RootPart.AttachPoint = group.RootPart.Shape.State;
809 group.RootPart.AttachOffset = group.AbsolutePosition;
810 group.RootPart.AttachRotation = group.GroupRotation;
811
630 group.ResetIDs(); 812 group.ResetIDs();
631 813
632 SceneObjectPart rootPart = group.GetPart(group.UUID); 814 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -701,8 +883,9 @@ namespace OpenSim.Region.Framework.Scenes
701 883
702 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 884 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
703 { 885 {
704 TaskInventoryItem it = GetInventoryItem(item.ItemID); 886 m_items.LockItemsForWrite(true);
705 if (it != null) 887
888 if (m_items.ContainsKey(item.ItemID))
706 { 889 {
707// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 890// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
708 891
@@ -715,14 +898,10 @@ namespace OpenSim.Region.Framework.Scenes
715 item.GroupID = m_part.GroupID; 898 item.GroupID = m_part.GroupID;
716 899
717 if (item.AssetID == UUID.Zero) 900 if (item.AssetID == UUID.Zero)
718 item.AssetID = it.AssetID; 901 item.AssetID = m_items[item.ItemID].AssetID;
719 902
720 lock (m_items) 903 m_items[item.ItemID] = item;
721 { 904 m_inventorySerial++;
722 m_items[item.ItemID] = item;
723 m_inventorySerial++;
724 }
725
726 if (fireScriptEvents) 905 if (fireScriptEvents)
727 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 906 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
728 907
@@ -731,7 +910,7 @@ namespace OpenSim.Region.Framework.Scenes
731 HasInventoryChanged = true; 910 HasInventoryChanged = true;
732 m_part.ParentGroup.HasGroupChanged = true; 911 m_part.ParentGroup.HasGroupChanged = true;
733 } 912 }
734 913 m_items.LockItemsForWrite(false);
735 return true; 914 return true;
736 } 915 }
737 else 916 else
@@ -742,8 +921,9 @@ namespace OpenSim.Region.Framework.Scenes
742 item.ItemID, m_part.Name, m_part.UUID, 921 item.ItemID, m_part.Name, m_part.UUID,
743 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 922 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
744 } 923 }
745 return false; 924 m_items.LockItemsForWrite(false);
746 925
926 return false;
747 } 927 }
748 928
749 /// <summary> 929 /// <summary>
@@ -754,43 +934,59 @@ namespace OpenSim.Region.Framework.Scenes
754 /// in this prim's inventory.</returns> 934 /// in this prim's inventory.</returns>
755 public int RemoveInventoryItem(UUID itemID) 935 public int RemoveInventoryItem(UUID itemID)
756 { 936 {
757 TaskInventoryItem item = GetInventoryItem(itemID); 937 m_items.LockItemsForRead(true);
758 if (item != null) 938
939 if (m_items.ContainsKey(itemID))
759 { 940 {
760 int type = m_items[itemID].InvType; 941 int type = m_items[itemID].InvType;
942 m_items.LockItemsForRead(false);
761 if (type == 10) // Script 943 if (type == 10) // Script
762 { 944 {
763 m_part.RemoveScriptEvents(itemID);
764 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 945 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
765 } 946 }
947 m_items.LockItemsForWrite(true);
766 m_items.Remove(itemID); 948 m_items.Remove(itemID);
949 m_items.LockItemsForWrite(false);
767 m_inventorySerial++; 950 m_inventorySerial++;
768 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 951 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
769 952
770 HasInventoryChanged = true; 953 HasInventoryChanged = true;
771 m_part.ParentGroup.HasGroupChanged = true; 954 m_part.ParentGroup.HasGroupChanged = true;
772 955
773 if (!ContainsScripts()) 956 int scriptcount = 0;
957 m_items.LockItemsForRead(true);
958 foreach (TaskInventoryItem item in m_items.Values)
959 {
960 if (item.Type == 10)
961 {
962 scriptcount++;
963 }
964 }
965 m_items.LockItemsForRead(false);
966
967
968 if (scriptcount <= 0)
969 {
774 m_part.RemFlag(PrimFlags.Scripted); 970 m_part.RemFlag(PrimFlags.Scripted);
971 }
775 972
776 m_part.ScheduleFullUpdate(); 973 m_part.ScheduleFullUpdate();
777 974
778 return type; 975 return type;
779
780 } 976 }
781 else 977 else
782 { 978 {
979 m_items.LockItemsForRead(false);
783 m_log.ErrorFormat( 980 m_log.ErrorFormat(
784 "[PRIM INVENTORY]: " + 981 "[PRIM INVENTORY]: " +
785 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 982 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
786 itemID, m_part.Name, m_part.UUID, 983 itemID, m_part.Name, m_part.UUID);
787 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
788 } 984 }
789 985
790 return -1; 986 return -1;
791 } 987 }
792 988
793 private bool CreateInventoryFile() 989 private bool CreateInventoryFileName()
794 { 990 {
795// m_log.DebugFormat( 991// m_log.DebugFormat(
796// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 992// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -799,116 +995,125 @@ namespace OpenSim.Region.Framework.Scenes
799 if (m_inventoryFileName == String.Empty || 995 if (m_inventoryFileName == String.Empty ||
800 m_inventoryFileNameSerial < m_inventorySerial) 996 m_inventoryFileNameSerial < m_inventorySerial)
801 { 997 {
802 // Something changed, we need to create a new file
803 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 998 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
804 m_inventoryFileNameSerial = m_inventorySerial; 999 m_inventoryFileNameSerial = m_inventorySerial;
805 1000
806 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 1001 return true;
1002 }
1003
1004 return false;
1005 }
807 1006
808 lock (m_items) 1007 /// <summary>
1008 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1009 /// </summary>
1010 /// <param name="xferManager"></param>
1011 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1012 {
1013 bool changed = CreateInventoryFileName();
1014
1015 bool includeAssets = false;
1016 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1017 includeAssets = true;
1018
1019 if (m_inventoryPrivileged != includeAssets)
1020 changed = true;
1021
1022 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1023
1024 Items.LockItemsForRead(true);
1025
1026 if (m_inventorySerial == 0) // No inventory
1027 {
1028 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1029 Items.LockItemsForRead(false);
1030 return;
1031 }
1032
1033 if (m_items.Count == 0) // No inventory
1034 {
1035 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1036 Items.LockItemsForRead(false);
1037 return;
1038 }
1039
1040 if (!changed)
1041 {
1042 if (m_inventoryFileData.Length > 2)
809 { 1043 {
810 foreach (TaskInventoryItem item in m_items.Values) 1044 xferManager.AddNewFile(m_inventoryFileName,
811 { 1045 m_inventoryFileData);
812// m_log.DebugFormat( 1046 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
813// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1047 Util.StringToBytes256(m_inventoryFileName));
814// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
815 1048
816 UUID ownerID = item.OwnerID; 1049 Items.LockItemsForRead(false);
817 uint everyoneMask = 0; 1050 return;
818 uint baseMask = item.BasePermissions; 1051 }
819 uint ownerMask = item.CurrentPermissions; 1052 }
820 uint groupMask = item.GroupPermissions;
821 1053
822 invString.AddItemStart(); 1054 m_inventoryPrivileged = includeAssets;
823 invString.AddNameValueLine("item_id", item.ItemID.ToString());
824 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
825 1055
826 invString.AddPermissionsStart(); 1056 foreach (TaskInventoryItem item in m_items.Values)
1057 {
1058 UUID ownerID = item.OwnerID;
1059 uint everyoneMask = 0;
1060 uint baseMask = item.BasePermissions;
1061 uint ownerMask = item.CurrentPermissions;
1062 uint groupMask = item.GroupPermissions;
827 1063
828 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1064 invString.AddItemStart();
829 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1065 invString.AddNameValueLine("item_id", item.ItemID.ToString());
830 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1066 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
831 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
832 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
833 1067
834 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1068 invString.AddPermissionsStart();
835 invString.AddNameValueLine("owner_id", ownerID.ToString());
836 1069
837 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1070 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1071 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1072 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1073 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1074 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
838 1075
839 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1076 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
840 invString.AddSectionEnd(); 1077 invString.AddNameValueLine("owner_id", ownerID.ToString());
841 1078
842 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1079 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
843 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
844 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
845 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
846 1080
847 invString.AddSaleStart(); 1081 invString.AddNameValueLine("group_id", item.GroupID.ToString());
848 invString.AddNameValueLine("sale_type", "not"); 1082 invString.AddSectionEnd();
849 invString.AddNameValueLine("sale_price", "0");
850 invString.AddSectionEnd();
851 1083
852 invString.AddNameValueLine("name", item.Name + "|"); 1084 if (includeAssets)
853 invString.AddNameValueLine("desc", item.Description + "|"); 1085 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1086 else
1087 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1088 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1089 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1090 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
854 1091
855 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1092 invString.AddSaleStart();
856 invString.AddSectionEnd(); 1093 invString.AddNameValueLine("sale_type", "not");
857 } 1094 invString.AddNameValueLine("sale_price", "0");
858 } 1095 invString.AddSectionEnd();
859 1096
860 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1097 invString.AddNameValueLine("name", item.Name + "|");
1098 invString.AddNameValueLine("desc", item.Description + "|");
861 1099
862 return true; 1100 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1101 invString.AddSectionEnd();
863 } 1102 }
864 1103
865 // No need to recreate, the existing file is fine 1104 Items.LockItemsForRead(false);
866 return false;
867 }
868
869 /// <summary>
870 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
871 /// </summary>
872 /// <param name="xferManager"></param>
873 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
874 {
875 lock (m_items)
876 {
877 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
878 // a new script if any previous deletion has left the prim inventory empty.
879 if (m_items.Count == 0) // No inventory
880 {
881// m_log.DebugFormat(
882// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
883// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
884 1105
885 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1106 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
886 return;
887 }
888 1107
889 CreateInventoryFile(); 1108 if (m_inventoryFileData.Length > 2)
890 1109 {
891 // In principle, we should only do the rest if the inventory changed; 1110 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
892 // by sending m_inventorySerial to the client, it ought to know 1111 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
893 // that nothing changed and that it doesn't need to request the file. 1112 Util.StringToBytes256(m_inventoryFileName));
894 // Unfortunately, it doesn't look like the client optimizes this; 1113 return;
895 // the client seems to always come back and request the Xfer,
896 // no matter what value m_inventorySerial has.
897 // FIXME: Could probably be > 0 here rather than > 2
898 if (m_inventoryFileData.Length > 2)
899 {
900 // Add the file for Xfer
901 // m_log.DebugFormat(
902 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
903 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
904
905 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
906 }
907
908 // Tell the client we're ready to Xfer the file
909 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
910 Util.StringToBytes256(m_inventoryFileName));
911 } 1114 }
1115
1116 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
912 } 1117 }
913 1118
914 /// <summary> 1119 /// <summary>
@@ -917,13 +1122,19 @@ namespace OpenSim.Region.Framework.Scenes
917 /// <param name="datastore"></param> 1122 /// <param name="datastore"></param>
918 public void ProcessInventoryBackup(ISimulationDataService datastore) 1123 public void ProcessInventoryBackup(ISimulationDataService datastore)
919 { 1124 {
920 if (HasInventoryChanged) 1125// Removed this because linking will cause an immediate delete of the new
921 { 1126// child prim from the database and the subsequent storing of the prim sees
922 HasInventoryChanged = false; 1127// the inventory of it as unchanged and doesn't store it at all. The overhead
923 List<TaskInventoryItem> items = GetInventoryItems(); 1128// of storing prim inventory needlessly is much less than the aggravation
924 datastore.StorePrimInventory(m_part.UUID, items); 1129// of prim inventory loss.
1130// if (HasInventoryChanged)
1131// {
1132 Items.LockItemsForRead(true);
1133 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1134 Items.LockItemsForRead(false);
925 1135
926 } 1136 HasInventoryChanged = false;
1137// }
927 } 1138 }
928 1139
929 public class InventoryStringBuilder 1140 public class InventoryStringBuilder
@@ -989,87 +1200,63 @@ namespace OpenSim.Region.Framework.Scenes
989 { 1200 {
990 uint mask=0x7fffffff; 1201 uint mask=0x7fffffff;
991 1202
992 lock (m_items) 1203 foreach (TaskInventoryItem item in m_items.Values)
993 { 1204 {
994 foreach (TaskInventoryItem item in m_items.Values) 1205 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1206 mask &= ~((uint)PermissionMask.Copy >> 13);
1207 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1208 mask &= ~((uint)PermissionMask.Transfer >> 13);
1209 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1210 mask &= ~((uint)PermissionMask.Modify >> 13);
1211
1212 if (item.InvType == (int)InventoryType.Object)
995 { 1213 {
996 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1214 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
997 mask &= ~((uint)PermissionMask.Copy >> 13); 1215 mask &= ~((uint)PermissionMask.Copy >> 13);
998 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1216 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
999 mask &= ~((uint)PermissionMask.Transfer >> 13); 1217 mask &= ~((uint)PermissionMask.Transfer >> 13);
1000 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1218 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1001 mask &= ~((uint)PermissionMask.Modify >> 13); 1219 mask &= ~((uint)PermissionMask.Modify >> 13);
1002
1003 if (item.InvType != (int)InventoryType.Object)
1004 {
1005 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1006 mask &= ~((uint)PermissionMask.Copy >> 13);
1007 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1008 mask &= ~((uint)PermissionMask.Transfer >> 13);
1009 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1010 mask &= ~((uint)PermissionMask.Modify >> 13);
1011 }
1012 else
1013 {
1014 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1015 mask &= ~((uint)PermissionMask.Copy >> 13);
1016 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1017 mask &= ~((uint)PermissionMask.Transfer >> 13);
1018 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1019 mask &= ~((uint)PermissionMask.Modify >> 13);
1020 }
1021
1022 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1023 mask &= ~(uint)PermissionMask.Copy;
1024 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1025 mask &= ~(uint)PermissionMask.Transfer;
1026 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1027 mask &= ~(uint)PermissionMask.Modify;
1028 } 1220 }
1221
1222 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1223 mask &= ~(uint)PermissionMask.Copy;
1224 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1225 mask &= ~(uint)PermissionMask.Transfer;
1226 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1227 mask &= ~(uint)PermissionMask.Modify;
1029 } 1228 }
1030
1031 return mask; 1229 return mask;
1032 } 1230 }
1033 1231
1034 public void ApplyNextOwnerPermissions() 1232 public void ApplyNextOwnerPermissions()
1035 { 1233 {
1036 lock (m_items) 1234 foreach (TaskInventoryItem item in m_items.Values)
1037 { 1235 {
1038 foreach (TaskInventoryItem item in m_items.Values) 1236 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1039 { 1237 {
1040// m_log.DebugFormat ( 1238 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1041// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", 1239 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1042// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); 1240 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1043 1241 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1044 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1242 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1045 { 1243 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1046 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1047 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1048 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1049 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1050 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1051 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1052 }
1053
1054 item.CurrentPermissions &= item.NextPermissions;
1055 item.BasePermissions &= item.NextPermissions;
1056 item.EveryonePermissions &= item.NextPermissions;
1057 item.OwnerChanged = true;
1058 item.PermsMask = 0;
1059 item.PermsGranter = UUID.Zero;
1060 } 1244 }
1245 item.CurrentPermissions &= item.NextPermissions;
1246 item.BasePermissions &= item.NextPermissions;
1247 item.EveryonePermissions &= item.NextPermissions;
1248 item.OwnerChanged = true;
1249 item.PermsMask = 0;
1250 item.PermsGranter = UUID.Zero;
1061 } 1251 }
1062 } 1252 }
1063 1253
1064 public void ApplyGodPermissions(uint perms) 1254 public void ApplyGodPermissions(uint perms)
1065 { 1255 {
1066 lock (m_items) 1256 foreach (TaskInventoryItem item in m_items.Values)
1067 { 1257 {
1068 foreach (TaskInventoryItem item in m_items.Values) 1258 item.CurrentPermissions = perms;
1069 { 1259 item.BasePermissions = perms;
1070 item.CurrentPermissions = perms;
1071 item.BasePermissions = perms;
1072 }
1073 } 1260 }
1074 1261
1075 m_inventorySerial++; 1262 m_inventorySerial++;
@@ -1082,14 +1269,11 @@ namespace OpenSim.Region.Framework.Scenes
1082 /// <returns></returns> 1269 /// <returns></returns>
1083 public bool ContainsScripts() 1270 public bool ContainsScripts()
1084 { 1271 {
1085 lock (m_items) 1272 foreach (TaskInventoryItem item in m_items.Values)
1086 { 1273 {
1087 foreach (TaskInventoryItem item in m_items.Values) 1274 if (item.InvType == (int)InventoryType.LSL)
1088 { 1275 {
1089 if (item.InvType == (int)InventoryType.LSL) 1276 return true;
1090 {
1091 return true;
1092 }
1093 } 1277 }
1094 } 1278 }
1095 1279
@@ -1103,17 +1287,15 @@ namespace OpenSim.Region.Framework.Scenes
1103 public int ScriptCount() 1287 public int ScriptCount()
1104 { 1288 {
1105 int count = 0; 1289 int count = 0;
1106 lock (m_items) 1290 Items.LockItemsForRead(true);
1291 foreach (TaskInventoryItem item in m_items.Values)
1107 { 1292 {
1108 foreach (TaskInventoryItem item in m_items.Values) 1293 if (item.InvType == (int)InventoryType.LSL)
1109 { 1294 {
1110 if (item.InvType == (int)InventoryType.LSL) 1295 count++;
1111 {
1112 count++;
1113 }
1114 } 1296 }
1115 } 1297 }
1116 1298 Items.LockItemsForRead(false);
1117 return count; 1299 return count;
1118 } 1300 }
1119 /// <summary> 1301 /// <summary>
@@ -1149,11 +1331,8 @@ namespace OpenSim.Region.Framework.Scenes
1149 { 1331 {
1150 List<UUID> ret = new List<UUID>(); 1332 List<UUID> ret = new List<UUID>();
1151 1333
1152 lock (m_items) 1334 foreach (TaskInventoryItem item in m_items.Values)
1153 { 1335 ret.Add(item.ItemID);
1154 foreach (TaskInventoryItem item in m_items.Values)
1155 ret.Add(item.ItemID);
1156 }
1157 1336
1158 return ret; 1337 return ret;
1159 } 1338 }
@@ -1162,8 +1341,9 @@ namespace OpenSim.Region.Framework.Scenes
1162 { 1341 {
1163 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1342 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1164 1343
1165 lock (m_items) 1344 Items.LockItemsForRead(true);
1166 ret = new List<TaskInventoryItem>(m_items.Values); 1345 ret = new List<TaskInventoryItem>(m_items.Values);
1346 Items.LockItemsForRead(false);
1167 1347
1168 return ret; 1348 return ret;
1169 } 1349 }
@@ -1172,18 +1352,24 @@ namespace OpenSim.Region.Framework.Scenes
1172 { 1352 {
1173 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1353 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1174 1354
1175 lock (m_items) 1355 Items.LockItemsForRead(true);
1176 { 1356
1177 foreach (TaskInventoryItem item in m_items.Values) 1357 foreach (TaskInventoryItem item in m_items.Values)
1178 if (item.InvType == (int)type) 1358 if (item.InvType == (int)type)
1179 ret.Add(item); 1359 ret.Add(item);
1180 } 1360
1361 Items.LockItemsForRead(false);
1181 1362
1182 return ret; 1363 return ret;
1183 } 1364 }
1184 1365
1185 public Dictionary<UUID, string> GetScriptStates() 1366 public Dictionary<UUID, string> GetScriptStates()
1186 { 1367 {
1368 return GetScriptStates(false);
1369 }
1370
1371 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1372 {
1187 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1373 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1188 1374
1189 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1375 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1205,14 +1391,21 @@ namespace OpenSim.Region.Framework.Scenes
1205 string n = e.GetXMLState(item.ItemID); 1391 string n = e.GetXMLState(item.ItemID);
1206 if (n != String.Empty) 1392 if (n != String.Empty)
1207 { 1393 {
1208 if (!ret.ContainsKey(item.ItemID)) 1394 if (oldIDs)
1209 ret[item.ItemID] = n; 1395 {
1396 if (!ret.ContainsKey(item.OldItemID))
1397 ret[item.OldItemID] = n;
1398 }
1399 else
1400 {
1401 if (!ret.ContainsKey(item.ItemID))
1402 ret[item.ItemID] = n;
1403 }
1210 break; 1404 break;
1211 } 1405 }
1212 } 1406 }
1213 } 1407 }
1214 } 1408 }
1215
1216 return ret; 1409 return ret;
1217 } 1410 }
1218 1411
@@ -1245,4 +1438,4 @@ namespace OpenSim.Region.Framework.Scenes
1245 } 1438 }
1246 } 1439 }
1247 } 1440 }
1248} \ No newline at end of file 1441}
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 3adafc1..33a17db 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;
@@ -98,7 +99,7 @@ namespace OpenSim.Region.Framework.Scenes
98 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 99 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
99 /// issue #1716 100 /// issue #1716
100 /// </summary> 101 /// </summary>
101 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 102 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
102 103
103 /// <summary> 104 /// <summary>
104 /// Movement updates for agents in neighboring regions are sent directly to clients. 105 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -175,6 +176,7 @@ namespace OpenSim.Region.Framework.Scenes
175// private int m_lastColCount = -1; //KF: Look for Collision chnages 176// private int m_lastColCount = -1; //KF: Look for Collision chnages
176// private int m_updateCount = 0; //KF: Update Anims for a while 177// private int m_updateCount = 0; //KF: Update Anims for a while
177// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 178// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
179 private List<uint> m_lastColliders = new List<uint>();
178 180
179 private TeleportFlags m_teleportFlags; 181 private TeleportFlags m_teleportFlags;
180 public TeleportFlags TeleportFlags 182 public TeleportFlags TeleportFlags
@@ -236,6 +238,13 @@ namespace OpenSim.Region.Framework.Scenes
236 //private int m_moveToPositionStateStatus; 238 //private int m_moveToPositionStateStatus;
237 //***************************************************** 239 //*****************************************************
238 240
241 private bool m_collisionEventFlag = false;
242 private object m_collisionEventLock = new Object();
243
244 private int m_movementAnimationUpdateCounter = 0;
245
246 private Vector3 m_prevSitOffset;
247
239 protected AvatarAppearance m_appearance; 248 protected AvatarAppearance m_appearance;
240 249
241 public AvatarAppearance Appearance 250 public AvatarAppearance Appearance
@@ -577,6 +586,13 @@ namespace OpenSim.Region.Framework.Scenes
577 /// </summary> 586 /// </summary>
578 public uint ParentID { get; set; } 587 public uint ParentID { get; set; }
579 588
589 public UUID ParentUUID
590 {
591 get { return m_parentUUID; }
592 set { m_parentUUID = value; }
593 }
594 private UUID m_parentUUID = UUID.Zero;
595
580 /// <summary> 596 /// <summary>
581 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null. 597 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
582 /// </summary> 598 /// </summary>
@@ -737,6 +753,33 @@ namespace OpenSim.Region.Framework.Scenes
737 Appearance = appearance; 753 Appearance = appearance;
738 } 754 }
739 755
756 private void RegionHeartbeatEnd(Scene scene)
757 {
758 if (IsChildAgent)
759 return;
760
761 m_movementAnimationUpdateCounter ++;
762 if (m_movementAnimationUpdateCounter >= 2)
763 {
764 m_movementAnimationUpdateCounter = 0;
765 if (Animator != null)
766 {
767 // If the parentID == 0 we are not sitting
768 // if !SitGournd then we are not sitting on the ground
769 // Fairly straightforward, now here comes the twist
770 // if ParentUUID is NOT UUID.Zero, we are looking to
771 // be sat on an object that isn't there yet. Should
772 // be treated as if sat.
773 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
774 Animator.UpdateMovementAnimations();
775 }
776 else
777 {
778 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
779 }
780 }
781 }
782
740 public void RegisterToEvents() 783 public void RegisterToEvents()
741 { 784 {
742 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 785 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -746,6 +789,7 @@ namespace OpenSim.Region.Framework.Scenes
746 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 789 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
747 ControllingClient.OnStartAnim += HandleStartAnim; 790 ControllingClient.OnStartAnim += HandleStartAnim;
748 ControllingClient.OnStopAnim += HandleStopAnim; 791 ControllingClient.OnStopAnim += HandleStopAnim;
792 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
749 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 793 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
750 ControllingClient.OnAutoPilotGo += MoveToTarget; 794 ControllingClient.OnAutoPilotGo += MoveToTarget;
751 795
@@ -806,10 +850,38 @@ namespace OpenSim.Region.Framework.Scenes
806 "[SCENE]: Upgrading child to root agent for {0} in {1}", 850 "[SCENE]: Upgrading child to root agent for {0} in {1}",
807 Name, m_scene.RegionInfo.RegionName); 851 Name, m_scene.RegionInfo.RegionName);
808 852
809 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
810
811 bool wasChild = IsChildAgent; 853 bool wasChild = IsChildAgent;
812 IsChildAgent = false; 854
855 if (ParentUUID != UUID.Zero)
856 {
857 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
858 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
859 if (part == null)
860 {
861 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
862 }
863 else
864 {
865 part.ParentGroup.AddAvatar(UUID);
866 if (part.SitTargetPosition != Vector3.Zero)
867 part.SitTargetAvatar = UUID;
868 ParentPosition = part.GetWorldPosition();
869 ParentID = part.LocalId;
870 ParentPart = part;
871 m_pos = m_prevSitOffset;
872 pos = ParentPosition;
873 }
874 ParentUUID = UUID.Zero;
875
876 IsChildAgent = false;
877
878// Animator.TrySetMovementAnimation("SIT");
879 }
880 else
881 {
882 IsChildAgent = false;
883 }
884
813 885
814 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 886 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
815 if (gm != null) 887 if (gm != null)
@@ -819,62 +891,72 @@ namespace OpenSim.Region.Framework.Scenes
819 891
820 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 892 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
821 893
822 // Moved this from SendInitialData to ensure that Appearance is initialized 894 if (ParentID == 0)
823 // before the inventory is processed in MakeRootAgent. This fixes a race condition
824 // related to the handling of attachments
825 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
826 if (m_scene.TestBorderCross(pos, Cardinals.E))
827 { 895 {
828 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 896 // Moved this from SendInitialData to ensure that Appearance is initialized
829 pos.X = crossedBorder.BorderLine.Z - 1; 897 // before the inventory is processed in MakeRootAgent. This fixes a race condition
830 } 898 // related to the handling of attachments
899 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
900 if (m_scene.TestBorderCross(pos, Cardinals.E))
901 {
902 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
903 pos.X = crossedBorder.BorderLine.Z - 1;
904 }
831 905
832 if (m_scene.TestBorderCross(pos, Cardinals.N)) 906 if (m_scene.TestBorderCross(pos, Cardinals.N))
833 { 907 {
834 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 908 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
835 pos.Y = crossedBorder.BorderLine.Z - 1; 909 pos.Y = crossedBorder.BorderLine.Z - 1;
836 } 910 }
837 911
838 CheckAndAdjustLandingPoint(ref pos); 912 CheckAndAdjustLandingPoint(ref pos);
839 913
840 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 914 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
841 { 915 {
842 m_log.WarnFormat( 916 m_log.WarnFormat(
843 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 917 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
844 pos, Name, UUID); 918 pos, Name, UUID);
845 919
846 if (pos.X < 0f) pos.X = 0f; 920 if (pos.X < 0f) pos.X = 0f;
847 if (pos.Y < 0f) pos.Y = 0f; 921 if (pos.Y < 0f) pos.Y = 0f;
848 if (pos.Z < 0f) pos.Z = 0f; 922 if (pos.Z < 0f) pos.Z = 0f;
849 } 923 }
850 924
851 float localAVHeight = 1.56f; 925 float localAVHeight = 1.56f;
852 if (Appearance.AvatarHeight > 0) 926 if (Appearance.AvatarHeight > 0)
853 localAVHeight = Appearance.AvatarHeight; 927 localAVHeight = Appearance.AvatarHeight;
854 928
855 float posZLimit = 0; 929 float posZLimit = 0;
856 930
857 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 931 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
858 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 932 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
859 933
860 float newPosZ = posZLimit + localAVHeight / 2; 934 float newPosZ = posZLimit + localAVHeight / 2;
861 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 935 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
862 { 936 {
863 pos.Z = newPosZ; 937 pos.Z = newPosZ;
864 } 938 }
865 AbsolutePosition = pos; 939 AbsolutePosition = pos;
866 940
867 AddToPhysicalScene(isFlying); 941 if (m_teleportFlags == TeleportFlags.Default)
942 {
943 Vector3 vel = Velocity;
944 AddToPhysicalScene(isFlying);
945 if (PhysicsActor != null)
946 PhysicsActor.SetMomentum(vel);
947 }
948 else
949 AddToPhysicalScene(isFlying);
868 950
869 if (ForceFly) 951 if (ForceFly)
870 { 952 {
871 Flying = true; 953 Flying = true;
872 } 954 }
873 else if (FlyDisabled) 955 else if (FlyDisabled)
874 { 956 {
875 Flying = false; 957 Flying = false;
958 }
876 } 959 }
877
878 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 960 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
879 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 961 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
880 // elsewhere anyway 962 // elsewhere anyway
@@ -892,14 +974,19 @@ namespace OpenSim.Region.Framework.Scenes
892 { 974 {
893 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 975 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
894 // Resume scripts 976 // Resume scripts
895 foreach (SceneObjectGroup sog in m_attachments) 977 Util.FireAndForget(delegate(object x) {
896 { 978 foreach (SceneObjectGroup sog in m_attachments)
897 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 979 {
898 sog.ResumeScripts(); 980 sog.ScheduleGroupForFullUpdate();
899 } 981 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
982 sog.ResumeScripts();
983 }
984 });
900 } 985 }
901 } 986 }
902 987
988 SendAvatarDataToAllAgents();
989
903 // send the animations of the other presences to me 990 // send the animations of the other presences to me
904 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 991 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
905 { 992 {
@@ -910,9 +997,12 @@ namespace OpenSim.Region.Framework.Scenes
910 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 997 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
911 // stall on the border crossing since the existing child agent will still have the last movement 998 // stall on the border crossing since the existing child agent will still have the last movement
912 // recorded, which stops the input from being processed. 999 // recorded, which stops the input from being processed.
1000
913 MovementFlag = 0; 1001 MovementFlag = 0;
914 1002
915 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1003 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1004
1005 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
916 } 1006 }
917 1007
918 public int GetStateSource() 1008 public int GetStateSource()
@@ -940,12 +1030,16 @@ namespace OpenSim.Region.Framework.Scenes
940 /// </remarks> 1030 /// </remarks>
941 public void MakeChildAgent() 1031 public void MakeChildAgent()
942 { 1032 {
1033 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1034
943 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1035 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
944 1036
945 // Reset these so that teleporting in and walking out isn't seen 1037 // Reset these so that teleporting in and walking out isn't seen
946 // as teleporting back 1038 // as teleporting back
947 TeleportFlags = TeleportFlags.Default; 1039 TeleportFlags = TeleportFlags.Default;
948 1040
1041 MovementFlag = 0;
1042
949 // It looks like Animator is set to null somewhere, and MakeChild 1043 // It looks like Animator is set to null somewhere, and MakeChild
950 // is called after that. Probably in aborted teleports. 1044 // is called after that. Probably in aborted teleports.
951 if (Animator == null) 1045 if (Animator == null)
@@ -953,6 +1047,7 @@ namespace OpenSim.Region.Framework.Scenes
953 else 1047 else
954 Animator.ResetAnimations(); 1048 Animator.ResetAnimations();
955 1049
1050
956// m_log.DebugFormat( 1051// m_log.DebugFormat(
957// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1052// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
958// Name, UUID, m_scene.RegionInfo.RegionName); 1053// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -979,9 +1074,9 @@ namespace OpenSim.Region.Framework.Scenes
979 { 1074 {
980// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1075// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
981 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1076 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
982 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
983 PhysicsActor.UnSubscribeEvents();
984 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1077 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1078 PhysicsActor.UnSubscribeEvents();
1079 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
985 PhysicsActor = null; 1080 PhysicsActor = null;
986 } 1081 }
987// else 1082// else
@@ -998,7 +1093,7 @@ namespace OpenSim.Region.Framework.Scenes
998 /// <param name="pos"></param> 1093 /// <param name="pos"></param>
999 public void Teleport(Vector3 pos) 1094 public void Teleport(Vector3 pos)
1000 { 1095 {
1001 TeleportWithMomentum(pos, null); 1096 TeleportWithMomentum(pos, Vector3.Zero);
1002 } 1097 }
1003 1098
1004 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1099 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1022,6 +1117,41 @@ namespace OpenSim.Region.Framework.Scenes
1022 SendTerseUpdateToAllClients(); 1117 SendTerseUpdateToAllClients();
1023 } 1118 }
1024 1119
1120 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1121 {
1122 CheckLandingPoint(ref newpos);
1123 AbsolutePosition = newpos;
1124
1125 if (newvel.HasValue)
1126 {
1127 if ((Vector3)newvel == Vector3.Zero)
1128 {
1129 if (PhysicsActor != null)
1130 PhysicsActor.SetMomentum(Vector3.Zero);
1131 m_velocity = Vector3.Zero;
1132 }
1133 else
1134 {
1135 if (PhysicsActor != null)
1136 PhysicsActor.SetMomentum((Vector3)newvel);
1137 m_velocity = (Vector3)newvel;
1138
1139 if (rotateToVelXY)
1140 {
1141 Vector3 lookAt = (Vector3)newvel;
1142 lookAt.Z = 0;
1143 lookAt.Normalize();
1144 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1145 return;
1146 }
1147 }
1148 }
1149
1150 SendTerseUpdateToAllClients();
1151 }
1152
1153
1154
1025 public void StopFlying() 1155 public void StopFlying()
1026 { 1156 {
1027 ControllingClient.StopFlying(this); 1157 ControllingClient.StopFlying(this);
@@ -1337,8 +1467,18 @@ namespace OpenSim.Region.Framework.Scenes
1337 { 1467 {
1338 if (m_followCamAuto) 1468 if (m_followCamAuto)
1339 { 1469 {
1340 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1470 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1341 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1471 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1472
1473 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
1474 Vector3 distTocam = CameraPosition - posAdjusted;
1475 float distTocamlen = distTocam.Length();
1476 if (distTocamlen > 0)
1477 {
1478 distTocam *= 1.0f / distTocamlen;
1479 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1480 }
1481
1342 } 1482 }
1343 } 1483 }
1344 1484
@@ -1772,12 +1912,17 @@ namespace OpenSim.Region.Framework.Scenes
1772// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1912// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1773 1913
1774 SitGround = false; 1914 SitGround = false;
1915
1916/* move this down so avatar gets physical in the new position and not where it is siting
1775 if (PhysicsActor == null) 1917 if (PhysicsActor == null)
1776 AddToPhysicalScene(false); 1918 AddToPhysicalScene(false);
1919 */
1777 1920
1778 if (ParentID != 0) 1921 if (ParentID != 0)
1779 { 1922 {
1780 SceneObjectPart part = ParentPart; 1923 SceneObjectPart part = ParentPart;
1924 UnRegisterSeatControls(part.ParentGroup.UUID);
1925
1781 TaskInventoryDictionary taskIDict = part.TaskInventory; 1926 TaskInventoryDictionary taskIDict = part.TaskInventory;
1782 if (taskIDict != null) 1927 if (taskIDict != null)
1783 { 1928 {
@@ -1797,6 +1942,7 @@ namespace OpenSim.Region.Framework.Scenes
1797 if (part.SitTargetAvatar == UUID) 1942 if (part.SitTargetAvatar == UUID)
1798 part.SitTargetAvatar = UUID.Zero; 1943 part.SitTargetAvatar = UUID.Zero;
1799 1944
1945 part.ParentGroup.DeleteAvatar(UUID);
1800 ParentPosition = part.GetWorldPosition(); 1946 ParentPosition = part.GetWorldPosition();
1801 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1947 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1802 1948
@@ -1805,6 +1951,10 @@ namespace OpenSim.Region.Framework.Scenes
1805 1951
1806 ParentID = 0; 1952 ParentID = 0;
1807 ParentPart = null; 1953 ParentPart = null;
1954
1955 if (PhysicsActor == null)
1956 AddToPhysicalScene(false);
1957
1808 SendAvatarDataToAllAgents(); 1958 SendAvatarDataToAllAgents();
1809 m_requestedSitTargetID = 0; 1959 m_requestedSitTargetID = 0;
1810 1960
@@ -1812,6 +1962,9 @@ namespace OpenSim.Region.Framework.Scenes
1812 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1962 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1813 } 1963 }
1814 1964
1965 else if (PhysicsActor == null)
1966 AddToPhysicalScene(false);
1967
1815 Animator.TrySetMovementAnimation("STAND"); 1968 Animator.TrySetMovementAnimation("STAND");
1816 } 1969 }
1817 1970
@@ -1890,7 +2043,7 @@ namespace OpenSim.Region.Framework.Scenes
1890// m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied); 2043// m_log.DebugFormat("[SCENE PRESENCE]: {0} {1}", SitTargetisSet, SitTargetUnOccupied);
1891 2044
1892 if (PhysicsActor != null) 2045 if (PhysicsActor != null)
1893 m_sitAvatarHeight = PhysicsActor.Size.Z; 2046 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
1894 2047
1895 bool canSit = false; 2048 bool canSit = false;
1896 pos = part.AbsolutePosition + offset; 2049 pos = part.AbsolutePosition + offset;
@@ -1935,7 +2088,7 @@ namespace OpenSim.Region.Framework.Scenes
1935 forceMouselook = part.GetForceMouselook(); 2088 forceMouselook = part.GetForceMouselook();
1936 2089
1937 ControllingClient.SendSitResponse( 2090 ControllingClient.SendSitResponse(
1938 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2091 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1939 2092
1940 m_requestedSitTargetUUID = targetID; 2093 m_requestedSitTargetUUID = targetID;
1941 2094
@@ -2217,14 +2370,36 @@ namespace OpenSim.Region.Framework.Scenes
2217 2370
2218 //Quaternion result = (sitTargetOrient * vq) * nq; 2371 //Quaternion result = (sitTargetOrient * vq) * nq;
2219 2372
2220 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2373 double x, y, z, m;
2374
2375 Quaternion r = sitTargetOrient;
2376 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2377
2378 if (Math.Abs(1.0 - m) > 0.000001)
2379 {
2380 m = 1.0 / Math.Sqrt(m);
2381 r.X *= (float)m;
2382 r.Y *= (float)m;
2383 r.Z *= (float)m;
2384 r.W *= (float)m;
2385 }
2386
2387 x = 2 * (r.X * r.Z + r.Y * r.W);
2388 y = 2 * (-r.X * r.W + r.Y * r.Z);
2389 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2390
2391 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2392 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2393 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2221 Rotation = sitTargetOrient; 2394 Rotation = sitTargetOrient;
2222 ParentPosition = part.AbsolutePosition; 2395 ParentPosition = part.AbsolutePosition;
2396 part.ParentGroup.AddAvatar(UUID);
2223 } 2397 }
2224 else 2398 else
2225 { 2399 {
2226 m_pos -= part.AbsolutePosition; 2400 m_pos -= part.AbsolutePosition;
2227 ParentPosition = part.AbsolutePosition; 2401 ParentPosition = part.AbsolutePosition;
2402 part.ParentGroup.AddAvatar(UUID);
2228 2403
2229// m_log.DebugFormat( 2404// m_log.DebugFormat(
2230// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2405// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2269,6 +2444,13 @@ namespace OpenSim.Region.Framework.Scenes
2269 Animator.RemoveAnimation(animID); 2444 Animator.RemoveAnimation(animID);
2270 } 2445 }
2271 2446
2447 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2448 {
2449 Animator.avnChangeAnim(animID, addRemove, sendPack);
2450 }
2451
2452
2453
2272 /// <summary> 2454 /// <summary>
2273 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2455 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2274 /// </summary> 2456 /// </summary>
@@ -2322,14 +2504,15 @@ namespace OpenSim.Region.Framework.Scenes
2322 direc.Z *= 2.6f; 2504 direc.Z *= 2.6f;
2323 2505
2324 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2506 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2325 Animator.TrySetMovementAnimation("PREJUMP"); 2507// Animator.TrySetMovementAnimation("PREJUMP");
2326 Animator.TrySetMovementAnimation("JUMP"); 2508// Animator.TrySetMovementAnimation("JUMP");
2327 } 2509 }
2328 } 2510 }
2329 } 2511 }
2330 2512
2331 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2513 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2332 m_forceToApply = direc; 2514 m_forceToApply = direc;
2515 Animator.UpdateMovementAnimations();
2333 } 2516 }
2334 2517
2335 #endregion 2518 #endregion
@@ -3064,6 +3247,9 @@ namespace OpenSim.Region.Framework.Scenes
3064 cAgent.AlwaysRun = SetAlwaysRun; 3247 cAgent.AlwaysRun = SetAlwaysRun;
3065 3248
3066 cAgent.Appearance = new AvatarAppearance(Appearance); 3249 cAgent.Appearance = new AvatarAppearance(Appearance);
3250
3251 cAgent.ParentPart = ParentUUID;
3252 cAgent.SitOffset = m_pos;
3067 3253
3068 lock (scriptedcontrols) 3254 lock (scriptedcontrols)
3069 { 3255 {
@@ -3072,7 +3258,7 @@ namespace OpenSim.Region.Framework.Scenes
3072 3258
3073 foreach (ScriptControllers c in scriptedcontrols.Values) 3259 foreach (ScriptControllers c in scriptedcontrols.Values)
3074 { 3260 {
3075 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3261 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3076 } 3262 }
3077 cAgent.Controllers = controls; 3263 cAgent.Controllers = controls;
3078 } 3264 }
@@ -3083,6 +3269,7 @@ namespace OpenSim.Region.Framework.Scenes
3083 cAgent.Anims = Animator.Animations.ToArray(); 3269 cAgent.Anims = Animator.Animations.ToArray();
3084 } 3270 }
3085 catch { } 3271 catch { }
3272 cAgent.DefaultAnim = Animator.Animations.DefaultAnimation;
3086 3273
3087 // Attachment objects 3274 // Attachment objects
3088 List<SceneObjectGroup> attachments = GetAttachments(); 3275 List<SceneObjectGroup> attachments = GetAttachments();
@@ -3126,6 +3313,8 @@ namespace OpenSim.Region.Framework.Scenes
3126 CameraAtAxis = cAgent.AtAxis; 3313 CameraAtAxis = cAgent.AtAxis;
3127 CameraLeftAxis = cAgent.LeftAxis; 3314 CameraLeftAxis = cAgent.LeftAxis;
3128 CameraUpAxis = cAgent.UpAxis; 3315 CameraUpAxis = cAgent.UpAxis;
3316 ParentUUID = cAgent.ParentPart;
3317 m_prevSitOffset = cAgent.SitOffset;
3129 3318
3130 // When we get to the point of re-computing neighbors everytime this 3319 // When we get to the point of re-computing neighbors everytime this
3131 // changes, then start using the agent's drawdistance rather than the 3320 // changes, then start using the agent's drawdistance rather than the
@@ -3163,6 +3352,7 @@ namespace OpenSim.Region.Framework.Scenes
3163 foreach (ControllerData c in cAgent.Controllers) 3352 foreach (ControllerData c in cAgent.Controllers)
3164 { 3353 {
3165 ScriptControllers sc = new ScriptControllers(); 3354 ScriptControllers sc = new ScriptControllers();
3355 sc.objectID = c.ObjectID;
3166 sc.itemID = c.ItemID; 3356 sc.itemID = c.ItemID;
3167 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3357 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3168 sc.eventControls = (ScriptControlled)c.EventControls; 3358 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3177,6 +3367,8 @@ namespace OpenSim.Region.Framework.Scenes
3177 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? 3367 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
3178 if (cAgent.Anims != null) 3368 if (cAgent.Anims != null)
3179 Animator.Animations.FromArray(cAgent.Anims); 3369 Animator.Animations.FromArray(cAgent.Anims);
3370 if (cAgent.DefaultAnim != null)
3371 Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
3180 3372
3181 if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0) 3373 if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0)
3182 { 3374 {
@@ -3249,7 +3441,7 @@ namespace OpenSim.Region.Framework.Scenes
3249 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3441 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3250 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3442 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3251 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3443 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3252 PhysicsActor.SubscribeEvents(500); 3444 PhysicsActor.SubscribeEvents(100);
3253 PhysicsActor.LocalID = LocalId; 3445 PhysicsActor.LocalID = LocalId;
3254 } 3446 }
3255 3447
@@ -3279,18 +3471,6 @@ namespace OpenSim.Region.Framework.Scenes
3279 if (IsChildAgent) 3471 if (IsChildAgent)
3280 return; 3472 return;
3281 3473
3282 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3283 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3284 // as of this comment the interval is set in AddToPhysicalScene
3285 if (Animator != null)
3286 {
3287// if (m_updateCount > 0)
3288// {
3289 Animator.UpdateMovementAnimations();
3290// m_updateCount--;
3291// }
3292 }
3293
3294 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3474 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3295 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3475 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3296 3476
@@ -3333,6 +3513,8 @@ namespace OpenSim.Region.Framework.Scenes
3333 } 3513 }
3334 } 3514 }
3335 3515
3516 RaiseCollisionScriptEvents(coldata);
3517
3336 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3518 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3337 if (Invulnerable || GodLevel > 0) 3519 if (Invulnerable || GodLevel > 0)
3338 return; 3520 return;
@@ -3665,10 +3847,15 @@ namespace OpenSim.Region.Framework.Scenes
3665 3847
3666 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 3848 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3667 { 3849 {
3850 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
3851 if (p == null)
3852 return;
3853
3668 ScriptControllers obj = new ScriptControllers(); 3854 ScriptControllers obj = new ScriptControllers();
3669 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3855 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3670 obj.eventControls = ScriptControlled.CONTROL_ZERO; 3856 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3671 3857
3858 obj.objectID = p.ParentGroup.UUID;
3672 obj.itemID = Script_item_UUID; 3859 obj.itemID = Script_item_UUID;
3673 if (pass_on == 0 && accept == 0) 3860 if (pass_on == 0 && accept == 0)
3674 { 3861 {
@@ -3717,6 +3904,21 @@ namespace OpenSim.Region.Framework.Scenes
3717 ControllingClient.SendTakeControls(int.MaxValue, false, false); 3904 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3718 } 3905 }
3719 3906
3907 private void UnRegisterSeatControls(UUID obj)
3908 {
3909 List<UUID> takers = new List<UUID>();
3910
3911 foreach (ScriptControllers c in scriptedcontrols.Values)
3912 {
3913 if (c.objectID == obj)
3914 takers.Add(c.itemID);
3915 }
3916 foreach (UUID t in takers)
3917 {
3918 UnRegisterControlEventsToScript(0, t);
3919 }
3920 }
3921
3720 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 3922 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3721 { 3923 {
3722 ScriptControllers takecontrols; 3924 ScriptControllers takecontrols;
@@ -4035,6 +4237,12 @@ namespace OpenSim.Region.Framework.Scenes
4035 4237
4036 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4238 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
4037 { 4239 {
4240 string reason;
4241
4242 // Honor bans
4243 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4244 return;
4245
4038 SceneObjectGroup telehub = null; 4246 SceneObjectGroup telehub = null;
4039 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4247 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
4040 { 4248 {
@@ -4074,11 +4282,206 @@ namespace OpenSim.Region.Framework.Scenes
4074 pos = land.LandData.UserLocation; 4282 pos = land.LandData.UserLocation;
4075 } 4283 }
4076 } 4284 }
4077 4285
4078 land.SendLandUpdateToClient(ControllingClient); 4286 land.SendLandUpdateToClient(ControllingClient);
4079 } 4287 }
4080 } 4288 }
4081 4289
4290 private DetectedObject CreateDetObject(SceneObjectPart obj)
4291 {
4292 DetectedObject detobj = new DetectedObject();
4293 detobj.keyUUID = obj.UUID;
4294 detobj.nameStr = obj.Name;
4295 detobj.ownerUUID = obj.OwnerID;
4296 detobj.posVector = obj.AbsolutePosition;
4297 detobj.rotQuat = obj.GetWorldRotation();
4298 detobj.velVector = obj.Velocity;
4299 detobj.colliderType = 0;
4300 detobj.groupUUID = obj.GroupID;
4301
4302 return detobj;
4303 }
4304
4305 private DetectedObject CreateDetObject(ScenePresence av)
4306 {
4307 DetectedObject detobj = new DetectedObject();
4308 detobj.keyUUID = av.UUID;
4309 detobj.nameStr = av.ControllingClient.Name;
4310 detobj.ownerUUID = av.UUID;
4311 detobj.posVector = av.AbsolutePosition;
4312 detobj.rotQuat = av.Rotation;
4313 detobj.velVector = av.Velocity;
4314 detobj.colliderType = 0;
4315 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4316
4317 return detobj;
4318 }
4319
4320 private DetectedObject CreateDetObjectForGround()
4321 {
4322 DetectedObject detobj = new DetectedObject();
4323 detobj.keyUUID = UUID.Zero;
4324 detobj.nameStr = "";
4325 detobj.ownerUUID = UUID.Zero;
4326 detobj.posVector = AbsolutePosition;
4327 detobj.rotQuat = Quaternion.Identity;
4328 detobj.velVector = Vector3.Zero;
4329 detobj.colliderType = 0;
4330 detobj.groupUUID = UUID.Zero;
4331
4332 return detobj;
4333 }
4334
4335 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4336 {
4337 ColliderArgs colliderArgs = new ColliderArgs();
4338 List<DetectedObject> colliding = new List<DetectedObject>();
4339 foreach (uint localId in colliders)
4340 {
4341 if (localId == 0)
4342 continue;
4343
4344 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4345 if (obj != null)
4346 {
4347 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4348 colliding.Add(CreateDetObject(obj));
4349 }
4350 else
4351 {
4352 ScenePresence av = m_scene.GetScenePresence(localId);
4353 if (av != null && (!av.IsChildAgent))
4354 {
4355 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4356 colliding.Add(CreateDetObject(av));
4357 }
4358 }
4359 }
4360
4361 colliderArgs.Colliders = colliding;
4362
4363 return colliderArgs;
4364 }
4365
4366 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4367
4368 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4369 {
4370 ColliderArgs CollidingMessage;
4371
4372 if (colliders.Count > 0)
4373 {
4374 if ((dest.RootPart.ScriptEvents & ev) != 0)
4375 {
4376 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4377
4378 if (CollidingMessage.Colliders.Count > 0)
4379 notify(dest.RootPart.LocalId, CollidingMessage);
4380 }
4381 }
4382 }
4383
4384 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4385 {
4386 if ((dest.RootPart.ScriptEvents & ev) != 0)
4387 {
4388 ColliderArgs LandCollidingMessage = new ColliderArgs();
4389 List<DetectedObject> colliding = new List<DetectedObject>();
4390
4391 colliding.Add(CreateDetObjectForGround());
4392 LandCollidingMessage.Colliders = colliding;
4393
4394 notify(dest.RootPart.LocalId, LandCollidingMessage);
4395 }
4396 }
4397
4398 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4399 {
4400 try
4401 {
4402 List<uint> thisHitColliders = new List<uint>();
4403 List<uint> endedColliders = new List<uint>();
4404 List<uint> startedColliders = new List<uint>();
4405 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4406 CollisionForSoundInfo soundinfo;
4407 ContactPoint curcontact;
4408
4409 if (coldata.Count == 0)
4410 {
4411 if (m_lastColliders.Count == 0)
4412 return; // nothing to do
4413
4414 foreach (uint localID in m_lastColliders)
4415 {
4416 endedColliders.Add(localID);
4417 }
4418 m_lastColliders.Clear();
4419 }
4420
4421 else
4422 {
4423 foreach (uint id in coldata.Keys)
4424 {
4425 thisHitColliders.Add(id);
4426 if (!m_lastColliders.Contains(id))
4427 {
4428 startedColliders.Add(id);
4429 curcontact = coldata[id];
4430 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
4431 {
4432 soundinfo = new CollisionForSoundInfo();
4433 soundinfo.colliderID = id;
4434 soundinfo.position = curcontact.Position;
4435 soundinfo.relativeVel = curcontact.RelativeSpeed;
4436 soundinfolist.Add(soundinfo);
4437 }
4438 }
4439 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4440 }
4441
4442 // calculate things that ended colliding
4443 foreach (uint localID in m_lastColliders)
4444 {
4445 if (!thisHitColliders.Contains(localID))
4446 {
4447 endedColliders.Add(localID);
4448 }
4449 }
4450 //add the items that started colliding this time to the last colliders list.
4451 foreach (uint localID in startedColliders)
4452 {
4453 m_lastColliders.Add(localID);
4454 }
4455 // remove things that ended colliding from the last colliders list
4456 foreach (uint localID in endedColliders)
4457 {
4458 m_lastColliders.Remove(localID);
4459 }
4460
4461 if (soundinfolist.Count > 0)
4462 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
4463 }
4464
4465 foreach (SceneObjectGroup att in GetAttachments())
4466 {
4467 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
4468 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
4469 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
4470
4471 if (startedColliders.Contains(0))
4472 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
4473 if (m_lastColliders.Contains(0))
4474 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
4475 if (endedColliders.Contains(0))
4476 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
4477 }
4478 }
4479 finally
4480 {
4481 m_collisionEventFlag = false;
4482 }
4483 }
4484
4082 private void TeleportFlagsDebug() { 4485 private void TeleportFlagsDebug() {
4083 4486
4084 // Some temporary debugging help to show all the TeleportFlags we have... 4487 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4103,6 +4506,5 @@ namespace OpenSim.Region.Framework.Scenes
4103 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4506 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4104 4507
4105 } 4508 }
4106
4107 } 4509 }
4108} 4510}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 0b34156..e223f47 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -244,6 +244,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
244 sr.Close(); 244 sr.Close();
245 } 245 }
246 246
247 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
248 if (keymotion.Count > 0)
249 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
250 else
251 sceneObject.RootPart.KeyframeMotion = null;
252
247 // Script state may, or may not, exist. Not having any, is NOT 253 // Script state may, or may not, exist. Not having any, is NOT
248 // ever a problem. 254 // ever a problem.
249 sceneObject.LoadScriptState(doc); 255 sceneObject.LoadScriptState(doc);
@@ -348,6 +354,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
348 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 354 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
349 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 355 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
350 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 356 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
357
358 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
359 m_SOPXmlProcessors.Add("Force", ProcessForce);
360 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
361 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
362
363
364 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
365
366 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
367 m_SOPXmlProcessors.Add("Density", ProcessDensity);
368 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
369 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
370 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
371
351 #endregion 372 #endregion
352 373
353 #region TaskInventoryXmlProcessors initialization 374 #region TaskInventoryXmlProcessors initialization
@@ -375,7 +396,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
375 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 396 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
376 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 397 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
377 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 398 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
378 399
379 #endregion 400 #endregion
380 401
381 #region ShapeXmlProcessors initialization 402 #region ShapeXmlProcessors initialization
@@ -575,6 +596,49 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
575 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 596 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
576 } 597 }
577 598
599 private static void ProcessPhysicsShapeType(SceneObjectPart obj, XmlTextReader reader)
600 {
601 obj.PhysicsShapeType = (byte)reader.ReadElementContentAsInt("PhysicsShapeType", String.Empty);
602 }
603
604 private static void ProcessDensity(SceneObjectPart obj, XmlTextReader reader)
605 {
606 obj.Density = reader.ReadElementContentAsFloat("Density", String.Empty);
607 }
608
609 private static void ProcessFriction(SceneObjectPart obj, XmlTextReader reader)
610 {
611 obj.Friction = reader.ReadElementContentAsFloat("Friction", String.Empty);
612 }
613
614 private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
615 {
616 obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
617 }
618
619 private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
620 {
621 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
622 }
623
624 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
625 {
626 bool errors = false;
627 SOPVehicle _vehicle = new SOPVehicle();
628
629 _vehicle.FromXml2(reader, out errors);
630
631 if (errors)
632 {
633 obj.sopVehicle = null;
634 m_log.DebugFormat(
635 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
636 obj.Name, obj.UUID);
637 }
638 else
639 obj.sopVehicle = _vehicle;
640 }
641
578 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 642 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
579 { 643 {
580 List<string> errorNodeNames; 644 List<string> errorNodeNames;
@@ -739,6 +803,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
739 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 803 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
740 } 804 }
741 805
806 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
807 {
808 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
809 }
810
811 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
812 {
813 obj.Force = Util.ReadVector(reader, "Force");
814 }
815 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
816 {
817 obj.Torque = Util.ReadVector(reader, "Torque");
818 }
819
820 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
821 {
822 obj.VolumeDetectActive = Util.ReadBoolean(reader);
823 }
824
742 #endregion 825 #endregion
743 826
744 #region TaskInventoryXmlProcessors 827 #region TaskInventoryXmlProcessors
@@ -1126,6 +1209,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1126 }); 1209 });
1127 1210
1128 writer.WriteEndElement(); 1211 writer.WriteEndElement();
1212
1213 if (sog.RootPart.KeyframeMotion != null)
1214 {
1215 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1216
1217 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1218 writer.WriteBase64(data, 0, data.Length);
1219 writer.WriteEndElement();
1220 }
1221
1129 writer.WriteEndElement(); 1222 writer.WriteEndElement();
1130 } 1223 }
1131 1224
@@ -1225,6 +1318,27 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1225 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1318 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1226 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1319 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1227 1320
1321 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1322
1323 WriteVector(writer, "Force", sop.Force);
1324 WriteVector(writer, "Torque", sop.Torque);
1325
1326 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1327
1328 if (sop.sopVehicle != null)
1329 sop.sopVehicle.ToXml2(writer);
1330
1331 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1332 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1333 if (sop.Density != 1000.0f)
1334 writer.WriteElementString("Density", sop.Density.ToString().ToLower());
1335 if (sop.Friction != 0.6f)
1336 writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
1337 if (sop.Bounciness != 0.5f)
1338 writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
1339 if (sop.GravityModifier != 1.0f)
1340 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1341
1228 writer.WriteEndElement(); 1342 writer.WriteEndElement();
1229 } 1343 }
1230 1344
@@ -1449,12 +1563,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1449 { 1563 {
1450 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1564 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1451 1565
1452 if (reader.IsEmptyElement)
1453 {
1454 reader.Read();
1455 return tinv;
1456 }
1457
1458 reader.ReadStartElement(name, String.Empty); 1566 reader.ReadStartElement(name, String.Empty);
1459 1567
1460 while (reader.Name == "TaskInventoryItem") 1568 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 742d42a..18e6ece 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -298,6 +298,20 @@ namespace OpenSim.Region.Framework.Scenes
298 physfps = 0; 298 physfps = 0;
299 299
300#endregion 300#endregion
301 if (reportedFPS <= 0)
302 reportedFPS = 1;
303
304 float perframe = 1.0f / (float)reportedFPS;
305
306 float TotalFrameTime = m_frameMS * perframe;
307
308 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
309
310 float sparetime;
311 if (TotalFrameTime > targetframetime)
312 {
313 sparetime = 0;
314 }
301 315
302 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 316 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
303 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 317 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
@@ -309,15 +323,13 @@ namespace OpenSim.Region.Framework.Scenes
309 // so that stat numbers are always consistent. 323 // so that stat numbers are always consistent.
310 CheckStatSanity(); 324 CheckStatSanity();
311 325
312 //Our time dilation is 0.91 when we're running a full speed, 326 // other MS is actually simulation time
313 // therefore to make sure we get an appropriate range, 327 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
314 // we have to factor in our error. (0.10f * statsUpdateFactor) 328 // m_imageMS m_netMS are not included in m_frameMS
315 // multiplies the fix for the error times the amount of times it'll occur a second 329
316 // / 10 divides the value by the number of times the sim heartbeat runs (10fps) 330 m_otherMS = m_frameMS - m_physicsMS - m_agentMS;
317 // Then we divide the whole amount by the amount of seconds pass in between stats updates. 331 if (m_otherMS < 0)
318 332 m_otherMS = 0;
319 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
320 // values to X-per-second values.
321 333
322 uint thisFrame = m_scene.Frame; 334 uint thisFrame = m_scene.Frame;
323 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor; 335 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor;
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 efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;